#nms-the-future
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mhm!
Including the heavy skid slide at the end like the jump boosters
I love the feeling of that
Tbh I'd be very inclined to have rocket dash replace rocket leap, or change rocket leap to a result of an optional tech install
Make rocket leap like rocket boots, double tap to enable...Or wait, is that how it already is? I haven't used the Minotaur in forever
The idea being, anyway, to enable more regular jetpacking with the Minotaur, in line with your hop alignment idea
The skid when landing makes the Minotaur feel as big and powerful as it should, landing with a boom and its own momentum carrying it forward a few meters more than you intended
They nailed the feel of its size
I'd say the weight more than size, but eh
minotaur for combat in derelict cargo bays. big beasties please.
Add an option to base landing pads' terminals to turn away traders, so you don't get them visiting unless you want them to
I would appreciate a wide range of mobility options with the Minotaur. Jump Servos would allow it to make these huge, 40-foot high-jumps, Glide Thrusters that let it slowly descend, Linear Rockets that let it skate along the ground at high speeds…
odd idea that would require being much clearer about adjacency effects, but adding in different effects from placing different tech next to each other.
E.g. jetpack beside life support extends jetpack use but at more rapid life support drain.
However, you could offset that by placing, say, Hazard Protection between them. This way you get the boost without full hit to life support.
Alternatively you could reroute life support through the jetpack to hazard protection at the end of the line to provide burst charges to it from jetpacking, at a cost to life support.
The idea here being to encourage experimentation with tech adjacency to uncover hidden potentials for new effects.
Ecologic suppressor domes,
these domes inhibit negative response to outside stimuli or animals. accessed via actvation of one on your base, it allows for you and anyone else there to let out as many of their pets as they want. during this pets wont follow you and instead roam around the confines of the dome which is set via the module and if they want to extend the field, the building must be connected to a field range extender
The larger the dome the more power it takes. the dome is centered from the buildings placement, and has an option for a toggleable field to show players exactly the range
Sentinel Analytics inhibitors,
this keeps sentinels away from your base when placed down and powered. so even almost perfect planets aside from annoyingly common sentinels can be circumvented.
This does not passify aggresive sentinels once they have targeted you, it just keeps them from detecting you originally in the confines of your base. It does however prevent further sentinel waves once a wave has been cleared and your within the inhibitors before the next wave arrives. The more aggressive the sentinel presence on a planet, the more power the inhibitor uses
Atmospheric Localizers
This building produces a set dome that protects a the area covered from weather conditions. This similar to ecologic suppresor domes, is set via the building and power requirement adjusts depending on size. During storms or major weather conditions the power intake is doubled. Range can be extended via Field range extenders
the main idea behind this is to make it more feasible for players to setup a base even in less than verdant or paradise areas
or to give players a bit more control over their area if there is a significant nuisance on a near perfect planet like high radiation tornados knocking them around, ridiculous sentinel levels, etc
that and letting people have all their goofy pets running around
Here’s a simple suggestion… two and three floor rooms, slanted and vaulted ceilings, balconies, spiral staircases, and cruise liner style atrium stairs, for freighters
As well as proximity doors for them that don’t need wiring up
And put windows on the far edges
Let us make them feel more like a building than a hyper-utilitarian maze of passageways
There are ways to make it look a little prettier as it is but it still feels cramped in there no matter what you do because of the ceilings
Definitely down for that...Though the windows would probably be best called view screens, functionally the same but not limiting one to outermost edges.
Simple reason being these interior spaces don't correspond to the exterior surface to begin with
Enable advancing egg hatching times via refiners.
Personal Refiner when fed with fuel advances on par with Portable Refiner, but both are less efficient compared to the Medium and Large Refiners.
The fuel used also incurs a certain risk of destroying the egg. Raw carbon has a higher risk of destroying the egg due to running hotter, being less efficient. Condensed carbon has a lower risk by running hot but more efficiently compared to carbon. So on & so forth.
Wait, there is a second egg timer?
How many timers are going to be there?
Stop with the timers already!
One for gestation, one for hatching, one for maturation
Pet Kennels or animal coops
these things automatically take eggs as they are produced and stores them in a storage unit
multitool upgrades that make the larger erasing options more efficent compared to the smallest option.
Yeah I ended up just getting gumsks mod that removes the timers
The timers are overkill on them and I feel like they’ll be adjusted officially later
They won't unless we request it enough
And even then, they might only slightly change it, see: Living Ships
That's why I'm pressing the point so much
Significantly more people have been complaining this time
Mostly newer players
Including some who bought the game just now for this update, and are going “?????????” When they get smacked with the comically long timer
Living ships don’t have as broad of appeal as pets
So I feel pretty confident it’ll get an adjustment sooner or maybe a little later, and a much bigger adjustment than living ships.
I very much think that if you disable multiplayer, it should switch over to in-game time, and then either provide rest/wait options to advance time at beds/anywhere or have time shaved off more quickly as you pulse and even more when you warp
Like at the very start it seemed they went with timers as a fairly natural approach to handling crop growth and then just increasingly went off the rails as they switched things to real-time
cities? 😴
being able to acess nmsfm from within ur ship sorta like the news updates in elite
Autopilot please. Like, press a button to continue flying in a straight line at the speed you were flying when you pressed it
I do POI scouting from medium altitude at about 70% thrust with my ship upside down (so I can look up for a bird’s eye view from the cockpit) and having to manually maintain that for like… fifteen to thirty minutes straight is a pain
Just posted a concept update, keeping it a little on the loose side mainly to let HG fill in the blanks:
https://www.reddit.com/r/NoMansSkyTheGame/comments/lnzcjw/no_mans_sky_hotwire_concept_update/
While your ideas are great. I think the bedtime advancing thing is definitely needed so that we can realistically skip times while keeping them for those few that for some odd reason enjoy them.
Although I think they should focus on Flying and underwater creatures and then Space combat next.
Since after all the world stuff is done probably later this year, space combat and a combat overhaul is kinda the only playstyle missing from NMS now.
I still feel exploration is way missing but 🤷♀️
Thats what I meant by world stuff
Isnt exploration and stuff related to it this years focus?
Especially since they seem to be on a 2 month update cycle.
I'm among the niche goofballs wanting events happening to observe/stumble into, and some light research elements or somesuch
Oh that’s understandable
I just feel combat has fallen really far behind as of late
Well it's HG, so who knows where they're going with the next update or few updates 🤷♀️
It’s the only thing missing to get my last group of friends into this game.
I mean so far the updates have all had stuff I’d been expecting.
Though companions I expected to come sooner honestly.
I didn't really expect the egg sequencing part, or living ships so
Oh I fully expected it. It’s just something I always felt was missing since you sometimes just find that one creature you’ll never ever find again.
Plus I’ve played a lot of games where you get a cute companion on your space adventures.
Like Tricky the Triceratops in starfox
yeah, but the egg sequencing part is v. different from adopt a companion
The ability to locate planets by specification ie; biome, color, resource, ect. It's very tedious to look for blue water. 
More features that would make being a nomad more sustainable, like the personal refinery would be cool. Like a mobile oxygen collector that is powered by carbon and movement or something
Maybe adding guitars would sound fun? You know, just sitting by the campfire, chilling with friends and playing the guitar
also I would love some hats
PC? i do this all the time on xbox
Or, as an adjunct to that, a reworking of "portable" devices. That, at the moment are problematic. Specifically they can get lost in the galaxie(s) over time and clutter up the save game. So.
a. it would be nice to be able to always find them on the galactic map perhaps
b. alternatively the base salvage unit would have a ui that could recall abandoned portable devices them from anywhere.
On that subject, given that the "portable" exo-craft summoning station isn't actually portable, it would be nice if it didn't refund materials, and it was simply safe to abandon.
I really wish we could hard set teleporter destinations so I could just have a hall of them on my capital ship, label them, and just walk through to go where I want. Would really help my base organization/linking.
Yep, PC, but with a controller so it’s marginally easier to maintain a non 100% thrust
Still, holding it in place for like half an hour is fatiguing
I wish the draw distance of large POIs like ruins sites, crashed freighters and archives was higher
I want to be able to see them on the horizon
On the subject of the “portable” exocraft summoner, I like that they added the technology for use with a freighter! However when I’m playing with friends only one of us can summon a freighter at a time so to remedy the problem of only one player being able to summon exocraft at will I would love it if there was a way to either dismiss your freighter once you’ve summoned your desired craft, add the summoning craft technology on something all players have access to at all times, OR have more than one freighter in a system when playing with friends
Personally I like the idea of being able to dismiss your freighter... and if it’s at all possible it would be cool to add dismissing your ship as well! Kinda like you can in elite dangerous
Automatic pet summoning, you should be able to select a companion to be your active companion and auto summon on vehicle exit.
Probably been suggested 100x by now though...
I figure, being in a team, should mean that things like exocraft summoning should become team buffs.
if someone has a freighter in system, with an exocraft room in it, then everyone in the current group can summon.
Maybe you can add a one of a kind piece of tech (you can only craft one per save and only put it at one base) called a Starbase Marker, which lets you give your freighter and ships a “return to starbase” command. For ships, they’ll fly away and end up on an open landing pad at the base (if available), and for the freighter, when dismissed, it warps into orbit above the marker
It turns that base’s icon a bright red too, indicating that it is your “main” base, and it appears that way to others as well, with a star next to its name in the base list for convenience
Maybe there are other special things you can only build at this main base
sea turtles would make a hell of a lot more sense if they....we’re on planets with water...and could actually be sea turtles. instead of endlessly wandering across terrain
sandworms currently have no purpose. at least make them scannable and uploadable
give fauna ||purpose||
looks at companions update
give normal fauna attention and not just ones that become pets
also, large fauna skin textures generally low resolution, not enough detail
ESPECIALLY the sand worm
yes sand worm needs updating
Threw together some criticism of & suggestions for the Companions update:
https://www.reddit.com/r/NoMansSkyTheGame/comments/loh7jd/companions_constructive_criticism/
Normal animals could def use more parts, especially better textures
and animations and more complex ai
Exactly
expansion of an idea i got from looking at the behavior and temperment selections for companions
some more differentiating between types of herbivore and carnivore and their behavior would be very cool
Honestly I feel like the building tutorial should be optional
so, just for example, lets say 2 of the classes of carnivore are impulsive and careful, having a certain amount of fauna kills or a selectable temperament makes one less likely and one more likely to attack you
and those selectable temperaments would influence how herbivores react to you as well
That'd be a cool idea. Maybe more different sorts too, like filter feeding fish, scavenger animals, maybe even some exotic photosynthetic ones
yeah
lets say you make your character bloodlusted as a trait, that would make careful predators stop attacking you and impulsive predators less likely, but all herbivores run away from you and all the "unafraid" type herbivores attack on sight
or if you're a science type and are big into discovery and all that, select inquisitive and that would make herding creatures more friendly, careful/stalking predators follow you for longer to start attacking, but other predators and solo herbivores are territorial and will attack if you get too close
needs more fleshing out, but i like the idea
guys there needs to be cities full of aliens on lush planets. That would be cool
Would love to see small tribal societies using the mud huts and maybe a lil fire pit. Would be cool if you could interact with them more than normal fauna too
Get this. Tameable flying/swimming creatures that when enough trust is gained they will bring you resources like the land animals do, but like flying gets you gases or swimming gets you anything related to the oceans
I would like to see more space pvp/pve. Like fleet battles between different factions
when sentinel AI 😳
It would be really cool to have some planet-side dogfights with pirates! Or with other players, the change of scenery coupled with maneuverability limitations could make for some fun ship on ship fighting!
