#nms-the-future

1 messages · Page 24 of 1

vale schooner
#

I agree on this, and tbh, I think it is not impossible that we get more in the future, because now they KNOW how to do it

#

remember that staves are the ones that paved the way towards customizable ships

marsh schooner
#

Hopefully yeah that’ll be cool

keen bluff
#

my main problem with the living ships is how some of them just look like a potato that has roots growing out of it

#

some of them look majestic as hell but then there are too many of them that are just orbs idk

mental condor
#

#SpaceshipExocraftObstacleCoursesUpdate #makenomanskyevengreateragain

#

Let's have a major mobility update where you can hook things and swing around AoT/Fanny style and have obstacle courses for in suit/exosuit/spaceship obstacle courses. and space bases. Then let us take over abandoned space stations with the currently existing Station Override. let us grow systems! and have cool obstacle courses and stuff planetary and in space.

molten lintel
#

I just want Squadrons to be more useful than a single atom of oxygen. Like as of now it's like having a child try to help you in a fight, they literally can't deal anywhere near ⅒ (one- tenth) decent damage and will only get in your way.

Actually such a useless feature it's better to actively avoid it, especially with how they're forced to appear in every instance of combat. Yes, dismissing the squadron doesn't actually work like wtf-

crimson wave
#

Praying, hoping, manifesting, on my knees waiting for when they add wandering NPCs and ground combat with the other sentient races 🙏

weak dagger
#

@tulip pagoda There’s no denying there’s been a change in direction, it’s just not one I care all that much for

#

The first image instills a feeling, emotion, the bottom one just comes across more like a generic film poster

solid flare
#

What I really want to see, more than shuttles getting craftable, is the ability to paint ships without having to make a new one from scratch

weak dagger
#

They starkly contrast each other in terms of mood. One conveys that sense of insignificance and vastness, the other expresses something like galactic conquest, that aforementioned vastness and insignificance seems more trivial

#

Anyways those are just my thoughts

tulip pagoda
#

and to your point

Again there’s no denying how visually dense these new stations, but again cramming environments with clutter doesn’t always improve them visually, simplicity can make for better art at times and in the case of no man’s sky it’s was its strongest draw atheistically

i agree with clutter part and nms had a different style but it's still the same style it's just evolved. if it hadn't the game would be dead and forgotten.

tulip pagoda
#

the aesthetic of the old game made it look like a goofy childrens game, like a true indie game that was going nowhere. like Starhip EVO.

weak dagger
#

Dead and forgotten, come on, it’s not an evolution it’s just simply different

#

Bruh, the game now looks more like space fortnite

tulip pagoda
#

why?

#

i think the style is still unique

weak dagger
tulip pagoda
#

and this is what you call easy on the eyes

#

that might appeal to some but to me it's an eyesore

#

looks like starfield lol

weak dagger
#

That is unique

#

This less so

#

That is unique

oblique smelt
# weak dagger

If only animals looked the same in discoveries and in game

#

Neck is diffrent height. And skeleton has diffrences in proportions

#

Specially in the ass

#

Like why all diplos have ass wide as semi truck

weak dagger
#

Wow, I didn’t realize this was even a thing!

#

I’m not gonna lie that upsets me

#

I looks completely broken in game

oblique smelt
#

!hg

misty irisBOT
oblique smelt
#

Only one way to change it

weak dagger
#

I feel like this needs more investigating, because creatures can vary in size, so maybe that could be what’s causing the issue, because the discovery tab just defaults to the normal proportions, even still though the scales down it’s neck look broken in-game and that shouldn’t be happening regardless of size, bearing that in mind if this is a persistent issue, then it definitely needs fixing asap

oblique smelt
#

Imo the diplo animal has most noticeable diffrences.

weak dagger
#

I see

oblique smelt
#

Thats why i reported only on diplo type

#

And its def persistent for diplos

weak dagger
#

Oh okay, that wide backside is definitely ridiculous though

oblique smelt
#

Why i didint saved the glyphs. Diplo kinda looks ok. Preety simliar to trailer one.

weak dagger
#

Yes the one in the discovery page looks similar, proportionally

#

Though nothing like this possible

#

That specific creature rig was removed from the game, in place of the triceratops body, which is used universally among these larger creatures

#

Actually they use this exact same model for the quicksilver trophies

weary acorn
#

Would be epic if they had dinosaur planets

#

Or animals that actually reacted to each other and the world

oblique smelt
#

I know that trailer was pre made

#

Not real gameplay

limpid ferry
#

Please add roomscale to no mans sky vr, it would be amazing

weak dagger
#

That’s not entirely true, the planet itself is real, most of the creature behaviors however were most likely scripted events, you can kind of see this when Sean during this game informer demo, wonders further around the planet, there’s not a creature in sight

#

But all these scripted events make sense in the context of a e3 demo

oblique smelt
#

Scripted = not real gameplay.

toxic slate
# weak dagger Bruh, the game now looks more like space fortnite

While I agree that the game in some respects looks more cartoony now, the evolution from the original aesthetic started way back in Pathfinder (1.2), when they replaced the original lighting engine with a more "modern" one. And when they modernized the ships to have more detailed textures, that was really the beginning of the end, because they then looked out of place in the universe and everything had to slowly be brought to the same aesthetic.

So this has been a long journey, but it's probably brought them more financial stability and the ability to create LNF than if they had just kept the 1.0 aesthetic forever. And honestly, Worlds Pt. 1 has brought me the same feeling of wonder when exploring planets as the game delivered in 1.1. There was a wide stretch in-between those versions where that wasn't always the case. But with the new water and clouds, NMS is closer to planets feeling "alive" than they ever have before.

restive zenith
narrow moss
#

I wish you could "unlock" filters to apply in real time. You would only get them though from the versions natural to the glitched planet types you'd visit that warp reality color

limpid cargo
#

would be nice if we could refine Uranium into Plutonium for recharging launch thrusters

#

like how we can with carbon or sodium

toxic slate
turbid ember
#

If I had F-U money, I'd want to donate to Hello Games, at the condition they continue to update and improve NMS for.. as long as they got ideas.
Turn it into the best game eva Made

limpid cargo
#

just get rid of Atlas

#

and the anomaly

vast wave
#

wut why?

stone oriole
#

okay hear me out. what if we could walk around our freighter like normal while warping.

brazen sapphire
empty jetty
oblique smelt
#

U dont have to visit anomaly much outside main story. All tech blueprints can be unlocked in the wild.

hasty spruce
#

Do you guys think Hello Games will permanently release all the expeditions once they're done updating the game?

old tulip
#

also, didnt really get into the Adrift expedition

hasty spruce
empty jetty
stone oriole
# hasty spruce Like deep space encounters and stuff?

I mean not really, it's still a loading screen after all. but I meant stuff like being able to access refiners, walk from the warp terminal to the planetary scanner, other miscellaneous stuff you could do while waiting for the next system to load in

hasty spruce
#

Ah okay.

weak dagger
# toxic slate While I agree that the game in some respects looks more cartoony now, the evolut...

2014 was fundamentally distinct from any other release version. So I’m not arguing that 1.0 should have remained stagnant, because 2016 was even still a departure from what was shown two years prior. Every update from what I’ve seen that addresses planet generation, especially worlds, people still refer to planets they land on as having an almost “pre-release vibe”, I’ve seen replies to pre-release screenshots I’ve shared with people asking for portal glyphs. There was something so compelling and unique with the games art direction back then, in many ways it was the closest they ever got to achieving that “entering a science fiction book cover” feel.

tulip pagoda
#

ngl got me thinking all of that was just made for the moment specifically to make it look better than it actually was

#

pre release water compared to release water

#

it's like the whole game was dumbed down

#

same thing happened with Elite dangerous odyssey

toxic slate
#

I don't think the pre-release art direction was that different, it's just a lot of hand-crafted screenshots, game detail pushed up to crazy levels that wouldn't actually run the game normally, and a minimalism that was probably more due to a game early in development rather than a conscious choice. Certainly there were changes to color palettes, but NMS in 2024 looks like most of those screenshots.

It's nice to look back at those trailers and screenshots, but I don't think it's some lost version of the game that present NMS can never live up to.

weak dagger
tulip pagoda
#

false marketing

#

i think it was

weak dagger
#

Well that’s simply a misconception then

tulip pagoda
#

why would it be dumbed down if it worked and existed at all? this makes no sense

#

not even from a performance perspective does it make sense

#

this is the same thing that happened with elite dangerous

toxic slate
# tulip pagoda false marketing

It was two years before release. it was just a naive developer wanting to show how they wanted it to look, early in the dev process. it wasn't intentionally misleading.

tulip pagoda
#

it was just false marketing

weak dagger
#

These are all in-game

#

I think a little earlier than 2014 though

toxic slate
#

looks like they had only three or four tree types back then

tulip pagoda
#

pre release odyssey ice planet vs release odyssey ice planet, in fact the very exact planet that was showcased in the trailer those pictures are from

game devs do this all the time, chances are what you saw back then never existed beyond marketing purposes

vast wave
weak dagger
#

They has tech that could create variety just within a single environment

#

No man’s sky is utilizing very little of it’s potential for planet generation currently

tulip pagoda
#

i like some of the pictures you've sent, but there's also a large portion of them that just look awful and messy. i want cohesiveness not a randomized to max mess

#

like these are nice

#

but the terrain we have now is not all that different

#

from these images

#

@weak dagger

#

circled images, that kind of terrain i havent seen in nms ever

#

it looks kind of rough and spikey whereas current nms terrain looks round and like playdough

#

just like in elite lol

toxic slate
weak dagger
#

I have a plethora of screenshots with smoother terrain from 1.09

#

The simple fact is terrain pre-next was much more varied

#

Otherwise there wouldn’t be as much controversy around that subject if the opposite were true

#

Spikey

#

Smooth

#

This one is almost a hybrid of both

#

Both could exist even in the same location

#

90 degrees to the left

#

Now what has improved irrefutably is the set dressing, what sits on top of the terrain. But both need to be equally robust. What was nice about earlier versions was once the biomes lost their novelty terrain was still varied and interesting enough to warrant continuous exploration.

rotund stratus
#

Terrain unfortunately will never change on existing planets in vanilla

#

However if you're on pc you can always try terra firma 2, it has some absolutely jaw dropping terrain

#

Imo that mod with worlds makes the best generation we've had

#

One issue I have with early NMS terrain is that it was varied but not really believable

#

So this mod is something I love using

toxic slate
# weak dagger That’s very far from the truth

Even the "smooth" terrain in the early versions wasn't really smooth like modern NMS is. You can see that in your own shots, tons of small variations even in the smoother hills that made the terrain look rocky and rough.

