LookAtMeGo
Member
Dont be. Its the most fun Ive had with a game in years.What did you guy's honestly expect from such a small studio?
Overhyped and overpriced, i feel sorry for everyone paying 60 for this
Dont be. Its the most fun Ive had with a game in years.What did you guy's honestly expect from such a small studio?
Overhyped and overpriced, i feel sorry for everyone paying 60 for this
Really not sure what some of y'all expected that you're not seeing. If you wanted star citizen, wait for star citizen. There is a reason that game has raised over $100M and has 4 teams globally working on it. I am having a great time with NMS myself. I stayed away from spoilers over the last couple months and having a great time discovering the mechanics, universe, etc.
Okay, maybe I'm a bit too harsh now, but what exactly is impressive about the procedural generated stuff? I nearly wrote "environments" instead of "stuff", but actually, the latter fits better, and that's the problem.The procedurally generated stuff is really impressive and the team behind the game done a fantastic job in that regard,
I haven't been to more than a half-dozen or so planets, so maybe you can tell me the answer to this as you appear to have been to a large number based on what you wrote here.
I came across a monolith last night that was a large pillar with stairs surrounded by 3 smaller monoliths. When I went up to it gave me a choice of actions and ended up melting on me and damaging me... have you seen many of these?
Have you also found on-planet spaceports with multiple launch pads and waiting areas like airports?
Maybe he/she just likes how the planets and species were presented? It's not a bad thing to say something positiveOkay, maybe I'm a bit too harsh now, but what exactly is impressive about the procedural generated stuff? I nearly wrote "environments" instead of "stuff", but actually, the latter fits better, and that's the problem.
If they were procedurally generated, believable ecosystems, yes, that would have been impressive. But they aren't. All parameters of planet, creature and plant generation seem to be largely independent of each other. The most complex random function you'd need is that for terrain generation, and that isn't rocket science really.
Only played for about an hour or so, enough to get my ship up & flying...only to touch down on my same planet, unable to take off because I'm apparently out of fuel now. This, after an endless stream of notifications that my suit's bars were depleting, and the tool that I used to mine the equipment to refill those bars were also depleting.
I did find a number of discoveries (save points) in the world, and a number of items that are taking up space in my inventory. I'd like to get rid of them, but there's nothing in the interface that tells me how to sell them.
Hope the gameplay gets less tedious over time; if this is what Minecraft is....I guess there's a reason I never started playing Minecraft.
Why would you care? Some people are really into it. I mean I would be pissed if I had dropped $60 on this as well but that doesn't mean you have to be spiteful about others doing so and liking the thing.
My biggest gripe with No Man’s Sky is two-fold. The first is that in a universe teeming with life, you feel alone. Every alien you encounter is part of a larger race, but that’s never represented in any meaningful way that I could see. There are no cities, no civilized planets, no large structures to speak of except for space stations, all of which, by the way, share an identical layout. You never feel like you’re part of anything other than a huge toybox with eighteen quintillion toys. Perhaps in the future, Hello Games will address this (because I’m sure they’re aware that it’s a problem), but right now, in a product on release, it’s a glaring omission in a universe which otherwise feels organic and awe-inspiring.
The second is a point I sort of addressed before: All of the architecture is the same. All of it. There is zero differentiation between the space stations of the Korvax (a hivemind collective of androids obsessed with knowledge) and those of the Gek (a race of sentient amphibians with a proclivity for trade and science — think Salarians from Mass Effect but frogs instead of lizards). It’s maddening to me that any sense of discovery I got in my first few hours was all that there was. Now, every time I go into a space station, I know exactly where to go and for what. This should not be.
Saw my friend who owns the game again last night and he had now spent a total of 14 hours with it and said he shelved it for now for the same reasons discussed in the reviews and on here.
IGN's statement of "I find myself losing faith that theres something better waiting for me out there. Ive jumped to more than a dozen stars and passed through a black hole that told me Id leapt more than 500 light years toward the galactic center. What wonders awaited me on the other side? Pretty much exactly the same things Id been doing since I awoke on that first world" is apparently right on the money according to him, which I can echo from my 4 hours with it.
I asked him to boot up where he currently was out of morbid curiousity and spending some time in this thread here yesterday and yeah...14 hours in and the XX-teenth planet looks like the same exact thing I saw when I dipped my toes in (although I don't consider 4 hours dipping my toes in personally but hey).
Again, there was absolutely no variation that impacted the gameplay in any fashion that I would constitute as meaningful, interesting or even at all maybe. My previous assessment that all you get essentially are switched colors, 'rebuilt' idiotic looking animals from the same building block pool and different vistas. I don't want to get into a discussion about what exploration IS, but I can guarantee you that this does not constitute exploration in a videogame for me personally. IGN nailed that line by stating there are no wonders, no excitements, no surprises to be found...there are not.