adjustments to how the game considers you out of weather, like if i can stand under a rock formation and be protected from weather why cant my base that has a full roof but has a floating wall be protected from it
being able to "Defeat" a sentinel waves, and being rewarded with some kind of item that reduces sentinel spawns in that area. like a sentinel repellant
Static energy generator that powers any nearby light fixtures that usually require being placed in a prefab for power
I think that won't ever happen, none of the mechanics of the game were designed to hinder exploration in any way
the original game didn't have ship summoning
that was added in
in my opinion it completely destroys the purpose of exocraft
I understand that
making exocraft more useful early game would be good
I was talking about the direction the game took since then
With so many new things to see and explore
I know there were elements like planet rotation that confused the heck outta people so HG removed it
I have no reason to use an exocraft at all, other than I want to. Seeing and exploring should be a reward for sticking through the harshness of alien worlds.
and anyway, by the end of a save file, you'll have all the tech you need to be back where you are now
you can summon your exocraft anywhere with freighter tech, but that was a change too, they made them more restricted
so I say make the ship more restricted
Fair point I guess
you feel a far greater attachment to your ship if you're worried about it's location
but that's just my 2 cents
Maybe HG could leave the ship summoning as a special treat of Living Ship
You whistle and that blob flies to your location
heh would be cool
freighters should definitely be able to summon your ships to you though, as they already summon exocraft to you
It could be, the game gives a free freighter early on so that should not present an issue for early-game
yeah you'd just need to do freighter missions and scuttle abandoned freighters to get enough upgrade components to unlock the ship-summon tech
Honestly that should be a thing
But without the early on thing.
I survived at least a year or however long it was I think without ship summoning.
And honestly it made me explore a lot more.
But also after a while made me explore less since I could get several hours away from the ship
Nah removing ship summoning early game is just annoying rather than anything
So I think it should be a thing for survival.
Something for the extra challenge
The realism
But normal should keep ship summoning
Yea fair enough
Walking to your ship even in survival would not be a challenge but simply more annoying
you'd need to use your vehicles, they'd actually have a usage case
too many times I've seen games implement a "challenge" in survival mode through what inevitably ends up just being more tedious repetition of simple, unengaging tasks
i don't mind survival mode challenges as long as they are tied to logical gates.
you cannot summon ships until you have a freighter etc. but then you definitely can.
normal mode is allowed, and expected, to make playability tradeoffs, to make the game an engaging experience to casual players.
ideally, normal mode games should just start IN the anomoly, with a ship, and multiplayer unlocked.
because thats what most new starts want to get right into - some MP action with their friends.
I agree with the design philosophy, I disagree with this part though. I reckon the game's well setup to tutorialise certain stuff in the beginning, though it could do with some streamlining and tweaking imo, and fresh saves can join fresh saves, allowing friends to play together right from the intro sequence.
Maybe new saves on old accounts could have that kind of a skip, but we see how confusing the mechanics the game actually tries to tell you about can be to new players, so I think the game should still start on a semihostile planet
a. very few friends join at the same exact time. so thats problematic.
b. the tutorial missions are known to be problematic anyway when players do them together.
c. the tutorial missions arn't even relevant as tutorial missions as they don't teach you useful skills. how often do you actually repair MTs?
They are just an annoying storyline gate to the games actual content. Which a lot of new players are not interested in if they are trying to join established friends. And they are offputtingly murderous, in contrast to the somewhat tranquil rest of the game. Which makes new players misinterpret the tone of the game.
Thats true, but I reckon the first one would probably have similar issues with an Anomaly start, and the second one should be a point of improvement for HG to do
And yeah the absolute start ain't great, but it teaches you navigation with your visor, how hazards work, what tech needs constant nursing, using buildings as cover from storms...
Besides I think damage needs changing so taking core health damage has a chance to damage tech. Give repair kits a real use outside of black hole fodder or for repairing the thruster on a ship to go scrap it
Idk I just reckon a lot of the problems with the start is just a few small changes away from being alright, rather than scrapping it and forcing all normal mode players into the MP hub with no context
I think, keep the current "survival" intro for survival mode.
So a 2nd "soft landing" intro that introduces your ship and multitool with far less hassle. Both should be ready to go, and the missions should be about refueling them. that is all.
and frankly, no one uses buildings to avoid storms. because you can't build buildings without placing a base computer.
its much easier to just dig a hole.
digging a hole with the terrain modifier is nms version of the minecraft tower of dirt.
The intro teaches you planetary POI'S are a good cover, and also recharge your protection unlike the old hole strat. It also gives you a nudge towards taking cave cover iirc
bad weather? dig a hole.
sentinel walker? dig a hole.
going afk? dig a hole.
Well again this is getting into the poor design in other aspects of the game rather than the intro itself being completely terrible
Its slow and boring but it has its worth
I'd much rather see these hazards and secondary points be expanded/improved along with a slightly cooler intro than just have no intro tutorial at all
a good part of what made the into awful, is that it has to cater for experienced, and new players. It has to provide a survival, and a tutorial, experience in one.
if HG split it into a tutorial mission for normal mode, and a survival mission for survival mode, then the intro missions could be a lot more focused. The tutorial mission could actually teach you things. And the survual intro could concentrate on trying to kill you.
Can we have an increased spawn rate for S tier frigates or have an area where we can build our own for a billion units or something
And decide the class if we build it
But ain't something the game needs to teach you is the fact the universe will try to kill you? You have to look at it from the perspective of the absolutely most middle ground, casual player. They won't watch guides, or read patch notes, or check a wiki. If you skip over the fact that life support drains, that hazard protection drains (and much faster in a storm), won't it be frustrating if they land on a planet that's 80 C in the day and storms at 100?
I don't know a single Tutorial Island thats actually fun if its not for a game with a really cool movement or combat mechanic. Usually they're a bit dull, but they serve a point imo
This is a good idea, gives you a use for all those units
I kind of want the CBAS Class system to go and stay go though, it doesn't add much imo!
Ye
Cause after a certain point having billions of units is useless
Yeah, definitely. It's a shame for a game like this to encourage players to grind out so much money for little purpose
I dont want it to be like sea of thieves where you make millions upon millions for cosmetics that dont look that good
Also can glyphs be easier to get cause the travelers take forever to find and the Artemis story takes too long
I think they'll do that eventually, seeing as they're making portal travel more and more convenient
I'd personally want the glyphs to remain something you earn through play but idk, I guess there's no harm in the opposite?
After the pet update, what else is there for this game to do beyond organic suits/organic buildings? I can't come up with any big idea that would improve the game even more.
Procedural cities. Underground dungeons like freighters.
That would be great, yes
There are still dozens of things the game needs tbh, abandoned space stations have no purpose, ruins could also be different
Space also needs a significant rework, combat there is a joke and we still don’t have the option to land on asteroids and do anything there
Honestly I don’t mind abandoned space stations not having an actual purpose, not everything needs to, but having more creepy lore to find in them, maybe Dead Space esque abomination jumpscares, that would be fun
Maybe when you land, there are a couple ships already docked with no pilot at them, when you try to select them it gives the same message as normal, that the owner is nearby, but they’re nowhere to be seen.
They couldn’t escape in time
Lean into the creepy atmosphere they already have
Would love to have domed “habitats” for pets as a structure. Fill it with materials from a certain biome, connect to power and boom you have a mini habitat
You cant dig a hole during the intro of NMS, which is why they use those moments to teach about hazard protection in storms. Players have already learned at that point they can use their ship for environmental protection too, so its more of a players gambit of how long they think theyll survive in the hazardous environment/storm. If the player doesnt learn the impact the environment/storm has on their hazard/life, then theres nothing to prompt a need for shelter.
Starting them off in a non-hostile environment may confuse new players when they arrive on a new planet and the exosuit is throwing warning messages about their hazard protection.
that is some twisted logic there to backsplain an awful mechanisim.
I think the least suprising thing about ariving on a new planet might be that it would be a little different.
Oh man, this has way more implications than you might realize and I kind of love it. Pilots walking around their ship came with NEXT, so the thought that the pilots are trapped within their ship in the old style station is awesome and terrifying
but, I agree on two fronts:
it is unrealisit to expect to simply start players on lush worlds.
so they do need to be made aware of the drain mechanic on their suit. just in a less drastic way.
I think the intro‘s just fine, if it was any different survival and pd wouldn’t have a challenge either. The first planet on those modes is always a thrill mainly because of the storm
In my opinion, the tutorials affect on hazard protection is a softball.
They are too early in game to lose anything important and they are not likely to have progressed far enough for restarting to be painful
and b. i do agree that even if they do start on a lush world, teaching them to charge their suit is a good thing.
we just don't need the whole repair it first line of bull in normal mode.
If I might ask, in what order do you believe new players need to learn things?
That was my point, slain in their cockpits, no chance to flee, and your suit not understanding
love this tho. proper creepy pasta
@brave plinth most games do just fine with a "tutorial" that consists of context senstive prompts.
let the player do what they will, but the first time they take damage, create a mini quest for them to deal with it. etc.
I have a few ideas...
