#nms-the-future
1 messages · Page 58 of 1
Obvs ud get stuff that could be inappropriate or offensive but if hello games added a report decal option thatd solve that as a problem
I had the random thought the other night that HG could basically make a “DLC sequel” to NMS, using exactly the same engine, and put it as an option when starting the game. New consoles and PC can pick from No Man’s Sky (frozen in place as is, as a preserved “legacy” version), and NMS: The Second (or something like that), which has its own multiplayer, its own save files, retooled mechanics, overhauled UI, a bunch of new features that weren’t feasible for the last gen consoles, and of course, a brand new story and galaxies to explore
Players on all platforms keep their existing NMS save files and can still play it just fine, as is, even online, basically forever, but players on PS5, Xbox Series, and PC, have the option to start fresh in The Second
Would satisfy the hunger for a huge, transformative expansion, without trashing the experience for players who might not like the radical changes, or players on hardware unable to handle what it offers
They can just keep playing NMS like always
And even players who move on to The Second would be able to come back to base NMS later on in the future, to satisfy their nostalgia for the “classic” experience with all their saves, bases, discoveries, everything still there
Just like what people are doing with the current “legacy” versions of the game, though this time, the ability to do that is built right in :V
I wish they enhance space exploration and general combat mechanics. More POIs and something to do in space. More procedural dungeons, implement Planetside procedural dungeons
I think the loot system in everspace 2 will also be great in NMS
more small feature ideas: the ability to start a new game in other galaxies, once you've reached the Core on one save. Maybe two options, random Normal/Lush/Dead/Harsh (you choose) and selecting a galaxy you've been to on one save
I’m curious... If the limitations of having to run on PS4 and Xbox One weren’t there, what are some “next gen” features you would want to see in an update exclusive to PS5, XBS and PC? What kinda stuff comes to mind that might have seemed infeasible before?
Raytracing is obvious, graphical stuff, but... what’s something mechanics-wise that would have been just too computationally intensive before?
If you ask me, I would want to see procedurally generated planetside cities on habitable planets, their lights visible from space
They would be rare, a few per planet at most, but they would give a greater feeling of the lifeforms of the game actually colonizing proper, not just dipping their toes everywhere with tiny outposts
They would be the replacement for the anomaly, in that expansion “sequel” idea, each large enough in scale to house all the vendors and mission hubs, with room to spare
Replacement for space stations too, thinking about it. Instead, space stations would be just another settlement type, in orbit around one or more of the system’s planets
Like I said, dramatic fundamental changes that would just be too drastic to overwrite what we have now
Like, each city would have its own “main terminal”, an airport like structure at the center that serves a similar purpose to space stations now, filled with upgrade vendors and the merchant guilds and all that, up to nearly a dozen AI pilots landing and taking off constantly, and once you exit the terminal, you have the mission hub, a meet-up area for players, and the rest of the city laid out semi procedurally around it, all the tech vendors formerly from the anomaly having shops set up all around town
And yes you CAN build in this city, the player who finds it and talks to its overseer first gets the right to build within city limits, with a few open plots available to them to get creative in, and there are some flat spaces with connecting roads just outside city limits that are open to be claimed by anybody.
Cities, is this going to be style over substance?
"How many buildings make a city?", is the modern "How many trees make a forest?".
Enough to feel like a city while you’re standing inside it. Total square footage of a few space stations with the Anomaly’s total walking space at the center
So, pretty darn huge compared to anything in the game currently, but not the size of a real city of course
Again, visible from space though, especially at night. That’s how you would find them, you can see the lights from space, or you can see their light pollution just over the horizon on foot if you’re close enough
What you want is a metropolis then, not just a city.
And things like water features running through, small parks, unique megastructures specific to each race, all of that would be procedurally chosen and placed, combined with the different placements of everything around the terminal, each city would feel different
For example, Paris and London can be viewed from space, but smaller cities around are barely visible.
NMS planets are a fair bit smaller than earth on average though
Doesn’t take as much to be visible from space
Still takes a significant portion of the planet. You can probably calculate the Angular size.
And they could always exaggerate the light output to make it even more visible
I consider “space” to be the point you can bring up the warp menu, which is surprisingly low
Again, these would replace both space stations and the anomaly, so they need to be easy to spot even without a waypoint.
And hey, they could even slightly exaggerate the size from orbit to make it more visible
Juuuuuuust big enough that when you warp in and are right in front of the main planet, you can see either a tiny circular structure looking thing on its surface, or a big haze of artificial lights in the same place if it’s on the dark side
this would be kinda cool but personally id like it more if they just updated existing features within the existing game rather than creating a new game
just cause it could split the player base
and itd take alot of time and effort to maintain the two games simultainiously
I mean they’ll have to split it eventually, when the old systems are no longer supported
This would be a much more positive way to do that split, ahead of time
like cut support for ps4 and such
They will of course eventually no longer update the Xbox one or PlayStation four versions of the game
yeah
but old console generations dont mean you cant keep a current version of the game going but add more and more features
like minecraft as an example
its altered features, added tonnes more etc
they could do smth cimilar
similar*
yeah mc has cut support o xbox 360 and ps3
but thats because theres no point the game runs worse and theres less pleayers
This is also an attempt to appease the legacy players in the NMS player base, the ones who like to play older versions of the game to experience it the way they remember
pro activley splitting the community could damage it
This would basically be an official way to play a version of the game, frozen in time, in its most popular state
but if its most popular now theyre only going to add features and fixes to update it and improve it
This approach would give them the freedom to make huge, wide reaching changes, without alienating the players who might not like those changes, or wants the game to stay simple
also another thing they could potentially take from mc is you can load older versions of the game they could tweak the concept of that but keep it within the actuall game
i see your point
but in addtion to that i want the game to advance but not loose all my progress and start fresh in a new game that i would have to also pay for again
But that’s just it. If you make changes that radical, that drastically experience altering, then what value does your progress have any more?
i think the idea of how minecraft has older versions in the launcher to select from being implemented would be the best comprimise
It would basically destroy the old save files from just how much it would change
like you could acess older versions of the game within the base game avoiding dlc
also itd please both sides as you could have old saves if you wanted and also newer ones if you didnt and both without havin to have two games
The way I’m proposing would also be much less complicated for the average end-user. Your old saves stay in the old version that’s immortalized (aside from bug fixes) in the state it’s in, and all changes made from then on are made to this new version only
This would be a more graceful way to sunset last gen instead of “yeah we’re dropping you bye”
Interesting, for a settlement to have 10 degrees angular diameter from 4ku, it needs to be at least 700u in diameter.
That is 1/10th of your screen by the way.
Basically, there would only be two player bases at that point, instead of however many that manual version control would result in. One is both last and current gen, cross play and all, but is “legacy” and will not get new features, and the other is current gen only, with enormous changes to the fundamentals like base building, settlements, exploration, and the overall scale of the game as a whole, some aspects not possible on last gen
This would let them reset their “feature creep” and better integrate their post-release additions like freighters and bases into the core game flow
They can take all the pieces they have now and build it all back up in a more cohesive way
Without destroying the old version that some people might still prefer for a little while
Instead of just cutting the tether to last gen like every other company, present it as something new exclusive to the new platforms
Make it a positive, not a negative
People will hate it much less
“Everyone can still play together in No Man’s Sky, but now next gen players have access to our latest creation, a radically redesigned and streamlined ‘sequel’ that you can play right from the main menu”
anyone bot or trying to buy nanites .. NANO currency .. so hilarious .. wonder which one came out first
More first person arm models
Not just seeing your multitool pop from the corner of your screen
But actual arms sometimes
As long as the game code could have feature toggles based on galaxy id, they could extend the game to additional versions by adding new batches of galaxies. Along with some kind of galaxy selector at the core rather than just a "N+1" jump. then, when a big update changes terrain in a non backwards compatible way and makes significant changes to planets default biomes etc, this could warrant simply starting a new set of galaxies, and new player characters would spawn in a new Euclid for the new experience. Old players would keep their existing bases on their existing planets in their existing biomes, but could, at their leasure, fly to the core, and core jump to a v2 galaxy.
make it so at least 2 people can ride a ship together. bonus points if one is the pilot and the other is the gunner
this is the sorta thing i'd really dig. Have Adrift Era v1.09, Foundation v1.13, Pathfinder v1.24, Atlas Rises v1.38 each available to revisit.
I don't mention Next onward only because imo they haven't substantially changed as much in terms of universe & terrain gen since Next, excluding Origins' addition of planets.
Hold on. We have 255 galaxies as it is.
we obviously need another quintillion
Lol
that presented no issues whatsoever
Seriously, galaxies need more fleshing out first.
here's an odd thonk, teleporter costs
portals have their jumbled cost simply to activate, maybe teleporters should as well
not the jumbled part, but an associated cost
the idea being that fast travel in some respects undermines exploration
fast travel to places you've already been undermines exploration?
Fast travel is not the problem.
planets of a given biome being largely interchangeable is a more significant issue there.
if you've seen one toxic planet, odds are you're not going to notice any signficant differences on the next one
I agree. Upgrade modules are also interchangable. Instead of buying an upgrade with stats upon install, the stats should be fixed before buying.
thing is, they're not only used for places you've already been, but also to sort of "skip ahead" if you will
Instead of making fast travel more costly, make it less relavent.
origins helped make the planets less generic but there's still a lot that could be done there
If upgrade modules are fixed, you can visit a station and see if their upgrades are good. If not, go to the next station.
tbh i think my bigger issue is with lifting portal interference more than teleporters, but teleporters offered a sort of loophole around that so
You can already get to the center using the portal. ¯_(ツ)_/¯
so basically how upgrades used to be
No, because upgrades are still RNG.
