#nms-the-future

1 messages · Page 75 of 1

unkempt shell
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oh yeah, agreed here! i think these timers frustrate me more than the LS timers, as the LS quest stages were a "do it and forget it" thing until the next day. this tempts you like "come back in four hours to give this terminal some metal!" and it's frustrating to think i'll have to spend three days giving this stuff to the terminal when i could, theoretically, do it in one, if i played throughout a day

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my pattern doesn't align with what the game wants from me. surely true for others, definitely

toxic slate
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and tbh what I get for that re-engagement isn't even that exciting to warrant it in the first place

unkempt shell
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would probably be better if we could just dump all the resources a build wants at once, as a stopgap. but it won't solve the underlying problem

supple warren
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right, as opposed to letting you play at your pace.

Ideally, to me, the compromise with settlements would be to retain the longer intervals between requests/disputes, allow them to queue up to deal with all at once, and give settlers distinct dialog options that let you more quickly uncover disputes to resolve and requests to address.

Oh but toss the construction times, those really don't add much of anything for anyone, and there's not really some unfairness in letting more active, focused players expand a settlement more quickly imo.

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heck if you take what i just said together, a more casual person would be able to catch up to a more active player rather quickly anyway just by going through their overseer backlog of requests & disputes

toxic slate
# supple warren right, as opposed to letting you play at your pace. Ideally, to me, the comprom...

Yeah, I'm not that bothered about the disputes/requests stuff. As I've been saying -- and maybe I'm in the minority but I think Animal Crossing's popularity proves me right -- is that more than anything I want to feel like Blargh the Vykeen Mechanic is a living person in my town, with habits, people he likes/dislikes, desires for himself and the town, and individual personality quirks that shine through. I want to feel like, if he decided to leave the colony, either I would be really sad or relieved.

All the other mechanics beyond that are kind of icing on cake for me. The reason I liked AC was not buying stuff from Tom Nook, it was the townspeople

supple warren
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Well that would be part of giving them any dialog options at all to my mind. You get to know them better and you get to learn that Grah Vy'keen is put off by Gur Vy'keen because they won't wave back and over time it could turn into a dispute to resolve that means more because you know Grah is like this and Gur is like that & so on

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More personable settlers helps give the admin stuff any weight whatsoever, so yeah.

toxic slate
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Yeah definitely. And I think most or all of that dialogue could be generated procedurally based on that individual and those relationship dynamics. But I think dialogue is just one aspect that makes them feel alive. Seeing them in the bar at 9pm, or working on their exocraft, is what you expect Blargh to do because it's Blargh. But also having a like/dislike meter for you personally, I think helps a lot. Will Blargh grow to consider you a friend, or want to sneak into your office and slice you open? Only you can decide!

soft stream
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Reading this conversation is exactly why I’m not a fan of this new feature. This feels like it should have been an entirely different game. It just feels completely out of place in the gameplay and what brought us all here. I don’t know if I’ll ever like this to be honest. Not that I think they’ll do anything substantial with it anyway.

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I want No Mans Sky to feel like Star Trek or Star Wars. Adventuring. Exploring the Galaxy. Not animal crossing.

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Here’s hoping they leave this behind like they’ve done with most of the other things they’ve added, and focus on things that truly enhance the space sci fi experience.

prime narwhal
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^

toxic slate
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I think you're being a tad dismissive -- frontier towns certainly make sense from a sci fi perspective. and I think most people would like that Mos Eisley experience of walking into a bar and meeting some shifty, procedurally generated aliens. maybe one will give you a mission, and another might try to kill you.

The procedural town generation tech is cool. The aesthetic is fairly cool. It's just the foundational gameplay (if you can call it that) for them is not. That could be fixed, if HG has the desire to be reflective about what they built

soft stream
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I’m not against the idea of settlements as such. And meaningful NPC interactions sure. But this gameplay loop just isn’t my jam. Not compared to what I was hoping / hyping for anyway. And a statement like “it’s just the foundational gameplay (if you can call it that)” kind of proves my point. To be clear, I’m not attacking anyone here. Just sharing my thoughts on why I hope any future updates leave this feature behind - which has kind of been what they’ve done in the past. It’s a nice feature for some, and as long as I can ignore it, I don’t mind. But I want them to spend their time on future updates that feel more like they are complementing existing gameplay than trying to take the game in an entirely different directions.

