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  #651  
Old 12-14-2016, 02:45 PM
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Originally Posted by Skywatcher View Post
Plus bases can worked by NPCs other than the constructor. Science was mentioned upthread and I've run into an armorer offering his services.
Slight spoiler, maybe, but you should be doing the "quests" that your base workers give you fairly early in the game, including obtaining the various other workers (and doing their quests). There are several fairly basic technologies from the pre-patch world that are now given out only as base-construction worker task rewards.
  #652  
Old 12-14-2016, 03:18 PM
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I'm still looking for a good place to put that remote teleporter.
  #653  
Old 12-14-2016, 03:21 PM
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Plus bases can worked by NPCs other than the constructor. Science was mentioned upthread and I've run into an armorer offering his services.
Don't I know it. Before I planted down my base, I had just left a Vykeen system with an armorer. Now I built the armorer station and I've hit seven or eight Gek or Korvax systems in a row. Grumblegrumblegrumble.
  #654  
Old 12-14-2016, 03:50 PM
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Not to mention that the first blueprint the construction NPC gives is a remote teleporter and teleporting brings your ship with you. I assume teleporting from a different system saves a warp core.
Yes, teleporting between systems requires no ship resources.
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Originally Posted by Skywatcher View Post
Plus bases can worked by NPCs other than the constructor. Science was mentioned upthread and I've run into an armorer offering his services.
There's also a farming specialist you can hire to teach you how to grow resources within your base, such as: gravitino balls, candensium, fervidium, mordite, spadonium, coryzagen, coprite, and albumen pearls.

Also, you know all those Korvax Cubes and Gek Charms that you used to throw away or sell before the patch? You will be asked for them during certain quests you are given by your "workers", so you should now keep them...unless you relish searching the globe for them.

Last edited by Onomatopoeia; 12-14-2016 at 03:53 PM.
  #655  
Old 12-17-2016, 01:58 AM
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Okay, where the heck can I find radioactive biomes?
  #656  
Old 12-19-2016, 06:58 PM
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Okay, where the heck can I find radioactive biomes?
Check a few systems, radioactive planets aren't particularly unusual. I'm not sure a radioactive biome can even occur on a non-radioactive planet. Scan for the exotic (Candesium, maybe?) from space.

My problem of the day/week: Where are the ()*&#@*(& hyperdrive upgrades? These used to drop like candy from every ship-tech producing source, but I've now done the entire base quest tree for every class up to the ones that start requiring resources from red or green stars. I've been in dozens of systems, checked abandoned buildings, op centers, manufacturing facilities, Polo and Nada, the quest givers at stations, etc., and don't have even a single hyperdrive (as opposed to pulse jet) upgrade. I ONCE found a functional drive on a crashed ship, but that doesn't give you the blueprint, and the game did the ()*#@()* "fly away for a second to get something you need to repair the ship, and the crash disappears while you're gone" fun.

Anybody know where these upgrades come from post-patch? I've opened more than a hundred of those "debris" rocket parts on various planets, and I don't even have one of the three yet. The chances that I'm just "unlucky" are getting close to zero at this point, there must be something specific I need to do.
  #657  
Old 01-17-2017, 01:58 PM
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Major update news leaked! Mechanic's terminal coming, which will be used for constructing ATVs similar to those in Elite: Dangerous.
  #658  
Old 03-08-2017, 06:26 PM
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Path Finder has gone live! Notable changes:
  • Owning Multiple Ships
  • Base Sharing Online
  • Steam Workshop Integration
  • New Vehicles 3x Exocraft
  • Permadeath Mode
  • Build and Share Vehicle Race Tracks
  • Ship Specialisations and Classes
  • New currency and shops with Traders for tech and constructs
  • Double the the amount of variety in Base Building
  • Multi-tool Specialization and Classes
  • New Weapons and Weapon Modes
  • Photo Mode
  • Improved Discovery Menu
  • Most requested Quality of Life Improvements
  #659  
Old 03-09-2017, 09:06 AM
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I remain hugely critical of how Hello Games handled the initial release, but I must say that this and the previous update have been gigantic improvements across the board (UI improvements, substantial new features, visual and performance, etc.).