Broaden galactic points of interest from star systems to celestial systems:
https://www.reddit.com/r/NoMansSkyTheGame/comments/ckjptz/hello_games_should_ditch_the_star_system_focus_in
General freighter improvements (a couple of these have come to pass, kinda):
https://www.reddit.com/r/NoMansSkyTheGame/comments/fv3dti/freighters_deserve_some_love_heres_some_ideas
General planetside base improvements:
https://www.reddit.com/r/NoMansSkyTheGame/comments/fw8omc/planet_bases_could_use_another_overhaul_heres_why
Nomad concept update:
https://www.reddit.com/r/NoMansSkyTheGame/comments/jt6nhi/no_mans_sky_nomad_update_similar_scope_to
Hotwire concept update:
https://www.reddit.com/r/NoMansSkyTheGame/comments/lnzcjw/no_mans_sky_hotwire_concept_update
After reading some of the log entries in abandoned structures, just how completely, shockingly messed up they can get, it makes me wish for more cases where the game uses its own mechanics and atmosphere to make you uncomfortable
make it so starship weapons require a special type of ammo
a creepy idea i have for the abandoned space stations: make it so there are logs/terminals in them that talk to you as any normal NPC (they know your in-game name and stuff), but there is no NPC, it's just a log
see this is cool until your ingame name is Poopy Jim or something
p. sure that's why they use stuff like traveler/anomaly/suit-being/etc., lol
yeah but my idea is that spirits can be found in the abandoned space stations, but not in a obvious way which makes it more creepypasta-like
I think it would be cool if players could claim and repair them and use them as a base
yep
very SOMA
*”Hello? Hello? Who’s there? Why can’t I see you? What is your designation and -krrzzt- Hello? Hello? Who’s there? Why can’t I see you? What is your designation and -krrzzt-“
The log on the terminal appears to be looping… if it is even a log…*
i have an idea for the next update: Improved Sentinel AI, more sentinel types, a colossal sentinel in some planets that's a proper boss fight, a side quest relating to a proper story of the sentinels, and sleeping walker sentinels that you must not disturb (like we see in the first few trailers of the game)
also, remove natural health generation and add like a consumable medkit item
Maybe as a little experiment update idea add the ability to make your own robot/sentinel like in the fallout 4 dlc it would be a good use for those servos and brains you collected from sentinel and it would be a neat companion for your journeys
On planets with hostile sentinels it would make way more sense for all types to be roaming around. That combined with some kind of big boss-like one present at a special POI on those planets would make those planets far more interesting
Like, beat the boss thing at that POI, and the sentinels in that region become passive and disperse
More lush planets
go to Eissentam or something, lol
what is that
oh i havent gotten to the second one yet
don't go to the second one, I'm serious
Don't come to Hilbert!
the place is a nightmare
how do i not do that
well, if you want lush planets, this is not the place
there are some
but they're terrible
I'm pretty sure it's supposed to be the same as Euclid from that standpoint
but yeah
at least the ones I've seen so far
ok
has scrapping ships on freighters been suggested yet
it could happen... if they fix a major bug that occurs with ship scrapping. if you're fast enough after scrapping a ship, you can clone all of its stats aside from appearance to an existing ship
Remove the traveller heads that were built with the procedural parts (not the unique traveller heads like appollo/artemis/quicksilverbot etc), and instead have a randomiser button that gives you a procedurally generated traveller face
In fact same for korvax, gek and vykeen give em all a randomiser button to roll for a randomly generated face
while there, just remove all the stupid head prosthetics.
or finish them
why, for example, give the Gek eyestalks if you can't be bothered to put eyelids on them, or make them blink and animate like the base eyes?
yes and yes
animate, yes, blink? eh, who says they need eyelids
I hope there is a Fauna mode soon even tho it sounds boring it would great concept to play as fauna fully.
Randomized heads sound cool
stupid-ish thought: if you don't induce gestation when your companion is ready, it should queue up the eggs 
I really wish we had a slider to turn down storm noises, I have my volume turned down by 70% so flying around and normal game sounds are at a comfortable level but getting out of a ship in a storm sounds like it is going to blow my speakers. Need to chill a little, I know they are supposed to be intense, but just volume does not make that quality.
provide a skip tutorial option when starting a save, simply starts you in with a hyper drive and the materials for a few things while skipping the quests until your prompted to leave the system
for a person who wants a new save or is playing on a different version and just wants to jump right in
not saying the tutorial is bad or good, tho it can be a bit slow. but some people just might want to skip it if they already know what they are getting into
make it so storms are more dangerous besides taking out your thermal protection
perhaps when you are in your ship during lightning, there is a common chance for lightning to strike your ship
it makes sense because the higher objects are from the ground, the higher chance for lightning to strike that object
Lightning can already strike your ship @gloomy hazel
It's not common though 😋
Also I have noticed getting struck by lightning more in high places, though that might just be a coincidence
There was one mountain range where I would get hit during every single storm
recharge item favoriting, a favorited recharge item appears first in the roster to recharge something so you dont accidentally click twice and use the wrong thing, god knows how many times i accidentally used ferrite instead of silcate powder, not to mention when player can stock up on ion batteries and support gel they would want to favorite that instead of using plain oxygen
Another set of suggestions in the form of a concept update, most new on my part, but one that's a comeback from my past freighter improvements suggestions.
No Man's Sky: Directive (concept update):
https://www.reddit.com/r/NoMansSkyTheGame/comments/lq5zz6/no_mans_sky_directive_concept_update/
AUTOSAVE PLEASE
well that could get rid of cheating
I think it'd make sense if they get around to polishing up the things that use the older art style, if alien multitools have more of a "living ship" or "infested biome" style
seems like the newer biomechanical stuff all has the same metallic shell with pulsating lines style, while the alien multitools are more cronenbergy
even if they got new material and normal mapping to make them look more disgusting
at the moment they look more like a plastic toy than the other biomechnical stuff
upgrades that make using the terrain manipulator at higher sizes more efficent so less is lost compared to using the smallest setting
an upgrade for the geology canon and plasma canon that significantly reduces self damage from it at the cost of slightly reducing damage
rare upgrades for the refiners that increase the total amount of fuel that can be put in it at a time, called "fuel backloaders"
base building that prevents sentinels from investigating near your base (unless you attack them which aggros them), operates functionally similar to the wire hider where it prevents it. Albiet it requires power and the higher sentinel security on a planet the more power it requires to function call it the "sentinel analytics inhibitor"
building to prevent significantly bad weather effect over a specific area on a base so building bases on planets with extremely poor weather is more viable. It functions via setting a field up and the larger the field the more power total, but within the field weather is unaffecting the inside. During storms or planets with constant weather hazard, power usage is doubled. Call it the "atmospheric normalizer"
how about:
- medium and large refiners require to be attached to a power network, and draw power to operate.
- refiners inputs don't care about inventory stack size limits allowing large stacks to be placed for unattended refining.
- same for refiner outputs
- refiners should reliably presist their contents when you leave, and return, to the area. #howaboutthat.
- very simple manual automation should be possible by snapping refiners of the same size together. when snapped together the output slot of the left refiner becomes the bottom input slot of the right refiner.
I think you should be able to connect refiners to Supply Depots, both input and output.
i think, in the same way where there are mineral extractors and automated mining units. industry integrated refiners should probably be a new thing.
for one the models would need a major retrofit to add the attachment points for power and supply lines. the current refiners dont have the space
Just have the connection points on either side... Both the medium and large refiners have weird stubs there already, just change them to be connection points.
but the NMS Factorio update is eagerly anticipated
one connection point, but 3 input slots
You could fit 3 connection points on the bigger side.
the update update
adds an update. damn
Different Biomes on single planets, temperature differences at different latitude and longitudes. Oh, and a map for within star systems. It's a pain trying to find the paradise world you just shot by when heading to the station.
no. yes. tricky.
i support temperature based biome variation per planet. so a difference between poles and equatorial regions, and mountains vs valleys. But no more than that. And even there I wouldn't expect it on all planets. It should be a more consequence of the temperature band the planet is in.
the maps situation is wierd, because navigation needs to improve. But it would make explicit the hidden secret of the nms map: the sun orbits the planets. That will be a bit immersion breaking.
from a theory standpoint that is possible - just add another pass in the generation for ice caps and latitude-based changes. but that's asking for trouble
I need way more pet slots
There’s been a suggestion for ships that could also apply to pets, which is keeping (or even lowering) the number of “active” ones you can have and summon, but then being able to have a large number of others in storage that can’t be summoned or easily accessed, but that you can switch for your active ones in a freighter terminal or something like that.
This would help people who want to catch ‘em all, without making it unbalanced or clogging up your quick menu.
And for those people who like the limit and want everything to be excruciating, the size of this bonus storage could change based on what mode you’re in.
a new feature for your consideration: the Analysis Visor gets a new "form snapshot" function that lets you take the configuration of rocks and plants you might find on your travels and store them, then use them in basebuilding and decorating
major bonus of this is a massive reduction in the number of quicksilver decor items which would help thin that out, and much broader possibilities for bases
Beetles and butterflies need to be added as pet companions. I was very disappointed a moment ago.
Found a bug, can't have bug.
it is a tragedy. but i found beetles a bit ago, they're the arachnoid body plan tho so idk if it's up your alley
you can tame them at least
Yeah, my goal is to find the most arachnid looking creature possible.
I want space spiders n scorpions.
Yeah I definitely want the beetles at least, and of course the long moths
@merry pivot yeah, I've got one similar to that, tho he's slightly smaller and more up right like a mantis 
ive seen ones like that :] very good
They're so precious 
Someday i hope they add real arachnid space creatures tho, I'd also love centipedes
Stuff that looks as obvious as the newly added Beetles and butterfly/moths
the butterflies as tamable critters would be both great and super funny
imagine: chest mounting point for a fucking laser
my butterfly KILLS WITHOUT MERCY
Haha, that'd be great 
I noticed what seems untameable is mostly things you wouldn't expect to be rideable, maybe they could just remove that option on some creatures like butterflies
even better if it's one of the tassel-tails and it has a mounting point on the end
for a laser
I mean I still want rideable flying giant beetle, I just don't expect a tiny bird or suspiciously large butterfly to be able to carry a person
i found these stilt critters one time that had bizarrely tall headcrests and they ran very fast. i think it'd be interesting to have jetty booster things for flying critters
or just generally, to increase speed / allow you to ride flying ones
While its not exactly a bug i have a giant crab egg if you want.
I appreciate the offer, but I'm rather obsessed with finding my own creatures.
ty tho
Ohhh, different bioms would be awesome! I've often thought that the one biome per planet thing was the one thing that broke the excitement of exploration for me in NMS. I would also love more cave Biomes. At the moment caves are basically all the same from what I've seen.
I want a big ass station with a throne to sit in
Space toilets. Why dont we have them yet?
I hope they have us do more with the factions instead of just the odd jobs
Agressive npcs aside from animals or sentinels
Like let me cap an angry gek shooting at me.
Or let me get into a on planet firefight because i just grah grah'd about a vy'keen's mother
Dear developers could you add some kind of editable sign? I want to write "Garage" where I have my Exocrafts
More decals of random symbols that look like psudo language
Race based Exotic weapons that can only be found in those systems inhabited by it or bases inhabited by that race
Imagine a vy'keen war trophy multitool covered multitool with teeth and bloodstains
Blinged out gek gun with holes with constant defused mist coming out the side
A multitool that the barrel is a mini korvax head worked into the main body of the gun with the implication that a korvax transfered to the gun by accident
you might like these ideas, then:
https://www.reddit.com/r/NoMansSkyTheGame/comments/lq5zz6/no_mans_sky_directive_concept_update/
I like the concept of more race specific things aside from fluff items more tbh
Like racial area exclusive multitools, upgrades, ships, weapons etc
Not restricted to you obviously
Just you could only find them in those systems
Ohh, I like the looks of this! I'm still kinda new to the game, so I hope this isn't a stupid question, but is this at all official? Or is it just a fan made concept?
I'm sure this idea has been brought up before, but it occurred to me that it would be nice if we could gather resources to build our own starships / freighters, instead of just buying them.
What if a system of system blockades and system ownership were set in place?
System blockades: I think that different alien races can occupy/take over other alien races’s systems. For instance if the Gek lose a system to the Vykeen, they can hire you to take it back for them. This can not only be an in-game feature, but also a mission at the anomaly. You can also join battles in systems/choose an alliance.