Fixed stats but selection is RNG is similar-ish to how it was before if i'm not mistaken
I am still talking about RNG stats, you just know them beforehand.
They are fixed to the station. The station is always going to have that upgrade.
I still don't really think RNG stats add much of anything as they are, particularly without there being any tradeoffs.
Like what consideration is to be had if it's literally +x +y +z +a
RNG with tradeoffs is garbage.
RNG with negatives is garbage.
If it's literally just all improvements, there's no thought or consideration to getting an upgrade
It's just a boring marginal numeric improvement
You can have variable stats, but you can't have them be RNG if there is a negative.
You might as well give a fixed upgrade with +10 to whatever
I don't see it that way.
What difference does it make, besides teasing some gambling tendencies, to make it a range of +10-15?
What I see is customizeability and builds.
I don't see it that way when there's zero reason to take a module with one missing buff over one that provides bonuses to all areas
I absolutely do not like upgrades that always have the same stats.
I don't care about upgrades that do nothing but change stats 🤷♀️
Thats a problem with upgrades, not with RNG.
It's a mathematician's style over substance imo if it's strictly stats without any accompanying functional difference.
RNG provides an excuse to slack on functional variation imo
Not about math.
How is it not about math when most builds are built around the mathematical impact of the stats?
So then what in the world are you getting out of marginal stat differences from RNG stats? 
A lot.
Like...? Some slight duration boosts, some slight damage differences?
In NMS specifically, I just see zero intrigue from build experimentation given how straightforward everything tends to be
I'm pressing on the point because to my mind these upgrade modules are representative of a major design flaw with NMS' reliance on RNG to pad out gameplay with little of real interest. It's like s-class ships to my mind.
I have no problem with S-class ships.
Sorry, what I was thinking there was exotics specifically, i just blur those two together
Exotics are cool
The exotic odds are terrible tho
True
And I see upgrade modules in a similar vein
They are there not to add build experimentation so much as player retention by screwing with people's perfectionist tendencies
While your suggestion would reduce the gambling-ish nature of them to a degree, them remaining RNG would still just be largely miserable
Worse still, at least imo, is that it's all for ambiguous stat improvements with next to no functional accompaniment
How about you give me something better than a system of fixed upgrades with fixed stats that are always the same?
None of the fixed upgrades actually do that.
E.g. instead of a mining beam upgrade of +x efficiency, a mining beam upgrade that melts through faster sure but also multiple things at once at long range, or a wide-beam upgrade that destroys multiple within a short-range at once
infra knife cannon count 3 = more shots fired at the same time.
Yeah, see, the fixed upgrades also tend to suck since they're also just bland stats imo
Well, you were suggesting that exact system to come back in full.
right, because i don't expect very much from HG at this point due to multiple instances of disappointment
So it's the bare minimum
Ideally you'd have more interesting upgrades with functional differences
The fixed upgrades with fixed stats is total garbage.
But lacking that, just make it fixed stat crap because the RNG crap is gambling garbage
😂
Sigh, not all RNG is gambling.
NMS' approach to it largely is
Nah
Yeah
Reminder that lootboxes are gambling because they are monetized.
Especially with upgrade modules as they are without being able to even see the stats before installing them
What kind of crusade is this?
It's in-game gambling, upgrade modules are basically lootboxes, ya just usin' nanites instead of real cash (thank goodness)
Whatever the case, all I'm sayin' is stats are the least interesting way to approach tech/upgrades
To me, stats are the end all, be all.
And it's insult to injury to make you reroll the damn things as if that's interesting
I think stats can be interesting but only when it's a matter of making actual decisions
which isn't the case currently
That's the other side I started to mention earlier, but Jappards is all like nono tradeoff stats bad 🤷♀️
my thinking is, X-class upgrades are supposed to be unregulated and shifty
And since I'm not invested in stats as the main thing I let that go off
let them have big bonuses but also have a tradeoff
x-class are the closest to it, yeah
and have S-class still be what they are for people that don't want the tradeoffs
Progression is not about getting the best stats right away.
Tell that to everyone who runs straight for the get rich quick schemes
Different topic.
And reloads to reroll everything
So you fix them so they stay the same
And then they still reroll by just warping station to station
In a manner of speaking
Which is actual exploration.
No
Yes it is
Not if they only go to the station
That's the problem with centralizing so much of this stuff in station/Anomaly
It is, just not the sort you like.
NMS is not a game where everyone should play the same way.
Ah yes, I'm exploring by going from store to store to see if they have what I'm after in stock
Wait, no, that's just shopping
Still exploration.
You have a very lax definition of exploration
They're basically ignoring 99% of the game? The whole exploring planets or space side?
It might be one thing if star systems had multiple space stations for you to go around to, so you'd at least experience some of the space travel, but you warp into a system and you can typically just turn around and find the station and fly right in, ignoring the rest of the system
I mean hey, if that's how you're gonna play, I'm not gonna stop ya, but if that's the main way to get upgrades, I'm sorry but that does impact how I'd like to play, which is exploring space & planets and finding stuff.
Right now, the odds just suck for finding that sorta thing outside stations or the Anomaly (upgrade modules/blueprints)
Oh and also in their being content with pursuing stats it means we see few functionally different techs/upgrades since they're apparently not in as much demand or something and it's just easier to toss in some more stat ranges on things
NMS is also about freedom.
Anyway, to be on the more constructive end of things:
-Offer an alternative to RNG stat modules that allows one to have a flat out good set of modules w/o having to futz with the RNG.
-Introduce more tech/upgrades offering functional alterations to equipment and/or general use tech, e.g.
--Long-range piercing mining beam, for gathering resources from multiple sources over a distance.
--Wide-beam mining beam, for gathering resources from multiple sources nearby.
--Analysis Pulse, for analyzing multiple nearby entities at once, i.e. minerals/flora/fauna.
--Vertical Jetburst, an enhancement to the jetpack whereupon holding the sprint button & jetpacking when standing in place allows one to rapidly ascend vertically higher than normal.
--Daedalus Overload, similar to Vertical Jetburst but for the Minotaur, enabling it to also rapidly ascend vertically higher than normal.
--Exocraft Amplified Acceleration, rather than bursts of speed from the regular acceleration module, this module allows you to run your engine harder to drive faster for extended periods, consuming more fuel and in hazardous weather, maybe risking engine failure.
--Exosuit Signal Booster, add some POI scans to your quick menu with this tech, enabling you to free up some slots from pesky charts.
--Starship Comms Booster, rather than only receive hails, enable the ability to hail passing traders or negotiate with bounties, among other things, e.g. attempt comms with certain space encounters. Adds a new dimension of interactions in space besides shoot things & aimlessly scan.
--Fauna Pacification Beam for the multitool, basically offering a peaceful alternative to fauna missions, so that you can generate pacify/capture missions, for those that don't like to kill fauna or can't find predators to feel okay killing.
--Portable Medbay, field tech to restore shields/hitpoints for yourself/friends.
The exosuit signal booster you recommend is already in the exocraft. Which I think is a good mechanic for that.
Right, this would be making it consistent rather than having two different on-foot navigation systems
One thing I want is to be able to use the analysis visor while in an exocraft.
It would be consistent... Ship scanner for interplanetary scanning, exocraft for long range planetary scanning and exosuit for short range planetary scanning.
Right now you have the field tech signal booster & charts, if you go with charts, you've created no path to understanding exocraft signal boosters, by converting the field tech signal booster to a tech installed in the exosuit, you suddenly have consistency.
Those options not available in your exosuit? In your exocraft.
Really the only exocraft that is useful at all currently is the pilgrim because it is decently fast... All the others are about useless.
Sure, but notice that you're missing the exocraft and ship have unique navigational systems, signal booster & trade/conflict scanners respectively, with the suit having...Nothing to guide the path to those.
Tbh the ship econ/conflict scanner should arguably be integrated into one signal booster, offering the ability to scan for trade posts and detecting econ/conflict info in the galactic map, if we're talking consistency.
The suit does... Well the multi-tool does. The analysis visor and scanner module
That way you have a clear, direct path of navigational system upgrades
I agree about the econ and conflict scanner should be combined... Also make it so you can put one on the living ship.
The living ships are useless as they are now
Living ship should have a different sort of scanner altogether imo, for abandoned/uncharted systems instead.
As well as an integrated anomaly detector, to aid in its upgrade process
That goes with its unique character over the other ships
I don't think there is anything wrong with it's upgrade process... I get the eggs all the time when pulsing in one
Well then it at least offers an advantage in terms of locating anomalies without having to pulse aimlessly or blast asteroids for detectors
Possibly.
But until they make it so you can upgrade the slots in them there would still not really be any reason to use one.
Oh but also they should in fact take no damage black hole jumping or galaxy jumping
As well as the economy scanner.
Yeah definitely...
There is no way I would take one on a trip to the center, especially since they take stuff like larval cores to repair stuff.
