#nms-the-future

1 messages · Page 57 of 1

sharp widget
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id argue that:
a. refiners need to keep their inventory and not lose it randomly
b. they need to require power from a power grid per operation.
c. they need to be able to be linked so the output from one can be the automatic input for the next.
d. they need to also have attachment points to storage networks for input and output.
e. input and output stack size restrictions need to be lifted in survival - and normal - mode so they can be fully stacked

gloomy hazel
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Please explain those mental gymnastics to me

lilac crane
sharp widget
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@gloomy hazel that does not gel with the dialog. our character is clearly compelled to find and interact with the atlas.

wheat acorn
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Not the channel for a semantics argument. Take it to #no-mans-sky

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Or elsewhere

lilac crane
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Ok.

lilac crane
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NIP should be able to stack to 50, or 100

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A lot of items that stack to 10, should stack to 50 or 100

lilac crane
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I dislike how the power system of NMS is all or nothing. There is no priority system.

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While the cubic room system conducts power through, you can't turn things off or seperate things either.

ionic flame
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heya guys

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not sure if this is the place to ask this but what is in the future of NMS right now?

supple warren
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this is sorta for that but more for suggestions/ideas for updates

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But atm we don't really know what's in store for the future of the game, besides more updates

ionic flame
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ah ok my bad 🙂

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only suggestion i can give is to get more base structures in!

sharp widget
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c. because they have an obvious left/right coupling. It looks like they are made to be linked together

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idk. this room seems more for venting than actual nms future direction as HG does not monitor it in any official way

ionic flame
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isnt this the official discord?

sharp widget
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official discord for the community to use.

ionic flame
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and they dont look in here at all??

floral dagger
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they do

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sometimes

sharp widget
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not in an official, acknowledged capacity

ionic flame
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lovely

sharp widget
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if you have actual suggestions you want to have ignored more directly, you can always try !hg

ionic flame
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LOL yep kinda expect that XD

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seems to be common place for devs to ignore players lol

sharp widget
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idk how this room got created. I think the idea is, by keeping the discussion high quality, HG can read through it at their leisure and gain some insight into what this corner of the community is thinking

halcyon mason
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As I’ve mentioned before, it was alluded to by one of the mods at some point that there are unmarked HG employees in here and they do read #nms-questions (along with the subreddit) to figure out whether there are widespread problems after updates

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Not so much this channel

ionic flame
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i mean after my play through, ive had alot of insite for good changes and such but not really interested in wasting my time if its ignored

halcyon mason
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This channel is more for discussing ideas you have, no so much suggesting them directly to HG

sharp widget
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If HG is reading, it would be nice if they used the features of Zendesk to actually mark tickets as processed in some way. All my tickets from when I first got the game are still "open".

supple warren
# ionic flame i mean after my play through, ive had alot of insite for good changes and such b...

it's not really ignored, it's just never explicitly acknowledged. When people fussed over the living ship timegates they slightly adjusted them, and I do mean slightly, almost like more of a joke, but eh.

Similarly they adjusted the planetary charts vendor to allow you to acquire specific charts in bulk (if you have enough nav data/nanites, I forget which) after folks fussed about them only giving you one RNG chart at a time.

sharp widget
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Every time I use planetary charts I come to hate the mechanisim more and more.

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Why can't I just get a B.F. Scanner on my ship and scan a planet for points of interest. You'd think those distress and other beacons would be easy to find. Given that they are in theory transmitting. You know - being a beacon.

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I mean, is it really necessary for the economy scanner to really light up 1 trading post at a time? Surely it could light up a bunch? That would be nice.

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Or at least, if I am literally pointing my ship where a trade route terminates on a planet surface, how about lighting up that trade post. I might be interested in that one.

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All that said - if the chart and POI system remains largely unchanged, we could still use it to make Frigate missions more immersive.
The game could:
a. mark on the galactic map systems that have been recently visited by frigate fleets on missions.
b. for each frigate in a frigate fleet mission, mark at least one POI in each visited system. science frigates would auto mark archeology sites and ruins. Trade frigates would mark trade posts and outposts. and so on.
c. thest sites could form part of the mission log narrative and consequently make that feel a lot more real.

supple warren
sharp widget
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given that it would be easy to summon lots of trading post markers. I would be happy for all the trading post markers to go away if you visited any one of them. Easy come, easy go.

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or, given that we have that X a marker to select it, just have trade scanner icons appear with a gray clock overlay that fades them out over 60s if they are not in your reticule or selected.

supple warren
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Or provide a way to dismiss/filter markers on command 🤷‍♀️

gloomy hazel
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Maybe have an upgradable scanner with the amount of markers increasing with upgrades?

sharp widget
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that might be a nice alternative way to extend the ship scanner to consume planetary charts in a similar way to how exocraft get an extended scan menu.
For the sake of assuming the current planetary charts continue to exist for whatever mildly stupid reasons:
a. give the spaceship quick menu a scan menu, like exo craft have
b. give it a secret site, commerctial, alien etc scan options, that are available if a chart of the same kind is in the inventory.
c. when triggered, from near a planet, select up to ~8 POIs of the appropriate type and highlight them as temporary 60s POIs. giving the player time to choose a POI to select and explore.

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POI numbers etc could all be mods on scanner upgrades.

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allowing us to use upgrades to build a ship that focuses its scans on multiple planets, or only the area directly inside the target reticle. etc, to be able to scan planets from 10, 20, 50ku away

marble spruce
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anyone know when next update happen

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i just want one fix, making enemy space ship not clipping to freighter,

lilac crane
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If anything, buildings should be easier to procgen.

supple warren
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you mean more procgen

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all the buildings are procgen, but it's a pretty constrained form

lilac crane
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Trading posts are entirely identical?

supple warren
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The NPCs aren't always the same tho

lilac crane
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I guess

supple warren
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And there are some banner/color variations

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Like I said, pretty constrained

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Trading posts are on par with ruins in terms of being the worst in this regard

lilac crane
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Procgen variations:
-Number of landing pads and their placement
-Amount of floors
-Seats
-The central building

supple warren
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on some level i'm inclined to think they should throw out the seats, considering I'm pretty sure they still have NPCs appear there...With their own seats

lilac crane
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Don't know what the deal is with that, why not allow NPCs to sit there?

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I really wonder if the seats involve some cut content where you could bring passengers to and from locations in the system

supple warren
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think it was mostly just aesthetic

valid spoke
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Going to muliple trading posts is usefull because you can get different ships, as they will land at trading posts

sharp widget
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what i love about the seats is, when sitting in them, you are short enough for storms and environmental hazards to get you

sharp widget
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On a different topic - I would like to know when and how HG are going to let us unlock the bottom row of our storage container inventory.

torpid owl
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Do we have any official statements regarding the future possibility of multiple player-owned freighters in a single system?

gloomy hazel
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Hello Games doesn't confirm or deny anything at all.

torpid owl
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Not surprising I guess, I'm just so hopeful for that feature :(

gloomy hazel
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What was the reason for not having multiple player-owned freighters in a system again?

halcyon portal
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It hasn't been implemented by the developers

sharp widget
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i still dont know what happens if you log out in a freighter in a system. some other player summons a freighter in that system and you log back in.

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do you end up floating in space. booted to a nearby planet?

tardy wave
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Would your freighter just stay there and prevent anyone else from summoning theirs?

sharp widget
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your freighter isnt there if youre not logged in

ionic flame
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I cant wait until they give freighters the love they deserve

crimson stone
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@ionic flame like

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desolation 2.0?

olive sentinel
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I think, the freighter might be warped to the nearest star system where it can be in

torn fractal
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would be cool to be able to pilot the freighter, not like it would really add much but would be nice i think

undone marten
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I want flyable frigates. They have landing pads, let them be used for main space exploration, while the fighter, hulers, etc, are for stations / smaller usage.

timid summit
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Yeah fly able frigates would be awesome. Just multi crew spaceships that you can actually fly would be awesome

undone marten
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Tbh, only reason why I play elite over no mans, is because of the space gameplay. It has sooo much of it, and big ships that you can fly and customize as well. And turrets! I am the worst at aiming, turrets help with that.

floral dagger
lilac crane
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I was thinking dodging in space combat could improve it by allowing you to avoid ship fire.

gloomy hazel
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I can't wait until they do something with abandoned space stations

sharp widget
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they should get a derelict style dungeon behind the sealed doors.

lilac crane
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Sure, I guess.

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POI buildings need more procgen to them.

sharp widget
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bigger surface complexes would be nice.

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Oh, and can we please scan for procgen base computers again.
while the ability to place our own is nice. I prefer to build bases at procgen computers but the things are hens teeth. I can only find them when I am not lookinf for them. I burnt a stack of 200 charts in one system looking for one and didnt find any.

lilac crane
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Its not the most efficient way to get a base going, so what is the appeal?

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Why build them at procgen computers?

sharp widget
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nice flat area.

lilac crane
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I just build everything on stilts.🤷‍♂️

sharp widget
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bypasses the paradox of choice that prevents me otherwise placing a base computer.

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"this valley, or that one? closer to the coast perhaps? maybe theres a better spot with more S class hotspots nearby. Am i even on the right planet?"

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alt: find one. claim it. explore nearby for hotspots. build base thats possible, without worrying i could have placed it slightly more optimally

lilac crane
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At some point, you are going to have to start making a decision.

sharp widget
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I, strangely, like the freedom having less choice brings me.

lilac crane
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Easier to make a choice, but don't bog yourself down too much. Some people always wonder every single thing.

sharp widget
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this is not a psychotherapy session to prove one way of gameplay better than another. This is just me saying, I like the structure that pre-placed base computers bring to my gameplay.

lilac crane
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No, I am not a therapist by any means. If finding a procgen computer is as easy as flipping a switch, wouldn't you choose the optimal base computer instead?

sharp widget
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theyre still pretty rare.

lilac crane
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I really wonder if finding more computers really solves your problem.

sharp widget
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some. some would be nice.

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being able to find at least 1 per stack of 20 charts used.

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would give players - such as myself - a decent chance to find at least one in a system we wanted a colony in

lilac crane
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If you want to be able to find a specific thing easier, I am for that.

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I dislike having to go through 10 charts to find a manufacturing facility.

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I ended up using exocraft scanners instead.

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You know, the exocraft scanner should require navigation data to use.

sharp widget
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On the one hand Ijust think charts should be removed.

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nav data can be kept. and should, perhps, be used to pay for scans from exo-craft. and give star ships an exocraft like scanner, with upgrades.

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lol

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alternatively, I think that we should keep planetary charts. But turn them into a non stackable item. That are created each time an exocraft, or sharship does a scan to locate a POI. Each chart represents a POI, which can be activated and de-activated by interacting with the chart. And when you are bored of that POI. destroyed.

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Give the Multi Tool a special inventory that can hold only (Activated) planetry charts and we have a nice, logical, user managed charting system

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Bonus: if you have nav data in your inventory, and a free slot, holding [x] over a waypoint in discoveries will create a Planetary chart to that POI.

lilac crane
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Don't limit them to POIs, make them bound to player location instead. That way, you can give/trade locations.

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And call them "starcharts" instead, so they point to a specific location anywhere in the galaxy.

bitter anchor
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Please
Let us pet the blob in the terrarium or feed it

lilac crane
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Always need to be able to pet the dog.

sharp widget
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terrain flora will respawn if you regen the terrain it was on

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(eventually)

sharp widget
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the same 'eventually' applies.

brazen berry
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*** Suggestion *** : Freighter Warfare
give the ability to patrol with your freighter fill it with fighters and fight other freighters like even join a Fleet for immersive space war

halcyon mason
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You know, losing my inventory to a glitch and having to actually search for resources and land on more than just paradise candidate planets, makes me wonder if there’s a way this same kind of “reset” could be done in a non destructive way, which gives the player some sort of abstract benefit for doing so

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Not just starting entirely over, not everyone wants to do that

supple warren
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Abstract benefit?