Blockades: I think that blockades in occupied systems or non-occupied should charge units or materials to get past. With materials, you have to go to the lead freighter and deliver the materials, but technology can be installed to not have to do that. You should also be able to run the blockade with your starship. If you make it to a planet or a space station, you are safe.
Player-System ownership: I think that players should be able to buy or take over systems from the alien race that owns/occupies that system. Buying would involve choosing whether it is a public system, where you don’t pay to get in, and you can make settlements on the planet, as well as buy and sell on the trading network. Private systems have a blockade that charges units to get past, and also to create settlements on planets, plus stricter rules in general. You charge the amount to get into the system, and also the type of currency or materials. If npcs decide the prices are too high they can try to run the blockade, and you can hire mercenaries to stop them. Taking over systems would involve attacking the alien race who occupies/owns that system in order to gain control. You would have to defeat all their fighters and freighters, which would take your standing with them all the way down.
sounds great in theory, but how do you make this system fun to interact with and not like passing through a tollgate and handing over your space passport every time you go to an occupied system
also the entire idea of player system ownership feels like... mmm. i mean, what then? youd just end up with a bad standing, maybe a few deaths, and a star system devoid of dominant races. like youd create an abandoned system, which you might as well just find and inhabit as an rp thing, not a massive overarching system
and i suppose the idea is that you can then get income from that and have to manage a starsystem, but then youd just end up with what you get when you give players control over an entire starsystem, which is a very taxing, very complex and very unrewarding mess of bureaucracy and micromanagement that would at best confuse and annoy
i dunno, i aint sold on it
as the title says, just a concept i made up
I'd be willing to grind quicksilver to speed up the egg waiting
id love it if i was able to rename ships, planets, tools, etc - idk if this is just a bug on ps5 but it dont work lmao
you mean just rename, not edit name after you messed up or somesuch?
yeah that sounds like a bug 
yeah, it sucks
it once let me rename a planet
and i was hype, went bed - came back on the next day
its back to its default name
😬
:(
yeah that's definitely not how it's supposed to work
also, the crashes on ps5 being fixed would be nice
puts me off the game at times
oh and stuff disappearing from the refiners
I really hope they add more building items, and allow greater freedom of placement of current items, allowing everything to snap in all six orientations should be a thing.
Base building is extremely aggravating currently
On top of that, add a way to just straight up buy/scavenge/receive as reward, base parts.
For folks that don't want to be bothered with the resource grind for them
Would give folks another thing to pour units into as well
a combat update, combat is really stiff and is just not fun. Especially late game when you are indestructable and can fall from literal space and lose like 1/4 of your shield
Maybe make more intense combat something you can trigger yourself, or at least the encounters that make it more intense. Like, follow a slightly esoteric quest line to become infamous, and suddenly you’re viciously hunted by crack sentinel units and galactic elite space pirates alike, all utilizing tactics not normally seen without
That just becomes the norm for those encounters, high damage, maximum aggression, and more difficult formations
well we already do have secondary missions to dive into for combat, but we also have high conflict star systems that could be used as a condition for more combat-intense changes
Some players wouldn’t want combat to suddenly become so brutal, while others wouldn’t want to start a new file on another difficulty just to get it
This solves both, opt-in
i think what i mention is also a solution tbh
secondary missions are already opt-in, and once you have a conflict scanner the systems are also opt-in more or less
Yeah but what of the players who have favorite things in high conflict systems and would rather not be instantly vaporized the moment they leave a planet because they prefer the game to be chill and hadn’t been upgrading weapons till now?
I don't think it benefits folks to have the game practically never surprise them, so I think having high conflict star systems actually have conflict would be a good way to kinda spice things up
They can just move. You split the game a million different ways if you try to compromise for every different preference
There’s also story potential in a mission where you turn yourself into a target, knowingly, because you crave more fierce battles
Probably very heavily involving the Vy’keen
You could also have that for folks that want to opt into the game being high conflict throughout, lol
And you could give the other two races parallels, like one with the Korvax that makes the stars more passive than before, and one with the Gek that resets either of them to normal by restoring/tarnishing your reputation
Not only can you turn it on with a quest, you can turn it off with another different quest
At that point wouldn't the game benefit just as much by making conflict a dynamic condition of star systems which one could influence?
I also see yours
Although I think between the two, the dynamic approach would be worth the extra effort
Maybe the more evil things you do in a system, the higher the conflict level rises
And the more good deeds, the lower it falls
Yeah, take out bounties/pirates, conflict level lowers, pirate traders & freighters, conflict level rises
That sorta thing
Other things like frequently crossing the sentinels would raise it, and gift-giving / quest-taking would lower it
Ah yeah, that's another good idea
Gift-giving being by a smaller amount compared to running certain missions, but still there
Some missions would just naturally intersect with raising the conflict level, e.g. hunt Sentinels/kill animals/attack freighters
Once the conflict level is minimum in a system, hostile sentinel planets turn into just high sentinel planets, and once maximum, all planets turn high sentinel and the former high sentinel become hostile sentinel
Also in minimum conflict, high sentinel planets turn totally passive
Gives players a way to “fix” planets they like but are high/hostile sentinel
And presents a clear and understandable consequence for doing evil
Eeeehh
I wouldn't go that far
But then, I feel like they've already overcorrected in response to complaints about Sentinels
Maybe higher conflict systems interact with the sentinels by just increasing the minimum wanted level, from 1 (low conflict), to 2 (mid conflict) to 3 (high conflict)
The moment you get wanted, the amount you start with is determined by this
Makes sense to me, considering they’d be on high alert in high conflict areas
since every ship except living ships (without a glitch) can reach maximum cargo, living ships don't really have anything going for them currently, especially considering the work that goes into getting one and gearing it up. What if they could have some of the Companions systems adapted, so they could have a measure of independence when you're not flying them directly. Adapting the breeding system could also be a way to introduce new visual varieties of living ships, allowing people to breed the flying battlecrab of their dreams.
Thus, while they're not as capable as a maxed-out exotic and have some annoying limitations, they would also gain new utility value and personalization.
(also, this would help to integrate older content with newer updates, creating a more cohesive whole game)
I was gonna say, the fact you can't sequence void eggs is a classic HG oversight sorta thing
More exosuit dedicated tech slots (maybe) idk
it's not just an HG thing really, you see it a lot in MMOs and other live service games too; always chasing the new hotness and often forgetting to bring older content up to spec
There's lots of older content that could get more interesting again if provided with new functionality
Lets take the drop pods for example
Players who have all slots in exosuit unlocked see no value in these
How about having a chance to get a random A/S class upgrade from them?
The holo terminus doesn't do anything really apart from main story line
We could use it to trade stuff with our NMS friends over distance / when they are offline
Or hey, these days use it to call in when one of those rogue traders or regular traders to land around it
weird fun bit of trivia, there are some panels to the left and right of the hologram in the drop pod you probably never notice, but at one point it appears they may have been dabbling with an idea of interacting with them or something, so you could 100% restore those & have them provide upgrade modules
could even keep a light repair requirement to those side panels, sticking with that aspect of the pods
Yeah, I'd just leave the repair bit as it is
Just add a new option to pick from: unlock inventory slot or get technology upgrade
Sorry, I left that last bit unclear, I was saying restore those side panels on the side as interactive & add a light repair requirement to those
So you could get the inventory slot unlock and some upgrade modules, if you didn't mind repairing a couple other things too
Personally I think giving both of these would be a bit too much
Just like on derelict freighters on the last console: one option to choose from
this is making me contemplate ideas for an NMS: Underworld update centered on smugglers, illegal cargo (like the things sentinels shoot you for harvesting maybe?), and the like. they've already hinted at that sort of thing with the X-class upgrades and the scrap dealer dialogue, but they haven't done much more with that and I'd like to see it
more lawful sorts would also get content from this because, what is an udpate about criminals without new criminal lairs they can raid
discord why u no copy text like i ask
anyway, discord jank aside, as i was trying to say, i don't think so as if you think of drop pods as an early game thing, a nice cheap way of unlocking slots, having it also be a nice cheap way of acquiring upgrade modules would also be cool
right now there's not really many reliable ways to scavenge upgrade modules, so this would provide something like that
that's a strong component of two of my recent concept updates, Hotwire & Directive, lol
Each of those offer new means to jack vehicles or work with pirates respectively
well there we go, I'm not the only weirdo that wants more shadiness to be available
It's genuinely pretty weird to me that attack freighter missions are apparently offered through the standard station mission board nowadays
"we'll pay you to raid civilian shipping. don't worry it's totally legal."
"wut."
oooh, if there were planetside navigation ruins linking to ancient travel relays that you had to solve puzzles at each of to stabilize a wormhole that would send you to a random galaxy that could be so cool
Have the pod shuttle you to a nearby ruin or something
If you feed it a planetary map
For outfit items, allow you to change the colour of any glowing bit eg. the blue glow on the life support armour and the green lights on the 2nd anomaly helmet, plus (even though you can already pick the colour) the green tint on the 4th anomaly helmet’s eyes should be removed so it looks like it used to, was a lot easier to make outfits with before it got that tint
make it possible to get a sand worm egg to grow into a giant pet in the hangar of your freighter, maybe make it summon able like an exocraft so it can be rode into battle!
Is it ok if i do a nms update esqe idea here. Its kinda big
Base items for pet nursery, and allowing pets to play together. (could be hologram pets in freighters)
would be nice to see a community exchange where you can just create buy and sell offers, might change the space station economy for a bit, but I imagine it'd level out since space stations would still have regular supply of the items they have, just more rare things would go to the community exchange, and maybe even pet eggs
oh hell yeah
this should totally be a thing
selling rare items for lots of units and such
My nms update idea post incoming
- No mans sky: Constructs -
Make more in more ways
Power field producer: no wires, no problem. produces an energy field that powers lighting and prefab decorations by connecting the producer to an existing power source.
Structure blueprints: have plans to move? worry not your base can go with you. By using a base salvage capsule you obtain a blueprint which replicates the exact object positioning and structure of your base to place somewhere else when establishing a base computer. Your home can be anywhere!
Cryostasis Capsules: not ready to say goodbye? Then don't! Excess animal companions can placed in cryostasis containers which freeze their current age, health and state until they are taken out
Building improvements: new pieces for a more complete base. Right triangle pieces, curved corners, short and tall collumns, small windows, and low angle ramps have been added for each material type. Stairs, ramps and ceiling light fixtures can now be scaled! You can now toggle in the build menu stacking pieces flat on top of eachother or perpedicularly flush. The sky of creativity has been raised once more.
Atmospheric isolator: rainy, burny, toxicy weather got you down? No more. Now your base's weather can be kept under control and its skies can be kept clear via the atmospheric isolator which disables weather effects on your base. Never fear your own world again.
Sentinel analytics inhibitor: groundskeeping is hard enough without being micromanaged. While the inhibitor is active sentinels are never alerted to any actions within the area of your base. Attacking sentinels also are unable to call for reinforcements within the confines of your base. Work unimpeded
Color-rama: Your color choices both main and accent can be mixed and matched as you see fit to make the combinations you prefer. Black on grey, yellow on lavender, you name it.