On a weirder note, I think if you idle in them too long, they should act like fauna you're riding, and start going on their own path 😂
I‘ve been playing on this new survival save for 40 hours now and still haven’t even touched the new content of Origins
Being a perfectionist hurts, my ships, freighter and MT first have to be fully and totally upgraded because i can go explore lol
💀
Getting stuff fully upgraded in survival is hard lol
I hoard too much stuff to play survival lol
||it's also just not really worth maxing anything out, just be content with a-class junk or whatever s-class crap the RNG throws at you||
Oh right there‘s also the X-class stuff now which can even lead to slightly better results
But I probably ain’t gonna bother with that
all boring stats stuff tho, which is why i made all these suggestions
I still try to get perfect S class everything... In my primary exploration ship I have all the hyperdrive modules over 240... I still try and get the 250 when I am bored lol
Lmao
Tbh i would never be able to make it if the lockdown didn’t exist because i usually am an extrovert but in these times i don’t feel bad spending so much time in NMS
I don't think I will even go for the x class stuff... The rng is just rediculous...
ooh that gave me an idea though, pulse ~~engine ~~ boost amplification similar to the exocraft amplified acceleration. Makes you go even faster still but at risk of ship tech damage if you run it too long
For hyperdrive modules you can get 0 or 50-300 with it weighted towards the low end...
I have tried like 50 of them and only got 1 above a 230
Basically a modification to your ship boost that makes it go faster at risk of tech damage, not pulse speed, since we already have that
I mean technically upgrades are way overpowered, I only max out because i feel like missing out on something if I don’t. But games way too easy with everything max
they're overpowered but they're also just dull as a result
Yeh
and there's also like no real benefit to even bothering with c-class or b-class, just throwaways those
my next run I'm going to limit myself and not buy any upgrades at all, only using things I find and the blueprint ones. should make things more interesting, with the extra rule of not repeating a derelict for upgrades
that's basically how i play already for the most part 😂
🤷♂️ I like being able to hang out on extreme planets for an extended period of time... So I have 3 of each S class environmental protection modules. Do I have much room left in my general inventory? Nope. But I can stand in the middle of 3 extreme storms on any planet type and not take any damage lol
i just keep a big stack of sodium for extreme planets 🤷♀️
oh since you play that way already, I had a question that I didn't get an answer to earlier when I asked in nms-help - I know you can loot exosuit, ship, freighter, and multitool upgrades from various sources. what about exocraft?
that's kinda weird
Maybe? I may have and am just not remembering
If so it'd probably have been from a crashed ship or damaged machinery
(also not going to be buying ships, I'm gonna use the Radiant Pillar to get to Budullangr, then I'm gonna salvage something and rely purely on salvaged ships after that.)
I should get some sleep... Good talking with you @supple warren
Haha, I should as well, but seeya!
The abiltiy to better cutomize colours in the build menue
Why do j have to have brown& white not just brown everything i make w that colour scheme looks like ginger brewf
Bread*
Would like some uninteractable NPCs for a lot of these base building decorations
Especially the monitor stations, those seem like they're supposed to be manned
Stairs that work for prefabs
So you can get between layers without ladders or teleporters
More lively bases. We build these big extravagant bases that feel mostly empty. Have a few npcs move in, walk around maybe even go Fallout style and assign them jobs n a bed.
planetside bases used for research to uncover hidden stuff on planets so there's actually a point to building them
Good one
New exotic ship types besides royal/squid, and more variants to the squid type. Plus a custom cockpit for both royal/squid, and ideally for any new types intro'd
Improvement to the exotic ship appearance odds as well
Bump S-class up across the board to 5-8% to bring closer to A-class and then make it so exotics are 5-10% instead of the 0.332% they appear to be now, if we have to be stuck with this crummy approach to acquiring ships.
For reference, I'm going off of Gumsk's pin over in the help section here:
#nms-questions message
I know I’ve said this before but, I still think that even if they let you fully customize or even build ships, exotics should be exempt from all of it. Can’t build them, can’t customize them, they are what they are
The whole point is to be rare and valuable, a precious art piece you can fly
Definitely add more types and more parts to the pool, but don’t reduce their mystique.
Just make living ships actually usable then I would be fine with a ship builder.
I've been wanting to find a living ship for a while now
There's a few stations that I know of that spawn A & S class ships, and i've scrapped a few, but i still don't know where to find living ships
You have to buy an egg from the quicksilver bot for 3200 quicksilver. Then follow a 5 day long quest.
How do you get quicksilver?
I think i've got 300, but I've got a feeling that was given to me somehow
By doing quicksilver missions from the nexus in the anomaly.
Generally I don't trust pubs but if you know someone who can help you out it's always better with others whether Nexus or normal missions.
Next update is going to be pets and starship colors right?
I highly doubt it... Maybe pets. But I seriously doubt ship colors.
I've seen a video on youtube about the Pet update...
it's speculation, so take with a grain of salt or whathaveyou
The pet thing is because there was one thing in the files that had pet in the name... It could mean anything.
Gonna be seriously amused if we get the ability to pet fauna, after all this speculation about pet types and gear
"you can finally pet the alien dogs"
I actually think that is kinda likely lol
If that is what they have in mind, I really hope they let Gumsk's character pose for the cover of the release, petting a diplo while wearing a VERY sarcastic scowl.
I'd rather pet the alien robots or the giant alien crabs or the rolling eyes or OH GOD THE EYE IS ROLLING AT ME AAAAA
Off the wall, but since there's a toggle for vignette & scanlines, I'd love a toggle for planet filters to be able to disable them.
I want a toggle for the lens flares
Or as the game presents them, the L E N S F L A R E S
lens flares should always be toggleable in any game that adds them
chromatic aberration too
Like good lord I can barely SEE on some planets
Walk into my base on an extreme cold planet during a storm, RIP eyes
Anyone here who’s done that before knows exactly what I mean
silly weird idea:
-equipment and ship names are in the language of their creators, meaning as you learn the languages you learn what your equipment is actually called
I would love the language stuff to be a bit more significant
@red lance i doubt that they will add ship colors because that seems to be something that you “grind” for. Like i got a red exotic but then hunted for the same ship but white on another system
If that's so, then freighters having color customization seems unfair
Given that freighter custom colors only work on occasion, it’s still@pretty fair.
freighter custom colors always work, within the rules of freighter colors
Freighter colors do whatever they feel like especially in Multiplayer. Only game I experienced which matches how buggy NMS is, are the Stalker Games. Funnily both games can excuse their bugs given the lore and nature of them
interesting. ive never seen freighters do anything except color the expected way.
Multiplayer tends to break everything, so I think it should default to Off, alongside Player Damage or whatever that option is called
Freighter colors only seem inconsistent on capitals
Though I’ve noticed attempting to color exocraft breaks and would want that fixed more
speaking of exocraft, full exocraft construction would probably be more straightforward than starship construction
that could be cool. as long as they make driving exocraft/mech feel better
i hope they improve the swamp biome
Unrelated, but I'd also like to see them fix the local star being visible in the sky when underwater & looking to the surface.
If you go in photo mode and change the time of day you can see the local star move through the sky to the horizon, disappearing if you're on land, but remaining stuck on the horizon when underwater.
that’s dumb. i remember you mentioning that. like a year ago
This is why I don't want them to add ship customization to the game... It would make coming to the anomaly and seeing ships like this mean nothing...
I heard some good ideas about how ship customizationg could work
Like u could ony use colours/parts from ships you had already found
So it wouldn’t completely kill ship hunting
alternately, ship customization could use a new, seperate spread of parts so you can tell at a glance which ones were custom buidls and which ones were hunted. not sure how well received that'd be though
Customization similar to exocraft would be fine. Let us change colors and add stickers
better working lighting for builds
the prefabs are fine but any room i make that needs to be lit up w custom lights takes way tooo many lights
Like once you have purchased a ship you unlock the components that are a part of it... that could be interesting.
or when you scrap ships you get those parts to use
Yeah, that would probably be better.
we need a universal database of everyone's uploaded discoveries
otherwise why are we uploading
for personal records 
let's go all the way and make the stars actual objects pls
Yeah it's weird. I remember Geoff Keighley asked Sean about how we see everyone's discoveries once pre launch, and he was essentially like "...well, hopefully everyone will post stuff online!" and it felt weird even back then. It should be a global atlas.
seems like a glaring missed opportunity
they’re literally incentivizing us to upload data that no one can view unless they stumble upon your discovery
This is why I never name stuff
at which point the fact someone else was there becomes meaningless
Cause... who cares? It's like screaming into the void.
in the vastness of the cosmos, an individual visiting one in a quintillion is pretty meaningless tbh
I mean... If they would just make an API for that stuff I would build a website for it lol
not if their discoveries were say .. archived somewhere
The old idea of gather discoveries- name them- fight to a beacon- upload was super cool. I assumed they would be accessible from the atlas or something.
still p. meaningless, given the authenticity of discovery is reduced by the lack of much unique to discover
Now it's a chore to bag some nanites and units
Totally. So dull to see the same handful of creatures.
I mean, everything is unique. In a familiar sort of way.
Kind of...
Even tree types. It breaks immersion so much to come across the same handful over and over.
Origins did a lot for terrain variety, but the fauna and flora that were added just feel like yet more handcrafted assets
I would argue that that actually improves the immersion if you know the lore.
That plus the fact that the website for the game doesn't use the term "procedural generation" anywhere on the home page makes me think the focus has shifted somewhat
I mean, if it works for you, great.
Origins didn't do much for terrain variety, lol
But it's not in line with the first pitch for the game
It added planets, but retained the vast majority of Next-style terrain gen
Well, do you know the lore? (this isn't #nms-spoilers so I won't spoil anything here)
Compared to Next? It definitely did.
Yes I know the lord
Hahah
Lore
Lore is not the reason HG haven't improved variety of flora and fauna
Lore is a way of making it work within the existing game
that's a very low bar to jump tho
Hahah yup
And like I said, it kept the vast majority of the Next-style terrain gen
Not really... The lore is about why the game is the way it is...
