No Man's Sky - August 9, 2016

SomTervo

Member
In an old interview he was cagey on this. He said when he hears that question he thinks people expect the big huge cities in the newer star wars movies (episodes 1-3) but he says they're going for the older scifi aesthetic and wanted something more like Mos Eisley from the original Star Wars. So I think there will be cities, but like smaller space port type of cities.

Yeah, hence why I hedged it a lot. What you describe him saying is pretty much what they've shown already.

And I'm totally fine with that. Makes perfect sense. Cities wouldn't really gel with the frontier-exploration vibe, either.

You make it sound so exciting but can't seem to fully accept this.

... You can't accept "this"? ... As in, any of it? As in, not a single word of the entire 600 words of my post?

All of which is confirmed in videos and press hands-on previews?

Man. What are people like.

None of it might come together, it might be totally un-fun, but 90% of what I said above IS in the game. Confirmed by 10-15 journalists seeing it first hand and from other videos and interviews.

Also really annoying/dumb if true that they are locking off certain mechanics at the center of the universe that most people won't even get to or at least not until they are done with the game. Sounds bonkers to me.

It's not confirmed - I made that clear. Sean said something like there will be more to do once you reach the centre, and some very dodgy leaks suggested the centre opens up multiplayer options and faster travel options. (Very unlikely and super not confirmed. But it wouldn't be surprising if there is more to do in some way.)

...Why you doing this to me lol. I hope your first planet is freezing cold so you have to spend ya first 2 hours trying to find materials to not only upgrade ya gun to make shelter but upgrade ya suit

This legit happened to reviewers back in the May press demos.

I think the game might be far more of a timesink than people realise - I think if you play your cards wrong or aren't careful you can spend a lot of time just struggling to survive on just one of the more volatile planets
 
This legit happened to reviewers back in the May press demos.

I think the game might be far more of a timesink than people realise - I think if you play your cards wrong or aren't careful you can spend a lot of time just struggling to survive on more volatile planets
Or getting lost in caves that spread out for many many kilometers underground. Or drowning in the ocean because it's too deep and you don't have enough oxygen.
 

GhaleonEB

Member
Or getting lost in caves that spread out for many many kilometers underground. Or drowning in the ocean because it's too deep and you don't have enough oxygen.

Or you have enough oxygen, but find an unusually large, hungry fish. Which I'm kind of both dreading and hope happens at the same time.
 
My hope is everything is truly randomized. I'd love to start one game and waste five hours having to scavenge resources and I'd equally love to start a new game and only have to spent an hour thanks to stumbling across some 'free' resources that make things much easier.

That's my hope. Anything less would make it seem like upgrading milestones are set in stone and would pull me out of the game a little bit.
 
Oh, and here were those crab-like creatures

SelfassuredIllBluemorphobutterfly.gif
 

zma1013

Member
I'm avoiding deep water as much as I can. I pray I don't start on a planet that's 99% water.

I hear you take a psych eval before the game starts and from that it calculates your deepest, darkest fears and then manifests them in the procedural generation of your starting planet.

Think about the big fish from Mario 3 and you are on one lonely floating platform in the middle of cloudy open water.
 
I hear you take a psych eval before the game starts and from that it calculates your deepest, darkest fears and then manifests them in the procedural generation of your starting planet.

Think about the big fish from Mario 3 and you are on one lonely floating platform in the middle of cloudy open water.
And there are definitely sharks in the game
Artistic director Grant Duncan recalled roaming an alien planet once shooting at birds out of boredom. “I hit one and it fell into the ocean,” he recalled. “It was floating there on the waves when suddenly, a shark came up and ate it. The first time it happened, it totally blew me away.”
 
http://www.rollingstone.com/culture...d-the-limits-of-the-limitless-20160607?page=4

I've seen people play and say, 'I'm an ice-world trader. I mine resources from ice planets.'"

Found a quote from this recent article that's interesting. I can see how someone might fall into this loop. You can try to upgrade a broad amount of resistance types in an attempt to be able to withstand any random situation that comes your way. Or if you want a more sure constant, specialize in one thing like cold resistance so that it's always pretty safe for you to go on ice planets and explore them. The colder planets should normally be near the outside of their solar systems, so you'd know roughly where to look for them too.
 

Pop

Member
I hear you take a psych eval before the game starts and from that it calculates your deepest, darkest fears and then manifests them in the procedural generation of your starting planet.

Think about the big fish from Mario 3 and you are on one lonely floating platform in the middle of cloudy open water.

I would nope right out of that planet.
 