I don't say that as a bad thing, that was a big loss, and it's why terrain that isn't covered in grass looks less appealing in modern NMS. They tried to mitigate this by adding tessellation, but their textures are very repetitive and end up looking much more fake than the OG terrain.

limpid cargo
#

would be fun to find some high gravity planets

tulip pagoda
#

@empty jetty what'd you think of my idea of the hardcore mode

limpid cargo
#

I'd play it... you start the game without a multitool

empty jetty
tulip pagoda
#

Hardcore mode

  • increased costs
  • weaker exo-suit
  • separate server
  • non-optional pvp
  • normal hostility settings
limpid cargo
#

planets with more than one hazard at once

limpid cargo
#

hostile NPCs

tulip pagoda
#

believe it or not but survival used to be like this

#

then they put survival on the same server as the rest

#

ruined the mode lol

empty jetty
#

Survival is just inventory management mode lol

tulip pagoda
#

yeah

#

it actually is

limpid cargo
#

less warning when pirates are about to pick a fight

#

melee weapons

tulip pagoda
#

like the survival aspect in survival isn't really there, it's just a mode that makes it more annoying for you

limpid cargo
#

no starting starship

tulip pagoda
#

cant carry above 500 resources per resource

#

like what?

limpid cargo
tulip pagoda
#

so they cap the progress you can make and think it makes for challenging gameplay?

#

actual dogshit game design

tulip pagoda
#

storage container too

#

im hyped for nms future tho

#

i think 2025 is gonna be wild for nms and also LNF

limpid cargo
#

or how about starting the game with negative reputation

oblique smelt
#

Or actual negative reputation consequences

#

Higher prices , closed shops, unactive teleports, closed stations, bounty hunters attacks, permament wanted lvl etc.

limpid cargo
#

being unable to teleport when the destination is in another race's system

#

more resources being considered contraband

oblique smelt
#

!hg

misty irisBOT
limpid cargo
#

NPC event: you have to bribe them not to call you in for being wanted

stone oriole
#

getting immediately attacked when entering a negative rep system

turbid ember
#

Hey. Sometime in the future, could we get the option to delete our own Communication Stations?
That'd be nice

limpid cargo
#

FYI: the observatories now have a secondary test!
Replace the wiring loom after talking to the NPC.

wind moat
#

Wouldn’t it be nice if they took some inspiration from space truckers and added some delivering quests and stuff

weak dagger
lone knot
#

Yeah, they do. You get a free Defense Chit for accepting one

#

There is also the inverted version sometimes found at outlaw stations, contraband smuggling

weak dagger
#

It’s cool they kind of deepened it a little by adding sentinel contraband scans, improves the risk reward factor a little

wind moat
#

Cool

#

Who feels they need to update ship parts and designs? I dunno about anyone else but I’m kinda seem the same sorta ships all the time in the stations

weak dagger
#

A lot of people talk about how unchallenging the game is now, play 1.09 and I think you’ll find the opposite was true in some cases. I’ve died more times from pirates earlier on than I ever have in the current game. Also the fact you couldn’t call your ship to evade danger added some tension when straying too far. Some will say it’s a quality of life feature, but I think it undermines the danger element a bit at the start, they should of made it some form of ship tech that you needed to earn like water landing thrusters even though everything’s just available at the space anomaly for only a few salvaged data

toxic slate
# weak dagger A lot of people talk about how unchallenging the game is now, play 1.09 and I th...

Yeah I remember a pre-release interview where Sean was saying that they put in a fuel launch cost and didn't allow you to call your ship anywhere because testers were just flying from spot to spot on a planet, and he wanted them to focus on exploring.

There was another interview I remember sometime after NEXT where he basically said that he had to give up on protecting his vision for the game and had to do more of what the community wanted, which I'm sure wasn't easy. Adding the ability to call your ship anywhere probably wasn't a QoL thing as much as it was just HG trying to placate a certain part of the community who doesn't like a lot of friction in the game. But I do think HG have gone too far in the other direction on the level of challenge from enemies in the game.

weak dagger
#

So something really interesting happened the other day. I asked my girlfriend if she would give me her opinion regarding the shift in art direction between pre-release and current nms, and what looks better to her… after skimming through screenshots and comparing both, mind you someone who is unfamiliar with the game, she preferred the current art style, she mentioned it was more detailed, and I kind of responded to that by explaining that before it was supposed to come off a bit painterly and so on, anyways I did the same comparing pre-release trailers to the recent worlds and aquarius trailers, again she preferred the latter. So it would seem to a non-no mans sky player most I gather would find the current version more appealing, of course it’s completely subjective in the end. Just thought that was really interesting.

rotund stratus
#

Next vs Worlds reminds me of Launch vs prerelease in a way. They share a style but the execution comes together way differently

#

Before worlds I probably preferred the older style in several places

#

I do think that a lack of seeing the prerelease stuff as it was coming out+ the hype around that might change the sort of relationship a viewer would have with that style

foggy haven
#

space base building (not on your freighter like actually in space)

graceful flume
# foggy haven space base building (not on your freighter like actually in space)

You can semi-do this already. In creative mode, on low gravity planets, with enough jetpack upgrades, you can get infinite height by just holding the jump button. When you reach the 2-second load into space though, you immediately get put back on the ground. I'm currently messing around with this at the moment, and I want to see what I can do with it lol.

foggy haven
#

another one
F-Class ships- they have lower stats than any possible ship

limpid cargo
#

I would love to see more content along the VOF storyline

cerulean sail
#

I wanna be able to display Artifacts and my fish in my base.

rapid widget
#

that would be great

cerulean sail
#

Yeah I think it would be fun to set up a base like a Museum.

granite nimbus
#

I REALLY liked the fishing update! Please consider making aquariums of various shapes/sizes which you can actually display some of your catches. Of course it will take work to earn them all or bought with salvage data dollars. The small aquarium we get now is not really representative of all our angling work. 😄

vale schooner
gloomy hazel
#

Different cloud types for different planets, this is a screenshot of a video made 2 years ago, the new clouds are nice but they also kinda look the same, different variety would help in planets being a little more unique

torn fractal
#

Aurora borealis effect would look amazing in this game.

weak dagger
#

Okay, I’d like to conduct a poll. Please heart whichever art style you prefer more 2015 or 2024…

jolly idol
#

I think the terrain looked better in the old version but everything else (creatures, plants, buildings, spaceships, etc.) look better in the new version

drowsy cobalt
#

I have an idea.
Make some planets that aren't just one environment all over. Make them have seasons, or at least cold and hot areas with dynamic weather and stuff. Snow in cold, and hot rain or whatever in the hot area.

#

Not all planets, just a rare few.

stone oriole
# weak dagger 2015

there are elements of the 2015 style that I like more, such as the higher saturation, but I think the current art style feels more refined and effective overall.

tulip pagoda
#

agreed

weary acorn
#

Biomes on planets would be decent

toxic slate
indigo pelican
weak dagger
#

This is why we desperately need a terrain gen refresh/reset, because this is just awful

#

It’s just so painfully bland and uninteresting, and also ugly.

#

As if they put very little effort into how prime planets specifically generate

#

Textures are also poorly implemented here as well

#

How is this terrain even fun to traverse? 90 percent of the time I’m grinding my face up a cliff face and thats not what I would call a thrilling exploration experience

weak dagger
#

I don’t want to just get out of my ship and stare at things from where I landed, because that’s pretty much what modern nms amounts to is just vistas, panoramic scenery and not much else, things that look pretty from a distance but not interesting enough to warrant actually exploring it. I can recall times where I would want to stray farther and farther away from my starship, something would continuously catch my eye, and curiosity would get the better of me. Now I feel like I just simply land, hop out, look ninety degrees in either direction, seeing the same repetitive mountain shapes and silhouettes, then admire whatever pretty enchantments to grass and vegetation they’ve added, then get back in my shop and on to the next planet. Very rarely do I ever find myself drawn to a particular rock formation or the even rarer occurrence of finding more intricately nuanced terrain. Those days have since passed, at the very least I have the launch version to scratch that itch, which released over eight years ago 😳

#

1.09 2016

toxic slate
#

I hear you about the terrain not being as diverse, but I don't really agree that it's just a scenery simulator now. I found this weirdo planet right after Worlds came out and just walked around for an hour taking in the vibes

#

But then I also walked around this alien Italian countryside for a long time too. Because Worlds has really made planets come alive with the clouds and water and bringing back some of that Atlas Rises atmospherics. I didn't have to have bizarre rock formations to enjoy wandering this place

old tulip
#

got a cool idea talking to a friend who hasnt played. She suggested adding flame decals to a custom ship, and I said that you can't but it would be a cool idea for a update, being able to put your collected decals on your ship to further customize it.

toxic slate
#

Yeah I agree with your friend, I've wanted to customize ship decals for a long time. And remove the ones that the procedural generation puts on the ships

rapid widget
#

I think ideally they can make it so that some worlds are how they are now, and others have more diverse and crazy terrain

#

maybe in unexplored systems the terrain is generally more chaotic?

hot flame
#

It's not the planets that you don't like, it's the art style

#

And that's never coming back

rotund stratus
#

Yeah, more than ever the planets reward you for sticking around on them for a bit

shadow dagger
#

This might be controversial, but I think the perceived lack of variety comes from planets being too complicated.

#

An extreme example, right now a populated lush planet will have four species of tree. If that were changed to only one species per planet, it would technically make less unique lush planets from a numbers perspective but each planet would feel more unique and memorable because you would be way less likely to see the same tree on two planets in a row

weak dagger
# hot flame It's not the planets that you don't like, it's the art style

I’m more so speaking on terrain generation, not so much art style. And I’m not clinging onto what was so much in terms of the atheistic or what have you. I can accept change in that regard. I do think there are elements again specifically terrain generation that were utilized better however. Sean had mentioned dumbing planets down a bit, and I think this is reflected most in again the terrain.

weak dagger
# toxic slate But then I also walked around this alien Italian countryside for a long time too...

I agree the game looks graphically better, but revert all of those visual elements back to release, and ask yourself whether or not the terrain could stand on its own then? Because in the first image sure, tessellation, volumetric clouds, water effects that can all make the game look better, and I find myself wandering around planets because of how enjoyable that part of the presentation is, but in the terrain all I see is bubbly, smooth shapes, nothing that gives me an urge to explore.

rotund stratus
#

I think the terrain could be more varied but imo a whole lot of the early terrain was super bad

#

Like it didn't feel like actual terrain to me. It didn't really have distinct, recognisable formations and it kinda felt like a mush of voxels

#

Imo

weak dagger
#

Okay respectfully your opinion, I would staunchly disagree however. I think the current iteration of terrain looks far less true to life so to speak and resembles the appearance of mush much more frequently.

#

This looks pretty mushy to me, Idk about you

#

And how do these mountain shapes looks convincingly “more real” than this one

#

I would suggest, if you can, replaying say version 1.09, I think you’ll find yourself pleasantly surprised.

#

Or any of the following versions up until next

tulip pagoda
#

pre release footage had very nice terrain patterns that i prefer in some cases but release nms looks barely any different and i don't see a full reset happening again @weak dagger

and so it doesn't bother me tbh, they can improve planets in other ways like they're doing with worlds

#

and i think those two screenshots look better than all the pre release/release screenshots and footage you've shown here for example

#

not every planet is going to be good looking either way so most of these comparisons are kind of useless

rotund stratus
#

You could get some nice views but the generation glitches, mixed with the fact it was just variations on lumpy rolling hills most of the time makes it not great imo

#

Mods available now have by far the best terrain imo

tulip pagoda
#

all the terrain formations you've shown, valleys and such, still occur in modern NMS. the only difference is that the old was more spikey and the new is more rounded

rotund stratus
weak dagger
#

The truth is those pre-release planets were very different, 1.09-foundations were very different, and the way terrain generates now is very different, love or hate it I would say “barely different” is pushin’ it

coral tapir
#

I'd love even more fauna variation. The plant addition was awesome.

toxic slate
# weak dagger I agree the game looks graphically better, but revert all of those visual elemen...