Make more, make better, make unimpeded
Your journey continues
only things I'm more mixed on right away are the isolator and inhibitor, otherwise solid ideas.
The structure blueprint one is especially like my own iterations of enabling base migration.
There's issues where if you build concrete/steel/wood structures too big, that even if you have roof, the storms still inside the structure
Atmospheric isolator can prevent that with some considerable ranges/controlable ranges
Will there be metallic colors?
No Man's Sky: Spark [Exocraft Concept Update]
Tried to keep a hyperfocus on the minutiae of improving exocraft handling & operations and not get too caught up in the infrastructure surrounding them:
https://www.reddit.com/r/NoMansSkyTheGame/comments/lrqo7n/no_mans_sky_spark_exocraft_concept_update/
I definitely want to be able to have more than 6 animals.
Some sort of storage system, a farm or something I don't know.
Just give me more animals please.
Changing exocraft geobays color schemes should change the scheme of the exocraft
More animals, more vehicles, allowing us to store animals and vehicles would be awesome. Like making a landing pad and when you land your spaceship at it on your owned base you could "lock the clamps" and it would stay there, never showing up in your freighter or able to be summoned, but still stored for display/collection.
unless I'm misunderstanding you, you can already repaint the exocraft anyway
The economy scanner should pick up colossal archives.
They have multiple landing platforms, and npc ships have no problems finding them.
So like it won’t count towards your ship limit and you can’t use it unless you have a free slot to “reclaim” it
Indeed
as an alternative...
I would like to be able to hire random pilot npcs to work for me as an extra interaction option.
once hired I can assign them to a terminal at a base, at which point they will bring their specific ship to the base. hang around. be available for trades with me and people visiting my base.
they might occasionally leave. but will always return.
Buying their ship counts as a dismissal.
Have you seen my suggestions here?
https://www.reddit.com/r/NoMansSkyTheGame/comments/lq5zz6/no_mans_sky_directive_concept_update/
could i suggest: a contracting system that you can use to hire npcs for a set number of realtime days, like a work contract
i mean hey sure but you know my sentiments on real-time crap
yeah, i see that
i mean like an option between the two, yknow
like a set interval contract or permanent employ
The set interval is however long you decide to keep them on 
Can dismiss whenever in my book
All it would take to please me is scanners in living ships! I love my guy too much to be changing on him ad nauseam
Rather than that, I'd see those scanners shifted to freighters, free up some slots in each ship that way
That would help too, certainly
Same functionality, just centralized in one vessel instead of repeated throughout each
Yeah good call
Better save system let us just open menu and save instead of getting in and out of ships or finding a waypoint
I'd like factions in game, players could join these factions and you could buy fleets for your factions. ex. Faction Freighters, faction planets, faction sections. If a faction could officially take like 2 systems as their own (max) You could have Faction HQ there. You could mine together, build together. And with these faction stuff like freighters, You could go on expeditions and have fleets, battleships. And add a feature where you can add other factions as allies or enemies. Enemies could fight eachother with the fleets and stuff but so you don't go randomly choosing enemies and attacking the other faction has to accept the enemy request, same with ally requests. Allies could help you fight.
Basically a star wars feature
We want wars
well I do
And also voice chat and a normal chat between faction members.
with a range limit
but you could upgrade this with modules
I would be down for base defense against hoards of sentinels etc where you and your friend’s can just fend them off
and u should also be able to see where ur faction members are on the galaxy map
@slim pier i added reactions to see if other people like the ideas
Oh, and you'd have to invite people to the faction, you could give some of your faction members invite permissions to invite peope, recruit.
And Faction wars
How about more ship bodies/parts for all ship types, they’ve been pretty much the same since release haven’t they?
A lot of these things are already possible if you join a player made civ, but having more in-game support for them would be nice
same with points of interest, so yeah, would be nice to see both have stuff added/improved
a thought. i love hello games and everything they do, and i love no man's sky especially, but i feel like they've seriously been falling behind on polish and basic fixes. i keep encountering the same bugs, the same little quirks, the same issues that spoil the experience over and over and over, and i suppose i'm less frustrated and more saddened by it all
i'd like HG to go down in history as a great team of people who make great games, and not a great team of people who make good games that are hampered by their persistent bugs
i mean i dont even need to look for an example - the thin body type has a broken ankle and has done since having a character became a thing with NEXT, corridors in freighters don't join right to some rooms like storage units and never have, half the placeable objects don't have material support, spaceships land inside one another, there are missing textures and graphical artifacts on some models (namely legacy like the trade platform) that have been there since launch
don't get me wrong, i love the stuff they've been coming out with. constant updates make me a happy girl, and HG does not disappoint with their content. but they're like rough, dirty gemstones, and though you can still admire them and find beauty in the seams of quartz and rock embedded into them, you can't help but also notice the layer of grime that covers them, ruins their lustre, fills the cracks and crevices
i feel like they're going the way of Minecraft a lot of the time. i used to love minecraft, spend entire days playing and building. now i can't really bring myself to enjoy it through its glaring issues, stub systems that haven't been developed or are too esoteric to understand, no cross-latticing between systems to strengthen them, no core idea - just a nebulous concept floating in a mixture of unrelated features, an overmixed paint palette from which each stroke is a muddy, unrealised grey
in short... they need to design doc this shit. take what they have and go, "okay, what can we do with this? expand on existing features, polish certain aspects" instead of, yknow, rewriting the lore every time a big release comes up. sorry, throwing shade, but you know it happens
yup, i agree. i would like bug fixes and polish and just a better sense of focus, making everything gel together.
like they basically just introduced advanced baits, and they've already gutted them. The removal of advanced baits is the most recent sign that whatever focus they have at Hello Games is likely from feature to feature and neither long term nor full picture, or if it is, it is inconsistently so, reserved for larger updates instead, and even then tends to miss some of the picture.
yeah, it just doesn't feel right. something is off here and i feel like they're stumbling. if the next big release doesn't majorly fix existing shit and just tacks on things then like... i dunno, i might be losing hope
like at least just fix the broken ankles, hg, this is ridiculous
there are so many little things i'd like to see fixed, from the really tiny like this in explorer starships:
the broken ankle as mentioned
to text for different things displaying the ID rather than the text desired
to bigger things like this:
i mean it's shit like that that just pulls me screaming out of the experience
also what's up here, is it just the name not showing totally?
yup, and some may genuinely say, "well i've never seen this" but it all adds up over time
It's clipping the first letter of the planet name
Like I said, tiny, but it's just one more thing to the pile
cumulative neglect
and then there's this at times, if you enable tessellation
In the past, that sort of thing might have been hidden off in the distance, out of focus, and quickly corrected as you approached...Now, well, you can catch it way easier than before
Funny thing, with all the other designs of these ruins having nonsense architecture and floating stuff, I never really thought about that one much
It’s only now that I notice parts getting backface culled that I’m like “oh.”
Though then again… This is one of the very few games where you could reasonably explain graphical glitches in canon
Along the lines of Talos Principle
(Great game by the way, if you like NMS’ story you’d love TP’s)
there aren't actually any ruin designs that intentionally have floating parts to the best of my knowledge though...
Anything you've been seeing that has floating parts is most likely glitched, even those with the flagpoles floating off the edge
The large ships clipping through the platforms at the space stations is a bit amusing. Maybe they should fix that in the future.
Be great to also have more functionality in the Discoveries menu. Things like opening the galaxy map from there or the quick menu at any time. And bookmarking planets/stations for quick access in the galaxy map. Borrowed that from Elite 😀
Customizing your control layout would be cool
I hate how the water changes levels when you walk around the shoreline
its really stupid
yeah some water consistency would be real nice
Yeah you also get sounds of water too say if you're above it on a launchpad. That's always weird.
A lot of those things are visual jank related to optimization decisions, reducing the number of things the game checks for every frame
Having the water be a flat plane when you swim in it performs a heck of a lot better than if your character snapped to the geometry’s surface every frame
And then they’d also have to create edge case resolutions for what happens if the water carries your hotbox into places it isn’t supposed to be, like ceilings
Sounds trivial but in execution it’s far from it, especially in a game that already does so much per frame
(I do want this also but I kinda have to play devil’s advocate here, because small visual things that have gone unfixed this long, the developers have probably looked at it and determined that the time needed to research, implement, and test a solution isn’t worthwhile, or that it would reduce performance for minimal gain in visual attractiveness)
And remember, the game was developed with first person in mind, where you would be much less perceptive to world interaction jank like that
Not sure where I can recommend things, but this seems as good a place as any. Throughout playing the game I've noticed that it is very difficult to get an ore deposit marker to disappear which makes it common to find deposits you've already mined. I'm well aware that due to the procedural generated nature of the game changing the behavior of the deposits them selves is a difficult, if not impossible task. So I propose this solution; keep the deposit behavior as it is now, but give players the ability to interact with a deposit marker through the visor allowing them to personally change the deposit status to "visited" similar to how the game tells you if you've already spoken to an NPC, that way when your looking for new deposits you'll be able to see which ones you have been to, and which ones you haven't.
I would love to see a living Capitol ship in the future. Maybe through a quest that turn one of our current living ships into one, with the appearance and stats derived from our base ship. How cool would it be to walk around inside an organic ship on that scale?
There should be a special item for logging in to the game at 4:16 pm, not only bc usually when the number 16 is referenced it’s usually repeated 4 times, but also bc in military time it’s 16:16.
first, regular capital ships should make sense.
the 21x21x15? buildable area should scale with the size of the freighter. Should be copied from freighter to freighter when you swap. should be somewhere inside your freighter not in a magic invisible stack above the bridge where, from the outside, there is clearly nothing.
additionally, id like to see a freighter variant that consists of the bridge module, superstructure and engines, but the rest of the habitable structure comes from the players normal prefab and other build options. So its basically a hybrid mobile spacebase/freighter/
Is there actual trading in NMS, not "good faith" trading? I sort of wish there was a community exchange where you could create a sell/buy offer, and it'd take those items from you, then when someone has what you want they can buy that offer and you can collect the items next time you check.
If they added a landing animation for some of those ships where the parts retracted into the main hull or something, I'd be 100% okay with that. I want another explorer with the huge cans and wings but they always turn space stations into a weird obstacle course.
...actually, I'd be cool with way more landing animations. And also the round thruster explorers not have the engine trail come out at an angle.
For some reason, this is a polarizing idea. I'm totally for it and have mentioned the possibility of a trade menu similar to Borderlands.
