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.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.
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.
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.
Fixed a number of issues around the refiner and general inventory systems. Improved the pick and drop system of inventory management.
Made a Tips, Tricks & Strategies thread. Hope you can all take the time to add your own.
https://www.neogaf.com/threads/no-mans-sky-tips-get-busy-exploring-or-get-busy-mining.1465023/
Very interesting. Seems to be all cosmetics.
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.
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".
Sadly, this is me in real life.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.
“Community Research” might not mean multiplayer then. Just a shared goal we’re all chipping away at. I can dig it.
Sounds like that would require a server uptime to accept the research. Heh.“Community Research” might not mean multiplayer then. Just a shared goal we’re all chipping away at. I can dig it.
Nope.Microtransactions incoming? This Quicksilver stuff sounds really bad.
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.
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.)
- Fixed an issue that could cause Community Research portals not to return players to the correct galaxy after mission completion.
That's a pretty big bug.
Harsh, hope they fix it for the folks impacted. Odds are they will.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).