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No Man’s Sky |OT| Next!

Redshirt

Banned
Eh. I'm not sure I'm keen on them adding food.

I have no problem with it in Minecraft and Conan Exiles, for instance, but the grind in NMS has already started to kill my interest. Not sure I want another grind mechanic.
 

Handy Fake

Member
Eh. I'm not sure I'm keen on them adding food.

I have no problem with it in Minecraft and Conan Exiles, for instance, but the grind in NMS has already started to kill my interest. Not sure I want another grind mechanic.
Could probably be acceptable if it was just for temporary buffs or perks during gameplay. I wouldn't want it as a core mechanic though.
 

bufkus

Member
I don't see a problem with adding food/water if it's a separate game mode. Obviously if it's required in normal then that would be a turn off for people who wouldn't want that mechanic.
 

GribbleGrunger

Dreams in Digital
Eh. I'm not sure I'm keen on them adding food.

I have no problem with it in Minecraft and Conan Exiles, for instance, but the grind in NMS has already started to kill my interest. Not sure I want another grind mechanic.
Could probably be acceptable if it was just for temporary buffs or perks during gameplay. I wouldn't want it as a core mechanic though.
Yeah not sure I care for food as and addition if that's what they are thinking.
I don't see a problem with adding food/water if it's a separate game mode. Obviously if it's required in normal then that would be a turn off for people who wouldn't want that mechanic.

I hate, and still hate, the additions they made that only complicates for the sake of it. The crashed tech pods are a perfect example. Having to now use a resource to open them slows the process down unnecessarily. However, something that adds to the game is welcome, even if it complicates things. On the face of it, food doesn't appear to be much other than to yet again add complication, but it's far more than that if you dig deeper into the potential.

At the moment, the only reason to explore planets (on foot) is to scan creatures for money and upload them for nanites. That's essentially it. Ironically, caves have got worse with every update in terms of reasons to explore. When the game first launched, caves had platinum and gold, which gave you a perfect reason to explore them. Finding all the creatures was another reason. For some reason they've removed both and although caves 'look' much better, they are empty, pointless locations.

Food could bring everything together. I can't see them adding a third bar so my guess would be they'd replace the health bar with a hunger bar. Adding this mechanic would give Hello Games a reason to categorise creatures more carefully, giving us land, water, sky and cave creatures, each with their unique nutritional value. Now we're not only exploring to get a 'materialistic' reward, we're exploring to 'survive', a much better imperative. It also opens up a whole new reason to use the foundry (or oven if they include one). This will require recipes and AGAIN, there's yet another reason to explore. Those now redundant buried treasures could become of use again, instead of the 'materialistic' value they have once you've got all the base parts.

Of course, once we get customisation of our ships, vehicles and weapons, those same buried treasures can be used yet again. Hello Games will be STUPID if they just allow us to buy the parts, but they've shown how they can throw opportunities away regularly so it's not off the table they'd do something stupid like that. The new generation of NMS players are largely impatient and greedy so they'd like it I suppose.
 
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iconmaster

Banned
Experimental changes are coming down the pike. Multiplayer base permissions ("don't screw with my base") are something I've seen requested, so that's good.

Latest changes on Experimental (24/08):
  • Added user permissions for multiplayer, on a per-save slot basis. Settings for visibility, damage + base editing can be customised to apply to all players, friends only, or no-one.
  • Improved the terrain edit saving system, reducing the chance of terrain regenerating. Further improvements to this system are in progress.
  • Improved the visuals of player starship trails.
  • Added archaeology missions to the available pool of missions from planetary NPCs.

  • Fixed an issue that could prevent players with very large save games from saving.
  • Fixed a number of issues that prevented save games from loading.
  • Fixed an issue that incorrectly synced information in multiplayer.
  • Fixed a number of issues that could cause mission markers to be attached to the wrong destination.
  • Fixed a number of issues around the refiner and general inventory systems. Improved the pick and drop system of inventory management.

  • Fixed an issue that caused visual glitches in clouds at higher resolutions.
  • Fixed occasional crash in geometry streaming when exiting planet atmosphere.
  • Fixed issue where cloud shadows would interfere with reflection rendering.
  • Improved consistency between tessellated and non-tessellated terrains.
  • Improved performance when leaving planets.
  • Various memory savings, improving overall stability.
  • Various performance optimisations.