Normally I get replies like "Just trade", and I'm not sure if they mean just give items over to people and hope they give something back
Also there aren't a lot of people who want to trade random stuff
a community exchange would allow people who do, to connect really quickly, and it'd be like a small player economy that doesn't change the space station economy
except for letting you pull from the exchange to crash economies, but there has to be someone putting things in the exchange to make that happen
space station economies would likely be the best place to go anyways for big bulk sales, because I doubt any prices in the exchange would be better. Would be a good place to trade eggs, upgrades, and manufactured goods likely, Also if NMS introduced collectables that were tradeable (not time exclusive though)
food sales too would be good since they have temporary stat boosts
But i imagine HG would have a better idea than what I'm saying, just kind of spitballing
Usually combat overhaul requests get the spotlight, but honestly, the trading system is also due for an overhaul. The only incentive to use the trade system as intended (in Normal saves) is because you'd want to avoid exploits. In my opinion, thats because any other incentive is undermined by more efficient methods through manipulation of the games buy/sell mechanics. Most players don't care that you can make a couple hundred million an hour by learning the trade routes with commodities when they can just crash cobalt for similar gains without learning the trading system.
Yeah I don't know if an exchange would make it more or less complicated, but it would be good to see the economy change to be more interesting
Imagine if there was only the player economy
🤷♂️
It also doesn't help that the player community constantly spotlights the holes in the system and then hoists them up as the "correct" way to play the game. The devs in the past have been pretty clear about their feelings toward exploits but for some reason, players think they're intended, so idk.
i think mainly because it would drive further attention to "balancing" the player economy which would in turn likely require locking down saves from save editing, save editing which is currently used for a number of workarounds for glitches breaking progress or absence of QOL features
The tradeoff just isn't worth the cost of losing the benefits of save editing given Hello Games' inconsistent behavior with addressing bugs & adding QOL features.
Not sure how NMS doesn't already have that issue since you can save edit and trade currently, the only difference is that you have to stand in the anomaly and give things to people individually
I also don't see how locking down save editing wouldn't also mean bug fixing becoming a priority, also they could just have a maximum transaction size and a maximum # of offers, if it was something reasonable it'd have to be a bunch of people exploiting + a bunch of people buying to crash the player economy, otherwise the exploits become worthless because nobody is buying what they're selling, so exploiters have to diversify what they're selling, and make it reasonable which sounds like Space station economies to me
as a console player, i have no qualms about suggesting that modded players simply get locked out of multiplayer.
I don't really care what an individual player chooses to do. Let the cheaters have their playground.
I just want more options and content for those of us that want a legitimate player trade experience.
I don't think NMS is a game that needs to punish modders, I just also think it's pretty easy to make boundaries that don't encourage exploits, like economy crashing right now, really isn't that bad for me because I don't do it, other people can but I just have fun doing it the way I want to
I also partially agree with @supple warren I don't think save editing should be removed if it can get some players unstuck, I just don't think that should limit the trading experience
ive never gotten stuck. so...
but if banning modding from multiplayer while leaving it for single player would allow for a fixed economy, would allow for trade, would allow for a richer crafting and trading expansion, im all for it.
I think you're mixing up modding with save editing. Using mods to cheat is not exactly the point of mods, they would just use a save editor.
there are mods that change the qs rewards for anomoly missions. so save editing and modding both need to get locked out of multiplayer.
But again, I don't care how those players want to play. I just want legitimate options for those of us that would like to trade with other players.
Yeah, the QS mod hasn't been updated since the QS reward increase, so it's not like it's the hottest mod out there.
and not because i disaprove in principal of such things. but because of the knock on effect they have if theres a public market.
Also, console players don't have the option to mod, and they are a significant portion of the player base.
Anyway, im done discussing players that want to cheat, they have zero bearing on my request.
I just would like to see more legitimate options for players to trade between each other.
Also no option to customize control layout
This is the deciding factor on whether or not I use a controller in any new game i play (yeah, i dont like m+kb for games, just a preference).
This is a weird suggestion but... some sort of diary?
Or just a way to leave longer messages instead of just one sentence.
I'm basically talking about the books in minecraft.
Where you can write and leave.
Is there a limit to the number of communication modules you can place?
I don't know but leaving even 20 would be annoying. Not for the person who left them, but the person who found them >_>
Eh, it's your mark on the galaxy haha, I enjoy finding weird stuff like that
Systems are so plain most of the time, anything like that would make them interesting to me
I just use a notepad 🤷, surprisingly handy for NMS. Also, a google sheet dedicated to points of interest is super helpful imo. I dont see an in-game feature being as good as either of those things.
Oh for sure, but if you ever decide to share a little with other travelers I'm sure they wouldn't mind
What you do is write a google doc, set it to public then put the link on the communication module
This^^ yep - hopefully this game will get some pvp content like that (actually might be even a PvE). This kind of feature is really missing. My dream is even bigger - factions and possible faction space-stations. So faction could choose a star system as their base - and create module-based structures. They would cost a lot of resources, money BUT - on the top of that special resources you might get fighting sentinels. The size of the station would be limited by reputation points you can get from fighting sentinels and other factions. I can only imagine huge space-station defense against sentinels or other players.
i would really dig this, have a longer but still capped length log for upload but then practically any length for your local saves
I've suggested similar in the past because i think it would help add context to a base someone constructed outside of the cheeky planet/system name or whatever and an exceptionally brief comms station or message module
I was just thinking, making stories while playing a game is fun. With an addition like that, we can put those stories in the game for everyone to see.
Sounds fun.
I would even put small rewards.
If you find someone else's book, you get some nanites or something.
an idea i came up with the name for before the actual idea: Consolidation
condense existing item range down considerably: broad, obvious categorisation that also considers inventory management (expensive items create smaller stacks). things like ship scrapping: ship parts should be subdivided into 1k, 10k and 100k parts only, named something generic and provided to the player as they are, trade goods should really be the same
power recharging: one bar fits all. a single reactor sorta power source that runs on common elements and distributes power across all the stuff that pulls it. keep life support and hazpro; mts, ships etc get one power source that everything pulls from, charge as needed
Questionables:
upgrade consolidation (?), current system is nice but i'm not entirely sold on the pulse drive being separate from the hyperdrive, also your weapons on ships/mts etc should really use one "receiver" unilaterally, maybe make it a unified shared "weapon" upgrade but also decrease effectiveness of upgrades depending on the number of individual weapons you have. also make the photon cannon scrappable and add a warning when you remove all weaponry from a ship
simplification of farming, limit to specialised crops only, no more planet-related plant types (hopefully less same-y). make some items require haz gauntlet like the venom sac
upgrade fucked-up-and-evil mode: make it so you physically cannot connect two techs to the same set of upgrades, possibly an idea for survival/perma for xtra tricksiness
Honestly, more players could lead to more player-made quests, and those are sometimes really fun. We just had one a month or so ago and it was pretty intriguing. Would love to see more of it. Maybe use some of the random poi's to build a story for players to uncover.
Yeah, when the game doesn't have infinite missions, just let your players create missions for other players. Win win.
that would tie neatly in with my cache idea, a portable storage container you can place anywhere and fill with whatever for others to take from.
It would allow what you suggest and enable community driven treasure hunts to happen
Yup.
make your own buried caches
This game is suppose to be "A lot of players in space" so, making a lot of ways to interact with each other would create infinite fun.
also i realise i kinda just blabbed a bunch abt that update idea without responding to the previous one, my apologies
I always say, every game has a stop where you stop having fun. But if the players can create and interact with each other in a meaningful way, that game will stay alive for a long time.
I'm kinda mixed on the consolidation idea tbh, as I feel like the game almost suffers from over-streamlining or oversimplification as-is
it's a lot of fun to write stories and reports on little items and things you find through the game. once i found an old book of poetry and i made up a story of how i located it in a pocket of salt alongside the remains of a perfectly-preserved gek, and i ended up selling it to a weird guild of gek poets
I'm of two minds about that, tbh. Not that you're wrong, but I feel like a more systems driven game can offer more enduring fun on its own even without other players, and in fact, can provide players with more to make fun from.
The issue NMS had even before multiplayer was that it lacked enough systems driven play to keep folks interested, and people thought multiplayer would help mitigate that, which for some it may have, but speaking as a solo player, it goes without saying it simply did not.
you really think so? i think it suffers a lot from the crossed wires it has going on with its systems, feels a helluva lot like minecraft's potion brewing except for every system in the game? nonsense items that're only used for specific things and tendn't be useful outside of said things, the like
Well, what I'm suggesting isn't just multiplayer. I want the game to give the players enough tools to make the game better themselves.
Why have a limited amount of developers when you can technically have all of your player base.
Being able to visit other people's bases is such a small amount of creativity. What I want to see is more tools to create more things, and players being rewarded for participating in either the created thing or for being the creator.
We are all in the same universe, I want us to be able to affect each other more.
A lot more.
our own versions of the golden record, i suppose
I'd also just like the universe to be able to affect itself more.
it's a bit of both. It's simultaneously crosswired & overbroad, packed with some one off junk, yet also shallow and oversimplified.
well hey, they're the bizarre folks that somehow managed to pack in multiplayer and VR years later, so I don't put much past them
Jank may come along the way, but that has, literally, never stopped them
true! i mean, i've plenty of respect for the work they've already done, and i think it's a great game with or without my silly update suggestions, but it's just very... mm.. it's very un..expandable? it's like a glass balloon, like it's full of what it has now but you need to heat it up and melt it to get more air into it, and eventually you're just gonna shatter the thing trying
they're tacking on features without really working on the base, which is what MC suffers from a lot. MC is kinda my go-to as one of those games i liked once but then stopped liking once they didn't know what to do with it
i'm relatively sure they're not even sure what to consider the base anymore tbh 😅
yeah... it's kinda crept outta that point
honestly what would one consider the base anymore?
For some folks it's literally just more photo moments or basebuilding (but don't dare tell them to try Creative Mode)
i just think they could seriously improve the basic loops of collect, expend, recharge with a simplified structure before going into the deeper levels
it's like fixing the lightbulb before heading into the basement
if you wanna improve the overarching structure you just wanna check your rivets are in on your framework, if you dig me
i'm kinda the other way around, i think those could be improved if there was more depth to them, not just a passive degeneration.
The reason some of us are so inclined to just ask for some central recharge point or autorecharge point is because there's nothing else to that gameplay mechanic.
that's a good point, it's just recharge and then replace when drained
So you have at least two angles on how to address that. You simplify it and reduce or remove the repetitive aspect of the interaction, or you rework how it fits into the rest of the gameplay.
The first option is cheap, relatively easy, but also uninteresting and doesn't really add anything to the gameplay, just smooths out a bump.
The second is more expensive, potentially difficult, but also could prove more interesting and add to the gameplay.
This is part of the reason I mentioned earlier that I feel like the game suffers from over-streamlining/simplification, particularly in Normal Mode.
At some point you can essentially turn that mode into Creative Mode-lite, even if you play completely legit, no duping or reloading or whatever.
pretty much, i mean that's what i've managed to do
so we can do better by creating a deeper integration of those systems rather than just simplifying thekm
That's my inclination, personally, but HG's been all over the place when it comes to that
Some places you see it, e.g. exocraft signal boosters, then others you see it gutted & weirdly replaced, e.g. portable signal booster scan options and intro of planetary charts
Welp, just put together a new concept update...This time, on cities:
https://www.reddit.com/r/NoMansSkyTheGame/comments/ltamfw/no_mans_sky_metroscape_cities_concept_update/
After reading all this
the base of No man’s sky is what we get out of it.