But my main comment is: their release notes page is really, really well-done. They obviously spent a lot of time on their presentation of the changes, including a well-produced video. Other developers should take note.
  #660  
Old 03-09-2017, 01:25 PM
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Steam workshop support is likely to be HUGE for this game.
  #661  
Old 03-09-2017, 08:46 PM
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They also released a PS4 patch to enable 4K output on the PS4Pro. Surely VR has to be in the next patch? This game is such an obvious candidate for it.

And yes I also applaud them for the continuous patches and development.

Last edited by coremelt; 03-09-2017 at 08:51 PM.
  #662  
Old 03-12-2017, 11:47 AM
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So, I've had a bunch of hours with Pathfinder. Some observations (possibly spoilers if you haven't read the release notes):

- They've continued the trend of making the game harder, mostly by slowing down progression. Blueprints are a LOT harder to come by now; all the stuff that dropped them give you a new currency (nanites) instead. You use these to buy blueprints from vendors, all of which have a limited supply. There are some fomerly-basic blueprints I've still never found. Multitools appear to be much rarer, too.

- Inventory management is even more tedious. They've added another bunch of elements to store, but with no corresponding increase in storage. The new planetary buggies (exocraft) have an inventory of their own, but so far as I can tell, there's no way to put something from your inventory into it. The early game is still basically entirely "get enough inventory space to actually function in the world."

- The perma-death option is a neat idea, but "Survival" setting is too hard to support it; most people would never get very far. I'd like to see a perma-death option for normal difficulty.

- Warp, base teleporter, and loading are all still incredibly long. First load ("Loading Shaders") took almost six minutes for me, on a reasonably modern machine.

- You don't need to start over unless you want to; they've done a much better job this time integrating the "new stuff" along separate trees from the "old stuff."

- If you DO start over, they've dramatically improved the messages you get about the Atlas/Polo choices and paths early in the game, making it clearer what you're supposed to be doing.

- The fixed a bunch of UI irritations (particularly "hold" rather than "press" in a bunch of places), and introduced a bunch of new ones (you can hold tab to skip the widescreen effect on notable events -- sometimes -- and by holding for basically as long as the event would have taken, anyway; hitting ESC now always takes you to "options" instead of "discoveries", so you have to hit left arrow several times every time you enter the screen to get the the one you usually want.).

- There's now a log telling you what the next thing you need for each "quest line" is.

- The buggies (exocraft) are fun, and make a lot of the problems of ground exploration less tedious. But the quest line to outfit them needs work; too many "some of this is out there -- somewhere. Find it and bring it back to me." They say you can scan for it, but so far as I can tell, they just mean "you can scan your local area as always, and maybe you'll be lucky."

- BUGS. Wow, is this release buggy. I've had more crash-to-desktops in a few hours than in all previous releases combined, usually when in or near the exocraft. The base-building is full of bugs, especially for multi-story bases: I've got a room I can only intermittently access at all; the "ceiling" that's supposed to go away when you build a latter is sometimes there, sometimes not. I've had teleports just "fail" and leave me at my source location.

- You still can't rotate, move, or remove a base segment or component after you've placed it, which means you'd better not make any mistakes.
  #663  
Old 03-12-2017, 12:43 PM
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I see the game is 40% off on Steam for the next 23 hours or so.
  #664  
Old 03-12-2017, 04:25 PM
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One problem I've run into, and I've seen several others voice this as well- Normal is too easy, Survival is too hard.

I've been kind of enjoying the game again, but (playing in Survival mode) I simply can't stand the constant pirate attacks. Every time I leave a planet for more than thirty seconds, I get jumped by pirates... even when I don't have anything in my ship worth stealing. I'm also extremely irritated by the fact that nice planets seem to always have sentinels that want to kill me on sight. As a result, if I land on a nice planet I end up running from sentinels all the time.

