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No Man's Sky |OT2| Maths Effect

Shaneus

Member
They seem to have made obtaining the v2 and v3 AtlasPasses easier in one of the recent updates, too. I'd scored a v2 pre-FU but since, I've scored both the v2 (again) and the v3 from the anomaly.
 

putermcgee

Junior Member
How many revisions have people gone through before ending up with a base they really liked? I think I've completely rebuilt mine about five times, and am pretty happy with what I've got. I wish the parts limit was higher on PS4 because there are a few more small things I want to build.
 

Mindlog

Member
Still on my first base. Started tearing down decorative rooms and pieces to expand hydroponics. Adding 16 more plants, but...

Realize it would probably be better just to create a massive hydroponics bay on my freighter. I don't see the downside. I don't grab resources near my base when I'm on the ground to keep a good view. The freighter would have a terminal and six landing pads to show my wares around.
 
How many revisions have people gone through before ending up with a base they really liked? I think I've completely rebuilt mine about five times, and am pretty happy with what I've got. I wish the parts limit was higher on PS4 because there are a few more small things I want to build.

Still working on my first one, taking a break because of The Last Guardian. I'm not really a construction guy, though, and I'm already not happy with it. I can see myself tearing everything apart ten times over.

I can't even find a base...lol

Orbital scans.
 

Shaneus

Member
Where does one even build the base on the freighter? I've never really explored them so maybe it's obvious, but every time I've gone to the freighter captain I've never noticed where they'd go.
 
I'm having an issue right now (PC) where I can't complete the quest for the scientist where I need to collect some Candensium because I haven't built the hazmat gauntlets yet. The builder tells me to talk to a scientist about the voltaic cells, the scientist tells me to go get hazardous materials I can't collect. Anyone else face this issue and know if the new patch fixes it?

Edit: Nope. Still not fixed.
 

somme

Member
I'm having an issue right now (PC) where I can't complete the quest for the scientist where I need to collect some Candensium because I haven't built the hazmat gauntlets yet. The builder tells me to talk to a scientist about the voltaic cells, the scientist tells me to go get hazardous materials I can't collect. Anyone else face this issue and know if the new patch fixes it?

Edit: Nope. Still not fixed.

Have you got the weapons expert too? All the missions kinda link up.
 
Have you got the weapons expert too? All the missions kinda link up.
Hmm. I think I need the builder to make the weapons station before I can get the weapons expert. But he won't do so until I get the voltaic cell. But there scientist won't teach me the blueprint for it because he's on about Candensium. Sort of a "hole in my bucket" scenario.
 
Patch 1.13

What I saw in my 1 hour play time

Being asked to help protect a Freighter, which was cool, I just didn't know what to do for a while and then I found the freighter protecting itself and I intervene. Saw a Storm cycle from beginning to end and then saw a more severe storm a day later after a day night cycle.

Here's the video of my Travels

https://www.youtube.com/watch?v=btdAYi7Tdq4&t=20s
 

Jinfash

needs 2 extra inches
This might be placebo effect, but I almost swear moving the right stick while flying the ship didn't turn the camera as hard as it does now.
 
This might be placebo effect, but I almost swear moving the right stick while flying the ship didn't turn the camera as hard as it does now.

depends what speed your'e going

the faster you are, IE pulse drive, it'll pretty much stay in the middle. if you get out of a pulse drive and are still going at that speed, it'll be alot harder to turn it.
 

OuterLimits

Member
Has anyone found a "pleasant" planet on Survival that doesn't have aggressive sentinels? I have been to more than a dozen now, and every single one has the crazed sentinel presence.

I get that Survival mode is supposed to be much more challenging, but it would be nice if you could occasionally land on a nice planet without getting spotted by them every few seconds. Or if there was a way to make yourself invisible from the sentinels for a period of time. Other type planets become easy when you get hazard protection upgrades.

On normal mode, I look forward to visiting nice planets and exploring them a bit On Survival, I would rather avoid them since the sentinels become annoying.(Even though they are easy to destroy) Definitely a shame.
 
Some snaps I took recently...

After being involved in a large pirate battle with a few other Korvax ships, I flew to the local station to lick my wounds. Shortly after I landed, a smudgy blur flew past me. I turned around to find a ship consumed in fire and smoke. It must have been involved in the battle and had taken heavy damage. It didn't affect repairs, but flew off again with a trail of black smoke behind it. I stuck around the station for a bit, but I didn't see it return.
fWiLQSu.jpg

Landing on a mountainous, forested snow planet, I went in search of Coryzagen. It was filled with all manner of bouncing fungi, but these mushroom-jellyfish things were a bit alarming as they crawled up this mountain, though seemingly docile.