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Isn't that sorta already there in terms of internal motivation to restore something? You get that stronger sense of ownership or something from repairing something vs. outright buying?

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If there isn't already, maybe a player title/customization for folks that repair a bunch of equipment (starships/multitools)?

halcyon mason
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Why not a second story campaign where by the end, the thing that needs to be “reset” to save everyone is you

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You keep the ships, tools, freighters, bases, all that

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But you lose EVERYTHING else if you accept

supple warren
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what's your drive to go and get anything again then tho?

halcyon mason
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If you want to “new game plus” with your current save

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It would let you repeat the Artemis quest too

supple warren
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I'm fairly certain folks would just prep their bases to auto-gather all the junk they'd lose going that way

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So they'd just teleport to each base & grab a stack of whatever they needed

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Y'know what I mean?

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Not against the idea, btw, thinking through the different parts is all

halcyon mason
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Like, your traveler “resets” and you wake up as if you’re at the beginning of the game, no resources of any kind, maybe a majority of the non standard tech broken in your suit, tools, and ships

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And the main quest begins again

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And when I say no resources, I mean every non tech item in every inventory you own is gone. Suit, cargo, ships, boxes, freighter, everything.

supple warren
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As long as you retain your bases tho, it's as simple as setting those up beforehand to hit up after this "reset"

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Also would you keep your units/nanites/quicksilver?

halcyon mason
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I mean if you want to cheese it then whatever, people will always find a way, this is just for the ones who want to start fresh without nuking LITERALLY all their progress

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It would also be a nice way to replay the main quest if you want some story again or you want to make different choices

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Maybe your traveler “remembers” some information and can make choices that weren’t possible the first time

supple warren
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I feel like to start fresh, alongside losing resources, you should lose your currencies and your bases, but everything else is kept like you mention, e.g. starships, freighter, multitools, learned languages, blueprints, etc.

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What would also be really useful with this is that you'd probably understand just wtf the Atlas was saying this time around, since you'd maybe have learned more of that language

halcyon mason
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Maybe your bases and currency are only accessible once you reach the anomaly for the first time

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Or once you do something else that wasn’t present in the original story

supple warren
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eh, I dunno, I feel like in NMS particularly, starting fresh or resetting would demand ditching the currencies and bases, since those are in many ways contributors to a soft "win" condition for the game

halcyon mason
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I mean if you want to go that far, you’re basically starting a new save

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Having to get rid of bases would mean most players would stay away, and you can’t put as much cool stuff beyond it if it will likely be wasted

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Players who spent days on awesome stuff will feel like they’re just not allowed

supple warren
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just feels to me like to really get that sense of reset though, it'd be necessary. Otherwise people will do what they do with the current reset, prepare for it and basically ignore whatever intended impact there was

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The compromise might be to only remove the extractors and silos from a person's bases i guess

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Instead of wiping entire bases

halcyon mason
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Here’s a thought: break all power and material generators at them

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Requiring repair before they can be used again

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You don’t lose your pretty scenic bases, but your strip mines come to a halt until you can get enough resources to fix them

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The more you build beforehand, the more you have to fix

supple warren
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Ah yeah, that would also do the trick for a bit

halcyon mason
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Better?

supple warren
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I think in that same vein, besides a reset, simply having stuff get broken to repair, or having facilities to restore via repairs to operational states might also be a non-destructive way to get people exploring other planets for something other than base real estate or mass resource extraction

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A really unlikely to ever happen version of this could even be like ecological maintenance or something, like treating flora and fauna for harmful conditions or something

halcyon mason
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My proposal:

  • All resources are removed from all inventories
  • All non standard techs in all inventories broken
  • All power and resource generators at all bases broken
  • Main quest begins again as if you’re restarting the game
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As the end result of a new “post game” quest, where the only way to save everyone is to reset yourself

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And when the main quest restarts, you can make different choices with the knowledge of what happened last time, Groundhog Day style

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To get an ending more satisfying than what you might have before

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Like, you get a bunch of new dialogue options at a bunch of different points in the story, like saying Artemis’ name before they even tell you, which instantly gains their trust

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Or telling Null you know who they are, and proving it

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I just think there’s a lot of fun narrative potential in a reset scenario, in addition to the change of pace it would give the gameplay

opal prawn
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I think the idea is pretty cool

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But instead of when completing the main story it resets, it resets when a major update happens, with your stuff being taken (besides starter gear) and being stored on a different planet in a different system

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The broken gear gets a buff though, because by the time you get it back it’s pretty much equal to what it was before, so it gets a +10% increase to a random facet of each piece

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Like on a scanner piece it would nearly always be scan range though, because 10% is peasant money to the scan rewards upgrades

halcyon mason
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I don’t like the idea of it being forced, some people will hate that very vocally, it would be a big problem and might lead many to quit

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People who don’t care about story don’t have to reset, people who are comfortable where they are don’t have to reset, the people who want more story or who want to get back into what they enjoyed about the game, the reset is there for them

opal prawn
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They could make a setting for it, by default it’s off

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And then those who want to do it again and again can

halcyon mason
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I mean in my way, you could do it repeatedly as well, by completing the main quest and then this other one again

opal prawn
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True

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That does have appeal

halcyon mason
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You don’t need to build in intrinsic rewards for it, players will want to do it just for the gameplay refresh and the story

opal prawn
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Well what you’re saying is like, if I had a piece of tech in my inventory, at the time I did it, it would break

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Then I’d need to fix it

halcyon mason
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Yes. This goes for every tech in every inventory that isn’t a default tech

opal prawn
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But if it’s late game (needs cadmium or quantum computers or something) it would STAY there

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Because you can’t move broken tech

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And by the time you get to fixing it you could have just built a new one

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And I think maybe like treating it as a rebirth would be more ideal, complete the story so your stuff can get better and see how fast or how much better you can do it this time

halcyon mason
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This goes for upgrades too.

opal prawn
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Yeah, like the uhhh s class laser upgrade. Takes solar mirrors. Those took me forever to get and in the end it was by chance

halcyon mason
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That’s the point. You’re going to have to find those rare resources again to get back to your old power, no cheating.

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You can either take the time and effort to fix them all, or break them all down for resources and TRULY start from scratch

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No units either, or nanites

opal prawn
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Well think in the long term. If I have fixed most of my gear, and all I need are things like solar mirrors or quantum computers and whatnot, then it would have been smarter for me to delete it if I couldn’t fix it within like an hour

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Because that’s more inventory space, and in the early game that’s invaluable

halcyon mason
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Then that decision would be yours, but that’s still throwing away hundreds of nanites you spent, each

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So for some that might be a tough decision

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You’d basically be committing to being that much weaker

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At least until you can find replacements

opal prawn
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Well I found and still find that inventory space is the largest limiting factor in how long I can be on a planet before going back to space to sell, so having all the tech in all my inventories break and then having to fix it would just make the game all that much slower, which many players would dislike

supple warren
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that's where it being optional comes into play

halcyon mason
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You might be surprised how powerful sunk cost fallacy is to some people

supple warren
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but also, it's not like you're losing slots with this path

halcyon mason
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Some will challenge themselves by repairing it all

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Yeah no you keep your cargo and all your spaces

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Just all the stuff in them broken or deleted

opal prawn
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Limiting space

halcyon mason
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No duplicates

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Upgrades though, that’s up to you

opal prawn
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For some tech to be made you need another certain tech, which leads you down a whole path where it being moved out of your inventory becomes the better option. Maybe for some to unlock progressively

halcyon mason
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You already know all the recipes still, you just probably don’t have the materials yet and won’t for a while, especially for the more advanced tech

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Repairing would be much less costly for all but the high tier upgrades

lilac crane
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I don't see how postgame needs to be a full reset rather than a soft reset. Maybe instead, unlock a new specific tech in each galaxy?

supple warren
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Their idea is to give you some way to explore the game anew, hence the reset of resources/currencies/damaging some tech/etc.

lilac crane
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Ah. I see new galaxies as a way to shake up the game.

supple warren
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Yeah, I'd like to see them use galaxies more, make some things unique to the different types to give you even more reason to want to visit them.

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here's an odd thought...i think they should bring back tech upgrades in blueprint form with fixed stats that are genuinely good as an alternative to the BS RNG upgrade modules

lilac crane
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I would change the lore per galaxy. Make the stories of each galaxy type or each galaxy different.

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Euclid doesn't need changes, but others do.

sharp widget
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ive been super keen for that.

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galaxies as a way to add additional storylines.

lilac crane
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The trick is to maintain identity while creating a new storyline. Keep Vykeen as warriors, Gek as Traders and Korvax as scientists.

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Within that zone, there is still a lot of space. In Hilbert, the Vykeen could build their empire instead of the gek

supple warren
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oh

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So, instead of lore/story stuff that would be rapidly exhausted I was thinking more like different sorts of gameplay systems in play

sharp widget
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yeah. i really dont know which option i prefer.
on the one hand I want to use galaxies as a way to add different difficulty settings to the game: as you warp to higher numbered galaxies, you can encounter, galaxies where various sim settings are turned on - the sun becomes fixed, but the planets rotate. intersperesed in all that, some galaxies could feature different cel-shaded renderers, or different terrain generators.

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on the other hand, id like a galaxy where the Gek are still dominant.

lilac crane
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Galaxies need not change with a single metric alone.

supple warren
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Yeah, you could def. have both, right? I hate to do that whole either/or thing but with HG it's like squinteyes

sharp widget
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by the time you get to galaxy 255, it should be difficult to maintain a positive rating with more than one faction. planets should rotate and have multiple environmental hazards active at a time.

supple warren
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Also playing some Normal Mode a bit ago has just kinda reinforced some of my ideas/suggestions here regarding more scavenging as acquisition options and/or useful stuff (not just currency) from secondary missions.

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Like if you ask me, traders/industrialists have it made in current NMS.

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Adventurers/scavengers/explorers? A bit less so.

lilac crane
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Trading could use depth, but the options are there.

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Interplanetary exploration suffers from lack of variety.

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Scavengers are kind of abandoned. There are some POIs, some relics, that's about it. New ruins help, but they need more.

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Adventurers, as in, people who do missions?

supple warren
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When I say scavenger btw, I mean not just for vendor trash but for blueprints/upgrade modules/starships/multitools/etc.

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Adventurers are like a cross between scavenger/explorer to my mind, but also yeah, those that do secondary missions.

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The secondary missions are such a throwaway feature it feels like. Filler text that has no impact on the mission, a super simple objective most of the time, and pretty bland rewards.

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Maybe it's just me, but if I'm doing missions just for rewards, I'd like those rewards to be useful, i.e. crafting/repair resources, not just vendor trash or currency.

sharp widget
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i think now we have x class mods. a crafting system that produces upgrades with rng stats would be nice

supple warren
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i am the opposite, lmao
Grinding for RNG is too much of the game as-is imo

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I'd just like fixed, good stats for crafted stuff.

sharp widget
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i.e. purchased hazard protection modules increase the protection capacity of your protection.
x class hazard protection increases your resistance to damage
crafted hazard protection could increase the range over which you don't take damage.