I think I remember in a interview Sean was amazed at how many different types of play styles the game supports and somewhere around the lines of wanting to continue in that direction.
To one person you want to murder, pillage etc. Another might just want to wander endlessly from planet to planet.
Personally I think they’re doing much better than Minecraft, with the exception of redstone, as they have a much bigger proc gen system to work with and around.
As to making the game better by players adding. Wasn’t mod support found in the files at one point?
Don’t remember when but it’s still something to consider.
Do you mean mod support on the console side of things? I thought mods were and are a thing in the steam version of the game
Just in general.
When a game supports mods it usually gets it’s own store I think. I assume that would be the same since it has cross-play.
...No, the vast majority of games with mods don't get their own storefront. That's completely unique to Bethesda's stuff
Same with console support for mods
I'm a bit late for the party, but this made me think, there are already corporations and civilized spaces, what if the devs added more support to this sort of factions or civilizations
I know the game is about exploration, but that player interaction could be interesting in this game
we have weapons, we have ships, and freighters and fleets with the capacity to defend themeselves
Other games I know don't focus a lot in exploration and those universes become rapidly boring if it wasn't for the player, this game has beautiful landscapes that would be perfect for fighting. All that's missing is a reason to pew pew. Idk it's just my opinion 
one thing that I think is necessary for that to work in NMS is the ability to opt out (or even better, the need to opt-in); NMS is, for me, fundamentally a peaceful, relaxing game that I can de-stress with
and some sort of significant PvE functionality for the peaceful players that want to team up would help too
wdym, like PVP: Enabled, PVP: Disabled?
basically yeah
I don't have anything against the idea of adding PVP, but there's bound to be many people that don't want to be forced into it
I may be speaking wrong, but I think there is
Yeah I get you, It can be annoying having people shooting at you when trying to mine
yeah, there is that currently, I'm just saying that if there's expanded PVP-related functionality in such a faction system, HG needs to also make sure that is covered by opting in/out
I do agree though that an actual in-game player faction thing would be great, though. maybe it could also be a way to get some NPCs at our bases so we can make them more populated
a friend of mine's working on a space game where every player is technically the head of a small corporation, and player corps are basically several of those small corps allied together. a similar structure could work quite well here, and would make sense given the player resources already
so a solo player would still have a lot of the fun functionality just from the "personal" faction
and the multi-player factions would have a few extra things on top that only really work with a larger group. basically, soloists still get use out of the system (thus further justifying development) and the whole thing is more generally integrated instead of being another content island
....... Planetary defense to faction/clan/guild. If a group or player base can lock out a planet and as a group the whole system. The resources of the planets can become limited. Would create fighting for the center of the galaxy pretty rough.
And personally, I'd set the bar really high and require a base powered by a (A or better) magnetic power hotspot
Make people build a huge power station to power it up and have it's defense based on how much power it has.
buuut then you'd want better combat to boot
Starships already have OP weapons
he said "better combat", not "stronger weapons"
Exocraft buff maybe.... Starships are extremely deadly
Then there's the base building aspect
Build a trap for your enemies if they get past it
What I meant by better combat is more satisfying/engaging combat
Shooters are boring point pew respawn
if that's literally all you can see in the mechanics then maybe it'd be better for you to bow out of this one.
I'm thinking beyond shooting. If you want better mechanics that other shooters don't have, that's where you have to go.
Maybe we can steal ideas from ark or conan.
Teleporter revamp: Remove cable other than power. Each teleporter has 3 slots, input, output and data. Put a microprocessor in the input slot to get a programmed destination chip in return. Any teleporter can receive people from any number of teleporters that the multiple destination chips can be placed in but can only send out to the location of the destination chip placed in its data slot. The teleporters work for the planetoid they are placed on to allow inter-base, inter-player base, and intra-base transportation over long distances.
? Base teleporter?
sort of related but the short range teleporters work without power btw
I know that from reading the wiki, was just incredibly dismayed by the very limited usability of the current short range teleporters. They should take power, but their dismal range seems an odd and unneeded technical limitation.
Overall base building is tedious and incredibly frustrating
3 different object classes built to 3 different scales that none snap to each other... just why?
So, basically, you want a Long-Range Teleporter instead of/alongside the Short-Range Teleporter
Or just rename the short-range to long-range
and add the noted improvements
I don't consider on planet long range in the scale of the teleporters our freighters and ships use
When we can teleport items from ourselves to a freighter orbiting another star using just a normal teleporter then a "short range" teleporter encompassing just a single planet feels about right.
Encompassing a single base at least.
Base teleporters getting the same treatment too, allowing you to extract a destination chip from them to put into others so they are pre-programmed to that destination, so you can have a hall of teleporters to different destinations across the galaxies that you can just walk into to go to your destination instead of dealing with menus. Make travelling more organic
So making a hub base would make sense, some place you go to that is your connection to all your other places and friends.
I'd rather have a list than a hallway. Also reduces build size that could lead to lag
Not if you're in permadeath or survival
I just noticed the small amount of people that play survival
most ppl play it normal
And control customization so we can make the controls better for combat
Right button for melee on controller??
What?
Oof
an thing I always wanted
a Multisword
I mean we already have a "melee"
But noone use it
Stolen from conan: jousting
?
Survival building game, conan exiles
Has jousting and shooting from mounts
Or lance
(sorry english is not my first language lmao)
ohhh
Run up on other player using armored fauna then attack them
Run them over even
Or command pet to attack player from behind while you shoot
Not saying get rid of the list, but allowing pre-programming of destinations so you don't have to deal with a list would be amazing. I only have a few pre determined destinations that I want to deal with, being able to simply walk rather than dealing with a menu would make the experience much more organic
I was thinking of something like a pokemon battle but yeah lmao
When pokemon can attack trainers too it gets scary
They do need a buff
yes
Ooh, vertical gardening. A stack of cylindrical rooms when fully equipped with large glass panels along the circumference(except the bottom layer for access), and the top of the stack has a bio-dome, creates a vertical garden for scale-able vertical gardens
I would rather have bigger biodomes.
por que no los dos
a tower farm would be easier to fit around other construction than a giant biodome, but a giant biodome would definitely be visually striking. so, let's have both
If you are talking about pvp, I would be totally against that. "Go here, fight this faction." This sounds very limited for me, though some people really like pvp, but it would get boring for me very fast.
Though factions can be added with my idea of "Player interaction". You do something for your faction in a random planet. The next person who visits that planet will be affected by it, and they will have an option to change whatever you did in that planet.
I want players to interact with each other not by actually seeing or fighting each other.
The concept I'm going with is, "It's the same universe." If we are all in the same universe, we all should be affect this universe, and other players should be able to see this.
TBH, I think people desire PvP often because PvE is not the best.
of course Im not talking about focusing exclusively in pvp, but it would add some more sense of danger when roaming planets, I'm not saying to make this of some EVE 2, but I in my personal opinion, I think it would be nice if they expanded a bit more this player interaction, not only the fighting side, but the cooperating side and as you said, the possibility to change the universe and affect it
maybe it's just my love for pew pewing things
more PvP go brrrr
only way PvP-oriented features would really work in NMS is if they reworked the combat a bunch. Right now any such features would feel miserable via ease of griefing
@lilac crane btw since i never got around to responding to this:
Looking at spark:
Ooh, planetside pirates, though, either provide bases with defence or generate them away from bases.
I guess my thinking was in the vein of them largely just ignoring bases. I haven't really gotten around to rethinking bases yet.
If pvp was fully supported it’d be cool to have a dark souls like system, where every time you attack an npc race’s freighter/fall below a certain friendship threshold you get marked with a bounty that can be picked up by other players at the bounty dealer (marked specifically as a pvp encounter so you know what you’re getting into), leading to random invasion style pvp where if the bounty hunter wins they get their payment/raised race standing and if the target wins their bounty is removed
Also adds a bit more consequence to attacking/pissing off npcs
i think the current system of reputation could be better done localised
each system and neighbouring systems have a general heat level that ticks up and down depending on your activities, calculated passively whenever you visit a system
a big freighter bust could net you serious heat in one system, which will affect your standing in another system a few lightyears over
could also improve rank with other systems but i'm thinking of like "devil vs saint" sorta stuff
big deal trading and stuff will give you Cool, which is just general awareness of good deeds and such. pirate attacks might become more frequent
Kind of similar to RDR2 honour system/aggression system for online. You get marked on the map from further away if you are an aggressive player in online
Some kind of in game wiki. For example, I want to be able to click gold and see everything that can be done with it. All the crafting recipes gold is used in, all the refining stuff. All of it.
If something like this existed, I don't think they would need to try to make the game simpler either. Add complex crafting recipes, more recipes more materials, it would cause no problems since everyone will be able to see how things can be made pretty easily.
Also I don't know what it's called but keyboard language settings messes up the game.
I literally can't type the letter "i" when I use my regular keyboard language.
It's VERY annoying that I have to change my settings every time I want to name something.
personally i think it'd be better if the game automatically filtered items you cannot combine with the current item(s) in the refiner and just excluded them from the list til you emptied the slots
That's could be an addition as well, but my suggestion and yours doesn't really exclude each other.
yeah honestly, not mutually exclusive for sure
the ingame catalog only shows items you've personally held in your inventory
although... you CAN tag elements you know but don't have by clicking on them in the catalog
Adding carnivorous/Herbivorous/Omnivorous factors to pets, allowing them to be fed plants, meaty chunks, etc
I just want a companion app honestly
Move around inventory, plan out routes, and make trades while I'm away from the game
Little catalog of everything, have friends DMs, look at my current ships and place upgrades
That'd be neat
Plus a map obv
Melee weapons would be cool too. Something primitive and could serve as a weapon or harvesting tool, or find. Honestly even if it was mostly a flashy item worth a lot that'd be fun. Like a usable trophy.
Basically nms version of discord?? With store
this was sorta advanced baits...Before they removed them...
@supple warren i know but i wish they had that back with bait as an alternative if you were lazy and or didn’t want the trouble of looking for stuff
I made sweet cream dreams farms before the update and now it’s so much easier but i still miss the old baits, plus it would add a purpose to food
And overall i think it would be easier just to farm meaty chunks than carbon since they upped the amount of carbon needed for bait
I do find it funny how i feed my T-rex fish food tho
I'd really like to see an overhaul to combat (in space, on planets, or both)
Every space battle is far too easy. I'm using a C class explorer without rockets and I have no trouble taking care of pirates that attack me or "Wanted" ships that enter the system. I'd wager it also isn't that hard to get up to tier-5 "Wanted level" (as the wiki calls it) in a C class either, though I haven't tried it. All of the sentinels except for the walker are extremely easy to fight as well.
Would really love to see increased risk AND reward for combat. Still love the game, but why add combat and then make it child's play?