The lore is never an excuse to keep the game from doing this or that, see: Sentinel nerfs
Oh, I agree...
They can make the lore whatever they want it to be? It's not like they have a super powerful procgen system but can't use it because "damn it guys, our hands are tied by the lore, pack it up"
But it also explains why stuff is the way it is.
If you think it isn't immersive that is because you haven't immersed yourself into the universe the devs created...
Well that's on the devs
immersive breaking stuff is glitches and such that shouldn't be there.
If the devs want you to be immersed, they should do more to draw you in, right?
That's bs imo.
Not really... They have done a really good job of building the framework for it to be immersive if you the player decide to immerse yourself.
Seeing the same tree on thousands of planets does nothing to help immersion in a game marketed on "EVERY ATOM UNIQUE", lore be damned.
We can agree on that... the marketing was terrible. But that has nothing to do with immersion
the lore also talks of "trillions of korvax bowing down to the atlas" and tons of other stuff that the game can't make.
It's not on the player to make the game immerse them. The game must work to engage them and get them to feel in the world to achieve anything resembling immersion, but NMS doesn't do that very well imo.
You aren't understanding...
The sentinels are supposed to be an unstoppable genocidal machine, but they're the most annoying, pushover things to fight.
We are, it's just a flimsy basis for immersion.
The game is very immersive. If you decide to immerse yourself. But saying things like "every tree is the same, this isn't how it was marketed" means that you don't really care about immersion, you care about marketing.
...that's nonsense, but ok.
I'm not concerned as much with that, maybe Adamarshall is, but the game isn't immersive imo
Ok, then explain how it isn't immersive for you.
If you're consciously deciding to get immersed, whatever that may mean here I'm not sure, then you've missed the beat
What I mean is I decide to immerse myself into the game. To think like the person I am playing. If you do that then the game does draw you in.
There are immersive elements, of course, but the variety of assets os not one of them. Discovering a planet and seeing the same things as countless other planets damages the immersion, for me, when the game's main draw was the power of the procedural generation in an infinite universe and all that. That's my point.
It isn't immersive with Sentinels just popping out of the ground in front of you nowadays, or being told to flip to the menus to review stuff in the mission log or encyclopedia that has no real presence in the game world, or the continued implications of threats that one can scoff at given the complete absence of much threatening in the game.
I've put like 600 hours in, I love the game. But that element severely detracts from immersion, imo.
tbf, that is required of literally every video game.
No game immediately immerses you without the player themselves makign the conscious decision to be immersed
What I'm getting at is, you play the game, and if it does its job well you play as if you're in that world.
Yeah, the sentinels coming out of the ground is immersion breaking, I agree on that... And yes the tool tips really need toned down...
You don't decide to play as if you're in that world
The game subtly guides you into playing as if you're in the world
I feel like NMS does that... If you follow the main quest lines
I feel like NMS lets you do whatever you want really. If you want to be super immersed, you turn off the HUD and go first person all the way
If instead I'm just viewing everything as spawning and generating and such, I'm just viewing the game in its raw technicalities, its mechanics, and seeing it as it is, a program
Someone mentioned trillions of Korvax worshipping Atlas, thats a callback to old titles given to some Korvax that did worship the Atlas.
(stuff like Divine Atlas Entity blahblah)
NMS frequently just reveals itself as what it is, making anything resembling immersion difficult imo
Until you follow the main quest and realize that is exactly what it is...
I know, I'm not literally expecting to see that in game. A bad example.
Yes, this exactly.
that's just cheap imo and no real excuse for the game constantly tripping over itself.
Yeah, that doesn't fix anything. It just builds a story around the limitations. That's cool and all, but we'd rather see fewer limitations. Story can adapt.
I disagree... But that is probably because I decided to enjoy playing the game as it is instead of complain about every little problem.
I mean sure I bring up issues that are game breaking... and suggest improvements. But that doesn't mean I can't enjoy the immersiveness of it at the same time.
We obviously just disagree on the degree of immersiveness
I think it is more we disagree on the definition of immersiveness
which is why most of the time i prefer avoiding talking about immersion, because it's a very vague, useless term
many first-person sounds the game used to have before NEXT were really immersive to me
and are just entirely gone now
probably removed because they don't make sense when you play 3rd person and you now know what you look like
kinda silly though, you'd think they'd keep them so the experiences in both perspectives are equally engaging/immersive
yup
would have loved if it still was
also playing on a hard difficulty, atleast in the early versions, raised immersion a lot to me
really tense moments all the time barely surviving, or getting stuck on a planet as you're out or resources and needing to scavenge the place for a few hours before you can even leave again
really getting to know the planet in the process
and ofcourse, now that I play in VR. That too is good for immersion
even though I wish they polished VR more.. they just do not allow room-scale play
if you take a single step or even just duck you get a big notification saying ''return to play area''
even if you turn around physically, the game still thinks you're facing the other way so if you jetpack you fly backwards, or your shield and UI just are behind you
if you enable full-body you can literally step out of your body and look at yourself having an out of body experience
do you play PCVR? 'cause personally PSVR with NMS does nothin' for me
yea PCVR
as far as I know PSVR is honestly just not a good way to experience VR, yes it's VR and at least it's not mobile VR which should have never come into existence in the first place, but that's all good you can say about it
if the game is built from the ground up with it in mind, it's honestly not bad, but when it's just ports, many of them just don't work well enough within the constraints
considering NMS is essentially a port, no surprise it's not that great on it
i gotta disagree. sure, its a bit different with open world games on psvr, because things off in the distance are going to be blurry, but there are so many fantastic games for PSVR that make it worth it.
also, it’s a first step, and a very good first step for consumer friendly VR
oh just realized this is nms future channel
in that vein, i'd love it if the HUD would align with/follow your head movements in VR
I wish they’d redo the whole hud thing and just have it as a wrist mounted display honestly, like in HL:A
hmm i'd like that
It comes up a lot so I'd like to point out that the squid ship has quite a bit of potential to be another platform for more exotic ship designs.
Imagine variations with this cockpit style instead of just the ball style.
Is this from a mod?
That looks sick
Nope, just removed the lower tentacle portion from the upper section with a photo editor
Interesting idea from @mental bough & @balmy frost on changing crashed ship repairs:
-Keep broken slots repairable as-is, but offer another option to restore the broken component, enabling one to recover items tucked away in the ship's inventory.
E.g. using acid on a radiation leak to restore the component instead of using raw resources/unrelated components.
Dead Space Stations are so kewl, I really wish they‘ll do more with them soon
I was thinking about the "abyss" and "void" mentioned in NMS lore. And whether or not they are both describing the same place or dimension. Maybe a future update will bring a different 'dark universe' we can travel to, perhaps only with a living ship since they are of void-egg origin.
maybe it would be a sort of hard-mode challenge, tougher enemies, more hazardous planets etc.. because you don't belong in that reality
The abyss seems to be something of similar power to the atlas but more „evil“ ig
Anyways this is spoiler territory i think
More diversity with buildings and spaceships would be amazing
I would like to see exotics get a saucer variant added.
what's their number?
People datamined the harness a while back 😛
You're late
I called it last year
yeah and i called the origins update 🤣
An idea for a different implementation of the egg stuff, more acceptable for the people who hate timers, but also avoids some oddness the current system has (all species lay eggs, every sex lays eggs, no mating or anything is needed for egg laying, new eggs are different from existing eggs, etc.).
No eggs at all. One machine (either a base part or something on a station/the anomaly) that extracts a genetic sample from your pet, as an item. Another machine that produces a copy of a sample. And another machine that turns a sample into a live young animal (less weird than incubating an egg in your exosuit). The egg sequencer would be the same, just work on a sample rather than an egg.
The trust needed to get eggs in the existing system could be kept and explained as the sampling procedure being scary or painful or something. The machines wouldn't necessarily need to be individual things, could be different functions of fewer machines. Could even have them as portable things like the backpack refiner.
Each stage could take some (shorter) time normally, but have some facility to speed it up by supplying materials, or, if the machine is a base thing, having some kind of upgrade you can build and add to/replace the machine to speed it up permanently.
We still cant pet a butterfly or another exotic animals :(
waiting, brooding patiently, drumming my fingers together... thinking about atmospheric spacecraft cockpit update
||Personally I wanna see what happens when you over-engineer a creature as the update notes suggest||
||has anyone timeskipped yet and found out?||
a facehugger pops out of the egg
me and mimbo are trying to make a dragon, and engineer to the point of un-nms-like. maybe going for things like hydras
yeah
but its gonna be REALLY HARD
we're gonna need diplos, and wings.
but rn we dont even know how to make new eggs
so...
yes. but we dont know how to use said resources, which ones work, and what they do
I played with it a little and Xaine did too I posted some of my findings in #nms-spoilers
this would be a far preferable approach imo
https://www.youtube.com/watch?v=i2wNFByBo3s anyone else notice the weird end to the latest trailer?
Something related to Atlas?
it was like a red fog
You mean when you saw the Atlas?
Yeah. Do the other trailers end the same way? Looks like Hello Games was teasing something
nvm I'm drunk they all end the same way 😂
Yeah, I thought they did lol
I know we just got a new update, but has anyone every wondered about what a combat overhaul update could be like? I typed this up today and these are just some ideas I had. Combat feels a little shallow at the moment compared to everything else. https://docs.google.com/document/d/1eF1WVaEd154i8BNvpvQu_ymXx1vEXtD9Xm9Ai9RasE8/edit?usp=sharing
imo it's not really a combat focused game. So the current combat is decent.