I'm not disagreeing with you that the terrain is less diverse than the 1.x days, but what I personally feel is that the other things HG has added has made wandering planets -- for me -- just as enjoyable as in the early days of the game.

But I would also point out the flaws of that early terrain gen -- how many planets did we see those noodle rock formations everywhere? It felt like most of them. It seriously got tiring to see them. And I also believe that early terrain also caused a lot of geometry errors because of the noise in the algorithms, resulting in people falling through the world much more often. That early period was great, but it wasn't without its drawbacks.

stone oriole
#

there should be a specific tab in the teleporter menu where you can access friends' bases

gritty iron
#

i don't know if this is already a mod, but if y'all added a video/media player into the game so i can watch videos while space trucking, that would be amazing and save me the trouble of having a browser open, as someone with one monitor and preferring to be immersed in the world and stuff. thank you for the consideration! NmsClap

hoary prism
#

Wish there there was more building to construct

gloomy hazel
#

one day in the future i hope we can interact with the stars of a system

#

id say theyre the most important celestial body

#

or well one of the

coral tapir
toxic slate
coral tapir
#

Course they'd have to put a cap on how many could be built per system

#

!xp

misty irisBOT
#

@coral tapir Please use this command in #bot-spam.

coral tapir
#

Oh derp misclicked

gloomy hazel
#

i mean, development-wise

#

lots of programmers tearing their hair off trying to implement something like that id bet

#

but honestly with the impressive stuff the team has been putting out

#

i wouldnt put it past them

coral tapir
#

Yeah..

gloomy hazel
#

for star interaction something as simple as being able to log them, read flavor info about them, mine them, or even dyson them...

gloomy hazel
coral tapir
# gloomy hazel i wouldnt put it past them

In principal, you could take the freighter encounter setup and build from there. But I don't know how modular the stuff is. So idk if they can transpose a player base into space.

#

Wait wouldn't it be easier to take the freighter programming and make a stationary freighter?

gloomy hazel
#

haha yeah i suppose

#

the freighter already is stationary

#

not like you can drive it around

hot flame
#

I literally stopped landing on planets because of the snake terrain that was on what seemed like 3 out of 5 planets

#

And the over saturation of colors was bleh

#

All the Legacy pics are cherry-picked planets, whereas now you can land anywhere and have amazing shots

#

Never see people share those kind of legacy planets

#

Such amazing terrain /s

#

Game looks better, plays better, has more to do and still hasn't lost (imo) it's charm

vale schooner
#

I d love to see more weapons for starships, and aditionally, more weapon diversity for living ships

#

homing rockets ? disruptive things like the ballista ? why not an acid cloud or sth that d stick to the target ?

weak dagger
#

Cherry picked? That screenshot is so dishonest, sure I’ll post a screenshot pre-worlds and argue how the game looks worse now. That screenshot is taken from the base disc version, without any day one patch which significantly improved the experience across the board, gameplay, planet diversity, story. Sean even urged people who got early copies to wait for the day one patch, because it was so transformative. https://www.nomanssky.com/2016/08/update-1-03/

#

Again if anyone is going to play the release version, play version 1.09

rotund stratus
#

I probably put the bulk of my NMS hours in pre Next and I have never been able to go back

#

Even keeping the current features and visuals, using the old terrain personally drags down the exploration quite a bit

#

It's either terrain snakes or rolling hills of various lumpiness

#

Not to mention the janky terrain bugs and total lack of anything of a meaningful size

#

I do agree that the new stuff is too smooth but it at least has some very very large features

#

The large terrain features + the atmospherics in worlds create far more convincing and inviting vistas imho

#

Back in 2016, I would have been absolutely blown away to find a view this cool, on a regular poison planet no less

#

I would like some new terrain types somehow one day, but I'd love for them to keep the current style tbh

jolly mortar
#

You should be able to dock on space stations with your freighter, it would add to the imersion greatly.

#

Another nice feature would be to be able to build your own space stations and if your station is orbiting a planet or sun it can harvest resources from it.

#

Maybe add animations of the player climbing into the cockpit of the ship like they did in Light no fire? the animation of the player actually clambering into the saddle of the dragon looked really cool.

weak dagger
# rotund stratus

I think the current strengths of terrain now are spectacle and scale, where as before it was more nuance and complexity. Yes you have larger mountain shapes, but there’s really nothing about that particular mountain in that screenshot that stands out, no rocky shelves or sheer drops, just very round and uniform to me.

#

This why I refer to the game as generating pleasant vistas rather than interesting terrain.

#

Like these are all incredible views but I can see pretty much everything that the terrain has to offer from a distance, there’s really no need to explore further.

#

Where as if you look at any of these screenshots you can point out very distinct shapes and features that stand out, and the intrigue alone will drive you to explore deeper

#

I hope you can see the distinction I’m making

#

They each have their own strengths and weaknesses

rotund stratus
weak dagger
#

Well I suppose we’ll just have to agree to disagree there then

stone oriole
#

internal branch updated santablob

toxic slate
#

On a macro level, later versions of NMS just has 1.x beat. This kind of complex macro terrain feature, where you have mountains next to a valley with mountains inside it, I never really saw that kind of thing back in the day. (this was a NEXT shot I believe)

#

I do kind of miss those noodle rocks though, they could spice up a vista. I wish they had kept them as a rare formation

toxic slate
meager saffron
toxic slate
#

Personally I think this type of atmospheric quality adds more of a feeling of being grounded in the world.

fallow echo
#

That would be cool if your uploaded bases had a guest book or at least told you how many people have visited

meager saffron
#

Like this shot someone posted on the reddit

toxic slate
#

From a "realism" pov that terrain in that shot should be dark, as it is backlit by the "sun"

toxic slate
#

I know in Worlds they attempted to add more realistic shadowing based on the sun's position...but maybe they introduced some lighting issues with that

stone oriole
#

I hope they make the floating islands compatible with the terrain editor at some point

weak dagger
# toxic slate I think you chose fairly bland shots of modern NMS for your comparison. This is ...

I think the reason why that planet looks so compelling to you, imo, has less to do with the terrain and more to do with what’s draped over it, the higher fidelity grass, the new water tech and cloud rendering, tessellation. Not to say that’s not important and doesn’t enhance the experience, but I feel the modern game has an over reliance on making worlds appear more interesting by adding more rocks, more plants, more effects which doesn’t actually address the underline issue it’s just a shinier coat of paint.

toxic slate
# weak dagger I think the reason why that planet looks so compelling to you, imo, has less to ...

Yeah I figured you might say that. If all you care about is terrain, then here's this one from back in Origins. Beautiful, interesting, makes me want to travel into its depths. I could find plenty of others. But I think you also like what's "draped over it" because so many of your shots have those gradient color skies and atmospheric haze. You like that evocative minimalism, which I totally get, it's a vibe. But modern NMS has plenty of ability to be evocative and encourage wandering.

weak dagger
#

Oh I could expand on the art direction, and I’m not suggesting that environmental detail isn’t important, if it were just the base structure, that being the terrain and nothing else, it would certainly be a bland dull experience. But that structure in this case is the concern I’m raising.

#

And that screenshot is heavy in fog, I can’t quite make out the details.

toxic slate
#

I don't know, I guess we just don't agree on what is visually compelling in terms of macro terrain features. Which is fine!

weak dagger
#

Realistically I feel these changes were made to accommodate a third person perspective, which introduces all kinds of challenges but I don’t believe third person movement would have played well with how terrain was generated before.

#

Which is an understandable compromise

limpid cargo
#

if HG would fix the controls of the nautilon that'd be great. because right now it drives like shit

#

can't turn, can't tilt, can't go in reverse...

#

all they had to do was copy and paste the damn code from starships

#

if I try to go up it drags along the bottom, and in order to not do that I have to be looking at the floor of the cockpit

#

I'm also a bit disappointed at how barren "paradise" planets are of buildings

#

and maybe allow switch players to have settlements, even if it's just one

stone oriole
#

exocraft controls in general could use some work imo. some of them are just baseline fine, while others are a pain. and don't even think about using them in first person.

limpid cargo
#

well too bad because FP is the only way I fly

toxic slate
#

it's pretty weird that the exocraft controls are kind of wonky are considering Sean was an engine programmer on Burnout 3

limpid cargo
#

otherwise there's no point to the damn submarine

#

I can just swim and not bother with the nautilon at all, its more economical

toxic slate
#

I think they probably wanted the Nautilon to feel old-timey, like very deliberate. I do think they nailed the feel of turning in the water. Ships and subs don't turn on a dime like spacecrafts do because of the water density

#

but I do wish the top speed of the Nautilon was a lot faster

limpid cargo
#

a sub of that size and shape should turn like a tank

#

it's worthless

toxic slate
#

"worthless" ok

limpid cargo
#

at least you can use your multitool when swimming

#

and do things like turn and tilt

empty jetty
limpid cargo
#

a cape... really?

empty jetty
#

Yes. They weren't in at launch. Echos added them when it enabled FSR2 for Switch NMS.

limpid cargo
#

huh. I never noticed because I play in first person

empty jetty
#

(I bought NMS on Switch the day after launch, btw)

limpid cargo
#

I missed that chance. Gamestop didn't stock it because no one pre-ordered it

empty jetty
#

I have a digital copy. Been meaning to pick up a physical, but haven't gotten around to it.

limpid cargo
#

I don't buy downloads for switch, only cartridge

empty jetty
#

Launch era Switch NMS was... a whole other thing. Interesting times.

limpid cargo
#

having the option for planets to orbit stars would be fun to me

#

tritium is free, just shoot some rocks

#

and being able to turn off sound in space would be good

granite cosmos
#

I wish they gave us building parts that resemble the monoliths and planetary portals so we could expand them

weary acorn
#

Sub would be cool if it had terrain manipulator so you could dig underwater tunnels and could be sunken stuff to collect

vale schooner
#

terrain restores itself anyway sooo

weak dagger
#

No man’s sky in its current form is woefully lacking in the area of realism and simulated elements that were referred to heavily prior to the games release back in 2016. Examples of this being planetary climates that were determined based on their distance to the sun. Planetary rotation. Persistent world generation, allowing surface detail, formations, landmarks to be generated from space. Asteroid fields that were also persistent (meaning they could be viewed from any point in a solar system even on planets) and used generated noise similar to planets. So their shape and size could posses practically limitless variation. This also extended to gameplay, large scale space battles were possible, and they could happen dynamically, with or without player intervention. The universe felt like persistent and living place where as the universe now feels very staged and artificial. Introduced wind and wave patterns was a step in the right direction in making these planets feel real, but these systems were simply repurposed, many of these features like wave patterns and wind were already developed and can be seen in demos of the game dating all the back to 2015! This game is possible of doing so much more, but I’m afraid due to not disrupting the existing player base (specifically base building) this potential will never be fully realized, but maybe there’s hope still!