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I’ll be sharing some deeper information about what I think that looks like soon. But it’s based on this.

toxic slate
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I mean I get it, I railed against bases when Foundations came out, as setting up a house on one planet felt antithetical to the idea of exploration. but HG are going to do what they're going to do, and this game has such a wide potential surface area for features that people are coming from vary different perspectives to this game. all I can do is keep sending in zendesk tickets and hope they read them

soft stream
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Honestly I don’t think they rank features based on what players want. Their focus is more on what will bring in new players / sales and what they personally would enjoy. Sean said as much in an interview once.

toxic slate
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they are very data driven and I think they take some of their own ideas and also ideas that get a lot of traction in the community. but yes also ideas that they think will open up new revenue markets for them

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the downside is that it does make the game feel a bit all over the place at times

soft stream
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Totally. Almost every new feature feels unfinished or minimised. I want things that add more depth even if that means less breadth. I didn’t buy a city building game for a reason.

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Still. The updates are free. And I’ve spent 1000+h in game. I can’t really complain even after buying the game twice.

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After all there’s plenty to love.

toxic slate
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i would definitely like a look at their development process, it feels with features like this that there's not a great deal of playtesting done

soft stream
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Yeah. They could definitely use a 2-week public beta mechanism to set the right expectations.

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I actually think that would increase the hype they build for an update.

supple warren
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what if there was an octopack with mechanical tentacles that would just gather stuff around you automatically as you wandered

soft stream
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Isn’t that what companions are supposed to do?

winged dagger
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Cross platform saves? What are the chances for that coming to the game? Personally I think I would like it but idk

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Especially with the discoveries ppl make

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And base locations

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The way it could work was you keep your inventories and all your ships and stuff

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But bases depending where they are and if they interfere with other platforms you would be refunded

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What are your thoughts on this?

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I think Cross Saves are a good idea but I need more thought into it

prime oyster
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I'm still searching for a planet full of Godzilla's lol

distant sun
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Here is my idea on how they could tie a bunch of these disparate features into a single cohesive long term goal. I think the game should add a galactic resource transportation network allowing you to passively collect resources into your freighter up to some capacity.
The network would be collecting resources from base mining depots. Meaning all the bases that you created and left long ago remains relevant to your long term goals. The other things it could collect include whatever a settlements is manufacturing. Once you max out or "complete" a settlement, they be recruited as a permanent part of your network. Adjust settlement completion times so that the goal isn't just to complete a single settlement, but to go out there and recruit multiple settlements to become manufacturing hubs for your industrial empire.
Finally the freighter is not merely the collection point, but the nexus of all transportation activities. Frigates are the backbone of transporting your goods, and when not on an expedition their stats are dedicated to increasing transportation throughput throughout the galaxy. Send them on expeditions to build their stats and enhance your transit capabilities.
Finally... I dunno, leave it up to HG to figure this one out. But since the freighter would now have a continuous stream of resources, the freighter also has resource sinks that continuously consumes these resources. One problem in NMS is that for a lot of resources you can gather in massive quantities, but once you build any related tech, you really don't need all that much to continue exploring the universe. You just sell it for units. The game needs something that isn't just spend resources once and be done. Some kind of end game function that allows you to throw endless quantities of materials into it would help give people reasons to find and cultivate more resource sources.

soft stream
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I like the idea of developing a trade network. Only thing is it will probably mean more timers :/

raw marsh
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Am I the only one who likes timers?