  • Fixed an issue that could prevent players from going through black holes.
  • Fixed an issue where players were able to warp and get stuck on the other side of a portal.
  • Fixed an issue where players were able to enter their freighter base when it was not loaded in memory.
  • Fixed an issue where players could start their game in inappropriate systems when starting in multiplayer.
  • Fixed an issue that could cause vast numbers of Sentinel Drones to spawn.
  • Fixed an issue that prevented players with pre-NEXT saves from fully upgrading their Exosuit.
  • Fixed an issue where freighter crew would change race on warp.
  • Fixed an issue where player ships could spawn on the same landing pad in multiplayer.
  • Fixed a number of cases where freighter battles were not correctly synced in multiplayer.
  • Fixed an issue where players were not able to land on other player's freighters.
  • Fixed a number of issues affecting the interaction with captains of freighters not owned by the player.
  • Fixed an issue that caused expedition length, difficulty + rewards to scale incorrectly relative to the power of the player's fleet.
  • Fixed an issue that caused players to exit their ships / exocraft while tagging a marker.
  • Fixed an issue where ships landed on freighters to be labelled ON PLANET.
  • Fixed an issue that caused player ships to have incorrect information when viewed through the Analysis Visor.
  • Fixed an issue that could cause Sentinels to appear as undiscovered creatures when viewed through the Analysis Visor.
  • Fixed the axes used to calculate planet coordinates shown on the Analysis Visor.
  • Prevented players with freighters from warping other players in multiplayer to systems they would get stuck in.
  • Fixed an issue where the freighter dock lights were not correctly lit/unlit when a save was loaded on a freighter.
  • Various text fixes.

Looks like frigate fuel has to wait for another patch again.
 
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GribbleGrunger

Dreams in Digital
Thanks for the notes, iconmasterX.

In other news ... this is one of the best conceptualised photos I've seen so far. Not mine:

wKtFv8tznblpms28iSD8xGooz-KeOI_b5H-kpTF01tY.jpg
 

FranXico

Member
Fixed a number of issues around the refiner and general inventory systems. Improved the pick and drop system of inventory management.

And this is the end of the duplication exploit.

A lot of annoying issues are fixed as well. Can't wait until that patch comes to PS4.
 

iconmaster

Banned
If this is multiplayer only I'm not going to be happy.

Why would it be? It looks like new options for the player character and base items. Are you thinking earning QS will be multiplayer-only somehow?

Hilarious that they turned the happy blob critter into an item.

KsGm1x4.png
 
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GribbleGrunger

Dreams in Digital
Why would it be? It looks like new options for the player character and base items. Are you thinking earning QS will be multiplayer-only somehow?

Hilarious that they turned the happy blob critter into an item.

KsGm1x4.png

Well, they mentioned these were coming and it was connected with 'weekly events'. It just sounds more multiplayer than singleplayer.
 

Magus00

Member
Well, they mentioned these were coming and it was connected with 'weekly events'. It just sounds more multiplayer than singleplayer.

This is always how I understood it, a mechanism to drive community involvement. I'm certainly not opposed to an offline method, but its nice see something to drive "Jolly Cooperation".
 

iconmaster

Banned
Also that Mind Blown gesture is almost certainly a reference to Sean Murray's own performance of it.

This feature is going to be thick with inside jokes it seems.
 

GribbleGrunger

Dreams in Digital
This is always how I understood it, a mechanism to drive community involvement. I'm certainly not opposed to an offline method, but its nice see something to drive "Jolly Cooperation".

If it is, it's not exactly fair on the community that stuck with the game through all the complaints of 'no multiplayer'. For the complainers to get what they wanted AND get exclusive content would be a kick in the nuts for those people who had to suffer every NMS thread getting ruined by the 'no multiplayer' naysayers.
 

iconmaster

Banned
Heh. I had a random player drop in on my session a few days after the Next update. He showed me how to dig up buried tech, we drove our roamers around, and we attacked a freighter together. It was exactly the kind of thing Hello Games seems to be going for.