#

A programmer by the name of “RaYRoD TV” is slowly unlocking this games potential, reverse engineering the game engine, allowing for things no one in the community today thought was possible. No Man’s Sky is utilizing so little of it’s potential, a very small fraction in fact, the multiverse project Ray’s code named I suppose for the project is planning on realizing that potential. He’s developed his own software, which he is planning on releasing to community upon its completion, it can be used to manipulate the games logic in real time! Here are some examples of what’s been shown off so far…

#

Much more is possible with this software, what’s being shown here is really just a smart part of it

tulip pagoda
#

coming in 2030!

weak dagger
weak dagger
#

And that’s pretty decent progress for just one fellow

tulip pagoda
#

a little over half a decade

#

i wonder how long nms will receive updates

weak dagger
#

Well it’s taken no man’s sky nearly a decade to get to where it is now

weak dagger
tulip pagoda
#

it's 8 years old now right

weak dagger
#

Yes almost a decade

tulip pagoda
#

so maybe till it's 10 years old. i dont see them supporting the game as long as minecraft. it's not a 20 year game, it's already showing its age

#

i predict at least 8 more actual content updates in this case if we go by update frequency

#

actually my bad since 2024 is almost over

#

8 i think

#

hottake: i hope none of the future updates are story focused because HG does not know how to make compelling or interesting storylines at all

weak dagger
#

Well sean mentioned before launch he didn’t care much for traditional story elements he was more interested in establishing a loose narrative to help ground the player, but never really felt the need to explain why things exist in the universe allowing the player room to create their own their own stories or narratives.

#

Like the structures and ruins you see in this trailer, how did that ship get there? What are those silos? The point is It’s up for interpretation, the player informs its purpose, or significance in the game world

#

It’s a universe that existed long before you, that’s the wonder of discovery, like say in the real world, pyramids, ancient temples, stone hedge, we really don’t know what their purpose was, but they still fascinate us

#

And I think their elusive and mysterious nature is far more compelling

#

https://youtu.be/y6WH6VAhjxI?si=sYBcaUrdrBEC4wLU Sean talks about story and lore in this interview

No Man's Sky arrives June 21, 2016, but Kinda Funny's own Kevin Coello sat down with Sean Murray, managing director of Hello Games, to talk about the game, VR, and what comes next. (Released 03.03.16)

Subscribe! https://www.youtube.com/user/kindafun...

Get you PS I Love You XOXO shirts and posters: http://www.kindafunny.com/store

Listen to to...

▶ Play video
#

Actually it’s this one I believe

unreal canopy
#

vast space

#

never repeatable planets

tulip pagoda
#

they added a main storyline plus some four other separate storylines

#

all of which are shit

tulip pagoda
# unreal canopy never repeatable planets

this may be "true" but it's also disengenious tbh. in a nms galaxy there can be way more than a million of the same planet with the same attributes, more or less. this is a mathematical possibility.

#

like say the whole of euclid was discovered

#

this is precisely how it'd be like

#

so way less impressive than it sounds

#

only non repeatable thing is the terrain

unreal canopy
#

true

#

but

#

main question remains the same

tulip pagoda
#

but the difference in terrain is miniscule so it's neglible

unreal canopy
#

when living ships will fly on their own

#

like after you land

#

they just randomly take off, fly around planet, or follow you

weak dagger
warped olive
#

When I sit down with my Gek i dont sit on the chair, I sit in the chair. I hope it gets fixed in the Future

pure grove
#

Day 36 of BEGGING HG to let me ADS with Combat Scope tech 😔

weak dagger
# pure grove Day 36 of BEGGING HG to let me ADS with Combat Scope tech 😔

Well what would that look like to you? No man’s sky is intended to be sort of a laid back experience, you give me the impression that you want “call out duty” style mechanics, and if so I’m sorry this doesn’t seem like the right game for you if that’s the kind of experience you’re looking. No Man’s Sky still needs an identity, it can’t just exist has this amalgam of disjointed mechanics, which it already is to some degree.

pure grove
#

I’m sorry, but that is not what I’m saying and I would appreciate words not being put in my mouth for me.
I like the pacing of NMS’s ground combat, I like the customization of the MT techs, I enjoy the primary/secondary mechanics. All I’m asking for is that when I use the dedicated scope tech that is supposed to “add a scope” to your multitool, that is actually adds a scope to my multitool. And why stop there, let me actually aim down my multitool’s sights.

weak dagger
#

I personally enjoy combat the way it is, I feel people take that part of the game too seriously and end up disappointed

#

I think someone suggested couch or stealth mechanics, and sincerely there are other games that do those two things really well, so go play those games, no man’s sky is trying to deliver a different experience, something more niche.

pure grove
#

I understand but I think that adopting that mindset invalidates players who (might enjoy the game for myriad of reasons) hope for an alternate mode of gameplay to engage. How does allowing players to alter their aiming result in degraded combat? I don’t think that by having one, you remove the other. That can be as simple as a toggle in the options.

#

With all due respect, no thank you. Sure, those other games do it better, but they don’t do the things that No Man’s Sky does well. So I’ll stick to NMS and advocate for features that would make everyone happy.

tulip pagoda
#

combat is part of the game

#

i'm very tired of people and the community in general being so against it

#

the smallest suggestions to combat get shunned for no reason

fluid sail
#

why no combat that would be stupid imo

#

it would no longer be the game it is...

#

combat is not even hard lol

tulip pagoda
#

which is a huge problem tbh, but not one HG can fix because then lots of people on the reddit will cry

#

game too hard brrrr

pure grove
# tulip pagoda the smallest suggestions to combat get shunned for no reason

It’s understandable, development resources are limited and different people value different things. Given how long NMS has been around and it’s rough journey, it’s fair to say that all manner of suggestions had been made that would have drastically taken away from the many other amazing features the devs made.

weak dagger
#

Never said anything about being against it, but the game does have a general theme, it’s simple, doesn’t take itself too seriously, it delivers a streamlined chilled experience, Im not saying things can’t have challenge or depth, but it’s the same reason why we don’t have realistic flight mechanics like elite, suppose you could make a toggle for it, but the amount of people that would appeal to doesn’t seem significant enough to justify its existence.

tulip pagoda
#

the flight model is a huge part in why space combat is so shit and awkward

#

it's the shittiest gameplay in the game lol

pure grove
#

That being said, I do think that there are many community members that are a tad bit overzealous and overprotective of the identity of the game.

tulip pagoda
#

yeah

weak dagger
#

Okay then why not play a elite, or flight simulator?

tulip pagoda
#

because i want the game i play to be good?

pure grove
#

But the game is what the we want it to be. It isn’t the game it was at launch because the players wanted what was promised. Now that HG has done that, we want different things now.

tulip pagoda
#

god forbid i want no mans sky to excel in all areas lol

#

and have something for all players

pure grove
#

Just because someone wanted fishing and I could live without it, doesn’t mean I wasn’t happy fishing was added.

tulip pagoda
#

i could say the same thing to you for example

Go play astroneer if you want a consistent artstyle

pure grove
#

I think we could all use a bit more of that mindset when approaching the future development for NMS.

weak dagger
#

Because there’s something that makes it unique and people want to oversaturate it with overrated, “tried and tested” mechanics that strip it of that unique quality

#

It’s like adding too much spice to something, it can spoil the whole dish

tulip pagoda
#

you're putting to much importance on the game being unique. uniqueness doesn't make necessarily make something good; and space combat, is bad. Laughably so even. unique is just an excuse.

pure grove
pure grove
tulip pagoda
#

minecraft is in this same dilemma. everybody complains about it not being simple anymore, there being too many blocks, too many mobs, crafting system, etc etc

why cant a game be allowed to evolve?

weak dagger
pure grove
#

Who gets to decide that?

tulip pagoda
#

lol bro

weak dagger
weak dagger
tulip pagoda
pure grove
#

Then let me ask this: What makes No Man’s Sky No Man’s Sky to you?

#

Because I’m trying to understand why such a simple suggestion is so antithetical to the core identity of NMS

weak dagger
#

It’s just when I think of ads mechanics I don’t think of this game

#

I think of… well you name it, anything on the market nowadays

#

Hello games still have a core vision for this game, which I think more closely aligns with my own, as any interview sean has done prior to the games launch would suggest

pure grove
#

But isn’t that unfair? You could say the same for fishing, yet a vocal minority very passionate about it got the attention of the devs and they added it, even made a whole expedition for it.

tulip pagoda
#

it is a little like gatekeeping

pure grove
#

And those interviews whether still held to this day or not, were made 8 years ago.

#

Nearly a decade ago, their plans and attitudes about a variety of things surely have changed, much less the original vision of the game

weak dagger
#

Yes but it essentially functions the same as anything else, it’s not overly complicated, it’s straight and simple, lending itself to that chilled out theme the game posses

pure grove
#

Right, I get that, but just because you associate ADS with prominent FPS titles–does not mean I do.

weak dagger
pure grove
#

Like, I’ve played NMS VR and I can actually use the multitool like I’m aiming down sights and I was still playing NMS

weak dagger
#

Well that’s something that vr enables, it’s just a product of the technology

pure grove
#

Again, I just don’t understand how it conflicts. That’s highly subjective

weak dagger
#

Sure it’s subjective, and I’m presenting you with an opinion I’m aware is subjective

pure grove
#

Ah- okay, yeah. That clears things up. I was under the impression that this was an objective fact. My b

weak dagger
#

Well I understand your perspective now I just don’t agree with the approach, that’s all. Thank you for elaborating

pure grove
#

That’s totally cool man. I mainly wanted ADS because I’ve been conditioned to aim that way by every other game im existence. Being able to shoot accurately in VR just confirmed it for me. That’s why I’m so passionate about it. If you think otherwise that’s a-ok with me 👌

weak dagger
#

Cool 🙂

shadow dagger
#

I think ADS would be a good addition, but I also think combat would be greatly improved by fixing up NMS' clunky movement system. I'm not advocating for tactical slides or anything like that, but bringing it a similar place to Minecraft would be good. Add a crouch button, make it so you can jump without using your jetpack (maybe the jetpack would be double tapping the jump button?) Tweak sprinting and walking speeds so that melee jumping everywhere is no longer the desirable option.

#

Put some proper climbing animations in there too and moving around would be way more immersive

wheat osprey
#

I want a space train so i can travel to other nearby bases i have. Like my power station or mining rig.