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Gives a reason to take a break and not burn yourself out

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Part of the fun is the anticipation in my opinion

lilac crane
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I prefer taking breaks myself instead of being forced to. I regularly take breaks on my own, or stop to do some work around the house.

unkempt shell
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not all people will have the time or inclination to invest lots of small chunks of time into a game, either. maybe you can only really play during your couple days off in a week, or you have other hobbies you prefer to put time into, but still want to enjoy your game without limits when you do end up playing it

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i understand exactly what they're aiming for. they want this update to be treated like animal crossing, where you might play for ten minutes at a time, multiple times a day. but unlike animal crossing, whose current iteration exists on a mobile platform and doesn't just set timers to realtime but also has the gametime be realtime too, no man's sky never felt like a game that needed this type of content, to me

prime narwhal
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I think for settlements it exists because there actually isn't a ton of content there

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And is just padding

lilac crane
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I think the combat system has problems due to lack of good enemies later on. There have been some improvements, but the game still doesn't deal well with exocraft or low flying starships.

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So it would be cool to have flying sentinels and exocraft sentinels.

tulip swift
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Imagine 🥲

lilac crane
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The sentinel types have basically stayed the same for most of the game.

supple warren
# prime narwhal And is just padding

and it isn't the first time either. The Artemis Path was padded out a tad with the addition of some at certain points, the Base Computer Archives were basically the first mission chain that was heavily padded out, and Starbirth was the second.

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It would be nice for new content to not be largely timegated/padded out as such, and also not as grindgated, like upgrading equipment & locating explorable derelicts are

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Although I know many folks are basically inundated with units and some, to a lesser degree, nanites, so some of that may not feel as grindy, it is since with direct upgrades to slots/class units/nanites are the primary means.

Similarly, outside of the freebie emergency receiver, the primary way to get them is spending several million units, increasing if you want to check out more...

lilac crane
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Well, there should be a lot more ways to spend credits on that don't give credits back.

supple warren
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Yeah, I've suggested something for that in the past, like buying base parts instead of having to craft them all the time

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Adjust the costs accordingly for that & it could become a big unit sink for builders

lilac crane
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I would love to buy special base parts to show off my wealth.

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For security, you can have turrets for builders and consumeables for when you're in the field.

supple warren
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Oh, well in this case I mean literally all the base parts could be bought prebuilt, using the portable tech to allow them to be stored in one's inventory for placement elsewhere

lilac crane
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No, I prefer having special base parts sold.

supple warren
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Cool, it's not mutually exclusive

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You could do both

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Making all base parts buyable like I describe creates a unit sink & serves as a convenience option

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Meanwhile you could have some premium parts like you describe to show off your activated indium mines' payouts

lilac crane
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Rich builders need the opportunity to crease splendidly fine bases with all sorts of amenities.

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I want my bases aesthetically pleasing and functional. Its only this update where things have started to shine a bit more.

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Idea: Starship refueling station.
Similar to the health and environmental, but instead it consumes antimatter to refuel your starship's hyperdrive much easier.

lilac crane
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As for Base amenities(Even spend credits on it):
-Cartographics & Guild(Space station amenities),
-A way to refuel your or other starships,
-defense/security,
-environmental protection domes(for open air spaces)
-starship storage/holograms(So I can show off my rides)
-Exocraft Summoning Station for others.
I can expand on each if interested.

prime narwhal
lilac crane
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Other games, DLC for NMS(Wouldn't mind)? Who Knows?

prime narwhal
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Either that or they don't mind just creating the barebones for certain features and don't mind everything being a more "casual" experience in one package.

prime narwhal
supple warren
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Tbh I don't think the game should revolve so heavily around units/nanites/tokens, and that the pursuit of unit sinks or the like are interminable problems demanding ever more stuff to buy/unlock.

If instead they focused on more robust systems creating experiences to have instead of rather simple systems to minmax or otherwise exhaust/complete, you'd have something at least a little more sustainable than a series of small updates with what, at times, feel like stopgaps for The Next Thing™️

lilac crane
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I partially agree, I do think Units should matter.

supple warren
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Sure, I just don't think they should be at the heart of things. A good aside for those interested in dabbling with trade, but not so deeply tied into other systems that one has to pursue them, or maybe better put, so that other systems feel a need to reward them constantly.

That's part of the reason they don't matter atm, how generously they're rewarded, but they're partly rewarded this way because they're so embedded in other elements of the game.

lilac crane
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To me, alternate currencies are invented because the old ones are broken.