I turned off the feature after that. I'd been working on my base and felt like I had to stop what I was doing to make the game more entertaining for my guest.

There's no lesson here. It just turned out not to be my cup of tea is all.
 

138

Banned
I turned off the feature after that. I'd been working on my base and felt like I had to stop what I was doing to make the game more entertaining for my guest.

There's no lesson here. It just turned out not to be my cup of tea is all.
Sadly, this is me in real life.
 
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GribbleGrunger

Dreams in Digital
Datamined information about Quicksilver events. There are some interesting things here:

TRADE_BUY_SPECIAL_SHOP Buy exotic collectables from the Quicksilver Trade Network

TRADE_SPECIAL_SUB Exchange Quicksilver for unique, one-off items.

SPECIALSHOP_DESC Welcome to the Quicksilver Trade Network

SPECIALTERMINAL_HEADING Connection to Quicksilver Trade Network established. Exchange Quicksilver for exotic collectables. Consult the Mission Log and earn Quicksilver through Community Research missions.

UI_COMM_WEEK_02_TITLE

Community Research

UI_COMM_WEEK_02_SUB

Help Specialist Polo - Week 2 of 8

Specialist Polo is broadcasting a request for explorers. They ask for assistance as they document a new 'phase' of the galaxy.

NPC_COMM_WEEK_02_BRIEF

Friend! The galaxy - it roars and shifts, renewed! You sense it too? The boundaries shimmer! Now is the essential time for research, exploration, friendship!

NPC_COMM_WEEK_02_BRIEF2

This universe is greatly changed! Evolution has clocked a thousand loops, friend. The very metals and minerals of the worlds are refreshed, echoed by the diets of all strange and splendid beasts. Have their mind-patterns changed too? What friendship will they transact in exchange for a snack? This is joy-stuffed research we do!"

NPC_COMM_WEEK_02_BRIEF_RES

I am transmitting you coordinates for a portal to bypass the light years, friend! Through that gateway, our research begins."

UI_COMM_WEEK_01_OBJ7_TIP

Board the <SPECIAL>Space Anomaly<> to visit Polo's Quicksilver synthesis robot

UI_COMM_WEEK_01_OBJ5_TIP The object phenomenon has now spread throughout the galaxy. Dig using the <TECHNOLOGY>Terrain Manipulator<> and search inside for strange objects Launch into space to make contact with Polo

NPC_COMM_WEEK_01_SHOP You may have noticed, Traveller-Friend, that there is a new guest aboard our little home! A being fashioned from metal and soul, by my own paws! They will help me explore synthesis and creation, transforming Quicksilver into exotic goods! You would like to met them, yes? I feel they are a striking likeness for you, Traveller-Friend.
 
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iconmaster

Banned
“Community Research” might not mean multiplayer then. Just a shared goal we’re all chipping away at. I can dig it.
 

GribbleGrunger

Dreams in Digital
“Community Research” might not mean multiplayer then. Just a shared goal we’re all chipping away at. I can dig it.

Yeah ... but I've moved to the next galaxy to avoid the community. :( Fingers crossed we can still do it alone but perhaps it will take longer.
 
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GribbleGrunger

Dreams in Digital
New experimental patch just went up on Steam: https://steamdb.info/app/275850/depots/

The last patch still hasn't come to the PS4 so perhaps this adds the Quicksilver events.

Edit: Confirmed. Quicksilver events are now live with this patch. I'm currently asking someone what they're like and how they work.
 
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iconmaster

Banned
Oh, what if the goal is to throughly research a specific star system? That'd be neat: get everybody in the same area scanning and... other stuff. (Repairing, digging up tech, etc.)
 
See, how it says the weekly content and events will be free and not be gated with microtransactions? This is, where it smells funny. A new currency, customization items, that you can only buy with this currency... I'd stay veeery skeptic.
 
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GribbleGrunger

Dreams in Digital
See, how it says the weekly content and events will be free and not be gated with microtransactions? This is, where it smells funny. A new currency, customization items, that you can only buy with this currency... I'd stay veeery skeptic.