The end result of these two factors is that I don't want to explore. I'm trying to find a mod that fixes this, 'cause as it is now I simply don't enjoy the game.
  #665  
Old 03-12-2017, 11:37 PM
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It's not enough to change that basic calculus, I don't think, but the latest patch made Normal harder -- not in the "you'll die a lot" sense, but in the "you can't become ultra-powerful in a day or so" sense. The much narrower funnel on blueprints dramatically changes the power curve of the game.
  #666  
Old 08-11-2017, 12:42 PM
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Development is still not dead. Of note:
Quote:
JOINT EXPLORATION

Glitches in the simulation have begun to appear.

Visualised by strange floating orbs, up to 16 players can see and communicate with one another, and explore the universe together.

While interaction with others is currently very limited, this is an important first step into the world of synchronous co-op in No Man’s Sky.

While interaction is very limited, VOIP (Voice over IP) allows proximity based voice chat with other nearby explorers.

Use portals to quickly travel to more populated planets, or to meet up with friends.
  #667  
Old 08-11-2017, 12:49 PM
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A friend just showed this to me. I haven't made a point of following NMS, but this took me completely by surprise. Credit where it's due - the developers are continuing to work on deliverables long after their credibility train derailed.

Last edited by Johnny Bravo; 08-11-2017 at 12:50 PM.
  #668  
Old 08-11-2017, 01:02 PM
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Neither have I. Noticed Steam had an update scheduled so I clicked News to see what's going on.
  #669  
Old 08-13-2017, 04:43 AM
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So, I played a bit of it on my ps4 this morning, after the update.

It's messed a few things up - previously discovered planets appear to have vanished, and the base building parts of the game have become confused. Some people's bases have been reset back to the initial single room, some people's bases are hovering in the air or sunk underground (a common problem with a lot of pre-discovered and placed things - the terrain generation has changed but the position of the buildings hasn't), and it seems to be universal that the base building questlines have all been reset and all the people recruited for your base have vanished (although, in my case at least, their stations are still there). The advice seems to be either hold off for a patch or, if you're coming back to the game after a while away, start the game again.

Things do look different. The planets and animals look nicer, there's some easing of inventory problems with 'technology slots' in your ship and suit purely for putting tech upgrades in. There are apparently missions and a storyline, but I haven't seen any of this yet.

EDIT: Oh, and you can summon your ship to you now.

Last edited by Teuton; 08-13-2017 at 04:44 AM.
  #670  
Old 08-15-2017, 02:18 AM
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NMS is a much better game now. I already thought things were pretty good after the Pathfinder patch in March, but with Atlas Rising dropping last week, it is simply amazing now.

Yes, there are glitches with bases for players who decided to continue from games saved before the patch, as I did, but nothing too terrible. I resolved many issues by simply trashing my previous base and starting a new one on a different planet. Of course you can eliminate every issue by simply starting a new game.

The new storyline, in my opinion, was very well crafted and integrates well into the game, as opposed to feeling tacked on as it did when I played last year.

Portals are nothing less than phenomenal in their appearance and execution, albeit with more than a passing resemblance to the stargates in Stargate. I don't even want to know how HG got away with that one.

Ship on ship combat (dogfighting) is more challenging now and a welcome improvement.

Something that caught me by surprise, which is really quite minor yet welcome, is there is now a compass in your ship's HUD that indicates North and South and is very useful especially when flying around a planet.

I am not in love with the new ability to summon my ship now; seems to make things a little too convenient and less of a challenge.

Crashed shipwrecks now contain a random number of slots, as opposed to just +1 as before Atlas Rising. So if your current ship has 15 slots and you find a crashed ship, instead of 16 slots, it can have 24 slots, or 33, or 48, or any amount in-between.

Some craftable items are now obsolete and are labeled 'Obsolete Item' if they remain in your inventory from before the patch, and some resources and farmable plants have been renamed.

I believe there are fewer lush and paradise planets than before, and that's probably a good thing.

The Galaxy Map has been completely overhauled and, among other things, now allows you to track where in the universe you've previously gone.