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no. it needs to be a materials sink.

supple warren
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Blegh

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That's just a grind

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If you want a materials sink, repair starships

sharp widget
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they stopped being a material sink with repair modules

supple warren
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Or add salvaging crashed freighters, BIIIIG resource sink right there

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Oh pfft

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Maybe if you're a trader that can afford to run derelict freighters a bunch

sharp widget
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i just buy plants and collect materials from frigate missions and make a batch of SD every now and then

supple warren
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also wait aren't bases the biggest resource sink

sharp widget
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my balance sits on 3bil and i couldnt convince it to go down significantly if i tried

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currently. they need a lot of Fe+

supple warren
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yeah and i sit at below 1 mil

sharp widget
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why?

supple warren
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Because I hate money

sharp widget
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crafting FI or SD isn't hard.

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and the game bends over to give you the reagents

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you can also craft in your storage containers now

supple warren
#

Yeah and I reject them all because as so many folks point out they're like whattodonow

sharp widget
#

explore.

supple warren
#

Also it keeps me from suggesting things from the mindset of a crazy stupid rich position

sharp widget
#

if you can explore without cash. you can explore with cash.

#

people who set their game objective to be cash, are going to be dissapointed in nms as that is easilly met

supple warren
#

yeah and if your objective is finding useful things, if you're just buying everything you'll also be disappointed

sharp widget
#

well, in fairness, everyone with more than 20h in nms is a. a crazy stupid rich person, b. just stupid, c. playing on some self imposed hard mode.

#

the things you buy you can't find. the things you find you can't buy.

#

it seems to work out.

supple warren
#

yeah except you're disappointed when you have to buy something because you can't find it

#

that's like exploration failure at that point, lmao

lilac crane
#

Well, we are experts and experts rarely know what its like to not know about it.

#

I do perceive a gap between us and the new players. The advanced players know exactly how to get every single little thing in the biggest amounts for the most efficiency. New players don't know that stuff.

#

In MMOs, the common issue can be nerfing a new player's playstyle just because the advanced players find the most broken way to do it.

supple warren
#

I mean I've been playing for a stupid amount of time and I don't know that stupid efficiency stuff, but as noted, that's in part on purpose

lilac crane
#

What do you mean, on purpose?

supple warren
#

I intentionally avoid knowing the most efficient ways because I know I'd hate them because that stuff is usually the least interesting way to play a game

lilac crane
#

What update nerfed crashed ships?

supple warren
#

Path Finder

#

broken slots

#

And then at some point they unintentionally made crash sites empty for awhile, but that was an obvious mistake

#

(that just happened to take way too long to fix)

lilac crane
#

So what did advanced players do with crashed ships?

supple warren
#

They were exploiting transmission towers I think

#

To just find crashed ships over & over to upgrade to max or something

lilac crane
#

Chart -> Transmission tower -> Crashed ship -> repair -> Get upgrade modules?

supple warren
#

This was prior to all that

#

Remember, Path Finder

lilac crane
#

I joined after Exomech. I did not play during pathfinder.

supple warren
#

So signal booster, transmission tower, crashed ship, claim, then something to reset the transmission tower (reload?) and claim one after another till max slots

#

Or something like that I think

lilac crane
#

To quickly get a bunch of ships to turn into nanites/upgrade modules?

supple warren
#

No

#

It was literally just for slots

#

At the time you had to incrementally upgrade your ship to higher & higher slot counts by swapping to a new ship with more slots

lilac crane
#

So its a nerf to a system that is no longer relavant.

supple warren
#

Right, so crashed ships are still shafted because of an exploit from ages ago

lilac crane
#

Undo the nerf then.

#

The reason for the nerf is no longer relevant.

#

Nerfing new players just because advanced players find the broken way is something to avoid, but hard to do.

sharp widget
#

wot. they couldnt fix Gek Transmission towers so they nerfed crashed ships somehow?

supple warren
#

in a way, yeah, but i think they fixed that eventually...Maybe?

#

either way their attempt to balance out the costs with purchased ships via fake damage/broken slots is just blegh

sharp widget
#

i dont see how the damaged inventory counts. its irrelevent for ships you are recycling en masse

supple warren
#

?

#

i mean i guess it really doesn't anymore since they gave you a stupid tossit option, lmao

lilac crane
#

The rest was recycled, yes. Your hypothetical target ship is not.

sharp widget
#

I do wish some of the older mechanisims were back in the game.

#

upgrading ships and freighters sequentially makes more sense from a gameplay perspective, removing a lot of the frustrations of the rng.

#

on the one hand upgrades are more interesting, as you get an upgrade each time.
and you also get to try out more models of freighter along the way.

#

and burn some of that cash Gmr_leon is so keen to not have.

#

i think it would be cool if we got back some of that :- a mechanisim whereby we can scrap a ship but steal one of its stats to replace one of our current ships stats.

#

So if you have a nice S class, but it rolled low on weapon damage, you can go out and look for a ship with a better weapon damage roll, and scrap that ship to get its weapon damage roll on your current ship

quiet crescent
#

I'd love the ability to change the colors of my ships.

lilac crane
quiet crescent
#

Plus, i mean, you can change the colors of your Freighter and Exocrafts, so why not your Ship?

lilac crane
#

Exocraft aren't procgen.

#

Freighters you are much more stuck with than a ship.

#

There are things more important than changing ship color.

#

The gameplay, for one.

quiet crescent
#

Except you can unlock the paints for the Freighter

lilac crane
#

Ships are meant to be found ans switched out.

#

I am trying to explain that there is a need for a system that harmonizes the need for ship colors and the system of finding the right ship yourself.

#

It is not that simple.

#

There is the option of scavenging ship parts and using those to change your ship, but ships would need a rework.

coarse prism
#

One idea I had, is that planets should be able to have even more moons than they already do. So like up to 30 moons one planet.

lilac crane
#

30 moons, oof.

#

Planets need to be way, way, more spaced apart to even remotely allow for that.

#

That and, how about performance?

quiet crescent
#

What about multi-ringed planets/moons? Like, one with 2 rings that kinda form an X when in the right perspective

#

Idk, i just like customization. Lmao

sharp widget
#

systems have, strictly, between 2 and 6 planets

lilac crane
supple warren
#

Should get around to fixing rings clipping through moons & such tbh

halcyon mason
#

Fun fact: planets with spinning cores (like Earth, even) have the potential to not only have more than one set of rings, but even have rings at different angles, or have oblong or asymmetrically shaped rings

#

Until very recently this was almost never explored in sci-if planet design

#

With tidal forces spinning the planet in one direction, combined with its core spinning in a slightly different direction, it’s possible for it to spin on both axes simultaneously, leading to debris fields around it taking on strange, spiral like shapes, or even having one ring per axis if the two rotational forces are both in balance

coarse prism
#

Neat

warm needle
#

Dude space is so friggin cool

tulip swift
regal ermine
#

Better stuff in the Atlas pass areas please.

stable mauve
#

What if you could (sometimes) “acquire” the paint job of a ship if you buy/claim it? Or make it an item/upgrade that can be (sometimes) obtained when scrapping said ship? I think that wouldn’t make constantly switching ships obsolete, and it could even encourage it

#

Or (this has already been suggested here), by implementing a ship « garage », either for planet bases or the freighter, which could mean more customization for ships and make said bases more useful

#

But yeah, I agree that changing ship color shouldn’t be a priority

#

Tbh I would love if bases felt more useful

covert monolith
halcyon mason
#

Maybe you can choose the colors, but not how they’re applied to the ship (what parts are primary, secondary, unpainted, etc), whether they’re light, dark, metallic, matte, stuff like that is all baked in and can’t be changed

#

And as I proposed before, exotics would not be modifiable at all, to keep them somewhat special

warm needle
#

You could use different flora to make paints which you could then apply to your ship

halcyon mason
#

Or fauna, if you prefer red

#

||Mordite is blood by the way||

tardy wave
#

||Then why isn’t it red?||

halcyon mason
#

||Blood is only red if infused with oxygen, otherwise it is a rich, blackish purple, just like mordite||

#

||It also leaks out of organic creatures when killed 🤔||

gloomy hazel
#

I thought mordite is poop

elder rune
#

Faecium is poop

gloomy hazel
#

Ooo

gloomy hazel
#

It'd be nice to have different control options

#

For flight at least

#

Like using your sticks for rolling instead of Rb and Lb, that setup is so weird to me?

lilac crane
#

Physics forbids this.

halcyon mason
#

Planets with a fully molten spinning core can have their solid outer portion compelled to turn one way from the pull of another object, while the spinning core exhausts its angular momentum inside it in a different direction, and the latter can do weird things to objects in orbit

lilac crane
#

No, that's not how it works.

#

Gravity responds at the speed of light.

#

The planet's gravity attracts objects near it. Objects have a certain motion, so they go around the planet faster than they can fall.

#

What you are saying, is objects suddenly changing motion. Where does the energy come from? Low Earth Orbit is still 7.79 km/s(assuming earth gravity, frame of reference is the ground), so how does an object get the energy required to make colossal changes in momentum?

halcyon mason
#

The paths of large objects intersecting in a perpendicular fashion, as would occur if two star systems were to pass through each other, each at a different pitch from galactic zero degrees

lilac crane
#

Now you are talking about two celestial objects. You are changing the subject.

#

While your original post was about a single planet.

halcyon mason
#

What can happen to a single planet as a result of interaction with another massive object, yes

#

Mind you I never said these oddities were permanent either

lilac crane
#

I agree that two massive objects can provide a spiral orbit. Not stable no, but stability isn't relevant here anyway.

#

What is a million years compared to the human lifespan?

halcyon mason
#

The notion was simply that it could happen, were the circumstances right, and the resulting spectacle is something I’d love to see rendered at a decent fidelity one day, instead of just seeing particulate simulation

#

The idea of two planet size objects flying right past each other is something that’s hard to really convey the proper scale of, especially moving at the relative speeds that two intersecting star systems would be

sharp widget
# lilac crane Physics forbids this.

Normally, i'd agree. But ||the boundary is failing and the Atlas is insane. And that insanity manifests as bad simulation. The suns, after all, orbit the planets. ||

lilac crane
sharp widget
#

there was talk about spiral debris fields.

#

and, without reading back pages to get context, In this channel I assume has to do with a nms idea of some kind.

left oasis
#

all this complicated stuff and here I am just wanting large-type shuttles

#

I know you can apparently upgrade them now, but c'mon, more model variety

left oasis
#

what happens if they're on your freighter when you warp?

lilac crane
left oasis
#

well, it was meant in response to Baravi's idea

lilac crane
#

I was thinking going medium ship instead, have a 4-seater with unique tasks for each one.

#

You know what, I'm going to steal from warframe and suggest a railjack-like vehicle.