#

Planetary colonization wut wut ?

weak dagger
#

So I think on the subject of combat, and the game never really providing a serious challenge. Again you can venture all the way back to pre-release, specifically 2015, and find in those gameplay previews, elements that could offer that challenge, and a concept of elevated stakes, risk reward factor. In other games that exist upstream of no man’s sky, they implement and balance these systems really well, red dead redemption, grand theft auto, their wanted systems leave you with a relentless level of challenge, it’s also a level of threat you can never really overcome, which makes sense, there’s a higher authority, no one single force such as the player could possible overthrow that authority. As it relates to no man’s sky, they had these very same systems at one point, mainly that the game would throw unsurmountable odds against the player, waves/hoards of enemies, this can be observed in those early demos of the game. Sentinels would multiply, ships could intercept, freighters would be dispatched, and that would create a formidable challenge. Where as the game stands currently, everything’s predetermined, the same number of enemies, spawning after each wave, and by wave five what should be seen as a tremendous accomplishment and also a near absolution of being completely overwhelmed, instead it feels underwhelming, why should I as the player, just starting the game be able to even reach a three level wanted status let alone clear all five and declare victory over a this more significant power? The game doesn’t allow for growth organically in the upwards direction, it just levels out never becoming too difficult or too easy.

#

Examples of combat

weak dagger
#

I really enjoyed the changes introduced in the sentinel update, the new enemy types each serve a distinct purpose, advising the player to think more strategically, subverting the mindless shooting that watered down the experience before, it was definitely a step in the right direction I think there just needs to be more of that at a greater magnitude.

shadow dagger
#

We need sentinels as a more 'naturally' occuring thing. Right now the game will just spawn in a drone right next to you after you land and then after about a minute do it again if you walked too far away from the first.

weak dagger
#

Very true

toxic crest
#

It would be cool to have an aircraft carrier freighter and have massive battles between sentinels/pirates and you and your carrier

short abyss
#

Though yeah maybe pirate systems instead having fights between sentinels and pirates rather than traders for some reason warping to known outlaw systems to get jumped would be a nice change.

short abyss
#

Like sentinel worlds that just attack on sight could just straight up be endless waves that get worse but they don't summon interceptors when you leave world.

However lower tier worlds where sentinels are neutral would have the regular system.

fiery crescent
#

i would love animals to actually act like 'animals', ie creating a rudimentary hierarchy, nests, reacting to pain more realistically, creating a rudimentary society, etc

#

rn they are just npc with a %50 chance of being hostile

toxic slate
# toxic crest It would be cool to have an aircraft carrier freighter and have massive battles ...

The big problem preventing big ship battles from being cool right now is that all the enemy ships only target you. There is no ability to have a moment where a friendly ally says "they're on my six! I can't shake 'em!" and you can go and blow up the enemy ship for them. Nor can you just sit back and watch a space battle from afar. If there's a space battle going on, it's because you are there, and if you're there the enemies only seem to know that you exist.

icy thunder
#

tbh a simpler cure that they could have a circle that matches the voicelines around friendlies and enemys to simulate them speaking through comms while also enabling targeting of other entities for enemies

icy thunder
#

makes more sense for big units to walk in instead of shot in from space

torpid edge
#

Dunno, IMO Sentinels do react rather quickly when they're needed.

#

If you shoot a station you'll get swarmed within a minute, because they'll get constant reinforcements.

#

As for big ships, eh. The dreadnought-battles work more like stageplay right now and I don't feel NMS is the kind of game where any more than that makes sense right now. For the most part, the big ships are mobile bases to land on and that's fine for the scope of the game.

burnt hornet
#

man i wish nms has bigger subs like a non copyright cyclops that can maybe hold the small sub

#

or a large boat

rapid widget
#

imagine a sentinel quad roaming or 3 sentinel armored drones just flying in formation

#

and they can be more common on high security worlds

stone oriole
#

sentinels spawning in as soon as I have just finished steering clear of the last one that almost saw me is a pet peeve of mine (doubly so when the cloaking device doesn't want to work). it'd be cool to see them roaming more naturally instead of just popping in

weak dagger
limpid cargo
#

we need some heavy-gravity worlds

#

they already have the coding for it, on derelict freighters.

#

or at least apply it to having a full inventory

weak dagger
#

I wish volcanos were terrain based, this just looks bad…

#

It completely breaks my immersion, and takes me right out of the experience

weak dagger
#

Perhaps this is just the inherent bottleneck of base building, and hello games unwillingness to innovate to avoid ruffling the feathers of that particular crowd

#

This is an example from space engine, looks quite natural

#

I avoid visiting volcanic biomes for this reason alone, they have this terrain tech, yet decide to handcraft larger features. Same goes with the new floating islands, from a distance they look alright, but up close it’s clearly lacking the level of quality in comparison to the games terrain generation

#

Maybe this game is a lost cause in the area of procedural generation, I suppose all of their efforts are being funneled into their new game, and I’d say that’s pretty unfortunate :/

hasty spruce
#

Something kinda random, do you think the next expedition will tie into the main story, due to it being expedition 16 and all?

weak dagger
#

I mean volcanoes “when positioned correctly”, can look quite striking at times, I just think it would be better reserved for terrain generation, and avoid the many pitfalls of the current implementation.

#

This was kinda neat 🙂

toxic slate
# weak dagger Maybe this game is a lost cause in the area of procedural generation, I suppose ...

I think it's not that they can't do those things, but given their small staff size they have to weigh how much time they should spend on a feature. I agree with you about the volcanoes and complained about them looking fake since their introduction, but the alternative is having no volcanoes at all.

Implementing them in the terrain would require a universe terrain reset, which Sean refuses to do at this point for existing planets. But I think it would also require some potentially hard problem solving, because the procgen system would have to know "this is a mountain" (which the engine has no concept of right now) and for that mountain, introduce a lava summit and lava pouring out of it, as well as generating projectiles and smoke. Also, the engine doesn't support flowing liquids so they'd have to think of a way of simulating that with something else. And it probably wouldn't look as good as you imagine in your head.

gloomy hazel
#

They should add planets into this game, would be awesome

weak dagger
#

Maybe they could find a better way to balance where they generate, avoiding the overhanging problem, maybe…

hasty spruce
#

I doubt there is any significant amount of bases built under the overhang of a volcano.

weak dagger
rapid widget
#

I really wish animals, terrain, and colors had more variety

#

animals are very braindead and barely do anything

vale schooner
#

if it doesnt, I d consider it a missed opportunity

raw stirrup
#

Other games lose support after just 2 years nowadays

storm igloo
hasty spruce
burnt mortar
#

What if the World of Glass is the 1.0 version of the game?

#

Exp 16 takes us back to it

#

With the old assets, but with the new mechanics

meager saffron
short abyss
burnt mortar
#

Recycle bin, yeah

#

Lorewise, can happen. Adrift exp shows it

gilded plank
#

same with the floating islands

short abyss
#

thats the point of the world of glass

#

if memory serves, the void mother wants to get to the world of glass, so it can outlive the atlas

#

the world is on a timescale of god knows how many years if not decades in atlas, compared to a real life second

loud ocean
#

well i guess nada is more of an it than a she

#

but nada seems like a female name to me

limpid cargo
#

I always assume that

toxic slate
#

@loud ocean Most of the stuff you wrote there is all considered spoilers, probably want to spoiler or move the discussion to #nms-spoilers

loud ocean
#

deleted

limpid cargo
#

Nitrogen needs to be less rare to acquire and use

stone oriole
#

they should let us switch our active multitool from the inventory

#

instead of having to back out, swap it from the quick menu (or use a hotkey), and then open inventory again

abstract karma
#

Hi, do you know if they plan to add an update where we can destroy space stations and consequently be able to repair them ?

abstract karma
#

oooh really ? sound great

fast shale
#

With the introduction of Living Frigates and the Exotic Orb I've been thinking about more nonstandard ships

I kinda feel like we need a few more wacky or just outlandish ship designs, like a flying obelisk, Borg Cube shenanigans and the Royal Cart from Dune

Granted with some of the heinous ship generation there's already kinda few nonstandard ships out there

limpid cargo
#

what royal cart?

#

what if they just made each station a settlement?

#

so players can actively improve the standard of living for the entire system.

fast shale
# limpid cargo what royal cart?

I can't sent photos but it's this hovering obelisk throne (sometimes with fold out wheels) ||that the God Emperor sits on because he's a giant worm and can't move well anymore|| Minor Spoilers for the Later Books

limpid cargo
#

oh that dune

#

they haven't made that into a movie yet

untold prism
#

Where they build all these frigates and freighters. Would like to see the ship yards for those.

hot wraith
#

Similar to Star Wars in lore from the famous Kuat Drive Shipyards, Mon Calamari Shipyards... I can see that though if HelloGames was or intended to do that then they might do a Redux on that expedition inside a traveling freighter

#

Now... Worlds Update part 2... with the whole fishing mechanics in Aquarius update... will they try putting in sizable aquariums to put any class fish caught from C, B, A, and S. Similar to how Genshin Impact has it and Minecraft too, but that's infinite.

short abyss
#

anomalous versions found crashed on anomalous worlds, just very weird versions of the base 4 classes. Fighter, Shuttle, Hauler, Explorer

snow pendant
#

i wonder if they have any plans for updating the combat, i know a lot of players are pve exclusively but it could add a lot for pve and pvp imo. not really sure how they would implement it though imo the whole gunplay needs a bit of a rework

weak dagger
#

Would really like them to add denser volumetric fog like this, they added more atmospherics with worlds but those are just 2d billboarded textures for the most part, post processing effects with actual volume I think would greatly improve the overall atmosphere of planets, as if sand, dirt and snow are actually being swept up and filling the air.

turbid ember
#

Fuuuuuh I really, really hope they give some way to create or edit our own planet as a major-major endgame end-game goal.

Not sure how feasible it'd be to do. As anyone capable of doing it would all likely make their end-planet to be the same
(Earthlike. Deep Ocean. Floating Islands. Etc)

But if there's a way. and a way to make it REALLY difficult to do.. I'd be down.

stone oriole
#

the fact that terrain edits within bases are limited is probably an indication that they wouldn't--apparently terrain edits can become massive, storage-wise. if they can figure out a way around that (which i would really, really love), then more large-scale terraforming might be on the table

burnt mortar
vernal quest
#

How about creating a new planet or terraforming an existing one through the atlas interface? you would have to bring certain materials for whatever type of planet you're trying to make and what creatures you want spawning on it. Heck there could even be a "life seeder" item or "terraforming" item you have to learn and craft beforehand

#

It would also only work on planets discovered by you, so other players can't come over and turn your paradise planet into a dead one

#

Another idea, if a planet has bases already built on it, it can't be terraformed until all the bases are gone

#

It would need some sort of limit or cooldown, so someone can't just sit there and blast out new planets or change existing ones constantly. Maybe limited to one planet being created or terraformed per solar system

shadow dagger
#

I can't see changing the terrain generation of a planet really working since its practically impossible to reliably check if there are bases on a planet already. (If someone builds a base on planet but doesn't upload it and then someone terraforms the planet, it would be ruined. If someone loses connection to the discovery servers and builds a base but someone terraforms the planet before it they can reconnect, their base will be ruined. If someone is disconnected from discovery servers and terraforms a planet that has bases on it that they can't see, then those bases would either get ruined or the planet would be completely desynced between the terraforming player and everyone else.)