I've seen many large creatures, and this toxic planet had plenty of them. But I'd never seen a giant like this lanky, 6m tall wolf-like creature. Really striking.
 

putermcgee

Junior Member
I think I've got my base where I want it. I'm at the limit of parts/items, so whenever I want to change something, I'll have to destroy something.

Front & back. I love how the safes look from outside. Two landing pads, one at ground level, and one on the third floor. My ship still parks itself under the whole structure when I warp, though...
YRIIWk1.png
w3uNHUF.png


After getting way too many resources from my plants, I've swapped most out for gravitino ball plants and five or six aubaumen pearls or whatever they're called. I'll probably keep one of each plant, and eventually just try to grow the pearls. Next to the garden, I have a pilar with all my specialists posted around it.
LoBoL3v.png
TbwAZfj.png

Not pictured is the third floor, across from the safes. I set up a table and chairs, and a bed with plants. I had a desk before, but it had to go in favor of an item box out on the landing pad.
 
https://reddit.com/r/NoMansSkyTheGame/comments/5hw8h6/113_patch_notes/db4f1dx

Hello Games have actually reached out to us (the mods). So some exciting things are in the pipeline right now. We'll start having the patch notes before they go live, as well as hopefully doing a big Christmas giveaway, giving away some keys etc. So this is quite the milestone!

After speaking to the community manager, Chris, I definitely feel like this is a gigantic leap in the right direction.

Not sure if it was already posted but I just saw that on reddit. Patch notes before the patches go live will be good.
 

pager99

Member
just fired up no mans sky for the first time ,i knew what to expect so there will be no vitriol from me but so far i think the tech is very cool,its a chilled expierience which is right up my street
 

mitchman

Gold Member
Where does one even build the base on the freighter? I've never really explored them so maybe it's obvious, but every time I've gone to the freighter captain I've never noticed where they'd go.

You have a huge area you can build in on the opposite side of the control room. Exit the control room and instead of going down the stairs, go straight forward and open the door at the other end of the corridor. Start laying down square box rooms and stuff.
 
Were planetary buildings always painted? I was surprised when I landed on a moon tonight and saw a bright yellow factory. I've seen three painted buildings so far in this system. Maybe I just never noticed before, but I always remembered every building being metallic.

edit: looking back at my pics, I guess some were painted, but I never saw bright yellows and reds before.
 
Were planetary buildings always painted? I was surprised when I landed on a moon tonight and saw a bright yellow factory. I've seen three painted buildings so far in this system. Maybe I just never noticed before, but I always remembered every building being metallic.

Yes, I'm definitely seeing more variety in shape and color as well.
 
Yes, I'm definitely seeing more variety in shape and color as well.

Interesting. I wonder if that was part of the 1.5GB update in 1.13. Surely they must've snuck in some new assets.

I'm really liking some of these color jobs and varied architecture. I mean this is looking proper sci-fi.

Also, it may just be placebo, but I feel like the lighting engine changed with Foundation. The color grading seems more natural now. I know they said they changed the proc gen to have more bluish sky planets...maybe they weren't BS'ing about the atmosphere changes how things look.
 
Interesting. I wonder if that was part of the 1.5GB update in 1.13. Surely they must've snuck in some new assets.

I'm really liking some of these color jobs and varied architecture. I mean this is looking proper sci-fi.


Also, it may just be placebo, but I feel like the lighting engine changed with Foundation. The color grading seems more natural now. I know they said they changed the proc gen to have more bluish sky planets...maybe they weren't BS'ing about the atmosphere changes how things look.

I've noticed more colorful buildings right when the Foundation update released, so it's definitely before the 1.13 or 1.12 updates. I'd say the base building system updated all structures in general and introduced more varied color schemes, and yeah, they look much more like some Chris Foss art than before. They definitely increased the contrast and color saturation overall and introduced new color combinations, so planets can look really vivid and full of eye candy. One thing I can't really argue about this game is that the terrain generation often produces gorgeous landscapes and can still surprise me from time to time even after 80-90 hours of play time.