#

Though, I think frigates should be able to provide the 4-seater job well.

left oasis
#

ooh, could even be used for an interactive version of the frigate missions. you and your crew can take one of the frigates out for a special mission

lilac crane
#

frigates need a rework for that, though some of them already have 4 landing pads

gloomy hazel
#

Get text chat for Xbox and ps4

lilac crane
sage hawk
#

No, on console it's only voice to text, and only when in a team

coarse prism
#

They should add Gas Giants. Giant planets made out of gas (Except for the core) that you would instantly die landing in. They would really just be neat as something to view from moons and space stations orbiting it, and add a small bit more variety to planets

rotund stratus
#

They'd need some reason or utility

#

Maybe make them have floating islands, and give them the same biome range as normal planets

#

Have conditions get more extreme deeper into the atmosphere, but with more resources

halcyon mason
#

Maybe instead of being true to reality, gas giants could simply be regular planets, but wrapped in a very tall, opaquely thick atmosphere under constant extreme storm type conditions

#

Like, the actual planet is the size of a moon, inside an atmosphere that makes it as big as a medium or even large planet

#

While resources on the ground are scarce, the planet would be ultra rich in gasses, obviously, and gas extractors harvest a small amount of the “primary” resource anywhere you put them

#

But the actual pockets of gas are EXTREMELY potent compared to rock planets

#

Maybe pair this with a new tech for your multi tool, a Gas Collector, which acts like a vacuum that can suck up visible clouds of gasses that you can now find anywhere, like Nitrogen or Radon leaking from a spot on the ground

#

As you might expect, on a gas giant, there are large gas clouds like this everywhere, kinda like terrain manipulator deposits in the air

nocturne kraken
#

Add more floating fauna to those gas giants too

#

A stretch, but would love if you needed special starship upgrades to even enter their atmospheres. Or like an exocraft

long bolt
#

would a nms sequal come anytime soon? or do you think of making this game sort of like minecraft (same game always updates)?

halcyon portal
#

NMS just got re-released for the new generation of consoles, so realistically we're in for a minimum of another year of updates

#

I don't think a sequel is on the cards for at least 2 years, given that

zenith marten
#

Yeah. Given that NEXT could've already sorta been like no man's sky 2

coarse prism
halcyon mason
#

I definitely foresee the game getting at least one more radical overhaul before too much longer

#

Now that the new consoles have so much more power to work with, and so do most PCs

#

Particularly the terrain edit caching situation; both of the big next-gen systems have direct write enabled in their storage, allowing the processor to put data directly in it as opposed to buffering it for transfer, meaning saving terrain edits could be not only near instant, but the greater storage present means the terrain edit data can be significantly larger, meaning many many more edits before they’re “forgotten”

left oasis
#

this is an issue that's plagued a lot of cross-gen games

halcyon mason
#

Ray traced reflections will probably happen, as will increased particle count and complexity, increased draw distance, new atmospheric effects like heat haze and distant snow/sand bluster, all that and more on both console and PC

#

I’m sure the gameplay additions themselves could be back-ported, it’s just the new visuals and performance/efficiency enhancements that would be next gen and PC

#

RT reflections in particular would make places like water planets and the space stations look amazing

left oasis
#

thanks for mentioning stations because that reminded me of something else I've wanted - variety. You could look to Heat Signature for a good example; all four factions' stations have the same layout, but a very different style

#

it's good to keep a standard layout for player convenience, but some faction or even regional flavor would be nice to mix things up. As it stands, when you've seen one station, you've seen them all.

supple warren
#

what's funny is that in a way the new version that we see now is even worse about it than the earlier versions

#

They basically replicated the old problem but in a bigger space

timid summit
#

Origins was a great first step though.

supple warren
#

Origins being viewed as a great first step despite the other, similar moves to expand the variety shows that those efforts were taken for granted tbh

timid summit
#

Well I'll put it as Origins was a great step

vagrant raptor
#

Kind of wish there was more group activity

torn fractal
#

what do you have in mind?

sharp widget
#

Well, "most" games have queues you can join as you start that will place you in a group of players doing similar content.

#

So, clicking on "Multiplayer" should show a list of friend sessions, as well have some auto-session types that will ato join you with players who are doing various kinds of content.

#

Whereas, singleplayer would have a mode select, in which you choose disconnect, invite only, friends only, or open game type - allowing you to host auto-session game players.

lilac crane
#

Can we add more patrols to high security and aggressive planets? When you need to use your visor to look for sentinels, there is something wrong.

sharp widget
#

the next problem is, nms's actual gameplay doesnt really support agressive multiplayer. having other players around is more annoying than helpful atm

#

even doing deserted freighters is worse with other players as sync bugs make each others swarmers difficult? impossible? to damage. the linear nature of the freighter makes it impossible to use multiple players to clear it more efficiently. there is no group loot and all players need to visit all quest objectives to get completion so you can't even split roles.

torn fractal
#

i don't think it was really meant to be that 'looter shooter' type but i get what you're saying

terse remnant
#

I would like a combat update of sorts seeing that it is one of the "four pillars" of the game

#

Desolation was a nice addition for combat adding procedural dungeons and more enemies

halcyon mason
#

The difficult thing about combat in this game is the procedural nature and its effects on path finding. Look at other procedural games with a combat pillar like We Happy Few to see just what a nightmare it can be for enemies to navigate terrain they’ve never seen before

#

And NMS has WAY more terrain variance than that, particularly height

#

How do you do ground combat that doesn’t feel awful on an extreme mountains biome, for example?

#

I think you’d have to have enemies prefer to hop around with a jetpack of their own, taking a handful of steps in an evasive direction and then do a flying jump into the air briefly while shooting

#

Minimizes the ground’s impact on their ability to move around and aim at you

lilac crane
#

Why not go another way, provide climbing gear tech or magboots so players can climb mountains easier?

halcyon mason
#

I mean, this is more about enemy AI, which you don’t want interacting with the ground as much if the air is an option and they’re less likely to get stuck when they fly

#

Like, their combat loop would be:

  • Fire a few shots while moving on the ground laterally to the player
  • Choose a direction that would put them somewhere around the player, either next to or behind them
  • Rocket Boot jump into the air in that direction
  • Fire at the player while flying in that direction
  • Once landed, if health is low, take off again immediately in a direction away from the player
  • If health is not low, move towards the player while shooting or using a personal forcefield
  • Repeat
#

Simple, but effective, and much more interesting and active than sentinels

#

Would be a nice combat loop for hostile sentient lifeforms like pirates on foot

halcyon mason
#

Would be a nice twist if, sometimes when shooting a pirate down during a battle, you’ll suddenly get crashed ship coordinates a few minutes later, and when you get there, the pirate is out of his ship and ready for a fight

#

And after you beat them, you can claim their ship for your own, it picks the same one that they used in the fight for the crash site

warm needle
#

Alternatively, you could hire the shipwrecked pirate to work for you at one of your terminals

halcyon mason
#

Maybe even that is decided somewhat randomly, they might engage, they might immediately surrender and offer their services

warm needle
#

That would be pretty cool

halcyon mason
#

Their ship crash log pod would even have some lore about how they’ve been following you, waiting with their minions to strike, and they intentionally turned on their distress beacon because they knew you couldn’t resist being a hero, you’ll fall right into their trap

#

Or if they turn out non hostile, they instead turned on the beacon hoping to see if any of their pirate buddies survived, hoping they’ll see it “before that monster does instead”

#

Could depend on species too. Gek hope to earn your mercy with their services, Korvax hope you’ll be able to give their forsaken body purpose, and Vy’keen just want to work for the superior warrior

#

“Grah!! Ship destroyed! Vy’keen warrior thought legend of Hirk was story for weaklings, but Traveler is strong indeed! Glory to the Traveler!!”

Though the once proud Vy’keen pirate now stands before the wreckage of their ship, they still cling to their warrior nature, their attempt at surrender sounding more like a pledge of allegiance to me, if I would accept their services...

#

Something like that

warm needle
#

That would work out perfectly. Gives things a bit more life

halcyon mason
#

The NMS writing style is fun to try and reproduce

light wolf
#

Can i just say i thibk itd be kinda neet to have some cutscenes insteaf of the dialouge boxes

#

Like noy all obvs

#

The writing is amazing i just think it can feel like a classic hitchhikers guide to the galaxy text adventure when interacting w npcs

warm needle
#

I dunno how cutscene would go really. The story the game has is too heavy to be summed in some cut scenes, it's good we need to read it all

halcyon mason
#

Some scenes would be made less impactful by being cutscenes

#

I’m sure they would all feel kinda cheesy compared to what our imagination can craft, too

#

I think that’s kinda the point, animation isn’t HG’s strongest suit, but writing is, so they’re playing to their strengths

halcyon mason
#

They’ll need to be careful with how much they let you customize, allowing you to change any part to any other part and any other color would drastically devalue one of the most communal parts of the game: coordinate sharing for cool ships

#

Why share them anymore if anyone can build anything?

timid summit
#

We really need a space update.

#

It's about time

#

Add more celestial bodies

#

Exploding stars

#

Actual black holes

#

More colorful stars when you look up at the sky on a planet

#

All of them are white when you look at the sky

#

Different sizes of stars, planets, etc.

lilac crane
#

How to make parts of the galaxy feel alive:
-Cross-faction missions: Basically raiding another race, exchanging your standing of one race with another.
-Faction wars, sometimes have the various races go to war in a system.
-There is no reason for business as usual to stop when you are not around.
-AI ships fly either towards POI or the space station. Their paths make no sense.

tight veldt
#

planets with diff biomes like the polar poles because when you go on a planet the whole planet looks alike

halcyon mason
#

I mean it wouldn’t be terribly difficult to just add a couple new derived values to each planet, one for temperature variance, one for gradient intensity variance.

#

The higher the intensity and variance, the more the temperature changes when you get further from the equator

#

Planets with high intensity but low variance will have an equatorial band much warmer than the rest of the planet, while high variance but low intensity will behave similarly to Earth

#

The game already checks temperature to determine terrain texture and blending options

#

This could just hook into that further so it can also determine frequency of resources and such

#

You certainly wouldn’t have fire planets with ice caps or snowballs with temperate belts, or at the very least they’d be extremely rare, but you would get a lot more visual nuance in a majority of planets. Would help make them more interesting, there’s a lot more of a “story” to a nuclear planet with icy polar caps where it snows radon and cobalt everywhere, and on the balmy equator there are glowing palm trees

#

Versus a nuclear planet that’s just a sandblasted hellscape no matter where you go

lilac crane
#

I’m concerned about introducing ice on the poles making the planets less unique.

#

A temp difference is fine however. And maybe on some planets, the equator is colder and the poles are hotter?

halcyon mason
#

I mean they wouldn’t HAVE to be icy, just cooler than the rest of the planet. That’s what the intensity and variance are for, planets that are low on both will only become slightly cooler further from the equator

#

There would also rarely be planets that have hyper extreme differences between equator and poles, being high intensity and variance

#

It’s a planet by planet thing

#

And super glitch / airless planets might be exempt

#

It’s also all based on the initial temperature the planet was generated with, so even if the poles of an extreme inferno planet are 1/3 the temperature, they’re still like... 65C. Yikes.

supple warren
#

would make a hell of a lot more sense than the exosuit

halcyon mason
#

Change only the Haulers, turn all of their regular slots into cargo slots

#

It baffles me why this isn’t already the case following the ability to max out any ship being added

#

Speaking of cargo... two new techs, one for starship and one for freighter, Cargo Droid and Cargo Bay. When a Cargo Bay is installed in your freighter, any ship you land on it with a Cargo Droid installed will automatically offload its entire contents to your freighter’s cargo boxes, or its main inventory if no more space / boxes available, combining with existing stacks if present.

#

Load up a ship with stuff, dock in your freighter, and then just leave again, it’s done all the inventory micro for you and you’re ready to go get more

#

Of course you’d get an unobtrusive little pop up telling you this is happening

ebon trail
#

Any plans for new ships/ship parts? Or more character customization?

tribal hemlock
#

be able to manufacture ships (frigates too) at the ship upgrade place. it costs materials and money, and can only build that systems ships

#

like... alot of materials, and some ship parts from scrapped ships, and you cannot create exoti ships.

autumn veldt
#

Ship building/ ship customisation

warm needle
#

Let me sell ships or mtools to other people

supple warren
#

build custom exocraft

gloomy hazel
sharp widget
#

gas giants is definately a repeating theme here.

#

idk if whomever created this channel intended to curate some suggestions from it. But gas giants can go on the short list.

lilac crane
#

If there was a curated shortlist, mods would have pinned it.