#

Fully custom planets could work if we could create them instead of editing existing planets. I could totally see a portal in the Nexus that takes you to a 'personal system' where you have a planet you can completely customize and then invite other players to visit.

wicked drum
shadow dagger
#

I do personally think that custom planets would fundamentally go against the mission statement of No Man's Sky being an exploration game, yeah

gritty iris
#

I want to see custom exocraft building added like they did with starships

vernal quest
#

Adding a milestone or discovery prerequisite could also help, like maybe you have to scan all minerals, flora and fauna on 100+ planets and then the mission to unlock planet creation could start

#

Make It so dead and weird planets don't count so people can't just scan a bunch of them to unlock the mission faster

#

For choosing what creatures you want on your planet, you would need max stacks of both their "kill" and "feed" food drops, and an egg of that species. So for a Diplo you would need Diplo chunks, Giant eggs and a Diplo companion egg

#

The creature thats generated from that could be based off of the companion egg, but be modified

shadow dagger
weak dagger
shadow dagger
#

that way exploration is still encouraged and rare discoveries are still rare and meaningful

vernal quest
#

And then there's the egg sequencer, allowing you to change a creature's appearance. Much more limited but still

weak dagger
#

The very purpose of discovery is the reward you get from having ventured out and found something, if you allow the player to create whatever they want then it’s not discovery it’s manifestation

vernal quest
#

With both you still need to explore to an extent (ships for ship parts, creatures for the base species) but I could see it working for planets too, like how Ayymang suggested

#

Heck the DNA thing could work, even breaking it down into finding individual pieces of animal DNA (DNA sequence for cobra Diplo head, DNA sequence for Body, DNA for its back flourish, DNA for its tail)

#

So you still have to go out and find the parts you want first

shadow dagger
vernal quest
#

Even crafting a perfect planet isn't gonna stop people from exploring imo, eventually you're gonna get bored of it and go look for other stuff

weak dagger
vernal quest
#

And then someone else can come along and be like "woah this planet is cool"

shadow dagger
#

Don't get me wrong though, Im not a huge defender of the idea of custom planets. A big part of the NMS gameplay is that you're supposed to feel like a small person existing in the universe without much effect on it, imo

#

traveller lore aside

vernal quest
#

The thing that gets me is that when you show the atlas a wonder, it "makes a new solar system/planet" (I can't remember the exact wording rn I'm running off of no sleep)

#

It would be interesting to somehow harness that

weak dagger
#

Imagine how meaningless exploration would become if it just came down to filing through planets until you find the specific tree you’re looking for

shadow dagger
#

imagine how boring the game would be if you chose to play in a boring way

rotund stratus
#

There's some minor stuff that would probably be cool to have in terms of planet editing. Stuff like permenant sentinel/ hazard reduction

#

But beyond that it would really defeat the whole point of the game imo

weak dagger
#

Sure if you make something less engaging it becomes boring, but that bears no relation to what I said

shadow dagger
#

Mindlessly filing through planets to find a specific tree would be a pretty meaningless form of exploration, I agree. But if a player actually cared abut exploration they wouldn't be doing that, they would be exploring the planets they visit along the way

#

People already spend a lot of time exploring trying to find specific things (8m tall diplos, greater mushroom beetles, paradise planet with green grass and a blue sky) I don't see how it would be any different

weak dagger
#

The difference as I said is manifesting something in which you have complete control over vs discovering something where it’s characteristics have already been established.

#

And you’re never going to find anything “specific” simply an approximation of attributes

shadow dagger
#

what you create would still be bound by what you find first, which you wouldn't have much control over

#

The reason I specified collecting full trees and creatures rather than individual parts is because I think having full control would diminish the sense of exploration

#

I do understand the idea that creating an ideal planet would ruin the concept of trying to find one naturally, to some extent at least

#

Again, I'm not even a huge fan of the idea myself, I'm just giving my thoughts on what I think the best way to do it would be lol

weak dagger
#

Idk this is becoming a philosophical discussion

#

Like people who customize ships already know what’s possible for the most part, they’re looking for things they’ve already found, there’s no discovery in that

shadow dagger
#

I think most people have a pretty good idea of what's out there, in my mind it would be like, "I know the game has palm trees, I want a palm tree for my world, so I'm going to keep an eye out for one to use" and sometimes more like "this planet generated cool flowers, I'm going to take one"

weak dagger
#

Idk I’m pretty hard pressed as is to find things I haven’t seen before, for me it’s just a matter how things generate, the various iterations of those individual parts, the procedural nature of it all I suppose

shadow dagger
#

To go more in the philosophical direction I guess: NMS's variation is all about the combinations, not the individual components

#

ships are simple enough that if you've played more than a little bit you can probably envision every possible combination. Planets are more complicated, most you have to see to appreciate

#

Personally, I sort of treat the proc gen itself as a sandbox, I'm into modding the proc gen and make custom biomes and stuff like that. I find a lot of value in setting up the procedural rules and then seeing what they can make, obviously a lot that enjoyment comes from the unknowable variables that go into planet gen, but I do think there's something nice to seeing a planet come together how you planned

#

A planet you create would never really be something to explore because you would already know everything thats on it

weak dagger
#

I mean adding new planets and environmental assets is always gong to enrich the diversity of these worlds, but they could get so much out of the existing pool if they just utilized them better it’s ridiculous, and I don’t think most people realize this, like skewing tree shape and so on

rotund stratus
#

Tbf while I think that the words can get a bit repetitive, the game is really good at making an occasional gem of a planet that really stands out. Especially with worlds part 1

weak dagger
#

Definitely

#

Though this is just speculation, I think the reason why this system for skewing trees was cut is that it interfered with player navigation, say if a branch is bent in a manner in which it blocks the players path, I could see for gameplay purposes that would be problematic

rotund stratus
#

They also lost a huge amount of work when their office flooded

#

But I'm not too sure if that was before or after this

weak dagger
rotund stratus
#

Ah fair then

#

Yeah I can imagine it being one of those things which is cool on paper but a nightmare to implement well

#

Even stuff like clipping etc

weak dagger
#

Yeah, true

rotund stratus
#

TBH the only thing I'd ask for now is for a chance for flora usually outside of a planet's sub biome to spawn on a planet

#

Stuff like mushrooms spawning on the sunflower poison planets, glowy grass on regular lush worlds etc

#

Though with NMS there'll always be a tug of war between having a defined art style and having sheer variety. IMO the balance is the best it's ever been but I could stand for a little more

weak dagger
#

This for example

#

It almost feels like a dry seabed or something

glass spindle
#

I don't really see this happening, although I do see people on Reddit ask sometimes, will No Man's Sky ever have like the ability to have an army since you can have freighters and frigates?

oblique smelt
#

I doubt that. Nms is not war/shooter game. Its focus will be always on exploration.

toxic slate
#

I just want to fight through a procedurally generated local pirate hideout from a dynamic mission request.

turbid ember
#

I wanna see just how bad the Gek First Spawn are, first hand.

I don’t know how they’re gonna do it, but if they figure out some way to make blasting NPC’s possible, please

turbid ember
#

Raid a first spawn remnant military base

#

Or a Pirate Hideout

#

Aaanything other than just sentinels and monstrosities

oblique smelt
#

Pegi 7 says hello

toxic slate
#

I've wondered if they stick to robots and monsters for the age rating

#

but I'm not sure this is a game 7 year olds should be playing anyway, the lore and narrative is fairly adult and often dark

pure grove
burnt mortar
brazen ocean
#

I think freely using our space comunicator to call people like apollo to do contracts for money or other rewards would be cool, just some random repeatable quests with a little bit of dialogue, something just that i think would be cool to see

vast wave
#

Yeah that would be nice

#

We already use the communicator to scan for trade surges so that doesn't feel far off

#

I would just have it call some regular NPCs, not storyline related cause we don't hear from them past certain point

brazen ocean
#

just from apollos demeanor in the story and him sending you contacts it's just like he's busineszs oritented and knows people

#

idk

brazen ocean
vale schooner
#

probably for violence reasons

hallow mantle
#

multi tool displays or ship displays

#

so we can get space in our inventories for all the amazing items

gloomy hazel
#

I had a cool idea for cold planets. There could be frozen clouds like that planet in the movie Interstellar, that could develop during storms and you'd have to shoot your way through them

stone oriole
violet pelican
#

Hey guys new to this discord channel, is there any discussion for adding more slots for ships? I've run out and I hate selling off a ship or swapping when I find a cool one that I like..or maybe add a planetary ship hangar so you can store and show off your collection maybe?

stone oriole
#

i have seen people request this before, i can only hope they'll do it eventually.

hoary olive
#

Events that can happen while walking on a planet (similar to space anomalies) would be nice, Like a volcano erupts or a ship crashes from the sky

#

Stuff like that would be awesome too

#

It would surely take the repetitiveness out of walking on the same planet for hours

hasty spruce
#

They have ship landings, but I see what you mean.

slate veldt
#

so - new to this discord. Do people post their ideas on this thread and hope that Sean and HG see it? Cuz I have ideas!!

sturdy plover
#

Not quite, it's for speculation on the game's future.
If you have suggestions to HG, the way to contact them is by zendesk

#

!hg

misty irisBOT
limpid cargo
#

"WARNING. FREIGHTER INCOMING. PLANETARY COLLISION IMMINENT."

#

it would be neat if ion storms in space did something like drain shields or supercharge weapons.

weary acorn
#

Imagine no man's sky with flora as dense as avatar frontiers of Pandora

oblique smelt
#

Switch melting noises in the distance*

shadow moth
#

What do y’all think the next update is going to be?

toxic slate
weak dagger
weak dagger
#

I think now that we have improved environmental simulation on planets, it’s time to bring planetary physics back, the way it functioned prior to launch, which is essentially the same cluster of planets, but each rotate and orbit their parent star, moons orbiting around their respective planets as well. We all enjoyed the enhancement wind simulation brought to water and vegetation, I think this would bring things full circle, the impression of a real, physical, living universe.

#

This would also necessitate rendering planets afar

#

Instead of the textured spheres we observe from space and on planets, which offer no readability currently. It would be nice to conclude roughly what the composition of planets are terrain wise without actually having to fly all the way there and land. Being able to see just from a distance, if a planet for instance has floating islands or tall mountains, flat plains and so on

#

Also it would be nice if star fields could be made to be representative again from what you see in the galactic map, which was removed after the prisms update for some strange reason

weak dagger
#

Grant in this clip talks about hotter planets having “dryer” and sharper terrain features, not sure if this was the case at release, terrain currently doesn’t seem to be as advanced in that area

#

This screenshot is from the release version, maybe this is an example of that

#

I do find hot worlds in this version present sharper silhouettes

meager saffron
#

I used to play a ton on release and it definitely seemed like scorched planets had sharper terrain features from what I remember

weary acorn
stone oriole
weak dagger
weak dagger
#

It could definitely be reimplemented though, and I hope they do!

tidal schooner
#

something i would really like to see, and i know it would be a loooooooot of work, would be a big ocean overhaul. Imagine subnautica sized oceans (well maybe not that big lol but expansive and deep as heck)

limpid cargo
#

we really need a guild scanner filter for the galaxy map

copper dawn
wheat osprey
twilit snow
#

what you add for QOL (quality of life) that doesn't exist already?