Coop play has a long way to go to be actually useful but I am still surprised with even the small amount of it there is as I didn't expect multiplayer to be added at all... ever, and I was fine with that. Now that HG has stated that the current implementation is just the first step, I am actually looking forward to seeing it evolve.

Graphical depth of field has been added and is quite pretty, and overall graphics are better throughout.

To learn about the many, many other improvements to No Man's Sky I haven't mentioned, read the patch notes at http://www.no-mans-sky.com/

Last edited by Onomatopoeia; 08-15-2017 at 02:23 AM.
  #671  
Old 08-15-2017, 05:05 AM
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Yes, there are glitches with bases for players who decided to continue from games saved before the patch, as I did, but nothing too terrible. I resolved many issues by simply trashing my previous base and starting a new one on a different planet. Of course you can eliminate every issue by simply starting a new game.
"Simply" he says.

I like my base, and the complete mess the update has made of it has pretty much ruined what is otherwise a pretty good update for me. This isn't an Early Access title where updates can be expected to break save games occasionally.
  #672  
Old 08-15-2017, 07:09 AM
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How close is NMS now to the game that was promised? Is it worth the buy now?
  #673  
Old 08-15-2017, 08:26 AM
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How close is NMS now to the game that was promised? Is it worth the buy now?
I would say it is definitely worth buying now.

Although I was aware of the hype before the launch of the game in 2016, I didn't follow it that closely. I judged the game on playability and in that regard it was just okay. I was very dismayed when someone reached the center of the galaxy within a day after the game's release.

I didn't own the game at this time but used someone else's account who'd stopped playing. Things markedly improved with Foundation, and then again with the Pathfinder update, which is what brought me back to the game.

Elaborate base construction in Foundation and land based vehicles in Pathfinder were welcome additions, even if they didn't make much sense in a space exploration game in my opinion. I used my imagination to incorporate them into a storyline that didn't exist at the time.

Along with all the improvements, Atlas Rises weaves disparate components of gameplay into the storyline.

Is No Man's Sky the greatest game ever created? No, not by a long shot. It's not even the best space exploration game ever created, although I'd say it's pretty darned close. Is it fun? Yes, yes it is.
  #674  
Old 08-15-2017, 08:49 AM
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"Simply" he says.

I like my base, and the complete mess the update has made of it has pretty much ruined what is otherwise a pretty good update for me. This isn't an Early Access title where updates can be expected to break save games occasionally.
I loved my base as well, and put a lot of time and effort into it. When Atlas Rises dropped and my base was floating more than ten feet above the ground, and instead of being on a lush planet, now it was in a radioactive Hell with constant storms, I was miffed as well but I had three choices: cry about it and shut the game down for good, trash my save and start again from scratch, or bulldoze my base and rebuild.

Initially, after creating a copy of my saved game, I started from scratch; I wanted to experience everything fresh. After a couple of hours, however, I missed all the resources I'd collected and stored, all the money I'd earned, my 48 slot ship and exosuit, and my 24 slot multitool, so I reloaded my save from before the update and, after progressing down the new storyline, rebuilt my base (at a certain point in the new storyline you need to have a base).

My advice? Get over it and rebuild. I understand your frustration, believe me, but hey, the game is not called No Man's Bases.

Last edited by Onomatopoeia; 08-15-2017 at 08:50 AM.
  #675  
Old 08-15-2017, 08:53 AM
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I would say it is definitely worth buying now.
On the other hand, I wouldn't be at all surprised if it was the headliner for a Humble Monthly within the next year.
  #676  
Old 08-15-2017, 08:56 AM
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On the other hand, I wouldn't be at all surprised if it was the headliner for a Humble Monthly within the next year.
I would be. The game is really good now, with more improvements and storyline additions on the horizon.