#

Vary slots by type and class:
-Fighter: 1-6
-Explorer: 3-9
-Shuttle: 3-12
-Hauler: 12-36
-Exotic: 9-18

supple warren
#

😐

lilac crane
#

Packer tech:
Adds additional cargo slots, increase with upgrades.

supple warren
#

Remove cargo slots from exosuit and/or reduce them dramatically

#

Also cargo slots and/or expanded general inventory to exocraft

lilac crane
#

No, packer is a starship tech.

supple warren
#

My comments are independent of that suggestion tbh

#

Just generally talking inventory changes since that's what's up atm

lilac crane
#

I agree we have way too many cargo slots. To make up for the change in slots, I would increase the range of the item teleport tech.

supple warren
#

Honestly, yeah, it is ridiculously low, even after upgrade, if I'm not mistaken

lilac crane
#

It’s 150u

supple warren
#

so yeah

#

I don't know when they scaled it back like that, but v. silly change

#

Then again, also silly to add more exocraft upgrades and never adjust exocraft inventory size

lilac crane
#

I would increase the tech to 500u, but always allow one-way deposits into the starship.

#

Having item transport always on in both directions would make the starship more of an extension of your backpack, like the freighter is, avoid that.

supple warren
#

Tbh I don't really even get what they're going for with the inventories anymore, given how much they've trimmed back on the survival elements.

It's just a bunch of shuffling for no good reason most of the time.

#

Even increasing stack sizes didn't do all that much to help since they added in refining and even more junk/vendor trash to crowd things up (which tend to have lower stack sizes by comparison).

lilac crane
#

The reason you have so many cargo slots is because some items stack terribly even in cargo slots.

supple warren
#

Which they bizarrely just keep making worse at times.

#

Like nav data and drop pod coordinate data didn't need to be intro'd at all tbh

#

Charts as well

#

That's 6 slots, if I'm remembering how many chart types there are correctly, just for locating crap.

#

1 to exchange for charts, 1 to pop in the signal booster.

lilac crane
#

Increase the stack amount to 10x in cargo inventories, that should help tremendously.

supple warren
#

Or just remove all of those altogether, integrate the signal booster into the exosuit as a tech like with the exocraft.

#

Then quick menu options to scan for select POIs via exosuit, voila.

#

Exchange 6 or so slots for 1.

#

And avoid the inconvenience of opening the inventory to use charts, QOL right there.

#

Which was in fact the whole point of the quick menu to begin with

lilac crane
#

Tbh, devs lost the plot on charts, signal boosters and scanners. I don’t understand what is supposed to be the loop here.

supple warren
#

Same with me on the inventory, lol

#

Why does the general inventory still hold tech? 🤷‍♀️

#

Why does the exosuit have cargo slots, and not vehicles?

lilac crane
#

Are we supposed to find the POI easily, resulting in this loop?:
-Scan for POI
-go to POI
-Explore/exploit POI
-Scan again.

#

There is no exploration here.

supple warren
#

Right, which is why I personally opt for the Signal Booster a little more, and when it fails, survey from air, instead of using the charts

#

But still, if you're an average player, it seems like the loop is just follow the markers

#

Which undermines the whole exploration vibe

lilac crane
#

Here’s a fix: the scanner only provides you with an approximate location.

supple warren
#

I feel like the bigger fix has to be to the POIs themselves, otherwise that's a buildup to nothing atm

#

Like imagine if it were a little more difficult to find the current POIs only for it to be a one-room facility or something

#

Or just a couple of the shelter trailers

lilac crane
#

Good point

supple warren
#

I've done those hikes myself, and while I do appreciate the shelter and a brief respite, it's always bittersweet that there's not much else to'em

lilac crane
#

POIs can be underwhelming at times. Colossal archives are bigger than the value of things inside.

valid spoke
#

Definitely. When I saw one, I was expecting the whole building to be filled to the brim with offices and computers

lilac crane
#

Me too

lilac crane
#

Upgrade module baindaid: Rather than buying an unknown upgrade, the upgrade is fixed and known before you buy it. Still RNG, but it should help make these things more interesting.

#

This should encourage exploration rather than settle for a specific system.

fading trellis
#

Randomly generated lore for planets, a bit like how those small snippets of lore for animals works. Make explorer notes, or ancient ruins which gives incite about how the planet came to be.
e.g. terminating catastrophe planets can how notes about how the planet fell into ruin. Diary entries about burning cities etc.
This would make it so rewarding to walk across planets, and occasionally find little notes about the planets origin.

lilac crane
#

Sounds a lot like a gameloop thing for explorers.

#

Find crucial information to discover what happened to the planet.

sharp widget
#

feed predators kibble. discover explorers notes in faeceum deposits.

ashen dock
#

At some point I thought they were working on wave function collapse to generate buildings or even cities, but the whole folder was removed from the game files in 3.13.

warm needle
#

What would you want it to do

potent elbow
#

The 'Exocraft Summoning Station' makes a nice satellite dish

lilac crane
#

I did thought of a device that allows importing power from the space station for a price. A dish could do that?

potent elbow
#

Not saying I don't want more base parts to play with, but why do we need that? The em generators work great. Also iif rather just see it as a scalable, colorable, texturable decoration (in the decorations menu). I'd also like to be able to recolor the existing decorations and rescale all of them.

gentle flicker
#

I would love to see a flying saucer as a new ship

#

there should be little to no storage, but incredible maneuverability, speed, and warp distance

potent elbow
#

Sounds like an Exotic class. Exotics could use more diversity....

gentle flicker
#

Thanks! I had the idea yesterday and got way too excited about it

hallow crystal
#

It'd be pretty cool if we had an anomaly auction house.

#

Auctions based on nanites. It'd be a nice way to spend money if there were limited supply rare items at a monumental cost. 😬

#

Maybe quicksilver even. I have an entire stack of salvaged frigate modules. Would love to be able to spend it somewhere rather than donating it to random people.

potent elbow
#

As long as duplication bugs exist this is pretty much a non-starter...

supple warren
#

tbh they should optimize the parts that are there before adding more large parts, imo

potent elbow
#

@supple warren what do you mean by optimize the parts?

supple warren
#

make it so the game doesn't plummet in performance when you put a bunch of'em together

sharp widget
#

An auction house on the anomaly could be interesting. The currency would have to be ... not units. Theres also currently nothing to trade unless we can sell ships and multi tools. But that might discourage exploration.

#

quicksilver feels like the best currency for a player driven auchtion house as its limited in supply and there are no exploits to get infinite amounts of it.

#

unlike nanite and units .

#

actually there are mods that change that I think. so even taht is broken.

lilac crane
#

Solar is a terrible late game power source, which means EM tends to determine how bases are placed.

supple warren
#

Given the tendency of folks to direct everyone to set up Activated Indium mines ASAP, could one even call EM generators late game?

ashen dock
#

@supple warren Before 3.13, there was a "WFC" folder in MODELS/PLANETS/BIOMES/COMMON/BUILDINGS with a "ROOT.SCENE" and a subfolder called "BLOCKS" with a sizable amount of wooden parts in it.

#

Knowing one of their latest hires does work on wave function collapse and uses these terms to describe how it works, this is what led me to believe so.

supple warren
#

Aah. Huh.

ashen dock
#

Archives could benefit from it. They are a little underwhelming right now.

supple warren
ashen dock
#

Derelicts use a module based layout. I think it is appropriate, though. For ground buildings, WFC could have its uses.

lilac crane
#

Proc and cons of WFC?

supple warren
#

Cons seem to be that if poorly implemented it can result in a lot of obvious sameyness

#

Pros are that it's relatively easy to use to generate semi-complex patterns, particularly if run through multiple passes

#

Which, incidentally, relates pretty well to NMS' current approach to terrain generation, considering it tends to run multiple passes of noise generation to create the sense of formed/weathered terrain

ashen dock
#

The solution seems to be using larger blocks in the mix and applying WFC to them.

#

NMS only uses pre made large blocks (modules) for structures

supple warren
#

Tbh I feel like derelicts could use another pass, considering they're kinda worse than the planetside structures in their generation.

Planetside structures have the appearance of practically no generation, which is a downside, but the slight benefit is that you don't as easily see the exact same room right after the first.

Derelicts, you can see the same basic room just flipped within the same space.

ashen dock
#

Yeah

supple warren
#

I think that's one of the reasons planetside POIs are as basic as they are, 'cause if they did just do larger spaces, or more rooms, you'd see the same issue.

#

Because they could add several more rooms to the existing POIs, no locked doors, but given how few room layouts there are, you'd more rapidly see them all that way.

ashen dock
#

POIs should use a more robust proc gen system in general. But also be rarer.

supple warren
#

Yeah, I'd agree on that, particularly for alien structures.

#

That way you reduce the room design overhead, since you could get by with fewer, since they'd be more infrequent

ashen dock
#

Terrain also suffers from this.

#

The scale is so small that it gets repetitive fast on a planet.

#

Scale and frequency are imbalanced in NMS.

supple warren
#

I think part of topography issue is as much the seemingly small pool of ground textures for each biome, narrow color palette, and lessened variation in flora/fauna frequency/distribution.

#

You could almost get by with topography being as it is, if it was masked a little more with variations in the wildlife densities, ground textures, & colors.

ashen dock
#

More ground textures would be great.

#

More tile types in fact.

#

Could help with large scale variation.

supple warren
#

Especially considering that they seem to use tiletypes in conjunction with flora/mineral/object placement.

ashen dock
#

Yeah, but it doesn't work very well.

#

That's why it is underused.

supple warren
#

Well, that or they're not using it well 🤷‍♀️

ashen dock
#

Fair point.

#

Underwater and caves are ok to expand.

#

Mountains and rock are a little bit more touchy.

#

Don't know why.

supple warren
#

Like if they wanted to do even a slight revision to POIs (going back to earlier discussion), they could put together some new room layouts using some of the new assets and embellish existing outposts fairly quickly.

lilac crane
#

It doesn't help that you see the same kind of rock everywhere.

ashen dock
#

I'm always hoping for some kind of building overhaul.

#

As they barely touched it since release compared to the rest.

#

They added interior decoration though...

supple warren
ashen dock
#

I remember someone was working on buildings at some point.

supple warren
#

Also there are mods out there that have done as much with space stations prior to Next/Beyond 🤷‍♀️

ashen dock
#

The author of Constructs also seeked to add interiors to them.

supple warren
#

The silly thing is, modders be modders so they'd always get over ambitious and try to extend the building generation to cities and so of course it never went much of anywhere, lol

#

I went more modest and am just unfocused af

lilac crane
#

IRL, there is a lot of rock variation. Granite, Obsidian, Basalt, Diorite, Gabbro, Andesite...

supple warren
ashen dock
#

On my end, I did scale down my ambitions because of just that.

lilac crane
#

It plays a part.

ashen dock
#

I agree.

lilac crane
#

We need way more rock textures.

ashen dock
#

There are quite a few rock models currently, but many are underused.

#

Others have been butchered with updates.

#

Like the LARGEROCK from the scorched biome with Origins.

#

They removed all of its unique shapes, leaving only one...

#

Instead of creating a more focused copy and using it as they wanted, they butchered it completely.

lilac crane
#

For inspiration, see the cliffs of mother(Scotland), the grand canyon or the cliffs of the Himalayas.

#

With the right texture, some formations can be beautiful.

ashen dock
#

It appears that they have been more focused on creating gameplay systems recently that working on new assets.

#

Origins added a bunch but most of them have fixed shapes or low variations.