#

I wish they extend the crafting system

#

I wish they would add a camera button while in your ship to take cool pictures

oblique smelt
#

U can ? Just use photomode while in ship

twilit snow
oblique smelt
#

Do u have mp on?

twilit snow
#

default settings and perma death enabled

oblique smelt
#

Turn off multiplayer. And try to access photomode through quick menu again.

limpid cargo
#

fix the nautilon so it can be piloted from the inside

abstract karma
#

I want an update with more electronics, please, we can do so much with just transistors and AND gates GekHappy

icy aurora
#

Update to filter/search space stations

#

Alot of areas in the ui need a search feature

unborn spruce
#

emoji prediction: 🐚

#

its a wild guess

#

but watch me be right

#

i have given you all exclusive leaked information

#

straight from my dreams

devout garnet
#

would sure love to be able to create sentinel interceptors from parts like normal ships

tidal schooner
gloomy hazel
oblique smelt
#

Probably.

#

We are not sure.

gloomy hazel
#

What else can come after aquarius tho?

oblique smelt
#

Arg part4? Ship racing? Expedition reruns?

#

All other stuff that sean can think about

gloomy hazel
#

Its very easy to understand that Aquarius is just a small update so that we wont have to suffer without any update while waiting pt 2

gloomy hazel
#

New years

oblique smelt
#

December. Yes

tidal schooner
oblique smelt
#

Nope. no road map

#

Only speculations and predictions based on previous updates

solar heron
gloomy hazel
#

I am assuming

solar heron
#

and we dont know if its gonna be about deep oceans

#

sadly

shadow moth
#

What do you think worlds part 2 is gonna include?

left forge
#

If i'm going to guess, I would say that the land masses might be worked on seeing as they have done water it would be kind of natural to work on the land afterwards.

tidal schooner
#

but from the sound of it they havent really done water

left forge
#

well I think that they certainly made a start

little minnow
#

Is anyone hoping they add some actual uses for alloys?

shadow moth
left forge
#

i can agree there

rotund stratus
#

Words part 2 is the sequel to Beyond's third pillar 😂

crimson wave
#

Anyone else been craving more ground combat? I want to fight Korvax, Gek and Vy'keen on the ground and come across like pirate bases and military camps or something

rapid widget
#

that would be cool

#

maybe some other secret hostile race, similar to the ||Autophages||

gloomy hazel
#

It may be unnecessary but I think it would be cool if there was an exosuit utility that would put flippers on your feet while swimming

rose peak
#

I havent got the expedition fishing rod yet, but it seems like the fishing rig tech always looks like the same fishing rod?It would be cool if it could use the same color set as your multitool it is installed in at least

oblique smelt
#

There is no physical star obcject in nms star system to begin with. Its a sky box

weak dagger
#

I think it would be cool if they changed it so that when you select a star from the galactic map you need to then orient your ship in the direction of the star before warping, that would require them having to accurately render star fields again which who knows when that will ever happen

#

That would certainly make it more immersive, and actually give the impression that these star are real places that don’t just exist purely in a separate interface

shadow dagger
#

I did some looking into it and I think the skybox stars not matching the galactic map might actually be a long standing bug rather than an intended change

#

I say that because the skybox stars do still use the galactic map shader (PSTREAM) and by comparing that shader's source code on the modern version against its source code from before the change, the only differences are
1: The skybox stars have new code to render further away in vr, and
2: The skybox stars have code to randomly choose 'hero' stars (the ones that are bigger and more detailed)

#

there's nothing added to tell it to generate a specific layout or anything like that. I also double checked to make sure that the stars not matching isn't a myth, and they didn't seem effected at all by any of the changes I made to galactic generation, even though those changes were extremely apparent on the map

pure grove
#

I wanted to Icarus so bad but my dreams were dashed

#

also day 38 of asking HG to let me ADS with Combat Scope Tech installed

pastel minnow
teal latch
#

Imagine if we could have the ability to drop nuclear missiles from freighters, or starships from above. As well as shoot nuclear rockets at enemy starships from far away.

We have uranium, we have warp engines, give us nuclear missiles/bombs

#

And also, gas giants.

#

Just fly thru em.

#

and extract minerals ig

weak dagger
#

Prior to beyond this was never as noticeable, worlds pt 1 made it worse in some ways particularly with asteroid fields

#

I can’t play without mods to address this on pc, but on console you’re outta luck

#

Also terrain and grass are slower to render, any quick turn or even moderately slow pan of the camera will induce harsh fade in with chunks of detail loading in right in front of you, it makes the game feel very visually unstable

weary acorn
#

Is it just me or the draw distance on flora and stuff is bad like you have to be very close for it to pop into game

weary acorn
#

Doesn't seem to be the case on the light no fire trailer so hopefully

gloomy hazel
#

Light yes fire

weak dagger
# weary acorn it could be fixed with an update ?

Yes it could be, I’m going to share here soon comparisons between pre worlds and post world update, to showcase the differences, mind you there were still a lot of lod issues before worlds but it has only worsened since

solar heron
#

that is a draw distance

weak dagger
weak dagger
solar heron
#

this wing has details, it just has a terrible draw distance.

#

also the graphics for me are perfectly fine so i think its a problem on your side

weak dagger
#

Bruh, you haven’t a clue what you’re talking about

#

Sean has explained before, no man’s sky uses a series of lods to generate the world, higher quality lod closer to the player the further away from the camera, the lower the quality

solar heron
#

my bad then but still draw of distance and the level of detail is the same thing if im not wrong

#

nvm, apologies

#

but still - its for performance and it was like that even before WP1

weak dagger
#

Yes they have similarities, I would refer to no man’s sky as using a series of lods which has been explained in depth by the devs before

solar heron
#

i mean even if with the "bad" Lod distance no mans sky still looks great

weak dagger
#

I just recorded some clips showing the difference between orbital and worlds, the files are too large so I need to trim them down so I can share them

weary acorn
#

And this is on ps5

solar heron
#

for PC everything looks fine

weak dagger
#

Pc has the same problems, but I’ll share the clips later

solar heron
#

for me its fine, sure sometimes the trees do glitch out but i only experience it in swamp planets

#

and the wing type u showed

rotund stratus
#

It has some issues but in my experience worlds is the best it's been since beyond

#

On pc that is

solar heron
#

yeah same

rotund stratus
#

Though it might vary from machine to machine ig too

#

Because it's split differently between GPU and CPU to how it was before iirc

crimson wave
#

Anyone else sad there wasn't Shuttle customization in the Orbital update? I hope they add that in soon like how they added in solar sail ship customization

empty jetty
#

Shuttle parts are pretty complex, if you look at them. I'm not surprised that's taking a while.

teal latch
#

nms should have communism.

topaz belfry
shadow dagger
#

NMS already has communism, if you think about it

#

Build and upload a base with a farm (means of production), any other players who come along can use it and benefit from it (collective ownership)

oblique smelt
#

Communism? If u dont like food then u should just say so.

topaz belfry
#

Fr

#

Democracy makes food flow

#

Communism makes it rarer than gold

limpid cargo
weary acorn
#

Add a new race that are destroying planets by mining on the surfaces like in avatar frontiers of Pandora and you have to shut them down to save its ecosystem

#

And then they have loot containers after you shut each one down

rapid widget
#

well, they would be fighting the sentinels all the time though

limpid cargo
#

we need something for the furry gamers

oblique smelt
#

We have : other games

tulip pagoda
#

it's a space game

stuck bone
#

Really hoping for an underground terrain update, caves have been the most redundant part of the game lately. Deep sprawling caverns, new subterranean fauna with unique cooking materials, rideable earthworms, terrain manipulation overhaul, building parts with extra verticality (spiral stairs/ramps, elevators), super rare deposits requiring special extractors, graphical loading/rendering update to counter resultant memory issues.

cosmic cliff
#

if they don't give building some love soon I will cry

#

I need upward methods besides the worst thing ever

crimson wave
#

Really hoping in the future we can land on more of those new floating islands

I built a base on one of the big ones but was a little disappointed I just clipped through the smaller ones 😔

weary acorn
vagrant quail
#

Speaking of, we still have to get the other 2 parts of the void mother saga of 4 expeditions

#

My avatar has its own story related to it and I cannot wait for it

empty jetty
oblique smelt
#

Im wondering if after korvax story arc there will be vykeen and gek story arcs.

empty jetty
#

It honestly baffles me why we can't class upgrade freighters still. They could still keep the grind by just making the nanite cost really expensive.

oblique smelt
#

Frieghters are an old feature maybe hg has in mind refresh them or overhaul freighter mechanics. Thats why no class upgrade yet.

topaz belfry
#

They should add movement for personal freighters

oblique smelt
#

Movement for Personal freighters??

topaz belfry
#

Yes

#

The ones we own

#

There should be a seat or feature to move freighters we own

limpid cargo
#

just let less ambitious players have and fly a single frigate instead

misty irisBOT
#

@limpid cargo

No gifs in this channel please

limpid cargo
#

or repurpose the nautiloid for it since it's garbage in the water

safe bear
#

how does that relate to channels topic?

limpid cargo
#

it's kinda what I had in mind when I keep wanting a frigate. so I can have a couple rooms on the inside I can use for things without the hassle of freighters

safe bear
limpid cargo
safe bear
#

having a carrier like that could be nice, but I dont see them being added bc we alredy have freighters

#

Im taking this pic down tho bc it comes of a bit like a meme to me

limpid cargo
#

ok

safe bear
limpid cargo
#

the biggest thing I've ever wanted in this game is a frigate. no amount o piling on will make me want a freighter.
I don't need to build on top of it, just give me a few rooms I can modify, one for refining, a teleporter room, and a map room for admiring my discoveries.