The more I've seen of it in action, the more I agree with an early poster simply stating "It's more like a tech demo than a real game". It feels like an interesting base stepping stone but at this point, I would much rather use my time looking at Hubble telescope images for their beauty than doing extremely janky and obnoxious busywork in No Man's Sky.
It seems to be an extremely ambitious, impressive and well-meant venture for Hello Games but judging by what my friend and myself have played and seen, it's a pretty spectacular failure at this point. And no, I don't think 'what they said it was going to be was out there' factors in whatsoever, the game just isn't fun on any level in my opinion and that's the absolute deciding factor in a videogame for me, not the genre or whatever else.
The first thing no, not that exact one. Touched plenty of monoliths with choices though.
The second one is a trading post. Most planets have them.
It boggles my mind some people don't find the game repetitive. Then again, I don't understand how someone can spend up to 6 hours on the same planet. Can't they see it's meaningless? Are they really having fun mining endlessly? I guess they have way much free time than I do.
See I hate posts like this it's 100% cool of you don't like it but what's with the sly lil stupid shots "I guess they have more free time than I do" no they find it fun. People like different things shockerIt boggles my mind some people don't find the game repetitive. Then again, I don't understand how someone can spend up to 6 hours on the same planet. Can't they see it's meaningless? Are they really having fun mining endlessly? I guess they have way much free time than I do.
People have different tastes?!It boggles my mind some people don't find the game repetitive. Then again, I don't understand how someone can spend up to 6 hours on the same planet. Can't they see it's meaningless? Are they really having fun mining endlessly? I guess they have way much free time than I do.
Some complaints are fair, but I can't agree with the lack variety in worlds. I've been to some vastly different planets and seen plenty of narly stuff that hasnt repeated itself yet in my 15-20 hours of play. Experience vary, though, as you'd expect with a game of this nature.
So is this game going to be Spore 2.0 ?
There are still a few hours to go before the PC release so I have to wait for a while before I play.
I think one of the biggest problem this game has is that we are to believe that there is interstellar travel and other aliens but all you see are jungle planets with animals and some NPCs....I don't think you ever come across any civilisation, cities etc. And that is a problem that will most likely persist in Elite Dangerous as well due to the procedural nature of the game. Which is why it would make it feel quite empty...Star Citizen on the other hand even with its small scale would be denser.
I love the notion that if someone is unhappy then they've simply had expectations too high, or wanted an experience that the game was never pitched as.
The issues for me are the core gameplay mechanics are not fun, and the variety is not as vast as promised, and ironically I'm not feeling the need to keep exploring.
The controls don't feel good to me, aiming is really "janky", and the experience so far screams repetition. Now every game if you break it down is repeating the same thing over and over again, what normally keeps you going is the variety of environments, the story or lore, or the core gameplay mechanics.
Again, this is a small indie team, which to my knowledge has never done a first person game. Expecting tight controls there at launch was probably a little optimistic. Many devs with experience in FPS end up needing to tweak that as they go.
I expect a lot of reviews in this range, 7-8ish.
I don't really how that's a design problem. You just started in a bad place in the galaxy. It's not like the game rolls differently for every player; it's the same seed. That's akin to saying "I paid the same as you for this roguelike; why should I get a shitty run while you had a great one?"This is an inherent design problem then, having a good exploring experience with a game that pretty hinges on exploring determined by luck is a problem.
I paid the same as you, why should my experience be lacking in diversity while yours isn't?
Or having the ability to remap your controls to your preference may have made it at launch, if they weren't a small indie team.It's even things like having sprint assigned to R3. That design choice is not down to them being a small team.
Or having the ability to remap your controls to your preference may have made it at launch, if they weren't a small indie team.
I don't really how that's a design problem. You just started in a bad place in the galaxy. It's not like the game rolls differently for every player; it's the same seed. That's akin to saying "I paid the same as you for this roguelike; why should I get a shitty run while you had a great one?"
I don't really how that's a design problem. You just started in a bad place in the galaxy. It's not like the game rolls differently for every player; it's the same seed. That's akin to saying "I paid the same as you for this roguelike; why should I get a shitty run while you had a great one?"
Or having the ability to remap your controls to your preference may have made it at launch, if they weren't a small indie team.
Elite Dangerous doesn't have any alien races yet, just humans. You would expect all the architecture to look the same. Elite is going for realism; space is empty, hence it feels so empty unless you're in a station or a planetary outpost. NMS and elite are going for different things; they shouldn't be compared to each other beyond both being played in space.
"All of this will be ignored" as if people are purposefully ignoring evidence. (and of course I am not ignoring anything) That attitude.
Yet again, for the last time, this is the size what people are referring, when they say sightings don't seem to exist.