#

Like in the Weird biome.

lilac crane
#

In fairness, making believable rocks is hard to do.

ashen dock
#

Yeah, also this.

lilac crane
#

I mean, some rocks on earth are hard to believe to have actually happened. See the Giant's Causeway in Northern Ireland, hexagonal rocks.

ashen dock
#

They did make some hexagonal rocks for underwater...

lilac crane
#

They did, but not my point

#

HG could use existing rock types as a base to allow the algorithm to create more rock types.

#

I don't know of any porous rock, or volcanic glass in game.

supple warren
#

Tbh I'm not really convinced they do much when it comes to generating rocks. Pretty sure those are all fixed with maybe only color & size varying on them.

Even in the cases where there were variants it appeared to be drawing from a list and having them scale within a range. Nothing on par with fauna, ships, or multitools.

lilac crane
#

That's stupid.

supple warren
#

Eh, for smaller rocks it makes sense

#

It's the larger stuff where it's a bit uhhh

#

Especially given how much you end up looking at them for gathering resources

supple warren
#

Good idea from Bk201 regarding improving basebuilding flexibility w/o overwhelming some folks: #no-mans-sky message

Basically split it as easy/simple build mode & advanced build mode. Advanced enabling more robust building, whereas simple would probably be like it already is.

fierce stone
#

Concept: "ELITE STORMS" A new rare class of planets, called "Disintergrating" or "Collapsing" planets commonly include "elite storms" taking place. These are severely dangerous, even for late-game players, and will require planning prior to exploration.

o Elite storms ignore universal protection modules, and will decrease the lifetime of your hazard protection modules by 75%. You can only recharge 1 module every 30 seconds. Emergency-overriding this limitation will render the module incapable for 2m 30s after doing so due to severe workload. This is an emergency override that is designed as a "last breath"

o (As seen below) Elite storms cripple your equipment or basic functions severely. This depends on the biome.

#
  • Cold: Impairs your vision and decreases your movement speed by 50%. Sprinting and using your jetpack is unavailible. Your character also walks in the way as shown in the photo below.
  • Toxic: Impairs your movement speed the same way as cold biomes do, but occasionally your controls can get inverted, requiring you to be insanely cautious with your movement. One wrong step, and you might find yourself falling down a ravine, surrounded with mysterious, unseen creatures...
  • Radiation: These radiation supercells conflict with your HUD's wavelength and prohibit all communication from outside the planet. You are unable to summon vehicles of any kind, your HUD is glitching in the corner of your screen, and gives fluctuating, incorrect readings (e.x: incorrect life-support level, wanted level, location, temperature)
  • Heat: Hot biomes can smelt basic materials slowly, and have a chance to break tech due to extreme heat. This gives you the option to either go in with cheap tech, and suffering only a small loss when you won't make it out, or take in the best tech, maximize your chances of survival with the risk of some expensive repair costs afterwards..? (Breaking chance/speed depends on module class and type)

On the other hand, these planets can yield extreme rewards like never seen before. New weapons..? Furniture? Or parts for one of the hundreds new exocraft variants or ship classes?

Will you take the gamble?

previews below

v v v v

#

^ a concept of mine. I'd love to receive some feedback so i know what to change / things that can be improved so i can perfect it as much as possible before submitting it. thanks in advance.

supple warren
#

Radiation is def. similar to some ideas I've had as well, so easily into that. Have to think on the others some more.

vivid phoenix
#

The only thing I miss, that hurts my experience playing (because I'm a mole and I love building homes under ground), is the homes I built. I have yet to find a base built under the ground that was not eaten by the planet regenerating over it. It really hurts building for me.

#

I don't even know if this issue can be fixed in a future update. It's been around since launch.

amber hare
#

revert controls are never fun, and i wouldnt want them anywhere to be honest. Tech breaking is another issue, especially with the rng elements that comes to tech modules and their stats (wouldnt want them to break at any point if they took forever to get). Also i dont see how players couldnt cheese all other planets except radiation by using vehicles, or flying everywhere by ship, land, do a small scouting route, then continue on to the next spot. That is all aside the very basic cover system that one can easily abuse by drilling into the ground with an L-Shape to recover all shields.
Still like the concept of actually dangerous planets alot, but i think implementing them in a challenging way that doesnt come with easy ways around it with all the current auxiliary tools we have is difficult, or would seriously strain people just visiting these planets normally

#

i think actual enviromental hazards would work best, playing "the floor is lava" on a literal lava planet could be very fun and make for interesting biomes aswell

#

maybe have planets where the sun burns so intensily that you can only recover in shadows and do short runs from cover to cover

sharp widget
amber hare
#

would be fun on the anomaly planet with all the stone slabs floating around

sharp widget
#

Ive got bases underground and they are found. But i used prefabs. and prefabs don't snap properly when the base is locked. So I can't build without saving and reloading if I used a portal recently and the game isn't saving edits properly. So, my unverified theory is, that terrain edits will eventually reset if not saved against a base computer. And they won't be saved against a base computer if the terrain is edited while the base is locked. And this is an invalid state that happens when a base is edited after a teleporter is used. But is hard to detect unless you notice that the buildings are not snapping, or the base radius is not extending properly.

vivid phoenix
sharp widget
#

I need to go back and check then and see if my underground base is still ok.

vast bone
#

NMS doesn't support Mouse and Keyboard on PS4 at this moment. I don't NEED this feature either, but using Mouse and Keyboard is always fun.

amber hare
#

the one thing i would love to see is some sort of asset loader that can be sprinkled into the base biome generation. could either be all client side and tailored to personal preference, or located on HGs side where they add community approved assets over time to it. Creating (static) assets for this game isnt the hardest thing to do and it would alleviate the constant demand for more variety while also taking work off HGs shoulders. Of course, if HG hosts something community-wide, that means more mandatory downloads for people who might not want it and all the other problems that come with managing that stuff

#

but for real, i want to load in my own assets into the planet gen without having to heavily mod my game

gloomy hazel
#

It'd be nice if freighters had diversity

#

Like capitol ships have 2 hangers and allow u to have more ships as well as places to build

#

Or like some freighter classes allow certain special upgrades or modules

#

And maybe add more capitol ships that u can't get for free and have to buy

#

And maybe certain freighters can support an increase of freights

#

Also, maybe allow ppl to own 1 capitol ship and 2 freighters

#

That'd be cool. Would make the fleet look more like a fleet

fierce stone
#

but since the mech isn't that much faster, it wouldn't help.

#

you'd be better off taking in another vehicle.

#

(which also have a fairly big speed reduction for balancing reasons)

#

if anybody else has any feedback, please let me know. Everything is much appreciated.

fierce stone
# amber hare revert controls are never fun, and i wouldnt want them anywhere to be honest. Te...

Okay. Ill take another look into the toxic hazard. Note that tech breaking is not random, and higher class modules are significantly more resistant to the heat. This prevents low-level players going in with C-class modules, which are very fragile. Also, note that when modules break, they won't be deleted out of your inventory. They are just disabled, and you need to repair them with components the same way you'd repair a ship.

#

Which on the planet itself, is a very effective way of combining challenge and danger, without leaving a long-lasting dent in your resources/equipment afterwards. All you'd need is just some resources, and the module is back online.

amber hare
#

them just being broken is a good call yeah

fierce stone
amber hare
#

but endgame players can likely bring stacks of resources to fix them right away, especially if you give them access to freigther storage

#

overall i like the direction you are heading into

#

just needs some balancing tweaks, i believe, especially with your normal starship and the terrain module

pulsar elbow
#

Make non sentinel npcs fightable on planets and have freighters have defense ships that aren’t sentinels

eternal plover
#

Yes! It never made sense to me why system authority are sentinel ships. Same with frigate fighters.

tight veldt
#

continent shape on planets not a copy everywhere and little variations we need planets that have continents not badly generated planet that is copypaste everywhere like the planets with the big stones mountain or island planets that are really random and with no big continent :( we need diff biomes on the same planet too

vast bone
#

Emm, is this channel the right place to report and discus bugs?

supple warren
halcyon mason
#

I wouldn’t mind one small tweak to how hazard protection recovers, where it only starts recharging on its own after a minute or so of not being exposed to said hazards, similar to suit shield, and recharges more slowly at that

#

Also when recharging it in the field, it doesn’t instantly top up, the bar instead quickly rises back up to the top

#

However, not quickly enough to outpace some extreme hazards, it will just drain more slowly for a short bit, then go back to normal speed

#

Like, in an extreme storm, it’s dropping 20 protection units per second, but recharging with sodium refills the bar at 15 protection units per second, leading to the extreme storm still slightly outpacing it

#

(Not exact numbers, just an example)

#

With these changes, you can still reliably refuel in the field as long as you’re reasonable, but ship / POI recharge cheese isn’t a thing anymore, and extreme conditions are actually threatening since you can’t just chug sodium or hop in and out of your ship repeatedly to face no consequences

long bolt
#

I think a sort of no-atmosphere update would be nice

#

to make it fully realistic sort of id say

#

like some moons or planets that have no atmosphere or very light ones, in addition to meteors crashing down in these planets which can contain different elements

torn fractal
#

there are 'dead' planets with no atmosphere

pulsar elbow
#

Have better bounty hunter quests where you can fight non sentinel npcs on planets and capture them in cuffs and bring them to your ship or kill them

supple warren
#

thonk How is there no cable coupler for placing cables so they don't look so silly? I don't know that it should be a part one has to place, but at the very least if two cables are clearly connecting, a coupler should appear to make it look better.

Also cables should really connect to their sockets, not just the general vicinity of the socket.

sharp widget
# fierce stone Concept: "**ELITE STORMS**" A new rare class of planets, called "Disintergrating...

Elite storms are the exact opposite of how I gear. I equip literally zero hazard protection modules because recharging hazard shields every N seconds is just a mechanic I am not interested in engaging in. All my resistances are passive.
Basically, Elite Storms as presented try and create a difficulty gate by making players gear a particular way, whereas the rest of NMS is about emergent gameplay and players choosing to gear their own particular way to their own choices.

#

I do support the idea of a wider range of environment conditions and additional planet chemistries, i.e. ammonia/methane planets which are super fridgid. Basically a toxic/cold biome.

supple warren
#

Y'know, ya could've given the criticism without calling it stupid.

sharp widget
#

True. Its an idea woth discussing. The resulting gameplay is what goes wrong.

#

Because it substitutes forced restrictions in place of emergent gameplay.

supple warren
#

I think if instead of messing with hazard protection, the more tangible effects described were employed, it would make for a more interesting challenge, considering recharging hazard protection isn't terribly interesting.

sharp widget
#

Im still keen on adding a 3rd class of hazard protection modules that are crafted, that expand the range of "total protection".

supple warren
#

Also tbh I don't really follow the impact on hazard modules' idea all that well. Like it just makes them provide only 25% protection each, from the sounds of it? But then if they're stacked it's only a 25% decrease in protection overall, I think...?

sharp widget
#

So you could craft and itemize your suit so you only take heat damage above 100C

supple warren
#

Tbh on some level I'd rather they scrap the existing planetary environmental hazard stuff altogether, and have hazard protection only apply towards specific localized hazards, such as wildfires/toxin spewers/etc.