It isnt combat focused, no, but still the combat could use some more refining. Im not saying it should take front and center, but it should be just as interesting as everything else.
I believe that if a game has a system of gameplay implemented, whether combat, exploration, crafting, farming, or anything else, efforts should be made to make them engaging even if they aren't the focus.
an exception can be made for combat being bad in a game where it's very obviously meant as an emergency option/last resort, but that's not NMS, there's content that requires violence.
exactly, otherwise its like that one wheel on the shopping cart. not on par with everything else.
in general, more multiplayer focuse is needed. It has some, but nothing that really seems tailored to groups of players. thats why the idea of player factions came up in my ideas document
I also typed up this idea for an economy update because my brain was on a roll lol https://docs.google.com/document/d/12QxgkYO05ox5ouq12tbqSE1jQDj8VykbM-Cd3DsnVmA/edit?usp=sharing
I kinda disagree. There is really only one time when combat is "required" and even then it is for a completely optional mission. Other than that combat is entirely optional or self defense.
kill creatures missions, kill abominations missions, kill pirates missions, raid depots missions, the standard way to deal with secure facilities, etc. they're not "main story" missions but that's not the only thing that counts as content.
the point being, there is a clear expectation that at least some people will want to fight things.
I guess the an argument could be made for the secure facilities as that is a core feature of the game.
and a clear attempt to design something for that
there's also a solid chance you'll have to shoot things in a derelict
Yeah, I'm not saying they shouldn't work on it... Just that it is pretty good as it is for the focus that it is in the game.
Like one thing that I would like to see added is multiplayer missions that actually require teamwork to complete. Some of those could be attack missions.
On a different note, I think they should remove trade/conflict scanners from being starship tech to install in each individual starship, and instead make it freighter tech.
This way, once you acquire a freighter, your starships sync with it to gather star system econ/conflict data, thus enabling even living ships to be able to see that data on the galaxy map without having to add living ship tech providing that functionality.
This would also still provide the quick menu ability to scan for trade posts.
That is a good idea actually.
that also makes sense, since a freighter can support more extensive sensor arrays, and would serve as a minor buff to living ships since they can't use those scanners
If it doesn't include aim-lock for console players I'll be annoyed.
my solution to stick-based aim problems has always been shotguns, personally. NMS's Scatter Blaster is a bit on the loud side, but it's good at deleting things.
The combat is not "decent" it needs improvement . Combat is one of the four main pillars of nms (exploration, trading, and survival are the others) and needs a rework of some degree.
Building?
Building was added later on, the four pillars are the core values that shaped nms since development .
Why is the current combat system bad and what would it look like improved?
Simple, it's not challenging, if eneimes were stronger and had more depth to them combat would be better imo. And better movement/controls for the player and a nerf to some weapons would be good too.
the depth part is important too. too often I've seen "challenge" done by just ramping up the damage, and that's not interesting either.
You know how elite bounties are (in difficulty terms)? I want that for base eneimes, I just want pirates/sentinels to be smarter and use different weapons. I see damage buffs as a bad thing, I think they should remove the ability to spam recharge your shields
yeah the recharge ability really breaks the game
and tbh even elite ships are a joke with a few positron ejector upgrades
all the shotgun related weapons are broken af in NMS
rocket launcher is also op but many people for some reason dismiss it
don't mind me, just disintegrating turrets with my anti-materiel shotgun
True but for base eneimes elite ships would be fine. The recharge needs to have a 10s-15s or something like that. Most of the weapons in nms needs a total rebalance.
I forgot about turrets, imo I think they just need to be a little more accurate and have more heath that's all
Probably because it’s usually more expedient to just point blank shotgun blast the enemy rather than switch to rockets and select the right target
Especially pertinent in freighter rescue because for some reason, manual target selection seems to include friendlies as well as enemies
Quicker to just kamikaze straight towards each enemy at full speed while holding down the fire button
Combat in general is not very difficult 🤷♂️
thats why i actually really like the rocket launcher because it really only hits whats in its marker, though yeh the positron ejector aka shotgun does the job just as good without having to wait so long after each shot. Given the power balance among the weapons i would actually really like to have the ability to simply scrap the useless photon canon
could use one more free slot
Gimme a starfox style bomb, limited ammo that you have to carry but would have a huge explosion radius that lingers a little while
Flies a short distance when fired, and detonates either when manually triggered, when in enemy proximity, or after a few seconds
This was how the space combat used to be and honestly, it was a bit much. Even "Mostly Harmless" bounties would wipe the floor with you if you didnt have a decent fighter. You couldnt escape pirates or sentinels either, they would always outrun or outmaneuver you.
That being said, it made the random npcs flying around far more valuable if you did get attacked by pirates.
But they drastically over correct IMO
And now it’s just like
“Hostile scan detected”
Me:
Why can't we place our own gene sequencer in our bases?
I never remember it being it this way, NPC's were definitely stronger but still not that serious. Yeh at the beginning it was definitely hard, but once you got a few Upgrades enemy ships were very weak. Tbh I dont even remember, upgrades werent there at the start which might have been the reason for combat being challenging?
But now even the vanilla startership with no Upgrades wipes the floor with any hostile ships...
Ive played 1.13 (or 1.2 maybe) a lot recently and can definitely say the enemy ships are waaaaaaaay more of a challenge. Possibility of death to space combat is always likely even with an S class ship. The upgrades do help but you couldnt move tech back then, so youd have to be lucky to get an adjacency bonus (and actually have the tech unlocked). Shields did not recharge automatically and the resource to recharge them was tedious to grind (and only available in limited purchase quantities). You also had to refuel some of the ship weapons. All together making it a far more stressful experience. The first freighter rescue was typically a failure at that stage of the game too.
How about underwater and flying pets?
As much that'd be cool, I worry that won't be possible due to pathfinding
Underwater and flying creatures have usually lots of space to move around and they are not constrained by anything
I don't know if it'd be possible to make a pathfinding alg for them, to make them follow the player
I feel like the pets were implemented for an ulterior motive of sorts… to test dynamic pathing for NPCs, relative to and dependent on player movement
Any feedback they get will go towards work on other things using the same pathing in the future
That's a good theory IMO
I mean, this will certainly get every single player testing it
Even ones who don’t normally engage with wildlife or hostiles like sentinels
So only make them summonable underwater.
This could allow for, say, a change to that missing persons mission, where instead of just finding them, you have to escort them back on foot
Get what I mean?
They just need to make sure it works well first, by testing it in a non essential capacity, where it won’t frustrate players much if it goes wrong, and they’ll be eager to report issues
Pretty smart, if this is the idea
HG be folks be reading this like: you writing this down?
probably to further push people to visit the Anomaly
There is no need for that, people are already at the anomaly?
People were before, people are after.
The system makes sure rooms are filled often.
seems like it's already not working that well unfortunately, at least in my experience. You run even a small distance from your companion and if they aren't staying close, it seems like they just vanish
i suspect they wanted more, especially with a wave of new folks joining the game. If you let folks build the sequencer in their bases, they'd only pop in for the blueprint and then go back to whatever spot in space they're from
Probably simpler for them to make... Don't need to set up power sockets, snap points, handling of power being off, somewhere to get the blueprint, an icon for the thing, etc.
I completely disagree. Combat has never been a pillar of the game. It has always been a side interest. Building has always been a pillar. It was a part of the main quest from the very beginning.
Yeah combat isn’t even close to being a pillar
@graceful dock you clearly need to watch back the playstation trailer then if you think "combat has never been a pillar of the game" The 4 main pillars they advertised about a month before the game launched was "trade, fight, explore, survive".... what does "fight" fall under then if it's not combat? https://www.youtube.com/watch?v=4dOk2uBTYAE&ab_channel=PlayStation You personally may not want combat improvements but just because you don't want it doesn't mean it's "never been a pillar of the game" Lol!
building is the one that has never been a pillar and is just a side interest, lol
true
it also was not a part of the main quest from the beginning
Considering basebuilding didn't even come until Foundation, and even after Atlas Rises, it wasn't a part at the start
But that's neither here nor there, combat could use improvement as it is in fact a pillar
Even if it's not some ppl's biggest interest, as I know it isn't really mine
But pirates are a joke, and Sentinels have been nerfed hard, practically non-existent in Normal compared to before
some people have no clue what they're talking about "Combat has never been a pillar of the game but basebuilding has" Lol! Combat was a part of the game since day 1 & even advertised as 1 of the 4 main pillars, basebuilding came along months after.
yeah but again, better to move on and discuss combat improvements or other suggestions
right now it feels like pirates have minimal health range, like they're all very quick to obliterate, a simple change would be to make it a range or adjust the current range
A more complex change would be to make their health & damage a function of one's ship stats, essentially scaling to be plainly tougher as one is more well equipped, but they also have a maneuverability stat, so they could make them fly differently by checking that value
That way they wouldn't just be your usual kinda boring hit harder, take more damage type, but also try to keep their distance or be more evasive depending on your ship's maneuverability
I'm not talking about what was advertised... We all know the pre launch advertisement was complete garbage and didn't represent what the game actually was at launch.
Base building has been a part of the primary game ever since launch. Combat has been a side interest.
