No Man's Sky - First star to the right, and straight on till morning

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 [del]starg[/del], er, I mean portal on my new planet. :slight_smile:

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.

Supposedly there’s another patch (1.33) in the works.

Details I’ve seen from Twitter:

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.

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.

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.

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.

[QUOTE=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.
[/QUOTE]

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.

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.

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 changesetc

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?

I don’t remember but I’ve had it for a while, definitely before Atlas Rises.

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.

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: Patch 1.34 live :: No Man's Sky General Discussion

Patch 1.35 was published yesterday with significant quality of life improvements and quite a few bug fixes.

Patch notes here: Atlas Rises Patch 1.35 :: No Man's Sky General Discussion

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.