They've said it's going to be free and I have no reason to doubt it. BUT, even if they decide to charge a fee in the future, I wouldn't be bothered at all. They've supported this game with 4 big updates for nothing.
 

GribbleGrunger

Dreams in Digital
It looks like 1.58 is up for the XB1 but not the PS4 just yet. I'd imagine it will be coming soon though.

edit: PS4 is GO! (but not for the UK it seems ...)

edit 2: And it's up!
 
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GribbleGrunger

Dreams in Digital
1.58 Patch notes:

  • Added user permissions for multiplayer, on a per-save slot basis. Settings for visibility, damage + base editing, can be customised to apply to all players, friends only or no-one.
  • Improved the terrain edit saving system and reduced the chance of the terrain regenerating when it shouldn't. Further improvements to this system are in progress.
  • Improved the visuals of player starship trails.
  • Added archaeology missions to the available pool of missions from planetary NPCs.
  • Fixed an issue that could prevent players with very large save games from saving.
  • Fixed a number of issues that prevented save games from loading.
  • Fixed an issue that incorrectly synced information in multiplayer.
  • Fixed a number of issues that could cause mission markers to be attached to the wrong destination.
  • Fixed a number of issues around the refiner and general inventory systems.
  • Improved the pick and drop system of inventory management.
  • Fixed an issue that caused visual glitches in clouds at higher resolutions.
  • Fixed occasional crash in geometry streaming when exiting planet atmosphere.
  • Fixed issue where cloud shadows would interfere with reflection rendering.
  • Improved consistency between tessellated and non-tessellated terrains.
  • Improved performance when leaving planets.
  • Various memory savings, thus improving overall stability.
  • Various performance optimisations.
  • Fixed an issue that could prevent players from going through black holes.
  • Fixed an issue where players were able to warp and get stuck on the other side of a portal.
  • Fixed an issue where players were able to enter their freighter base when it was not loaded in memory.
  • Fixed an issue where players could start their game in inappropriate systems when starting in multiplayer.
  • Fixed an issue that could cause vast numbers of Sentinel Drones to spawn.
  • Fixed an issue that prevented players with pre-NEXT saves from fully upgrading their Exosuit.
  • Fixed an issue where freighter crew would change race on warp.
  • Fixed an issue where player ships could spawn on the same landing pad in multiplayer.
  • Fixed a number of cases where freighter battles were not correctly synced in multiplayer.
  • Fixed an issue where players were not able to land on other player's freighters.
  • Fixed a number of issues affecting the interaction with captains of freighters not owned by the player.
  • Fixed an issue that caused expedition length, difficulty + rewards to scale incorrectly, relative to the power of the player's fleet.
  • Fixed an issue that caused players to exit their ships / exocraft whilst tagging a marker.
  • Fixed an issue where ships landed on freighters, were labelled "ON PLANET".
  • Fixed an issue that caused player ships to have incorrect information when viewed through the Analysis Visor.
  • Fixed an issue that could cause Sentinels to appear as undiscovered creatures when viewed through the Analysis Visor.
  • Fixed the axis used to calculate planet coordinates shown on the Analysis Visor.
  • Prevented players with freighters from warping other players in multiplayer to systems they would get stuck in.
  • Fixed an issue where the freighter dock lights were not correctly lit/unlit when a save was loaded on a freighter.
  • Various text fixes.
 

iconmaster

Banned
Btw I was told on Twitter that playing through the story completely will auto-fix the missing Frigate Fuel blueprint. Haven't gotten far enough to confirm.
 

GribbleGrunger

Dreams in Digital
I do hope this isn't the norm because after playing this game for well over 2,500 hours, this was the first time it felt like a grind.
 
I WILL stay skeptic! The game needed two years and four major "updates" ( patches!) to come close to its advertised state. I liked it a lot for a while and even double dipped on the discounted PS4-Version in July. I just don't know if the temptation for HG won't be too much in the end.

The base system for MTs is now implemented.
 