This isn't true though, base building only existed in its most simple form ~4 months after launch, and only became this immense focus in the game ~2 years after
Ok... if you want to talk about current stuff then Desolation was pretty much a combat update. Combat clearly has a place in NMS, Sean even said he liked the themes Desolation added to the game & said it's possible he will explore them again, but you can continue to claim combat is not a pillar... go ahead
IMO, power should be reworked into a radiant/contact hybrid system. All things that generate power radiate it outward into parts attached to them or close enough to them, and they in turn rebroadcast the power “signal” into adjacent parts, until it eventually reaches something that uses power. Wiring would still be available, but its use would be to extend your power grid past the point where the radiant range ends, like if you want to hook up a little building 100u away
that would be good for larger structures, but wiring in its clunky form would remain necessary for circuitry
that would need a separate revision, which it could certainly use
Replace circuitry with simple block based code in a window
I would like a code block, but you should know that not everyone is capable of coding.
Like, you’d create AND, OR, XOR, stuff like that, pop them onto a window, and connect them and states like ON and OFF to make a flowchart
Super simple
As basic as block based code could get
Yeah, basically what you have right now but made cleaner and more accessible
Like not everyone can code, and not everyone can be an amateur electrician
If anything code is more accessible than electrical wiring
This would be simple enough in its base form to be accessible to most, you’d be able to throw in a basic combination of conditions to make a proximity door from a sensor input
I never said that combat shouldn't be improved... Just that it isn't a pillar of the game.
I plan on building a simple computer using wiring... I'm pretty sure there are all the switches necessary to build the logic gates.
you're flatly wrong though
That is your opinion.
Maybe it ain't a big thing to you, and it isn't for me either - but it's an element of the game that's been continuously changed since launch, sometimes for the better and sometimes for the worse, and many people would like it to continue to change too.
No it is not Dusty. It is a fact that Hello Games stated fighting was a pillar of the game.
I agree... But if all combat was suddenly dropped from the game it wouldn't change drastically. That is what makes it not a pillar.
You have had multiple folks tell you as much and provide evidence, you are ignoring it.
Something being a “pillar” means that if it were removed, it would cease to be the experience intended by the developer. Does that feel like it would be the case for combat?
Regardless of what they say about their own game
Devs have been wrong about their pillars before
Flowchart, sure. I disagree, AND, XOR, OR, NOT is a lot more accessible, however.
I disagree, it's got its uses, and I'd argue that if they focused on deepening not just the combat gameplay, but the uses of that gameplay, more people would see it as "essential" rather than not
I miss when Sentinels gave out blueprints, for example. It was rather clunky, but it gave an actual purpose to hunting them, with more advanced Sentinels yielding more advanced blueprints
But the tech system being changed is a whole other thing, I really dislike the current technology system
Yes, I agree. They could develop it into being a pillar of the game. But it is currently not.
But it already is a pillar...
Again, developers can be and often are wrong about the pillars of their game. See: Zelda
If all combat was dropped from the game tomorrow how would that drastically change the game?
The things they find important are often not the things the players find important
You could say that about almost anything you dislike in the game, though. If basebuilding disappeared this instant I'd hardly notice a thing
But I know you might notice a difference
Fight to survive. Your universe awaits.
Discover more: http://bit.ly/29MvItS
Buy now: http://bit.ly/1T3vvBC
It's a sandbox title, there's so much random stuff to do, and not everyone does everything. That's fine, but it doesn't make it not important, or not a pillar
I rarely build bases, if base building was dropped I probably wouldn't notice for months... does that mean base building is not a pillar?.... that's your logic
You still haven't answered the question... How would it change the game drastically if combat was dropped?
There would be no combat lol. You would get your free freighter by umm, talking to the owner?
The fact the game is sandbox makes pillars broader then normally.
Sentinels would kindly ask you to stop mining
All I am hearing is you want combat to be a pillar. I agree. I want combat to be a pillar too. But it needs some major work before it is.
It is too easy for the combat to become a non factor, for it to truly be a “pillar” of the game. And again, developers are wrong about the pillars of the game all the time, or they can change as the game is updated and what was once a core feature is now vestigial
@graceful dock Ok firstly ALL sentinels would never attack the player, derelict freighters would be gone, no more biological horrors outside abandoned buildings... no more pirate attacks. You'd probably notice in about an hour if all combat was removed........... but yea totally "not a pillar"
Alright, I'll bite. I quite enjoy the space combat, as my ships are not specced out with max Positron Ejectors, and having to dogfight with basic photon cannon and pulse lasers is actually kind of engaging for a change of pace once in a while. I like fighting Sentinels to get into Manufacturing Facilities still, and I have fond memories of an early bug during Next's tenure where a swarm of drones could spawn endlessly, dozens at a time. I think derelicts would be rather empty without anything to fight in any of them, though I know the "ideal" freighter for min-maxers is a short Freighter with no security and an S Class mod at the end
Real talk I would love nonviolent options with the sentinels
This whole pillar argument is stupid. The four pillars was just a marketing campaign because people kept asking "what you do in no man;s sky" so they needed to show that there were indeed some primitive mechanics in the game
But this is just my playstyle, maybe it's not yours. But I like the combat existing more than I dislike it
Btw, I agree with all that.
@gleaming quest you joke but I really would want a way to negotiate with the sentinels somehow and talk my way out of trouble
In general
I want more pacifist ways of doing things
If only there were hacking in the game like Sean originally said 😛
If only there were a lot of things in the game like Sean originally said lol
My point is that it already is a pillar. It's an essential part of the gameplay loop - you want lots of resources, or new blueprints? You might have to fight for it. The story quests even make a point of having you "tech up" somewhat before sending you out against a couple Sentinels, which sounds hilariously bad and undercooked, but it's still essential to the gameplay loop
Haha yeah
Besides, I would love more opportunities to read HG’s razor sharp wit
Imagine tricking sentinels with logical paradoxes
But that's not true... Combat is never an essential part of gameplay.
Imagine a sentinel missed and hit a big trex and the trex got mad and attacked the sentinel?
It may be the part you enjoy the most... I enjoy it a lot too.
But it's not essential
If you want meat, you gotta kill
But... it is? You want blueprints, or upgrades, you might have to fight for it. You want a shiny new capital freighter? You have to save it. You want to like, idk, fly to a planet? You might have to fight pirates...
what is essential in this game? lol
You know what? No, I don’t care about a combat update anymore, I want non hostile (or at least nonviolent) ways to do everything that you’d normally shoot for
It's like if I said "oh these bases are unessential, you don't need them for anything..." and then saying it ain't a focus or a pillar, lmao
Wanna be an archeologist? open your scanner, and theres your artifact, dig it up, sell it, done. You're now a no man's sky archeologist!
You fight rocks okay, this game would lose all its gameplay if you couldn't fight rocks because you have to fight rocks to get resources 
Why would I fight for blueprints when I can just shoot the door with my ship and then walk in?
Negotiate with the pirates attacking a freighter and bribe or intimidate them, stuff like that
Wanna be a scientist? Scan the animal, and upload it. Boom, thats some in depth sciencing.
Because HG hasn't made a great system for fighting or anything, this is true. But you can literally play the game solely in space forever after the start, does that mean planets are unessential?
I feel like I’m getting a little drowned out here so I’ll be back a little later
:/
What about walking, we all use ships all the time, right? Let's not walk either. We can get rid of at least one annoying milestone this way...
Choosing not to engage with something is fine, but that doesn't make it unessential
Sorry. I think that would be a great idea btw
Sorry, my bad.
It’s okay, I’ll let this run its course
Let's talk about how the other three pillars aren't essential!
more interactive options in general beyond shoot/sell would be nice
This is my point exactly... If the devs wanted to they could develop combat into being a pillar. But in its current form it isn't.
Trade? You can get to the center and complete all missions just by picking things up.
Survive? Fill a green, red, blue, yellow, or white meter.
Instead they give us things like living ships that are about useless and cute pets that are awesome
and they make you wait for them!
I mean, does the survival elements being lackluster mean survival ain't a pillar, then? Would all the complaints about planets mean exploring isn't either?
Yeah that's kind of the point I'm getting at
The game just... doesn't have any deep mechanics in particular
A real jack of all trades, master of none
Yeah, you're right, it's got a massive case of feature creep! Not that it's necessarily bad, it means everyone's always hyped for something being polished up and added onto
I feel like the more they add, the more they're afraid to add negative consequences for the player
But I do wish they'd consolidate what they've got at some point
Like, pets being invincible lol
If they make things too deep, players will screw up and not have "fun"
Really if you want to dig down deep into it the only real pillar of the game is space travel. But you don't even have to do that... You can just spend your entire game play with never leaving the starter planet.
I think that's why the exocraft can't be destroyed, etc.
I get your point but I don't mind this, I don't want my beautiful baby blobs being hurt!
Well isn't that what the pet armor should be for?
I like jumping off the tallest mountain I can find with my pilgrim lol
You could always clone it at the nexus or something
Haha, true, true, I wish the plating was more than a single piece of metal on their side though
No I don't mean just driving around, I mean like, you get shot by a laser in the exocraft, and it just hurts you, not the vehicle. tahts kind of lame.
Yeah... That is part of the terrible combat system imo
Oh yeah, that was always a weird thing, I thought they'd change that in a patch after Pathfinder or something
I wonder what the intention is behind it
Honestly, to be able to say that they have vehicles in the game :/
They removed the environmental protection from the exocraft when the useless walker thing was released
An unnecessary nerf imo
Though I guess they did it to give the mech more use, artificially?
Oh for sure what was up with that
They needed to give the original exocraft a use first I think lol
Why are there no NPC exocraft at this point?