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It's a design problem in the sense that their randomization and procedural generation algorithms should include some sort of 'minimum amount of cool stuff' or 'guaranteed big monsters every half hour' system.
That's what a lot of other games with randomization have; it's not fully random, there's no way to roll a zero every time, ten times in a row. You have to guarantee that something fun or exciting happens within a timeframe. Moments of cooldown and escalation to create an enjoyable gameplay loop.
It's definitely poor design on their part if they didn't work in some sort of system like this, especially to support longer playtimes.
This is not from me, but looks pretty large.
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I felt this post was a good one over in the OTBecause with a roguelike you just start another run, the games are designed for multiple playthroughs, and your skill and actions also affect how a run goes, not just the design of the game, if a roguelike game deliberately put in shitty runs I am sure it would get called out for it?.
What am I to do, just keep starting again until I find a good set of planets?, this is the same shtick as saying the game gets good after 20hrs, it might do if you're lucky, it might not, are you going to jump through all the hoops of resource gathering and crafting to find out?, I'm not, how long do you give it, 20hrs?, 40hrs?, the fact that someone could spend 100hrs with the game and still find a complete lack of diversity IS a design problem.
I get that the paragraph above might appeal to a huge swathe of people, but I expected more diversity in planets and animals/plants than I've seen, it sucked any of the fun of exploring out of it for me.
New quests with specific discoveries and encounters with dialogue options, bounty hunting, larger more complex ruins ans structures, more complex language/lore-related puzzles, etc.'Mechanics' probably the wrong word - I think from start to finish you'll be doing traversal/weapon/flight/dialogue/inventory - but it introduces a lot of new systems.
I don't feel like I've found everything yet, and I'm sure there's a limit to all of this, but right now it's more than enough for me - i.e. whenever I get bored I can always play differently to find different particular things.- bounty missions start popping up
- larger space battles happen the closer you are to the center (can be either pirate attacks on freighters or warring races)
- the 'Atlas' plot line open up - it gives you its own waypoint (not galactic center), its own location puzzles, and its own rewards (I haven't finished it yet but hear it has demands and dialogue options)
- the 'Nada and Polo' plot line opens up - rewarding you for specific discoveries and optionally pointing you towards black holes which are pretty cool
- on-planet buildings and ruins start getting bigger (to begin with I would only find one 'ruined building' at a time but now, most of the way to the center, i'm finding big sprawling series' of ruins)
- mathematical puzzles in observatories, abandoned factory situations, and crashed ship landings all start getting harder and more interconnected with other systems like language, inventory, lore knowledge
This is not from me, but looks pretty large.
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Interesting. I have very limited time and I love it. Log in after a long day of work then seeing the girlfriend. About an hour to relax, mine some stuff, fly around..:: it's nice when tackled this wayThis is an inherent design problem then, having a good exploring experience with a game that pretty hinges on exploring determined by luck is a problem.
I paid the same as you, why should my experience be lacking in diversity while yours isn't?
I get the fact that it's a skinner box, in that the pull is that there might be something good round the corner, but when you've spent hours and hours pooling resources to get to another planet only to be met with the same old stuff as the one you were just on, it gets a bit tiresome.
I've said it before, I am sure if you've got hours and hours of gaming time available to pour into this, I am sure your experience will be much more fulfilling than someone who has limited time available.
This is not from me, but looks pretty large.
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I felt this post was a good one over in the OT
New quests with specific discoveries and encounters with dialogue options, bounty hunting, larger more complex ruins ans structures, more complex language/lore-related puzzles, etc.
Progression introduces more things as you play
Eh, fairly big, but still not on the scope of those massive "Horizon" like disc headed beasts.
Also that picture is the epitome of when random generation goes wrongNot as bad as crack Pikachu though lol.
Looks like a deer sized creature to me
not exactly what people are looking for.
Yeah, it looks strange for sure. Not sure how they could possibly hope to program in procedural generation of creatures and include constraints preventing this sort of thing, without compromising diversity. They'd have to make thousands, tens of thousands I think, of base creature templates and then constrain certain generation to occur on certain parts and not mixing when other parts exist adjacent.. can this even be done on a scale as massive as the one this game presents? For every combo that looks realistic to our eyes, there must be thousands that don't.
I think they should have been straightforward and advertised the game to everyone in a manner that makes it comparable to these games:
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Saw this in a stream"All of this will be ignored" as if people are purposefully ignoring evidence. (and of course I am not ignoring anything) That attitude.
Yet again, for the last time, this is the size what people are referring, when they say sightings don't seem to exist.
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I really don't consider that a problem. The FF example is different, because they put you on this frustratingly linear tutorial section for hours before the game opened up.Again, it gets good (possibly) after X amount of hours.