Haven't been following up on this game at all so this mechanic is something I never heard of before. Let me see if I understand how that works...so like if someone blows up a space station or does something big on a planet that affects the way anyone would see those planets changed that way?

And uh maybe weird question(I sincerely have not been following up on this game at all so apologies if this sounds dumb) but if that's how it works, is there any danger of say cheaters kind of blowing up worlds and all sorts of things and that affecting everyone's worlds or is that just not how the game works?

Right, any other traveler would see major changes. But blowing up a space station, or causing the extinction of an entire species, would be very hard to do. I doubt it's possible to blow up a world Death Star style.

It's most likely you'll never see that kind of alteration. The chance of even seeing the traces of other players is small. As you get towards the center that chance may increase because everyone is heading for one central point. Sean has described the multiplayer aspect as more of a Journey experience, where you don't directly interact with other players. But people get their hopes up when they hear about multiplayer, so my advice is, assume you won't ever see another player directly. It's a big universe out there.
 
It's confirmed that something major will happen when you reach the center. It's not clear what exactly what will happen.

In an IGN interview, Sean said that you can play after reaching the center, but new things become available for you

My main concern right now is how long it takes to reach the center.
 

Hopeford

Member
Right, any other traveler would see major changes. But blowing up a space station, or causing the extinction of an entire species, would be very hard to do. I doubt it's possible to blow up a world Death Star style.

It's most likely you'll never see that kind of alteration. The chance of even seeing the traces of other players is small. As you get towards the center that chance may increase because everyone is heading for one central point. Sean has described the multiplayer aspect as more of a Journey experience, where you don't directly interact with other players. But people get their hopes up when they hear about multiplayer, so my advice is, assume you won't ever see another player directly. It's a big universe out there.

Awesome, thank you! Personally I'm not even interested in seeing other players, I'm more interested in possibly seeing the effect of their actions waaaaay later on and trying to piece together what happened. Like some kind of weird, player-created Dark Souls lore you know?
 

RedSwirl

Junior Member
The only way I would see base building working in a wandering game like this is if people could build mobile space stations with hyperdrives.

Right now you can only have one ship at a time, but I would imagine players building space stations to store all their resource and dock multiple ships, kind of like the Bebop on Cowboy Bebop. They'd use the space station or mothership to travel between systems, then use the smaller ships to travel between planets or on planets.

Probably never gonna happen though.
 
http://www.rollingstone.com/culture...d-the-limits-of-the-limitless-20160607?page=4



Found a quote from this recent article that's interesting. I can see how someone might fall into this loop. You can try to upgrade a broad amount of resistance types in an attempt to be able to withstand any random situation that comes your way. Or if you want a more sure constant, specialize in one thing like cold resistance so that it's always pretty safe for you to go on ice planets and explore them. The colder planets should normally be near the outside of their solar systems, so you'd know roughly where to look for them too.

This post pretty much sums up my actual excitement for playing this.. Playing it like the biggest RPG I've ever played.

Aside from the exploration, everything else is like icing on a cake I can never finish.
 

Tigress

Member
This post pretty much sums up my actual excitement for playing this.. Playing it like the biggest RPG I've ever played.

Aside from the exploration, everything else is like icing on a cake I can never finish.

I'm glad I'm not the only one who sees the RP(G) promise of this game. When he mentioned you do have dialogue with NPCs and the mechanic of learning their langauge to figure out the "right" answer (or at least the answer the NPC wants), I was going nuts. That is really the only thing it was missing for some real RP potential.
 

vix

Member
How amazing would it be to see Sean at the Sony presser and him be like, hey guys there's a demo up right now. Psn would die.
 
I wonder if the center is something lame like an inspirational message voiced by Morgan Freeman

Or Rutger Hauer. :)

But Sean's hinted more than once that reaching the center is related to end-game content, that you'd have an incentive to keep playing and do some new stuff if you want to.

The thing is, even though their wording has been vague, the running theory is that at first you're exploring a single galaxy (let's say a few hundred billion star systems), and reaching its center opens the gates to traveling to other galaxies, and possibly adding new mechanics (or making old mechanics more important or work in a different way) so that exploring other galaxies becomes somewhat easier and faster, but also perhaps more dangerous and lucrative, as well as having a new goal, like cleaning all galaxies of the Sentinel influence, or exploring and charting the universe on a more massive scale, harnessing the power of stars and black holes, something grandiose like that.