#

Like we currently have two bars we're constantly recharging, hazard protection & life support, and it just seems rather silly

sharp widget
#

Well, you do

vast bone
#

No attachment permission for me to send a video, so I only describe it:

#

While scrolling inventories in Refiners (Personal, Medium, ...), there are 4x2 slots to show stored items in each page. Based on my inventory, there might be one or even two empty pages at the bottom of the list. Like 8 (or 16) empty slots.
It happens randomly, and I think it might be related to the order of items in my inventory.

gloomy hazel
#

no mans sky on switch

#

= ez money

halcyon mason
#

Okay, this has come up before so I’ll present this analogy again... However well a game runs on a GTX 760 paired with a fourth gen dual core i5 and 4GB of RAM... That’s about how well it’ll run on the Switch

fierce stone
halcyon mason
#

With some ludicrous optimization, miracles can happen, but miracles are just what they are

#

Mind you I love the Switch, it’s just that a lot of people seem to not quite grasp its capabilities because Nintendo cheats like crazy with their first party software

#

And they scratch-write entire shader bases on the regular just to condense a whole bunch of graphical tricks into a single highly optimized pass so their titles look super pretty and run great

#

NMS might work but you’d really need to manage your expectations. Lowest preset in all settings and dynamic resolution.

supple warren
#

basically like PSVR seanbomination

sharp widget
#

Credit to @supple warren for helping me tidy up my pre coffee grumpiness into a more coherent thought.

fierce stone
#

No worries. We've all been there. 😋

#

I appreciate it though, because like i said, i haven't seen it from your perspective at all. Ill take it back to the "drawing board." thank you.

sharp widget
#

my viewpoint is, if your game is available for free, such as nms is, you need to make it cater to essentially 3 groups of players to be successful. that I will loosely, and somewhat incorrectly classify as 4hour, 40hour and 400hour players.

#

4h players will dl the game on a whim and play it becuase their friends are. love it or hate it they will probably be playing something else next weekend. But if they love it they might recommend it to some additional friends. NMS's tutorial mission and barrier to multiplayer does not cater to these players.
40h players will buy and trade games. Will play until they "complete" the primary objectives such as the storyline. they need a good challenge and 40-80h of content typically before they get bored and move on no matter what.
Some players are there 400h later. still playing. after that amount of time, they clearly have their own ways of defining fun. making extra challenging obstacles might be interesting to some of them, but will it help the bulk of the players who must really be the 40h group?

lilac crane
#

I don't get the impression that most players are 40h.

sharp widget
#

well, 40h players typically never arrive on discord. this kind of thing would never interest them. so theres kind of a survivor bias here. we are only exposed to longer term players here.

#

but HG or ms or someone has metrics.

#

I have a circle of friends that played NMS.

#

most of them stopped before completing the storyline.

#

So mu thinking is, in actuality, the bulk of nms sales/downloads are to players who get a living ship, and stop playing.
Ironically I am playing NMS because my son made me get it for him for his birthday. He played it until he got a living ship. And that was his "this is the endgame, Ive done everything" moment.

halcyon mason
#

I’ve heard the three categories called The Tourist, The Resident, and The Devout

fierce stone
#

I've experienced all 3 of them, first hand.

#

I have a friend who played about 4 to 5h

#

A friend who played about 80h

#

and then there's me.

halcyon mason
#

Someone who only plays a game until the next game they want comes out, someone who likes the game and plays it until they’re satisfied, and someone who lives and breathes the game long after release

#

NMS caters heavily to the last group because it tends to be the most community oriented and vocal

#

The first almost never engages with the community

fierce stone
#

I really thought my journey in the game was over when i completed the storyline.

#

but i realized-

#

that's just where the story began.

#

the amount of additional, community made and RP content is just so vast, there's hundreds to thousands of hours of more content. -If you're willing to be a part of that.

halcyon mason
#

Ironically though, most of your review scores and user feedback through general public channels will come from the first two groups

#

With the tourists being extremely cold

sharp widget
#

I do wish that NMS was more .... in the cloud in the way Spore was.

#

if the game downloaded additional player created content dynamically

#

Well, the game is terrible to tourists.

halcyon mason
#

The brutal honesty of the tourists is the reason why your first two hours needs to be great and tell the player all they need to know

#

Because otherwise they’ll write your game off and move on

#

And leave a bad review on their way out

sharp widget
#

it lands you on a planet and tries to kill you while teaching you mechanics about multi tool repair that are mostly useless and preventing you playing with your friends which is probably literallywhy you got the game.

#

the game needs to have a non storyline start in the anomoly with a starship softlanding

#

and you can fly out. and after 4h of exploration you can encounter an atlas that murders you the first time and kicks off the first mission.

halcyon mason
#

Maybe a “soft-check” when you make a new file, something asks the question of “Would you prefer to explore alone, or with others?”

#

The former gets you the current experience, the latter soft-starts you with all the multiplayer stuff ready

fierce stone
#

good one, but i don't think “Would you prefer to explore alone, or with others?” would be a good way to ask such a thing

#

because of course, 90% of the people i assume are going to choose for the latter.

sharp widget
#

how about, if you use the multiplayer menu it just switches mode automatically

supple warren
#

Thing is, even if you got this game to play with others, it's kinda terrible with others for a variety of reasons. If you're hanging out roaming about, I guess it's fine, but there's nothing really collaborative to any of the gameplay, and what few attempts are there towards that just tend to bug out and break because...The game wasn't made with multiplayer in mind.

sharp widget
#

Again, because I play a lot of diablo - the difference between adventure mode and campaign mode

#

choose adventre mode, youre on teh anomoly, with your ship and mt.

halcyon mason
#

The procedural nature of the game also ensures that some people will have a more interesting first two hours than others. The moon of my starting planet was a rattle spine glitch world, and I read all the boundary failure stuff while still very early in the artemis path, these two combined dug so many hooks into me I couldn’t put the game down for like a whole day

supple warren
#

wait what

#

lmao

#

That seems like sort of the opposite way that's intended to play out

#

But hey, it kept you playing so 🤷‍♀️

fierce stone
#

NMS needs support for community-made missions.

#

This idea has been on my mind ever since The Fall.

supple warren
#

I think it'd be better to drop the wannabe multiplayer act and refine the single-player aspects, because with a stronger base you have lasting appeal for everyone.

fierce stone
#

I really didn't knew up until then how hard it is to create a mission for the community

supple warren
#

They jumped ahead to multiplayer seeming to think they had shored up the solo stuff, kinda, but they really hadn't. They just tossed in some filler secondary missions and basebuilding and that kept people busy.

halcyon mason
supple warren
#

In a way you kinda got an amped up version of the abandoned buildings that drew me in Hiro

#

For me, it was the abandoned buildings that did something to that effect, of giving the universe a more sinister air

halcyon mason
#

I found one of those on my starting planet not far from where I spawned actually

fierce stone
halcyon mason
#

Everything felt so unnerving and hostile, establishing contact with artemis made me worry for their safety, pay close attention to everything they say

#

It got me extremely invested because I knew this game was not shy of horror

supple warren
#

Like I had to drop a comms station as a note for myself on this project I'm working on, when really I'd have preferred to add a note to the save beacon.

halcyon mason
#

In fact, reading the boundary failures made me wonder if they were talking about me, going on about hostile responses to questioning and having to be erased due to that hostility, then taking off and Artemis contacts me again and seems nervous and suspicious of me

#

It made me not only question the world, but MYSELF

#

Like, “Uhhh... Okay so, what happened before the game started? What are they not telling me?”

#

I LOVE this kind of storytelling and I just so happened to end up with the perfect series of events to hook me for hours

#

The fact the Gek were apparently shocked and nervous at my presence when I first got to the space station, right after reading all the boundary failures and contacting Artemis, I was in full “I’m probably the villain but just don’t remember” mode and I just HAD to see if I was right

cosmic scroll
sharp widget
#

Dear HG secretly reading this channel: Please let me delete the Photon Cannon on my starship when I have a different gun. tnx.

left oasis
#

ooh, agreed. being forced to keep one weapon is reasonable, as long as we get a choice in what weapon that is

sharp widget
#

one weapon is not just reasonable. it is a requirement. no one wants to get stuck ku away from a station or planet and run out of pulse fuel.

left oasis
#

you're arguing semantics with someone that's agreeing with you, mate

sharp widget
#

yeah I know. 🙂

supple warren
#

story of my life

halcyon mason
#

To be fair, if you get stuck without pulse fuel AND a gun

#

Just bonk into asteroids, they do like no shield damage and give you their contents

#

The larger ones need to be shot but not the smaller ones, just bump into them

real knoll
halcyon mason
#

This isn’t a suggestion either, this is already in the game

halcyon mason
#

No reason why a ship with no weapons couldn’t still be usable, because of that little detail

#

Just make the photon cannon absurdly easy to rebuild, costing like... chromatic metal, at worst

lyric nebula
#

Man I really want to see a player influenced economy system where you can buy and sell things on through the galactic terminals

#

I also really want to be able to sell my ships to friends

sharp widget
#

I think some kind of better support for guilds

#

theres not enough ... substance to support a player driven economy

#

and allowing players to trade ships through an AH in the anomaly might discourage exploration

#

or trivialize the excitement of finding a nice ship

#

but I do think that the number of ship slots we have is way way too low

#

and I understad that for gameplay and live data reasons, the number of active ships might need to be kept capped at 6.
But I don't see that we should not have a dry dock in our freighter, that allows us to store many many ships.
and linked to that, an ability to trade ships freely with team members.

gloomy hazel
#

I have a question, do you guys think that hello game should focus on updates centered around exploration or combat/pve? And do you think that combat should have a bigger role in nms?

sharp widget
#

i think nms is about exploration more than combat

weak leaf
#

Combat probably should, although it may need minor aim-assist as a nice helpful hand 👀

sharp widget
#

but without proper environmental threats, including combat encounters, exploration can be too trivial and boring. That said - I play Diablo if I want a crawl through a dungeon full of monsters.

weak leaf
#

Honestly, i'd say it's a case of

#

"you'll find everything eventually, and it'll start repeating"

gloomy hazel
#

I agree, I support exploration but without threats it gets boring. Origins kinda filled that void in exploration for me.

sharp widget
#

so i think, exploration in NMS should be as much about avoiding combat, as it is about increasing its threat

weak leaf
#

though Derelict Freighters are definitely a nice touch for sure 👀

gloomy hazel
#

True, but if you really deep into the game it turns from fun to grind. I would like to see a boss or something in a derelict freighter

sharp widget
#

When I first did a run through the derelict frighters in my region of space, I ahd a bunch of ships, some of which spawned with no enemies at all, otehrs with just security drones.
recently I revisited the systems and gathered some more freighter bulkheads, and now every single one was full of swarmer nests.

#

I thought you were meant to get the same layout each time in a particular system. So if youwanted a no combat derelict you could literally find one, or a few, and farm those.

gloomy hazel
#

I know, I'm saying that derelict freighters need to have more of a challenge

weak leaf
#

Honestly a boss would be...

#

interesting?

#

dunno

supple warren
sharp widget
#

Well, manually crafted content requires production effort to keep fresh.
Auto generated content is going to run to the limits of the algorithm and start to repeat noticeably.
getting players to generated content for each other is subject to problems of quality control both in terms of a lack of compelling depth to most of the content, and the fact that most of the content is now just penises

#

So I dont think we can blame HG for being too superficial. They are a small team that has made a large sandbox

#

I think they can make it way bigger by incorporating more ways for players to seed each others games with content, ala Spore. But again, the size of the team precludes the content moderation nightmare that could become to prevent the inevitable flood of penis related content that would otherwise make the game unsuitable for xbox gamepass.

ashen dock
#

As much as I agree with you on the small team vs production aspect, when they do get to add new content (new planets in Origins, for example), it doesn't feel like they are trying that hard.

humble nest
#

I think it's impossible to ascertain just how hard they're trying. At this point I'm sure the game is a bit of a house of cards internally, as any game would be at this point in its lifecycle. Changes that look relatively small or basic to you could take the team tons of work hours to integrate.

ashen dock
#

I agree to a certain extent.

#

Changes related to the engine and other technical aspects, maybe. I don't know. It's not my thing at all.