Last edited by Onomatopoeia; 08-15-2017 at 08:57 AM.
  #677  
Old 08-15-2017, 10:20 AM
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How's the core gameplay, as opposed to storyline and content? The early reviews made it seem like it had more grinding than a bathhouse on Pride Day. The phrase: "a mile wide and an inch deep" kept coming back in that you could do the same shallow resource farming with limited inventory space in lots of different places with the novelty wearing off after 15-30 minutes. Is that still the case?

Last edited by MichaelEmouse; 08-15-2017 at 10:21 AM.
  #678  
Old 08-15-2017, 11:08 AM
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How's the core gameplay, as opposed to storyline and content? The early reviews made it seem like it had more grinding than a bathhouse on Pride Day. The phrase: "a mile wide and an inch deep" kept coming back in that you could do the same shallow resource farming with limited inventory space in lots of different places with the novelty wearing off after 15-30 minutes. Is that still the case?
Is the game still grindy? Oh yeah, it can be. That stated, it is much less so now because of all the new content.

You grind, for the most part, only if you really want to but it is not absolutely necessary anymore, although if you want to make 10 million moneys (heh) an hour, you can do it but yeah, you'll have to grind for that.

Every player has different expectations and reasons for playing a game. For me, the storyline and content is what appeals to me in No Man's Sky, so I haven't had to grind at all since the new update, whereas it was pretty much a necessity when the game launched last year.
  #679  
Old 08-19-2017, 08:33 AM
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Patch 1.32 is out with a bunch of fixes.
  #680  
Old 08-19-2017, 10:37 AM
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Patch 1.32 is out with a bunch of fixes.

Yeah, it fixed my base completely, so I'm playing it again!
  #681  
Old 08-19-2017, 03:20 PM
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Yeah, it fixed my base completely, so I'm playing it again!
Congrats. Too late for me. I already trashed my previous base. I would have done so anyway because I hated what my planet had become after Atlas Rises dropped.

i am now in glyph search mode after recently getting my first one and using it on a DHD of a starg, er, I mean portal on my new planet.

Last edited by Onomatopoeia; 08-19-2017 at 03:25 PM.
  #682  
Old 08-20-2017, 02:37 PM
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They ()*#@)(* broke scanning again, though -- you have to hold the center of the scan RIGHT ON the creature for several seconds now, thus returning to the launch situation where scanning a flying creature is effectively impossible, and cutting off the "discover all the creatures on a world" achievements except to people with incredible motor skills.
  #683  
Old 08-20-2017, 02:50 PM
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They ()*#@)(* broke scanning again, though -- you have to hold the center of the scan RIGHT ON the creature for several seconds now, thus returning to the launch situation where scanning a flying creature is effectively impossible, and cutting off the "discover all the creatures on a world" achievements except to people with incredible motor skills.
Works fine for me. I just scanned some flying creatures without a problem. I am on a PC, if that makes a difference.
  #684  
Old 08-20-2017, 05:54 PM
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Supposedly there's another patch (1.33) in the works.

Details I've seen from Twitter:

https://pbs.twimg.com/media/DHlgrOlWAAAJniN.jpg:large
  #685  
Old 08-20-2017, 08:12 PM
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Works fine for me. I just scanned some flying creatures without a problem. I am on a PC, if that makes a difference.
I mean fast-flying, like birds and such, not those blimp-whale or flight-worm things. It requires me to keep the very center of the scanning reticule on the creature for about five seconds while a white line fills in. If it goes off the center -- even by a few pixels -- the scan starts failing at twice the speed it fills at, and fails altogether in a second or so. I'm on a PC, too, with a precision mouse, and I was unable to do it in several attempts. The birds flit about randomly far too much to for me to track them. This isn't "I'm a little clumsy;" it's more like "not three people in a hundred could manage to do this."

This is actually a bug/misfeature from the original release that they fixed in the first update because so many people complained. I'm very surprised that it's back. Maybe there's a scanner upgrade that improves it? That might be the difference between your experience and mine.

ETA: On the patch notes mikecrci posted is "prevent the scanner from flickering between close objects." I wonder if that's the problem; the scanner keeps "locking" onto different birds in the flock.