It might not be anything like that, but I have a feeling that the post-center gameplay might require more grinding, something that is a long-term goal but requires a lot of effort from the entire playerbase. Maybe even things like looking for points of interest, say something like artefacts or ancient temples, items, places etc. that had no real importance during your journey to the center, but you now discover they are crucial to your grand goal, so you need to find and interact with them. Maybe you'll get a new item, like a compass/radar that blips if you're closer to the thing you're looking for (in the galactic map, all the way to a planet's surface), so all of a sudden you are actually all treasure hunters on a universal scale.

Hello Games could potentially do this with updates as well, with a new patch now seeding a few new objects on certain planets, equipping you with the means to find them and hints on how to do it and where to start. It should work without interfering with the procedural generation system, because the algorithm will still generate the planet in the exact same way, plus the object on coordinates x,y,z. It might be boring for some people, but it also might freshen up the game after hours of gameplay and create new incentives for some players.
 

blacklotus

Member
You bring up some good points and a very convincing argument. I understand where you're coming from.

lol this game looks great what are you worried about

Well. Can't go into detail since verifiying my source would probably kill it, but yeah. Been pretty excited about this since i first heard about, and right now i'm worried.
That is all.

The amount of time this game gets at Sony's conference will determine much to me.
 

RedSwirl

Junior Member
I'm glad I'm not the only one who sees the RP(G) promise of this game. When he mentioned you do have dialogue with NPCs and the mechanic of learning their langauge to figure out the "right" answer (or at least the answer the NPC wants), I was going nuts. That is really the only thing it was missing for some real RP potential.

You'll pretty much have to make your own goals in games like this. Hello Games just put in the "center of the universe" thing I think for the sake of people more used to traditional games with traditional goals. When I started Elite: Dangeorus I decided I was just going to be an explorer, and make my way towards interesting planets while scanning things along the way.
 

cool_dude

Banned
You have? Like even though they've purposefully tweaked the generation to show only Earthlike animals and dinosaurs and such for demonstrations.

And procedural generation done right allows for natural variation that doesn't seem repetitive. Consider the procedurally-generated animations of Rain World and how they provide a weighty natural sense of movement that hand-crafted sprite animations couldn't do

Your screenshots proved my points further. Orange grass, green grass, etc. The next planet I predict will have a different color grass, but it is still $grass_color = setGrassColor(random_seed_number).

The repetitiveness is knowing the existence of procedural algorithms, objects, classes, and extension of classes. They are defined and have their constraints. Many of us in this forum are programmers/developers...put 5 of them in a locked room, and the whiteboard will be filled with archetypes and design specifications:

So every planet with life will have trees:
-Leaves will be connected to branches.
-Branches will be connected to a trunk.
-The trunk will be embedded into the ground.

Each "node/object" will have properties:
-Leaves can be only one color (all the trees I've seen in screenshots are of one color)
-Branches can have multiple thickness.
-Trunks can be straight to curved.

Define the valid variable ranges:
-The trunk cannot be thinner than the branches...etc.
-(Akin to sports game player models where the joints cannot hyperextend)

That's why I say the "magic" is exposed by all this hype and procedural algorithms. So many are trying to picture the game mechanics that they are already "defining" the procedural algorithms. This will quickly lead to "meh, another planet, another dinosaur..."
 
Your screenshots proved my points further. Orange grass, green grass, etc. The next planet I predict will have a different color grass, but it is still $grass_color = setGrassColor(random_seed_number).

The repetitiveness is knowing the existence of procedural algorithms, objects, classes, and extension of classes. They are defined and have their constraints. Many of us in this forum are programmers/developers...put 5 of them in a locked room, and the whiteboard will be filled with archetypes and design specifications:

These are four different planets in just one star system (video):
gXxWfM8.png


So I'm not too concerned about the proc gen system. There are hundreds of base models from which the procedural generation does its work, and things are generated in ways that resemble how our real universe works. If all you can do is think about the numbers and variables when you look at these screenshots, it might not be the game for you.

I'd also say that this game is going to have many more strange creatures than the usual orcs and stereotypical aliens you see in most games. If anything regarding the proc gen may disappoint in some way, it'll probably be the skeletal animation. But I haven't seen any creatures that look terrible so far.
 

GribbleGrunger

Dreams in Digital
Who is going to restart the game if they're put on a planet that's not to their liking and who's going to suffer luck and strive to conquer adversity?

I'm going to accept my fate.
 

GribbleGrunger

Dreams in Digital
I'll be accepting my fate as well. Hopefully I don't get a terrible planet!

I can't see it being too extreme though, we know we start off with nothing but the basics so it wouldn't be fair to put us on a planet with acidic rain. They wouldn't do that to us would they? In a perverse way, I hope they do.
 
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