One thing I'm hoping for, and it looks to me that the base building system might've also been created with this in mind, are procedural dungeons, large underground (or above ground) mazes with some worthy, unique loot or mysteries to unravel. While it would take a lot of work to make it feel meaningful, I think they already have a foundation for such a system right now.
 
Hmm. I think I need the builder to make the weapons station before I can get the weapons expert. But he won't do so until I get the voltaic cell. But there scientist won't teach me the blueprint for it because he's on about Candensium. Sort of a "hole in my bucket" scenario.

The scientist teaches you the blueprint for the Voltaic Cell for completing his first mission. He doesn't ask for Candensium until the third mission, so you should already have the blueprint for the Voltaic Cell. Go into your exosuit, select craft product, and go to the far right tab; the Voltaic Cell should be there. If it isn't, then yeah, something weird has happened.
 
I've noticed more colorful buildings right when the Foundation update released, so it's definitely before the 1.13 or 1.12 updates. I'd say the base building system updated all structures in general and introduced more varied color schemes, and yeah, they look much more like some Chris Foss art than before. They definitely increased the contrast and color saturation overall and introduced new color combinations, so planets can look really vivid and full of eye candy. One thing I can't really argue about this game is that the terrain generation often produces gorgeous landscapes and can still surprise me from time to time even after 80-90 hours of play time.

I guess I had just never noticed before. Seeing a canary yellow building made me notice.

re: being surprised, yeah honestly pre-Foundation I was rarely surprised with the terrain gen. Sure, there were some nice-looking planets, but I could start to see the algorithms used to make hills, and then there was the endless amount of giant seashells and similar plants. But Foundation makes me constantly want to explore because I rarely know what sort of vista I'll see behind the next hill or mountain. Sean Murray deserves some major props for what he's done with his terrain gen engine in Foundation. My jaw has been consistently dropping at how realistic some of these completely procedural terrain forms look.

I hope they will also take another pass at animal gen. Sometimes they look great, sometimes they look absurd. But too often they look similar to each other due to the small number of base parts.
 
Actually, what I think the animal procgen needs is for them to be generated based on a more logocal progression of how life would evolve on these planets. Presumably, life is so prevalent due to the alien races or the Sentinels or Atlas, but their generation should still follow a logical progression rather than just be a random mish-mash of parts which is what we've got currently.

Even though Earth has a large variety of plant and animal life, it still follows some kind of logic. I also know that some planets in NMS seem to follow a little bit of logic and consistency but I think there could be a lot more.

Be neat if the animal and plant procgen were based on the planetary consitions, size, and the stsr type.
 

OuterLimits

Member
Survival definitely makes upgrades much more useful than normal mode. In fact, even the Sigma has advantages now. Since you only need Iron and Carbon to install a Sigma hazard protection upgrade, it is a cheap way to offer additional protection. Plus, uninstalling it gets half of your carbon and iron back.

So I usually just install the Sigma when my main hazard protection is running low. Fortunately the upgrades still quickly recharge your main hazard protection. Surprisingly, your ship doesn't recharge it at a fast rate anymore.

The 100% plutonium usage has forced me to be very selective about where I land. Rarely do I land at alien ruins, or a giant pillar of gold that could provide me with much needed cash. I usually land at a trading post, or building with a beacon to avoid the costly plutonium usage. If anything I want is within 10 minutes of my landing spot(depends on the planet) I will then make the hike.

Speaking of buildings, most ? lead to small save locations and not places with a landing pad or beacon. Some planets may not have drop pods or trading posts, but do have a few observatories and manufacturing plants. One cold planet I visited surprisingly had quite a few large trading posts. Moons are often better to find buildings since they are smaller.

Emeril has become a great source of income. It's often in caves, so my hazard protection is safe. I can't survive a 3 star sentinel attack yet, so vortex cubes and grav balls are too risky unless I'm close to my ship.

I sometimes wonder if Survival was more the original vision Sean had in mind for the game. It certainly makes things more interesting, although it has some negatives as well.
 

Unicorn

Member
I really want some settlements on planets to that size, the game seems to handle the performance of having something that large on the planet without any issues so it may not be out of the question.
Really hoping the implementation of bases and modular aspect allows the ruins to be reintroduced as sprawling complexes. I hope eventually subterranean building is possible both for bases and other uses. Would be great to add that with a redo of cave generation.
 