Last edited by TimeWinder; 08-20-2017 at 08:14 PM.
  #686  
Old 08-21-2017, 12:20 AM
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I mean fast-flying, like birds and such, not those blimp-whale or flight-worm things. It requires me to keep the very center of the scanning reticule on the creature for about five seconds while a white line fills in. If it goes off the center -- even by a few pixels -- the scan starts failing at twice the speed it fills at, and fails altogether in a second or so. I'm on a PC, too, with a precision mouse, and I was unable to do it in several attempts. The birds flit about randomly far too much to for me to track them. This isn't "I'm a little clumsy;" it's more like "not three people in a hundred could manage to do this."

This is actually a bug/misfeature from the original release that they fixed in the first update because so many people complained. I'm very surprised that it's back. Maybe there's a scanner upgrade that improves it? That might be the difference between your experience and mine.

ETA: On the patch notes mikecrci posted is "prevent the scanner from flickering between close objects." I wonder if that's the problem; the scanner keeps "locking" onto different birds in the flock.
The ones I scanned earlier were more like large streamlined bats but I understand what you're saying. They weren't flying too fast, so perhaps that is why I didn't experience the issue you have.

Speaking of scanning, I like that you can scan everything now, even rocks. It can be a lifesaver to get a bit of plutonium or heredium as a biproduct when mining iron oxide.
  #687  
Old 08-21-2017, 04:32 PM
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I booted up NMS for the first time since about a month after release yesterday - and promptly died about 15 times until I got the hang of everything again. It didn't help that the toxicity on my starting planet was high enough that I couldn't be outside for more than a couple minutes before I started taking damage. Now I'm trying to find enough plutonium to get off the surface of the second planet, after a couple hours of running around. I've noticed a lot of changes already, so I'm interested to see how it all turns out once I'm in a more stable position.
  #688  
Old 08-22-2017, 10:47 AM
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A major patch, version 1.33 was just published.

I must say I am very impressed with all the time and effort HG has, and continues to, put into this game. At this point, they have far exceeded my expectations, which I admit were not as high as some here.
  #689  
Old 08-22-2017, 11:01 AM
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It didn't help that the toxicity on my starting planet was high enough that I couldn't be outside for more than a couple minutes before I started taking damage.
My very first game start (last year at release), I got a peaceful Goldilocks planet-no toxicity/cold/heat/radiation/death sentinels. I didn't realize at the time how lucky I was, and I think it shaped my attitudes toward the game immensely. I got to wander around over a large area and see all the "cool stuff" while it was still new; it lent a sense of wonder and exploration to the game that wouldn't have been there if I'd had to duck and cover every couple of minutes (like I have in every subsequent start). With quadrillions of stars and planets, I don't understand why the algorithm can't search for a good one to start you on; I think this (along with the "ending") is one of the major design mis-steps of the game.

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Originally Posted by Chisquirrel
Now I'm trying to find enough plutonium to get off the surface of the second planet, after a couple hours of running around. I've noticed a lot of changes already, so I'm interested to see how it all turns out once I'm in a more stable position.
Some planets don't have a lot of "native" plutonium, but they seem to have really ramped up the red-box plutonium near pretty much any building or "container deposit." It does look like native plutonium is still geologically attracted to POIs, though, so be sure to search there, even if they're the kind that aren't useful early in the game.
  #690  
Old 08-23-2017, 11:16 AM
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Some planets don't have a lot of "native" plutonium, but they seem to have really ramped up the red-box plutonium near pretty much any building or "container deposit." It does look like native plutonium is still geologically attracted to POIs, though, so be sure to search there, even if they're the kind that aren't useful early in the game.
Eh, my (still minor) issue is the 200 plutonium I need just to get off the surface. Even with several clusters around each POI, I have to range a bit every time, especially if I'm building signal boosters or anything.
  #691  
Old 08-23-2017, 11:18 AM
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So what's the experience going to be like for a brand new player to the game? Is it still primarily a chill exploration device, or has enough structure been added on that it will satisfy folks who want that sort of thing in their games?
  #692  
Old 08-23-2017, 11:36 AM
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So what's the experience going to be like for a brand new player to the game? Is it still primarily a chill exploration device, or has enough structure been added on that it will satisfy folks who want that sort of thing in their games?
There's a few dozen hours of "structure," and at any given moment you're more likely to be in need of specific resources than in earlier incarnations (thus giving a "push" to the exploration). But there is, so far as I know, still no ending, and once you're past a certain point (base built out), it's pretty much just a sandbox, still. The "grindiness" goes up and down, and they haven't gotten a good balance yet. So far as I know (I haven't gotten that far this patch), they're also still super-stingy with the hyperspace drive upgrades that allow you to see the better planets: you have to basically complete the entire Polo tree (which requires all the achievements, including the tedious ones) to get the "blue stars" drive, which is where the bulk of the "advertised" planets are (lots of flora/fauna/diversity). They really should give these much earlier in the game, or at least let you buy them (there have been mods in previous patches to do just that).