Traianvs

Member
I loved the game from day one and wasn't actually disappointed from the lack of content.
Since I was a child, me and my father played with games like Rescue on fractalus and Elite on the C64, captain blood, Frontier, Noctis IV (seems like a proto NMS now, I'm sure Sean Murray has at least played a bit with this freeware game), always dreaming of a game where you could just jump on you starship and explore that star you could see on the horizon. No story, no missions, just pure awe and discovery.
I can't express how much I'm happy for the success of no man's sky after the rough early days. For me it's like the gift that keeps on giving.
Saying that, I'm really happy that these community goals are purely cosmetics and obtainables by playing solo since, for me, NMS has alway been like a meditative, intimate experience.
 

iconmaster

Banned
I just don't know if the temptation for HG won't be too much in the end.

If you mean any kind of paid DLC, well, I'll be very surprised if they don't. They've been working on the game for a long time without any additional revenue sources. They may have made a lot on initial sales, but that won't carry a business forever.

But I'd expect expansions rather than microtransactions. (No, I have no idea what an NMS expansion could even include.)
 

Kadayi

Banned
If you mean any kind of paid DLC, well, I'll be very surprised if they don't. They've been working on the game for a long time without any additional revenue sources. They may have made a lot on initial sales, but that won't carry a business forever.

But I'd expect expansions rather than microtransactions. (No, I have no idea what an NMS expansion could even include.)

Yeah. I dare say given the original sales and the small size of the team they have a healthy bank balance, but they can't just continue to burn through their capital for the sake of it. I expect that at some point they either have to think about DLC or developing a new title or sequel. Personally, I'd be up for DLC which had more ship types etc or stuff like Ringworlds or Dyson Spheres.
 
- I don't like the drag and drop inventory change.

- I think the idea of a solitary system so you can see other people's visits are good.

- The gathering will feel grindy if you approach it as such, but MMO-logic tells you that the Hex's will pile up over time. That's why it's a week long event.
 
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GribbleGrunger

Dreams in Digital
I've had to start another game because I hit a major bug. After doing the community challenge, and on returning through the portal, I found myself back in the Euclid galaxy. No base, no discoveries and unable to use the teleporters at space stations. I'm praying the new patch fixes it:

Latest changes on Experimental (31/08):

  • Fixed a number of crashes, including one in the inventory UI.
  • Fixed an issue that could cause discoveries to stop saving.
  • Fixed an issue where players with certain numbers of inventory slots would have those slots hidden by other UI elements.
  • Fixed an issue that could cause Community Research portals not to return players to the correct galaxy after mission completion. A recovery fix to return people to the correct galaxy is in progress.
  • Fixed a number of small text issues in the first Community Research mission.
  • Fixed an issue where the starship was unable to land after changing missions while facing a mission marker.
    Fixed an issue where players with corrupt saves would be recovered but have no ship (please note - this instance involves instances where the ship was the corrupt data, and so ships have been restored to default).
 

GribbleGrunger

Dreams in Digital
That's a pretty big bug.

Tell me about it. I sat there just staring at the screen thinking seriously about quitting the game altogether. I put 2,500 hours into NMS prior to NEXT and 180 hours since. I've had many bugs and niggles but this is the worse possible bug for me. I finished the game very quickly in order to move to the next galaxy and I did that to get away from the idea people were everywhere. Here I was, back in the Euclid, the very galaxy I rushed to escape, and the reason: Community missions.
 

Magus00

Member
I've had to start another game because I hit a major bug. After doing the community challenge, and on returning through the portal, I found myself back in the Euclid galaxy. No base, no discoveries and unable to use the teleporters at space stations. I'm praying the new patch fixes it:

Latest changes on Experimental (31/08):

  • Fixed a number of crashes, including one in the inventory UI.
  • Fixed an issue that could cause discoveries to stop saving.
  • Fixed an issue where players with certain numbers of inventory slots would have those slots hidden by other UI elements.
  • Fixed an issue that could cause Community Research portals not to return players to the correct galaxy after mission completion. A recovery fix to return people to the correct galaxy is in progress.
  • Fixed a number of small text issues in the first Community Research mission.
  • Fixed an issue where the starship was unable to land after changing missions while facing a mission marker.
    Fixed an issue where players with corrupt saves would be recovered but have no ship (please note - this instance involves instances where the ship was the corrupt data, and so ships have been restored to default).
Harsh, hope they fix it for the folks impacted. Odds are they will.
 
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