Actually, what I think the animal procgen needs is for them to be generated based on a more logocal progression of how life would evolve on these planets. Presumably, life is so prevalent due to the alien races or the Sentinels or Atlas, but their generation should still follow a logical progression rather than just be a random mish-mash of parts which is what we've got currently.

Even though Earth has a large variety of plant and animal life, it still follows some kind of logic. I also know that some planets in NMS seem to follow a little bit of logic and consistency but I think there could be a lot more.

I think Murray's proc gen terrain engine feels very logical now. It has a clear set of rules and the result almost always feels consistent and makes sense. And I agree that the animal system does not. As you say, there's no rationale for why creatures are the way they are, it just seems like randomization of parameters.

If an animal is a predator, the system should generate something that makes sense to be a predator – sharp teeth, claws, looks powerful, etc. – and looks like it's evolved to fit on that planet's biome with that atmosphere. Grazing animals should look like they're evolved to eat whatever they're grazing on. Animals that "absorb nutrients" should look specialized for that purpose. And of course these animals should use these parts in expected ways – a dinosaur should chomp when it attacks and eats, a stalking animal should move quickly and pounce on prey, a grazing animal should nibble at plants and grass.

Of course that's a tall order from where their creatures are at right now, but I don't think it's insurmountable.

I really want some settlements on planets to that size, the game seems to handle the performance of having something that large on the planet without any issues so it may not be out of the question.

I find the building limitations on the PS4 to be odd. The building pieces don't seem extremely complex. I wonder if they are not doing any culling of geometry on the prefab base parts which are not visible; in effect, rendering every bit of base geometry at all times.
 

somme

Member
I imagine animal proc gen will be tackled in one of the upcoming updates, if not the next one.

I also reckon more variation in the colours of planets too - but I have to agree and say planets are awesome now. I never quite know what they're going to look like, and I've seem some very deep valleys/canyons and high mountains.
 

Jinfash

needs 2 extra inches
Can crashed ships be found using Signal Boosters? If so, which the four options bring me closer?

Also, what does the Beacon do?
 

GribbleGrunger

Dreams in Digital
At some point I'd like to be able to build one of those mini Sentinels you see on the Freighters and use it as a companion on planets. It should be upgradeable like your weapon and serve four purposes. You would have to pick how it functions:

1 - Helping out when Sentinel attacks.
2 - Searching for containers.
3 - Searching for materials and gathering what materials you ask it to.
4 - It would also double as a packpack with upgradeable slots. (this would be available for use regardless of which of the other three you picked)

When it's out it also doubles as a communication device and you can talk to a friend who's also got one out and is currently playing too. The sound of his/her voice would come from the mini Sentinel and be slightly distorted.
 
They totally need to add crashed freighters to landscapes. Of course my fear would be that they would ruin it and have them on every planet...
 

Unicorn

Member
Can crashed ships be found using Signal Boosters? If so, which the four options bring me closer?

Also, what does the Beacon do?
Beacon is just a save point that also shows up as a star way point on your hud. Good for marking points of interest on planets.
 

JP

Member
Really hoping the implementation of bases and modular aspect allows the ruins to be reintroduced as sprawling complexes. I hope eventually subterranean building is possible both for bases and other uses. Would be great to add that with a redo of cave generation.
That would be good too but I'm sort of hoping that we'll be able to stumble on communities at some point, almost like you would in old school RPGs. It would have like traders, people that you could do missions for and maybe even somewhere that you can get jobs such as transporting materials to other locations or flying wingman for a certain faction.

Obviously, a great deal would need to change before something like that could happen but I've always thought of the game as a long term development with things being rebuilt over time.
I find the building limitations on the PS4 to be odd. The building pieces don't seem extremely complex. I wonder if they are not doing any culling of geometry on the prefab base parts which are not visible; in effect, rendering every bit of base geometry at all times.
If I'm being honest, I get the feeling that a lot of the stuff in there was somewhat forced out for launch, just to get it in there for people. It's difficult to know what the end goal is for the team, I'd imagine that they have quite a hefty list of "still to do" stuff hidden away in the studio somewhere.

In relation to rendering, I think it's tricky to understand what the limitations could be in terms of buildings because as that video shows it doesn't appear to have any issues having a freighter on the surface of planet surface, even though it's obviously not supposed to be doing that. I think some of it comes from the way that they produce the objects in the games. It's not just having to render objects, they're calculating/build what that object is mathematically before even thinking about rendering it and I'd imagine it's probably (guesswork) calculating/building the entire object whether it's visible or not.