Oh crap, the vykeen are chasing me in their big tanks!!
Can't turn or walk at all? No problem it protects you from the environment.
They can be quite useful especially early game, I know I (ab)used the drop pod scanner early on in my current save to get easy slots
I've never been one for bases or mega farms, so getting free slots was a great help
I use the pilgrim all the time. Especially to search for monoliths to find a portal
Vehicles should be useful for their traversal, not because they have a special scanner that they could have easily put on the suit
Then I just drive to the monolith because it is usually o ly about 5 minutes away
Yeah, that's true, but I also kind of don't want a nerf to current player movement, the game feels built around you being able to melee-jetpack around at lightspeed
Especially after they changed planet density so building are ever further apart
So idk how to make them good for planet traversal, unless they just gave them a giant speed boost?
Or localised hazards you can't fly through, so you have a reason to go for a long drive - but then what would you put in those hazards to make it worthwhile?
Yeah, that's the main thing... Just increase the speed
Oh yeah the exocrafts are pain to drive stock, they absolutely need S Class mods for speed
Just make it so when there is a storm you can't fly... Which is actually realistic
I would like that, but I also a reckon a non-insiginficant amount of the player base will complain that it gives them even less reason to go to extreme worlds
Which would be a shame
I'll be back, gotta go buy beers in my car because my cold meter will drain too fast if I walk.
Haha, alright, good luck! Make sure you have a few free slots or some other meme
Personally I think the first things they should do to improve combat is to make the exocraft have a shield component like ships, increase the damage taken from the dog sentinels, and make it so personal weapons can't damage walkers, and spawn more of the normal sentinels during fights like 10 or so after the second wave.
Yeah even just like, having multiple damage types would do a lot
like sentinel armor can withstand certain things, and certain animals are weak against certain things. a robot on a planet shouldn't take as much damage from a boltcaster as a bird, for example.
Yeah
It's a real chicken egg problem
restoring health/reviving is too complicated /s
why should a hazard be worthwhile to endure? It's simply a part of the experience of navigating different worlds.
feel like this got kinda buried, but what do folks think about scaling enemies' health/damage, and relating their movements, to starship & exosuit/multitool stats?
One of the basic issues atm is that Hello Games can't predict how folks will be equipped to handle enemies, so a scaling solution seems the best option to ensure they're neither too easy nor too difficult
Scale it with distance to the center... like... the original plan
and keep all the weirder planets around the centre
don't just keep them there
make the generation algorithm morph as you get towards the center... like... the original plan
I'm sorry lol
I think I've just seen one too many "the redemption arc is complete!" posts when people completely forget what NMS was supposed to be
or at the very least what was pitched
We don't have premade biomes in NMS, but each prop has a tag... sigh
each prop has morph sliders! like an mmo... oh wait no. they don't.
yep and then theres a "this is the best community" circlejerk
game redeemed is a great meme at this point
"wow, you guys are giving out items that considerably cuts down on the games boring grind at the nexus! amazing community!"
I'm talking more in the aim of making things accessible, or worthwhile to all players in some capacity, even those who skip any and all storms. It doesn't necessarily have to be buried treasure or whatever - even if it's just a unique spectacle, or if they added a planet cartography system and it's worthwhile mapping out planets you like, even hazardous areas, would be cool imo
anyway yeah, having stuff scale and morph in relation to distance to the centre would be cool
redeemed? idk, felt redeemed at launch, and slowly became a bit more unredeemed
i think charting localized hazards would be the worthwhile part and fit exploration really well tbh, so i do dig that idea. Give people the planetary coordinates to know which areas have the harshest hazards to try and avoid or test their luck enduring
don't even need an actual mapping system for that to work, either
What confuses me is that Sean said they had a mini map in the game when it was in development.. but now they have to compromise with the weird 2d disc "planetary map" we have in the discovery screen.
I would love an actual mapping system, though. It's one of those things I've always wanted, but doubly so when they changed the discovery menu to have 2D representations of the planets on them
having a mini map would be neat
if there were more interesting waypoints to reveal on the map
ahaha don't get me started on waypoints
You could even have it as an aside to the usual "discover all creatures" as rewards for explorers. A proper system of mapping out a planet, and trading in those maps for tech or whatever
could be something they'd add if they ever do a cave update
I think that waypoints would be way better if there were NPCs that could actually react to the player
we're so freaking close
Like imagine if in skyrim you came across all those locations and everybody was just standing there?
i think it's gonna happen
I'm still convinced planetary charts were a communication error about the requests for a mapping feature
I would have preferred a Gek/vykeen/korvax companion over these animals lol
tbh i think npcs walking/exploring at random would really do a HUGE number for NMS
just like npcs did for FO76
man planetary charts are just like such a tease lol
Yeah the planetary charts are a step backward. Imagine my hype when i read we got a cartographer! And when I saw the 2D discs in the discovery menu! Oh I was so hype
f planetary charts
same
most boring feature EVA
i was briefly hype then totally letdown within seconds
like when I was reading the companion patch notes lol
fastest hype dehype cycle ever
Wow that sounds awesome.. oh wait... so did all these other features
Like, think of any feature... race tracks
Most people probably don't even know the game has race tracks
you can make a race track, its just so poorly integrated in the game that nobody uses it
its not like the driving requires any skill either
frigate expeditions...that you don't participate in
Haha yeah
they could have been really cool
Frigate expeditions just feel like a way for them to infer features in the game that dont exist, to make it seem more cool
like i get having an idle option but that's the only option? Let me choose to join in if I want!
The random text we get about their adventures being completely disconnected from any system they actually go to makes the feature so half-done as well, even in its current form. Why have them go to real places but not actually use any information about those places for the incidental text?
Like you read a log and it describes all this shit thats completely impossible in the game lol
it's such a tease
But no, we are bad for saying these things, we should be happy HG is giving us "free" content lol
It ain't bad to want to see things improve for something you love or enjoy. Don't let anyone tell you otherwise!
I think it's hardest to suggest things after big patches, everyone just wants to enjoy it initially I guess
This is dark.. but it reminds me of school shootings/gun control debate... "this isn't a good time to talk about this!"
HG comes up with a skeleton of an idea, and implements it
then focuses on other features
and eventually gets back to that skeleton
then removes part of the skeleton lol
the leg bone
it's an uphill battle to suggest/criticize things at any point, but yeah, especially right after updates
I'm still confused that they added advanced bait.. then removed it because then people would have to put a bit of effort in to get pets.. then they put a fucking time gate anyways
Idle timers are okay, but actual hurdles you can play through and influence are a no go, it seems!
I hoped they'd learnt after all the LS timer mods but alas
wait so advanced bait is completely removed?
yeah like... let us go collect mutant cum or something to speed up the timers or something at least
Yeah haha, they already neutered it when they added the ability to ride animals
they made it less relevant, then completely irrelevant
Any adv. bait you had is now standard creature pellets
I kinda miss the advanced bait overall, feels like another unnecessary bit of streamlining
they thought the game was getting too deep lol
Now we're all using plant sausages
lol it looks like e coli or something
right? people act like it's an either/or when you could provide choices/options rather than just one path
so much for a sandbox, i guess?
lmao sandbox
when i think of a sandbox, i think of bits interacting with other bits
same
others use it more like a synonym for open world
which NMS is a massive open world, but a...questionable sandbox. A very shallow sandbox, if one insists on calling it that.
Yeah when I think of a sandbox game I think of a chain reaction of cool things happening.. NMS seems to have a built in fire extinguisher for these types of reactions lmao
Like, simple things in valheim.. cutting a tree... can cause other cool things to happen
Maybe it's less a sandbox, and more a small tub of Magic Sand
in NMS, you shoot the tree, and you get the resources, 100 percent of the time
Lots of fun for you, but only as you influence it
now that pets can attack hazardous plants, why can't hazardous plants hurt them or other fauna?
Yeah hazardous plants only hurting the player.. ugh
animals completely ignoring flying robots but attacking the player... ugh
oi
Also hoping they could use this opportunity to give the Creature Notes more of a real tangible effect, like the Sentinel Hunters actually like... hunting Sentinels, or animals with certain oddities eating hazardous flora
Oh absolutely
That's like one thing I've been bringing up since they added notes
they should MEAN SOMETHING lol
"Blood is green" when scanned. Nope, blood is the same color as every other animal.
A rock: "musical notes when struck"
Ironically all the blood is green!
you know what sucks even more about removing the specialized bait? they could have used that to have fauna drawn to specific prey or plants, so you could develop a better idea of where to track down animals, give a stronger sense of a living ecosystem
Oh, am I thinking of the particle effects when you hit an animal? I swear it's a weird green
Haha maybe that was a bad example
But I mean just go on the wiki and look through the lists of the notes for plants, animals and rocks.. they could all make each planet feel very different
This is a frustrating thing for me, it feels like they have a lot of the required parts for some really cool systems, they just aren't putting them together in the best possible way, imo
like imagine a planet where the tiny rocks were like landmines, so you had to be very careful? But it also worked the same for other entities? You could see all kinds of crazy stuff happening while you try to survive on such a planet.
I'm just joking around, no worries!
Then you think of how they can all be mixed and matched.. ahhh lol
Sanser you just need to like, get immersed and imagine all that /s
my sentiments exactly
I've had people seriously say that I have to use my imagination to "truly" enjoy NMS
and its like uhh its not a novel, it's a 3d rendered video game
same, lol
I think imaginative elements should surely add to the experience, rather than being a requirement. It's like with an RPG like Fallout, using your imagination is a cool aside and can give you some personal context to what you do, but you can also have an equal amount of fun just blasting stuff or doing quests
It's a shame that NMS doesn't really offer many opportunities for that kind of RP or many imaginative elements imo, I know there's a lot of fan-made faction lore and stuff but that feels more like a community thing. I'd like more meaningful choices in what I do!