^
I agree
Combat feels more like a chore versus something I take seriously
You can get through most of the game without any upgrades or basic upgrades
The only reason I upgraded to an emeril drive and whatever is so I could get the AtlasPass V3
Even then it's still not worth cause you don't get much reward for grinding for one
Just like some extra shit versus like all the extra shit you got from having a V2 pass on stations and bases
I'm playing on normal difficulty so that could be attributed to it but
I've never seen anything that requires pass v3 (160h in game)
Only v2 on space stations or v1 on those capsule things
What requires v3?
I'm playing on Survival and the only things I feel the need to upgrade are shields (for fall damage) and hazard protection.
So what if I get less resources or do less damage? Enemies are low health and resources are plentiful anyways
I'm like 18 hours in and shit, i just raid things constnatnly
I guess on the theme of combat, it might be nice if having extremely negative reputation actually meant something.
Exactly. Normally, combat is an interplay between you and your opponent. Almost like a dance.
I play fighting games usually
Or games with higher stakes combat
This just feels like
Move around
Shoot,
move more
shoot and kill
no risk to me
i just feel like im on a power trip with a shit ship and im not sure if that's a good thing
It doesn't help not being able to avoid beams and the AI is close to aimbot.
Honestly just
For example, I have extremely negative rep with the gek (Next Rank Competitor in 216)
Yet I can live and trade in a Gek system with zero consequence?
That and if I see someone trying to emergency contact me and I know it's an enemy
I can just
Warp
And go into a planet's atmosphere
And bam! they dont care for some reason
then ill just do the same whenever i have to exit
In my experience it's more often going to be a trade ship. Problem is, they never have trades that I want
also it's weird how like a 4 wanted level or some shit from setinels converts into a 1 wanted level in space if that's the proper term
also one of the few times i did help a freighter out
and warded off some enemies in like what i thought was like a usual encounter
i got a free freighter
¯_(ツ)_/¯
then when i did the same for another and had the chance to take that one instead, i went for the payment option
and holy shit it was underwhelming
The core gameplay of combat needs fixing/rework first.
Honestly
If I had to boil it down
Very concisely
Combat does not feel rewarding, engaging, or worth
Exactly.
It feels like a chore and something I can literally choose to run away from or avoid
There is no reason for me to stay
I think the core gameplay of combat is fine. We have plenty of weapons to use.
We just don't have enemies to use them against.
If I can just ignore them
Only sentinels feel rewarding to me.
And even that reward is kind of meh.
Just get a personal forcefield
And ur set against higher level ones
cause you dont gotta deal with the laser beam
just personal forcefield that shit
and ur good
that and you can stack up to like 5k projectile ammunition
so i just bought that much when i got a gun
and honestly its never even come close to going below 4k
Hold on, not too many things at once. Or we can't see the forest for the trees.
Why do you think space combat is not rewarding or engaging?
Because all you have to do is slow to 0 or negative speed and track the targets while holding left click @lilac crane
I don't even have rockets and can easily take out any space fight
I don't use rockets because there are better options.
To clarify, I don't have anything. I use the standard photon cannon with no damage upgrades on a C class
Wow, that is some terrible gear.
Yet I can get 200k unit reward for what? tracking a target?
Yeah just started a new no starter ship save.
I'll boil it down:
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Combat doesn't feel like it's rewarding, it feel tedious and honestly like a pain. I can often just ignore sentinels by mixing up my movement or using jetpack, then fleeing to my ship, or even just digging underground so they don't detect me and waiting it out. Even if I have to face Sentinels head on, I can take them out easily with something like a scattergun and a personal forcefield.
-
The reward for taking out Sentinels doesn't even feel that worth besides a few extra credits.
-
Space combat feels like I can just blow them away with the default blaster and rockets if I need to, and run away to regenerate maybe. It just feels very like haphazard cause at times it feels intense but at others I could exploit it and just run away and play really run and gun and they won't know what to do about it.
Sorry if this is kinda poorly written but this is like my train of thought
One thing I want to introduce are secondaries. Both for you and enemies.
Similar to land secondaries.
I just think NMS's combat hasn't changed since when I bought it on launch 4 years ago
It really feels like the same kinda dull mess of pumping lead or energy into enemies
Feels more like an afterthought if anything
That is probably true.
Probably was
What's the point in secondaries if enemies are still easy to kill though?
They need to have more health, hit more accurately, and do more damage
Also there's no real consequences if I decide to commit genocide on a freighter or decide to bomb against enemies idk
besides like locking me out of maybe mission stuff or faction stuff but that's non essential and honestly doesnt bother me
reputation system should play a bigger part in influencing my actions and making me think whether i should do things or not
I want an increase in the group player limit
tfw negative 220 reputation still able to trade and interact just fine
I also just wish the gunplay/feedback overall was just
More rewarding
Feels underwhelming a lot
I get it's not an FPS n shit but
Still doesn't feel too good
The difficulty curve on sentinels is also super bad. You go from a standard sentinel with no armor to two easy sentinels with some armor
Then a somewhat challenging sentinel dog thing.
Then it ramps up to a fricken walker with a lazer that does 3/4 of your health in one shot
I honestly just
I don't fuck with the sentinels past the dog walker
I really don't
It boils down to a game of "will he lunge at me or will he use the laser"
Which I have a personal forcefield for thank god, if not I shimmy
It's very easy to exploit it and make them entirely miss their shots on me
Like extremely easy
Secondary ideas:
-Scope: Increases accuracy and range at the cost of rate of fire and larger heat produced. May or may not have a cooldown. Enemies use these to shoot you from further distances.
-Emergency Shield: Instead of recharging using sodium, you can pop a shield and not be harmed. Has a small cooldown. Also used by enemies.
-Rockets moved to secondary. Medium cooldown. Used by enemies.
-EMP blaster: Shoots a pulse that temporarily disabled a ship, taking it out of the fight. Large cooldown. Not used by enemies because annoying.
First one already exists iirc
I know, that idea is to move the scope to a secondary.
I want people to be more careful about using it.
To think when to use and when not to use it.
Scope exists (sort of)
Emergency shield sort of exists (personal force field)
EMP just makes the already easy combat easier
No, this is in space.
I think combat difficulty should be ramped up and then weapons should be adjusted based on how players can deal with it
It just
I mean honestly having that shit for ships sounds nice but
You'd need to design more weapons around a long range/ranged basis for the scope to be of any use
No, secondaries is not the only change. I also want to increase the number of ships.
We could have a sniper weapon, I am not sure if needed.
Unless the scope makes it much more precise to aim idk if that's what ur proposing but
i mean
it'd add good variety
but this isnt a pvp game
or just something needed
No, you don't need PvP to have a sniper.
Yuh but like
WIth the way ships move
It'd be awkward to have a precision weapon
idk lol
Honestly I'm not even sure about talking about this
The game feels much more like
PvP would be nice. I know it "exists" but encountering a player is rare, and encountering a player worth killing is even more rare
Space combat is lazily designed, but it is still a core feature. Not because HG wants it to.
It's weird if you put it that way
I mean it definitely was.
I don't think combat was the original course for the game. But adding it and then leaving it super simple was a bad choice
If it's a core feature you'd think there would have been more effort/attention to detail to it
Since that would have been much appreciated for someone like me
If you're going to have combat at least make it challenging
Make it like
I wonder if you can make combat a lot more engaging if you make all ships faster.
So pirates are faster and you are faster.
Make movement feel more crisp and in control
Make things faster
Less slow, less awkward
make me feel like its life or death
versus space invaders but with a giant backstory
Take some lessons from Elite.
Why can you even have the option for cannons on exocraft? They aren't really a good way to fight sentinels, and aggressive fauna isn't that strong
Quick question , will there be metallic suit colors in the game?
hg tells us very little
I want them to complete my diving suit
Same. Such a shame that there is no chance to play the session in bigger group - 8-32 players. That would be great. Even with current fight system planetary or space ship fight between two groups would be axciting. The question is - is the engine of the game actually ready for anything like that. Even in current 4 players limit it luck a lot
I think it would handle it well , I think they should just fix the junky animations and give more interaction options between players . I have 9 docking ports in my freighter granted most of them are in use but it would be cool to get 6 players in there or being able to have multiple freighters at once in a system
Asteroids are invisible when at pulse. I never get the feeling of deep space when going around the system, cu'z the contant astroids make it feel so... cluttered. I understand that they need to be there so players don't get stranded, but it still breaks muh immersion.
Or maybe rework the whole system.
Asteroid belts are an actual object within the system, like a planet or station. If you get stranded in deep space 'cuz you ran out of pulse fuel, your communicator starts buzzing, and a tug ship comes by to offer you a refill / tow back to the station for a modest fee that scales with a cap depending how much units you have. If the player is broke, the tow driver takes pity and helps you for free.
That, or the tow driver is replaced with a sympathetic rando.
Yep. That seems like a good idea. That would be great. I think that would open up as well a new class of spaceship - mining ship. Rare asteroid fields might be profitable and risky places and professions. This constant asteroids and galaxy as a huge multicoloured nebulae is the biggest immersion breaker to me. I know this never going to happen but I really dream about something between no mens sky and Elite dangerous like sky. So - here and there coloured nebulaes in the galaxy. The chance to see galaxy from below or above. Thousands of places to visit not only for creatures but as well because of rare night sky. But of course the way the galaxies are created is impossible in that matter.
I really want the next update to be a combat overhaul, freighters and frigates should be more useful, maybe add some bosses that could be inspired by the weird space encounters you could come across. Maybe you could command your frigates to attack a player or other freighters/frigates. There are many ways to improve combat, possibly adding modules to frigates as well to perform much better at their designated tasks.
I think a complete combat overhaul would probably involve stripping the existing one and developing a better faster paced one
Who knows
I could see it being revamped but damn
Honestly it feels simple and underdeveloped
it's changed, just...Not in much of a way to feel meaningfully better
That's my fundemental issue, it's not enough for me to actively wanna do it
It's like
I can run
So I'm gonna run and skip since it's a waste of time and doesn't feel good
yup, i getcha
what gets me is that, and i know folks disagree here, but exploration feels almost as unsatisfying to me.
That is, exploration in the research/understanding sense vs. relaxing/taking in sights sense.
Combat doesn't tend to feel satisfying due in large parts to its simplicity and, at least to me, exploration suffers that same issue
is roomscale VR planned?
we dunno, HG doesn't provide roadmaps
could always let'em know you'd like it through here:
https://hellogames.zendesk.com/hc/en-us/requests/new?ticket_form_id=194549
What about allowing you to use the data pad tablet thingies
I'm not against it, but I don't want that the game becames another space shooter
Even tho what I said about the pew pew
I still don't want the game to become all pew pew and who has the better starship
They already share things with Elite in terms of stupidly grindy crap and time gates, they don't need to keep going the same way.
Idk what you are talking about but yeah that
Fleet Carrier mostly
I like the Fleet and Freighter dynamic e.e
But I think like it's some wasted potential
Why?
because the main focus of the game is to allow you to explore an infinite universe
I am not saying, make the game complex. I am just saying, learn from what Elite did right.
or at least its charm
yeah that