In the same way, people have complained about pop-in when landing on a planet even though what they're seeing technically isn't pop-in and to do with rendering it's more to do with calculating what that planet actually is in realtime.
 
I know No Man's Sky is 30fps, but I have a question is this possible

No Man's Sky while on land the game can be traditional 30fps while walking. Can Hello Games, make the flight portion of the Game 60fps VR? I know "Golem" will have VR breaks in their game, meaning you will play a section or 2 in VR and then the game will prompt you to remove the headset and play this section via your TV. Can the 30fps, 60fps coexist?

Or could they do it as an add-on Play the regular game on land the traditional way, and with DLC ADD-ON i.e. COD: IW play the flying section in VR with the saves working across both versions.
 

belvedere

Junior Butler
Well finding crashed ships sure is harder after Foundation - I hardly seem to find transmission towers. Maybe it's the planet I'm on (a lot of water) but I remember flying in any direction and finding transmission towers within a minute pre-Foundation.
 
Well finding crashed ships sure is harder after Foundation - I hardly seem to find transmission towers. Maybe it's the planet I'm on (a lot of water) but I remember flying in any direction and finding transmission towers within a minute pre-Foundation.
I was in the same boat, I play the traditional way and couldn't find those transmission towers. Once you find a base that's habitable, you will get to build those transmission towers.
 
Well finding crashed ships sure is harder after Foundation - I hardly seem to find transmission towers. Maybe it's the planet I'm on (a lot of water) but I remember flying in any direction and finding transmission towers within a minute pre-Foundation.

All buildings have been made a lot less frequent, so yeah, there are fewer transmission towers. Have you done any of the base-building stuff yet? Once you learn the recipe, you can plop down a signal booster anywhere (on any planet, not just at your base) and search for transmission towers.
 

Jinfash

needs 2 extra inches
All buildings have been made a lot less frequent, so yeah, there are fewer transmission towers. Have you done any of the base-building stuff yet? Once you learn the recipe, you can plop down a signal booster anywhere (on any planet, not just at your base) and search for transmission towers.
Is transmission towers searchable under "colonial outpost" from the signal booster options? That's what I'd like to know.

I really should have gotten a 48 slot ship before the FU lol.
 

belvedere

Junior Butler
All buildings have been made a lot less frequent, so yeah, there are fewer transmission towers. Have you done any of the base-building stuff yet? Once you learn the recipe, you can plop down a signal booster anywhere (on any planet, not just at your base) and search for transmission towers.

Actually, yeah but I've never seen the option for transmission towers just outposts, beacons etc.
 
Is transmission towers searchable under "colonial outpost" from the signal booster options? That's what I'd like to know.

I really should have gotten a 48 slot ship before the FU lol.

That's a good question actually. I thought I had used the signal booster to scan for transmission towers, but I'm probably mis-remembering that. Maybe you can't, in which case I don't know what the best method to find transmission towers would be (I've still stumbled across a couple entirely by accident since the Foundation update).

It might not even be worth the time commitment at this point. If you advance through the base-building stuff to the point where you can farm Mordite and craft a Galactic Trade Terminal, you can build a farming warehouse with around 60-80 Mordite plants, harvest them every 6 minutes, and craft them into lubricants which sell for ~40,000 each. With an efficient operation, you'll make in excess of 20,000,000 credits per hour. And if you dismantle all the tech in your ship, buying new ships isn't actually prohibitively expensive, so you're probably better off doing that than searching for transmission towers. It'll be a grind-y loop for a few hours, but that should be long enough to get a 40+ slot ship, which is plenty for exploring around for a bit (and maybe finding the occasional wreck to swap out). As long as you completely dismantle all your ship tech before buying, ships actually aren't that bad (by comparison, if you leave all your tech installed, 48 slot ships cost over 160,000,000; with no tech installed, they're less than a third of that). Might be worth taking advantage of the cash grind loop now anyways, since if Hello Games listen to one of the biggest complaints people have about the game, the economy of ship and freighter prices will be drastically lowered in coming updates. A shame they patched out the Gek transmission tower glitch, which was the only convenient way to max a ship before.
 

Jinfash

needs 2 extra inches
Yeah, I think I'm gonna go with that. The crashed ship route is not as viable anymore. Mordite farms were inevitable at this point, so I might as well focus on that.
 
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