#

it would also be a lot of fun to hitchhike on a frigate in upper atmosphere by landing on the pad and just waiting for it to warp out to a new system

#

perhaps in exchange for a mission

gloomy hazel
#

NEXT UPDATE AND EXPEDITION: ENERGY a builder's dream
A new line of alternative energy sources.
You start out by building a simple base and then you have to power it. As you progress and jump from system to system, you make bigger builds and have to build more power sources to power them. each new site will be harder to build in than the last. (weather storms, hostile sentinels, redacted worlds, underwater, bugs, etc.)
3 styles of Windmills (traditional, inverted, and cylindrical), Wave Generators, Tidal Generators, Fusion reactors (run on any material), Fission reactors, (Run on Uranium or Radon), Earth batteries, Geothermal power plants (with a fissure or an enhanced power plant without)
New Posts and Wire poles to hold cables and pipes, New power grids to connect wires and switches, new switch designs, Smaller and larger battery types (25k, 90k),

limpid cargo
#

if its been added and no one told me, go ahead. if not then my point stands

burnt mortar
rapid widget
#

I wish that NPCs actually did something

#

Like maybe Tethys can go with you on an expedition to find a first spawn relic (and it can be a way to test their NPC movement and fighting logic)

#

Or maybe a way to contact all the acquaintances you make during the Artemis path, for example, call Apollo from a Holo terminus or from the anomaly and ask for money or smtn

#

Just some more interaction with the characters

#

Or maybe the NPCs in the anomaly walk around, maybe smaller, non essential ones like Gemini occasionally disappear but reappear during a story mission

solar heron
frail parrot
gloomy hazel
solar heron
limpid cargo
#

I agree. some platforms have it and some dnt. it's kinda ugly on switch

#

that would also be annoying to me
What would be trippy though is if the visible spectrum blue-shifted to reflect the relative speeds

#

pulsars and quasars would be fantastic

#

also planetary nebulas

#

protostars and accretion disks

#

supernova happen very fast

#

how about something like a magnetar where as long as you're in the system you can't pulse

#

that's an ion storm

#

or an ionized nebula

#

I have purposfully walked 9 hours to a drop pod

#

KHAAAAN

restive zenith
toxic slate
#

and it becomes ever more delicate the more your player base expands from the original niche game you designed

grizzled ridge
#

I just wish i could set up a personal base inside an abandoned Space Station. Another wish is that excavated ground would stay that way so i could make a grand underground base. I have found caverns large enough for a small house but i want to see a truly enormous sized cavern with many glowing features so that a glass house could view all the colors while being totally underground. Plus a cave entrance large enough to fly my ship into and land.

untold grove
#

We need text chat on console and smaller storage options. Same space size or more just smaller crates

quiet grotto
quiet grotto
limpid cargo
#

I want more VoF content

foggy haven
#

when do you think worlds part 2 will come out

deft harness
#

I hope that the planets will become deeper and there will be no incomprehensible Micro-islands In the oceans

meager saffron
meager saffron
#

yeah update usually comes right after expedition ends and its been a while since we had a major update so this could be it. But if not def early next year.

foggy haven
#

a

pseudo bough
#

Globglogabgalab

thin canyon
#

I know this has been suggested before but as far as I'm aware hasn't been acknowledged, I recently started playing NMS in VR and immediately noticed that the HUD is locked in one direction and doesn't follow your head movement. This is extremely irritating as someone who tends to turn around in real life instead of using the thumbstick, as I have to reset my headset view often in order to see the HUD. I play a lot of VR games and have never encountered this issue before, it seems fairly trivial to fix given the fact that other UI elements are locked to headset rotation, and it would only make sense seeing as we're wearing a space helmet with a heads up display which is intended to always be visible in the visor. Seems like a minor issue but drastically limits the amount of enjoyment of an otherwise incredible game for me at least

crimson wave
#

It'd be really nice if we could get some new fighter class thrusters, I feel really limited with the designs we have since thrusters on let's say Haulers are much more diverse

shadow dagger
#

I hope they follow the precedent set by the Iron Vulture and do more exclusive starship parts going forward

#

doesnt even need to be an expedition, they could have Autophages give them away as a quest reward or something like that

solid cypress
#

Do you think they’ll make living freighters a thing like how they have living ships and living frigates?

#

I think that would be awesome

foggy haven
#

no idea why but i dreamt up the wp2 update and it was called "5.14: Flames" or something like that
it added some cool ass fire related stuff like a flamethrower

prime forge
#

New player here and I'm surprised to learn I can save only 12 wonders. This game is a lot of things to a lot of players (survival game, sandbox builder, farming, etc) but I think the one thing that most players have in common is exploration of this vast, generated world. We're coming across all sorts of interesting things and the game encourages us to keep finding new ones. Since it's impossible to remember every tree and animal and mineral on every planet, I find I'm really lacking a way to catalog some of the cool things I come across. Maybe I'm missing something (again, I'm new)

limpid cargo
#

just one of those things to sell freighters

prime forge
#

Oh, so the "Personal Records" is more for ferrying them to your freighter? I think I have all the freighter rooms unlocked at this point and haven't seen something like that. hmm

toxic slate
crimson wave
limpid cargo
#

I'm kinda disappointed the NPCs don't give you shit for flying a sentinal interceptor

silent ibex
#

I rly wish the game added auto sort

#

but i dont think i am the first person to say that

#

and another thing i would like: a vehicle bay in the freighter so that you can put and remove mods from them, and also decorate them without having to go to your base

safe bear
# silent ibex I rly wish the game added auto sort

Personally Im against auto sort, I have my way of sorting and I would be upset if it got messed up by accidentally pressing auto sort, also not use how that would work, sort alphabetically? By type? what types?

Merge Stacks however, a button to merge all incomplete stacks in your storage would be revolutionary.... Damn I might even suggest that to zendesk

silent ibex
#

same can be said about deleting constructions when building

#

"what if i delete something when building"

#

there inst a ctrl + z in the game

safe bear
#

I once left my keys on the cupboard, forgot where and sat home for a week, I definitely posses some form of that issue

#

but undo button for base parts

#

hmm

#

yeah, that would be cool

#

not sure how that would work tho

#

problem with some ideas isnt that they are bad but how would they be implemented

Autosort? sort by what category?

Undo button for building? how? Would that consume materials? how long do you have until undo isn't possible? how many changes can you undo?

silent ibex
#

but the hard part would be "would it work only in one container, or cross containers?"

#

also, what rules for when storing stuff

#

like "this item goes here, and this kind of items is forbiden in this one"

#

or in other words, setting up what goes and what doesnt into a storage

#

would be a diferent sugestion ig

safe bear
#

yeah, but those games with autosort have items with certain tags, like consumable, scroll, potion, NMS has 2 tags from what ive seen and you can use them to highlight those items
Tags are "Raw Material" and "installable technology"

silent ibex
#

ambundant mineral

safe bear
#

I guess it wouldn be impossible to do tho

silent ibex
#

something something mineral

safe bear
#

🤔

silent ibex
#

maybe it would need a whole tag system rework

safe bear
#

probably

silent ibex
#

because some of them are super especific

#

but this could be also a good option

safe bear
# silent ibex

I opened a save editor, I'm no expert on how game files work but I can see 2 types of items and their categories;

  • Raw Material:
  • Catalyst
  • Earth
  • Exotic
    etc
  • Product:
  • Building part
  • Component
    Etc

So possibly yeah, some forms of tags are there 🤔

silent ibex
#

then maybe another one for this

#

so that plants all go into one

#

and maybe another one for fishes

safe bear
# silent ibex so that plants all go into one

from what I can see both technology modules and consumable plants are under Product -> consumable

other plants are under Raw Material -> Flora

Fish have their own category under product

So yeah, some kind of rework or additional tag system would be needed to make Autosort function and be actually useful

silent ibex
#

yeah, devs pbb didnt planed on sorting when making those tags

silent ibex
safe bear
# silent ibex and another thing i would like: a vehicle bay in the freighter so that you can p...

Idk, it is somewhat annoying that you have to go to a planet to edit your exocraft, but maybe not a geobay, maybe add ability to edit exocraft to the exocraft meterialiser?

bc you can build them using glitches, minotaur doesnt work tho, so its clearly not intended for us to have them there + there were griefers that somehow used that to get minotaur to the anomaly and wreaked havoc.

Exocraft materialiser has no interactions as of now, it only unlocks you ability to summon exocraft. It would be cool to have more use for it

silent ibex
#

another use would be to unload them

#

imagine if you go farm with them

#

and you forget to unload them

#

now you could do that in the freigter

#

without the need to go to the planet

#

even worst for the nautilus

#

that has to be a planet with water

autumn turtle
#

I think it would be cool if we got to have more customisation with the ui in the game

#

like they have had many iterations of the ui

#

different colours and style

#

I kinda miss the old ui

#

would be cool so that you can change it back to tabs instead of scrolling

#

scrolling is really annoying and more complicated

bold tree
#

Whenever I switch from staff to another weapon, I wish they don’t go invisible. At least an option would be nice to switch it on or off

minor mauve
#

Man id love to let guests drop in, fly my starships around to slaughter pirates or mule resources around, then dock up to leave the game. Especially players who already have the game, have progressed any at all, etc

fringe spear
#

Squadrons Update - No Man's Sky

BALANCE

NPC(Squadron, Pirate, and Merchant) ships now have a vastly improved damage output when targeting other NPCs. Not enough to instantly destroy each other like player ships are capable of, but enough to make them useful.

Squadron ships can now be destroyed. Each ship will have health dependent on class and type, with C having the least health and S having the most. Ship types will have average health as such, from least to most: Explorers, Shuttles, Fighters, Living, Solar, Sentinel, and Hauler. Hostile ships will now target Squadron fighters, and can destroy your squadron ships. When a Squadron ship is destroyed, it will not return until 60 seconds after the battle is finished. The added delay will allow for battles with stages and waves, such as Sentinel battles and Nexus/Mission Board missions.

ORDERS

Squadron ships can now be given orders by the player leading the squadron. These orders include:

Change Formation. This order will cause the ships in your squadron to change their formation.

Tighten Up: The formation will become tighter and more compact.

Loosen Up: The formation will spread out to the game's default distance.

#

Attack my target: This will cause all available Squadron ships to focus their fire on your target. This will be especially useful for attacking Sentinel Dreadnoughts.

Protect my target: Targeting a friendly ship, such as an NPC merchant or another player, and ordering your squadron to protect it, will cause your squadron to enter formation with the protectee. They will now behave as if ordered to "Defend Me", but will protect the ship you targeted instead.

Defend me: This order will cause your squadron to focus its fire on hostile ships which are beginning their attack run on you, allowing you to focus on your own target without worrying about hostiles hitting you from behind.

Engage At Will: This order will make your squadron ships attack a randomly-chosen target, and then pick a new target from random after their first is destroyed, and so on.

WARPING

When your Squadron has been manually summoned rather than automatically deployed for a battle, it will now stay with you during a Pulse Jump.

FORMATIONS

New formation options have been added, which can be changed through in-flight orders as seen above. The formations include:

Standard: Ships will fly in front of you, the game's default.

V formation

Echelon formation

Ring formation

Line formation

Column formation

#

Please give your feedback guys, I really wanna have squadrons be useful and I think this would be amazing

fringe spear
#

Tyyy

toxic crest
#

wish space combat was more fleshed out

twin steppe
#

I wish the starship engine sounds were louder and grittier lol

pseudo bough
#

all i want from nms is for them to add different biomes on the same planed

violet marsh
#

some way to automatically process materials would be fantastic

violet marsh
#

just some form of basic automation

#

that's really all I want

#

yes it would require an absurdly massive rework of the backend of any storage, but what good breaking change doesn't ¯_(ツ)_/¯

silent ibex
#

I was just talking in #nms-questions , and i wonder, why no Outlaw Standing rewards

#

it would be cool if something related to outlaw came

polar egret
#

Base Building Update I really want

-Make terrain edits inside our bases borders stay, if the NPC’s can flatten an area to use as a base, so should we, we shouldn’t be slaves to the terrain.

-Give lights a brightness slider. At the moment, lights are far too dim, feeling like they are at a 10th of what should be. You can line the walls of a 2-2 room with lights and it will still be dark because the lights aren’t strong enough to reach the center.

-Reprioritize Auto-Snap to be closer to the camera. At the moment it feels like auto-snap always aims at the farthest option possible, making it so you need to actively fight the camera to be able to build more complex buildings.

-Remove the invisible no build bubble around ships. If you have ever made a helipad on a building, you ran into this problem. You place your ship on the roof, get to decorating the floors beneath but you are unable to place anything because the game gets upset if you place anything near a ship. It’s a real hassle.

-Let me lay in the bed. The traveler is tired and needs a nap after base building.