Same, like I'd much prefer the station missions have some mission chains to take on where you had choices to make that could influence the outcome, and the reward, or absence of reward
No, just imagine that every quest you take is from your supreme leader, all leading up to the ultimate goal of taking out the Hova Empire or something like that
That's also like the bare minimum you could change with frigate expeditions as they are to keep them idle & remote but still have player interaction play a part
Yeah would be cool if you could send frigates to a high conflict system to like, reduce the conflict?
things like that
System interactions and responses that aren't just econ crashing? impossible
yeah like I feel they will never even touch that aspect again
it will be the same pre written logs for the rest of the games life
because they'll be too busy adding like, amiibo or something
I accidentally killed myself that way several times already
but I also used fallen logs to break up Birch before I got a flint axe. Interactions!
Haha yeah
a lot of open games, NMS included, make the mistake of seperating content and actively fighting against interaction out of, I guess, balance or bug concerns?
Skeletons fighting greydwards! yeah!
but much of the fun is specifically from seeing how these systems can interact
I can definitely always see the bug concerns for HG lol
Ooh, idea for a new ship subtype just hit me
a third type of exotic, where the gimmick is that it can be made of parts of multiple different other types of ships
so it might end up with bits of a fighter and an explorer, for example
That is such a scrap dealer idea 😛
what can I say, I know what I like
That would be pretty cool though
Would also be cool if thats what the egg splicing was, mixing animal parts with parts that their template shouldnt use.. but... yeah lol
oh my god this is still up...
r/NoMansSkyTheGame: The unofficial subreddit for the discussion of No Man's Sky, a fantasy science-fiction game set in an infinite …
I know how the combat was a bit over the top back then. That being said, current nms is wayy different from then. On a side note, I think it is stupid that pirates use mostly ships that are not made for combat (haulers, explorers, ect) I think it would make a difference if all pirates used fighters.
Would be cool if the pirates just roamed the solar system preying on traders they find, instead of just being a random event tied to a timer... cough cough
yeah
HG: thats too harddd
HG: "we can make Sentinels patrol around planets and scan random objects"
cool so you could make pirates attack the traders flying about?
HG:
It just wouldnt fit the lore
Why did some people think NMS would be on switch lol, I saw on twitter that LZ or whatever realllly thought it would be
🤷♀️ ppl really want their Switch ports
Game gets announced, comment section: This game would be PERFECT for switch!
I got my wife a Switch for christmas, and honestly I regret it
every game I want is just completely overpriced lol
Oh you want a couple extra smash characters? you pay the full price of a good indie game for 2% of the original games content.
If you'd like a little expose on what pirates actually do, try tricking the game into bringing them into a planets atmosphere.
It will become quickly apparent how the pirates basically sit there and do nothing, regardless of the ship they fly (explorers have nearly the same maneuverability as a fighter). The pirate AI is nearly non-existent currently.
Half the time, I can't be bothered to even waste the 10 seconds dealing with them, so I just pay them off...which, btw, is based ona percentage of the total value of items carried on your ship and exosuit. So, if I just move every high value item to my freighter, it ends up costing me like 80k units to skip the encounter entirely (which is basically pennies).
But to be completely honest, if I want that challenge, I'll just play the old game. I'm tired of defending the 4 pillars the game was based on and I, as a player, feel that concept has been happily abandoned by both HG and the majority of the player base.
And I'm totally tired of hearing the argument "NMS is supposed to be chill." That's great for those that want a chill experience but some of us chose survival/PD for the challenge, not because we wanted a chill experience.
I really dont understand the love for it being "chill"
like sure, sometimes its nice for a game to be chill
I don't even understand what they're defending as chill when so many insist on playing Normal Mode
Very chill to endlessly recharge this or that and grind resources to craft vendor trash or build bases
The real chill is in Creative Mode
Haha yeah
Or the secret ambient mode, which I keep saying they should just push to be a regular mode
If they really love their weird and varied planets why not just let us explore them with no boundaries??
the ultra chill mode
I fully agree with you.
there are dozens of us!
imagine if HG’s last update was its biggest, but they didn’t tell us what was in it. no patch notes.
of course we could data mine, but it’d be a neat way to end things
add more achievments
To contribute to the NMS on Switch discussion, they honestly could do it… as a streamed title, ala the Control port
And gag at this all you want, I haven’t run even half a second of NMS on a machine within 100 miles of me
It works just fine as a streamed title
Every screenshot, every video, all that that I’ve posted, has been from an iPhone with a controller stuck to it, just capturing the stream feed :V
I don’t think anyone would really notice much difference unless their internet was atrocious
But that’s just my two cents
I still want to be able to have the option when creating a new save to start with no ship and/or no multitool 😛
because theoretically you can get one from nothing already, by punching rocks til you can buy a MT, or finding a vykeen who thrusts his broken one at you
I need harder core
Sean plz
I didn't even know nintendo allowed streamed "ports"
Control was released on Switch recently, as a streamed title
There’s nothing AGAINST it, Nintendo just cautions developers and publishers pursuing this that it may not behave as the customer expects sometimes, and orders them to make it 100% clear it’s a streamed title in their marketing material.
No one’s really agreed to that until now
yeah that's the tricky part really. Lotta areas still have subpar internet, so you'd have to make very sure that it was clear as could be that it was streamed
I mean I played it for an afternoon on 4G when my internet went out last month so, that’s probably a worst case scenario right there
Delay was there but not unplayable, and the feed looked fine
basically wouldn't be able to sell it in Australia
Ayyyyy 👉👉
I mean Australia’s already trying pretty hard to get rid of everything good it has anyway, aussie gamers are probably used to disappointment by now :V
I kid, mostly
please improve the sentinel AI because
If they want to fix sentinel ai they need to fix the issue where it's incredibly hard to escape sentinels on aggressive sentinel planets
thats...a feature of aggressive sentinel planets
That's intentional pretty sure.
Still waiting on that ol hardcore endgane abyssal universe
Do the sentinels the way I said once; a permanent wanted level that you can only remove by helping tend to planets and such
I would love missions where you add fauna back that are "endangered" or plant trees
They already have a way to make creatures now
and we've had planting for ages now
Its about time we graduate from "dig a hole to escape wanted level after murdering 500 walkers" xD
slip'em some batteries under the table, "you saw nothing"
I mean I'm unforgiving and would like a "this thing will kill you" wanted level to discourage mass slaughter
Atlas on the horizon; its in the images and I wanna see it 😔
There is no escape.
creative mode cheats would be nice example: commands to give items, ships and teleport to any star system. change game modes so you could give your self loads of stuff then play in survival or normal you would still be in a "creative" save so it wouldnt effect other modes.
I thought you could craft items in creative even without the ingridients for them
Considering the sentinels are meant to "keep the peace" I don't see this happening. But it would be pretty cool to see.
yeah, but see this is why I am hoping we get the ||dark universe|| or ||abyss universe||.. A dimension you can only access with end-game equipment, maybe a living ship(?) to slip between universes. that universe is more dangerous, everything is corrosive to your technology, there are giant monsters, extremely aggressive malfunctioning sentinels, etc.. But also incredible treasures and fancy cosmetic unlocks.
||I think we might actually get shapeshifters by halloween this year... considering one of the NPCs from the anomaly has been replaced by a shapeshifter, and there is a flamethrower in the game's files... I'm getting "The Thing" vibes||
Ooh. Some of that stuff sounds interesting.
taht would be super cool 😄 and space battles would have a point with that 😛
wvwn if another frigate would warp in after destruction of previous one 😛
What about space enemies belonging to the biological horrors? Kinda like those alien ships in ED?
Could be random encounters or even opposing forces in freighter battles.
Evil living ships.
Also corrupted sentinel ships in space or in atmosphere.
Wait where on the anomaly (i havent had a chance to fully explore post update yet)
||During the weekend missions it was gradually revealed that Iteration Ariadne has been replaced by an imposter, the weekend missions ended on a cliffhanger||
Oh wow, btw are the weekend missions in the same place as normal missions cause they didnt show up for me
The weekend missions would usually start with you speaking to an NPC in the anomaly, they'd tell you to find 3 knowlege stones then activate a portal. The portal would then take you to the multiplayer MMO mission planet for that week
we haven't had any in a while
the NMS official blog usually posts about them
Ohh ok thanks
i kinda want animal abilities to be expanded on a bit more
for example say crabs and spider legged animals. how about them being able to cling to walls and ceilings. or robotic animals having unlimited stamina/massively high stamina but lower speed and turning similar to a machine.
etc etc
Any minotaur improvise like enhanced turning and reversing ability would do good for real..
I proposed a long while ago now, why not let you just short press the jump button in the Minotaur to do a little hop in place that aligns the legs
It’s supposed to feel big and unwieldy, but that small thing would work wonders for usability
I would also change the Minotaur to have a rocket dash or something when holding the sprint button, over the current rocket leap
So when you hold it, the rockets fire up and you hover over the ground at a faster speed in whatever direction you're pointing yourself
Maybe a rocket slide ala Vanquish? Like, the feet stay on the ground, and it rockets forward like it’s on roller skates
Something like that probably, yeah
Deals heavy damage to anything in the way, shattering rocks and trees
but without the leaning back part