#

What I meant is that when they have a chance to implement something, say adding new planets, what they do add is pretty simple, barebones.

#

Origins made a lot of huge changes to the game, which certainly took work.

#

They created new assets but implemented them poorly. You could say it is a missed opportunity.

scarlet perch
#

ooof

#

I just submitted a suggestion to their zendesk and was about to put it here too but it’s like 4800 charactors too long 😆

frail brook
#

I’d say they have to work more closely with the optimization of the game because not everyone has a RTX3080 and a i9 processor to run the game. I think things would be a lot more lush/ unique if the game had come out in say 2025 when much of the computer parts we use now will be obsolete. They can only add so much before systems like the PS4 base model can’t handle the game anymore so I think they’re trying to make this an even playing field for everyone. Hoping in the coming years that optimization and complexity are able to improve but fir now we need to realize that despite our setups being 500-3000 dollars that in the grand scheme of things they aren’t as powerful as we would hope.

leaden peak
#

True. I'm planning on being on xbox one for as long as I can, Or at least until I can get a job and a pc

supple warren
# sharp widget So I dont think we can blame HG for being too superficial. They are a small team...

a large sandbox with very few systems firing off. Most of the game is largely static, the few things that aren't are operating on some timers, and the one exception that I can think of to that adds number of warps to the condition and that's it.

You can do more with less when you give what you have a more robust pool of behaviors to operate with, but that's something they have barely done across the updates.

#

I think people forget just how static things are in this game, sometimes.

frail brook
#

I definitely agree, I feel like the screenshots in the game are often better than the gameplay. I want to see ecosystems of animals and plants benefitting from each other like life on Earth, it would be really nice to see actual colonization of planets by the various races in the game, it would give you a sense that you’re not just randomly meeting people at small buildings randomly placed in miles apart from other structures of the same build.

scarlet perch
#

It would be cool if there was massive fleet battles

tight veldt
languid mulch
#

planets should have mini biomes

weak leaf
#

i want more space combat content 👀

#

also fleet battles where you cant accidentally piss off your own allies cause your shots missed the enemy, and hit them instead

eternal citrus
#

I want to be able to ram AI freighters with my freighter

balmy arch
#

So, actually flying your freighter like a ship, more in depth space fights and biomes

#

Biomes shouldn't be too tricky. Flying your freighter? That's an ask. More space combat will almost certainly be comin tho

eternal citrus
#

Making freighters controllable would be pretty tricky

balmy arch
#

Yes.

left oasis
#

I think an intermediate step would be letting you control a frigate instead

#

smaller ship, less drastic change to the flight model

balmy arch
#

And throwing some capital weapons. And adding in capital ships like destroyers.

#

Intermediate ships you could use your frigate against

left oasis
#

more than just two base types of capital freighter would also be nice, for variety's sake

#

right now all you have in the capital subtype is varying lengths of Apocalypse-class Battleship or varying lengths of Imperial Star Destroyer, which is really quite a disappointment given the variety in personal ships

weak leaf
#

true, and of course what colors/pods one has :V

left oasis
#

and the color variety's pretty irrelevant since you can just paint them anyway. which I wish you could do with the starships, and also that they had a wider range of colors available

balmy arch
#

I mean.

#

Leaving the ship colours alone

#

Is good imo

#

It gives time effort and a sense of value to find a sweet colour cheme

#

Instead of basing purely on what class

#

You shop around a bit, experience more game.

#

And it isnt like its horrendously limiting

left oasis
#

I mean, there's the complete absence of any purple at all on the current ship (non-freighter) palette, just for a starting point

#

I think a good intermediate point between freely repainting and having to hunt could be a significantly expanded palette and the ability to repaint, but you have to scrap ships to get the colors unlocked for painting

supple warren
#

Or scavenge crashed ships

left oasis
#

or that, yeah. a couple ways to do it would be best, integrate it with more systems

supple warren
#

If it's scrapping ppl will just sit in station buying & scrapping

left oasis
#

see, my thought was that you'd have a chance to get the colors from the ship you scrapped specifically

#

so if a ship's got a certain shade of blue, white, and red, scrapping it can only give you those three colors

supple warren
#

Scavenge crashed ships, freighters, derelict freighters, run some secondary missions with them as rewards

left oasis
#

yeah, the more integration the better IMO

#

let people advance in several different ways

supple warren
#

the problem with scrapping is it's too convenient, and basically a boring slot machine

#

not just for what you suggest but for anything gained from the activity

left oasis
#

see though, the ships that spawn in a system only ever spawn with one set of colors anyway. you'd still have to hunt for a place with the colors you want, while missions and other such rewards could pull from the whole pool but more randomly

#

I do see your point about the simplicity of scrapping (and I would love an expansion to salvage mechanics in general), I just think that with a sufficiently-expanded palette and the limitation of "colors must be on the ship to get them from the ship", it'd still take some hunting

supple warren
#

oh i don't disagree on that, i just think from observing how folks play the game, they will opt for the easiest route, scrapping, if one is available, over anything else even if alternatives might be more playful

left oasis
#

Mm, that's a good point. I tend toward that just because conceptually I've always enjoyed the space salvager idea

#

would love for the mechanics to be improved there, even if it makes it harder

supple warren
#

Oh I like salvaging too! Just not really how NMS handles it

#

I like salvaging crashed ships and scavenged multitools, besides the fake damage broken slots, for instance

weak leaf
halcyon mason
#

I still think approaching ship color the way freighters do would be fine; the way the color scheme is laid out can’t be changed, what’s painted or unpainted, whether it’s matte or metallic, stuff like that, but you can change the existing primary and secondary colors to whatever you want

#

The only catch I proposed is that exotics can’t be changed like this, so they can stay somewhat special

#

No matter how they end up implementing customization, I think exotics should be wholly excluded from any of it. Part of their whole gimmick is rarity, the community having to work together to sleuth out specific color and part combinations.

#

Don’t take that away

visual cloak
#

i think HG knows this

#

they won’t get rid of one of the games biggest time sinks

halcyon mason
#

Even if they let you swap parts wholesale, don’t touch exotics and sap their mystique

#

Every other type is fine

gloomy hazel
#

at the very least make more exotic types/parts that show up

visual cloak
#

i can see them introducing new unique ships similar to how they did with living ships

halcyon mason
gloomy hazel
#

yes

#

Horns

halcyon mason
#

Living in particular, I would love to see them add parts from insects, crustaceans, all manner of creepy crawly things

gloomy hazel
#

living ships inspired by the new insects

#

I wanna see on with loooong bird wings lol

halcyon mason
#

Add a new insectoid category that lands with legs too

#

That would be awesome, land your legged buglike living ship, and while you’re out of it, it idly shuffles about on the spot uncomfortably, slight movements and little turns this way or that, really looking like a living creature

#

Like, it slightly turns its “head” to look at you as you approach, and beats its wings getting ready to fly

gloomy hazel
#

oh that would be fucking AWESOME

#

just little immersion things like that

halcyon mason
#

Would make it really feel like an entity to itself, conscious and aware of you and its surroundings

#

Maybe the current living ships are just the larval stage?

gloomy hazel
#

maybe

#

while landed they do look kinda like eggs and larvae

halcyon mason
#

And they’d develop into horrible and awesome bug-crab-nightmare creatures that you can fly in space

#

That’s the sort of image my mind conjures when I think of the phrase “living ship”

#

Somewhere between a wasp, a beetle, a lobster, and a coelacanth

#

There would be so much variety

#

Maybe throw in rare permutations like a hornet shaped body, monarch wings, or a swordfish horn

supple warren
#

Tbh regarding exotics, I don't think they should be a time sink in the way they are. It's literally only a time sink because the RNG is so bad to get them.

If it has to be a time sink, relate it to difficult (non-grindy) tasks, and/or fabrication, not just "hey so wait around some landing pads for hours for a low chance of seeing this specific sort of ship"

Similar deal with the living ship, except it's almost right, the only problems are the quicksilver grind and timegating. If you could also find void eggs hidden away on some of the new planets, and mature the parts that emerge through bringing them to specific space anomalies, or something to that effect, you'd still have a time sink, but it'd be more active & interesting.

sharp widget
#

The living ships problems are:

  • unavailability of a ship slot
  • nanite cost for living ship attempt #2
#

I dont really have a problem with either the timegating, which is the quicksilver too really.

#

But I just don't see living ships on the anomaly anymore.

#

So players that get them dont seem to be players that a. continue playing NMS, b. care for living ships. or c. visit the anomaly

#

So really if HG deleted living ships in the next update accidentally, 99% of the current player base wouldnt notice.

soft marsh
#

I really want to have ability to customize galaxy generation

ashen dock
#

I know they aren't the same type of games, but Genesis Alpha One has some neat ideas regarding gameplay.

#

Like invasions or infestations in your mothership. This is basically what happened to many derelict freighters, so...

#

What about some freighter crew management to give us some boons outside of expeditions?

left oasis
#

minor feature I'd love: the ability to hide missions or simply choose to not have one "active". And relatedly, the ability to set the Galactic Map to default to "free explore" filter instead of defaulting to Current Mission or Galactic Core

scarlet perch
sharp widget
#

frigate captains as a tradeable card game. explore the galaxy looking for unique captains and frigate crew members. then trade them on a personell exchange for quicksilver on the anomoly with other players.

ashen dock
#

Pokémon style gameplay with the tamed creatures.

#

Make them fight, organize tournaments on distant planets for quicksilver rewards.

#

Gotta scan them all.

halcyon mason
#

You know what? I’ve heard living freighters suggested a time or two, but why not exotic freighters too? Bizarre, impractical shapes with grand adornments clad in precious metals, looking much more ceremonial than functional

#

They would have noticeably higher fleet coordination and warp range, but the inventory is small, and they’re ludicrously expensive even for freighters, costing upwards of one billion units

#

The parts pool for them would allow for some familiar looks too, getting close to some of the more lavishly bizarre fair from pop sci-fi, or even stuff like the starship enterprise

lilac crane
#

We could use more types in general, and more stats to meaningfully distuinguish between them.

halcyon mason
#

Maybe split fleet coordination out into separate stats that impact how the different types of frigates will behave on missions.

#

Market Savvy lets them haggle better on missions, Notoriety makes it less likely they’ll be randomly attacked, and Communications makes them better at each of their specific roles when working together with other frigate types

halcyon mason
#

I like having that one highlighted that tells you about each system you enter, how many of each things are on each planet you land on, it’s nice for log freaks like me who Metroid Prime their favorite systems

supple warren
#

speaking of minor features, I'd really dig it if the starting character model was proc-gen instead of hazmatdude

left oasis
#

I'd like to see some more decorative parts. In particular, I'd love to be able to put up a big exocraft hangar in my freighter that actually has each of my craft, ideally with my paint jobs too.

#

could even just do it as an automatic thing that's an extension of the ship hangar, though I'd prefer being able to put it in the constructable area so I can buidl a little workshop around them

light wolf
#

Can we post decorative items we wish were added here?

#

Lmaoo

#

I didnt even reaf the message above me

#

Also the abiltiy to re colour flah/add custom patterns would be really cool

#

Cause then itd be a nice little touch to allow non gameplay altering olayer factions

#

Just to signify a base is part of a guild

#

And custom decals

lilac crane
#

I don't see why not.

light wolf
#

Im building a hotel and i wish i could give it custom banners and an emblem

elder rune
#

Some items like flags and banners should have "decal zones" marked on them (could be rectangular, round, oval, whatever HG likes for that object) and players could pick images that would be placed in those spots. Would allow unlimited personalization to at least some of the more personal aspects of the world in NMS.

light wolf
#

Mm