That said, they've throttled a lot of stuff over the last few patches, so it's no longer of the "ten hours into the game you'll have everything" form; there will almost always be one more technology/ship/skill to obtain.
  #693  
Old 08-23-2017, 08:21 PM
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Don't forget, if you're on PC there are some amazing mods coming out for the game: https://nomansskymods.com/

Working 3rd person flight, longer days, QOL changes etc
  #694  
Old 08-23-2017, 11:15 PM
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...So far as I know (I haven't gotten that far this patch), they're also still super-stingy with the hyperspace drive upgrades that allow you to see the better planets: you have to basically complete the entire Polo tree (which requires all the achievements, including the tedious ones) to get the "blue stars" drive,
That is not really accurate; I have Warp Reactor Theta and can go to yellow, red, green, and blue stars but have not gone very far in the Polo tree, much less finished it. Heck, I still only have Atlas Pass V1. I also have no mods or other exploit methods installed.
  #695  
Old 08-24-2017, 10:43 AM
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That is not really accurate; I have Warp Reactor Theta and can go to yellow, red, green, and blue stars but have not gone very far in the Polo tree, much less finished it. Heck, I still only have Atlas Pass V1. I also have no mods or other exploit methods installed.
It used to be (Pathfinder) that the warp drive upgrades could only be obtained via either the polo (or maybe atlas) trees, and Theta was the last one they gave you, on the 14th successful visit. You couldn't buy them or find blueprints. I'm glad to hear they've changed that -- where did you get them?
  #696  
Old 08-24-2017, 11:13 AM
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It used to be (Pathfinder) that the warp drive upgrades could only be obtained via either the polo (or maybe atlas) trees, and Theta was the last one they gave you, on the 14th successful visit. You couldn't buy them or find blueprints. I'm glad to hear they've changed that -- where did you get them?
I don't remember but I've had it for a while, definitely before Atlas Rises.
  #697  
Old 08-24-2017, 11:16 AM
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Speaking of blue star systems, there are plenty of murder/death/kill planets there as well. The main difference I've noticed is that there is a much higher probability of getting rare (or rarer) items in green and blue systems.
  #698  
Old 08-25-2017, 11:20 AM
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Patch 1.34 was just published an hour ago.

Among other things, new ability to teleport directly from one space station to another you have visited in the past, instead of having to teleport to your base first and then teleport again to the station you want to visit.

Patch notes here: http://steamcommunity.com/app/275850...5331494254694/

Last edited by Onomatopoeia; 08-25-2017 at 11:21 AM.
  #699  
Old 09-01-2017, 11:08 PM
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Patch 1.35 was published yesterday with significant quality of life improvements and quite a few bug fixes.

Patch notes here: http://steamcommunity.com/app/275850...1865188083820/
  #700  
Old 09-02-2017, 02:12 PM
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This last patch fixed my two biggest annoyances, transferring cargo from the exocraft to personal inventory, and detecting buildings during sub-orbital flight.

Not that I wasn't playing the hell out of this game even with those bugs.
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