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When it comes to credit sinks, what is the most expensive thing in the game and how much do you lose while spending reasonably?

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I barely use the terminal, because I have all the resources I need 90% of the time.

prime narwhal
# supple warren Tbh I don't think the game should revolve so heavily around units/nanites/tokens...

I agree.

What I would love to see is them either go back and expand on existing features and add more depth to them, or focus on more dynamic features to bring the universe more alive.

For example, i don't want to own a station if it's simply just another way to earn passive nanites, with time gated mechanics. I'd like some sort of meta game attached to it that expands the "trading" pillar of gameplay. Let it be it's own thing without the need to tie it into the resource, nanites, and credits grind.

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But, part of me is also wondering if I'm just expecting the wrong things from HG and NMS going forward. The game isn't a space sim, or rather, it's a space sim lite. Maybe I'm just expecting too much from their little team, and hoping for sim-like features that they simply aren't interested in

balmy cove
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To be fair I'm not sure anyone knows what or what will be no man sky

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It's kind of becoming everything

blissful grove
toxic slate
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i would love to have the procedural lore that DF has though. it makes the world feel alive on a macro and a micro scale. NMS has all this sandbox stuff, but all the NPCs in it still feel like cardboard cutouts

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even in MGS V which is a paper thin open world, enemies adapt to your tactics over time. NMS right now doesn't really care if a player is there or not. I would like to have some ability to change things in the world. about the only thing we can do is temporarily crash the trading market, but even that doesn't really impact anything other than the player's ability to buy and sell

dapper meadow
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Never been in this channel

toxic slate
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yeah, DF is on the extreme end. I've mentioned Caves of Qud before, they do a good job of mixing procedural lore with hand crafted stuff

dapper meadow
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What I would like to see next would be being able to ride with your friends in the same ship.

toxic slate
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In that vein I would love to see procedural towns with their own lore, possibly their own mysteries ("there's a haunted cave nearby"). i think this would encourage exploration more than just looking for a nice place to take pictures

soft stream
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Definitely agree that having useful and interesting quests given by NPCs would complement the mission board. Love the idea of every interaction being PGd. Especially if it feels unique. I do feel the current missions are stale and samey. They need more depth and reason for being. Different challenges. Everything right now feels like either a fetch quest or a shoot ‘em up.

supple warren
supple warren
unkempt shell
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i think the settlement minigame should have predefined plots of land, which give you a list of options for what can go there. you can either go through the current system of placing down a pre-made structure to fulfil the requirements, or build your own buildings with the game providing a checklist of required sizes and items for it to count as the build.

would give their new build system a real spotlight to shine under, make the settlement minigame more engaging, and lets them scrap the timers as you're now already investing real time into making it look how you want it to be

toxic slate
# supple warren it's kind of funny tbh, because on one hand you're right but on the other you're...

Yeah you're definitely right, and part of that is due to the nature of their "nothing exists unless the player is there" procedural tech. But certainly there's got to be ways around this computational load. How many actively visited systems are there really at any given time? Perhaps something where if lastPlayerVisit > 14.days { endSystemSimulation() } so that systems which players are invested in get richer simulations and systems running, with NPCs doing their own things etc. and the rest get nothing or some very high level simulation updates. (and undiscovereds get nothing)

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or maybe HG does cpu load distribution, so that the simulation processing is mostly not happening on HG servers

soft stream
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Game state and processing will mostly be done on the users system with state management. Hardly worth using expensive server resources while player systems are free. Progress is uploaded with your save for anything that needs it. But mostly, it’s in your save file.

toxic slate
zenith marten
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I made this concept of a radial menu which could replace the current quickmenu. This would be a lot faster and intuitive to navigate than the current one. Especially with controllers.

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Since they just reworked the build menu I couldn't help but think of this

soft stream
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That’s great! Nice idea and execution. Love seeing this kind of thought put into QoL. Hopefully something like that is on the roadmap thanks to their UX girl

toxic slate
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based on the new building UI though, I don't think they really spent much time thinking about console players at all

gloomy hazel
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I think it would be nice if stars were different sizes. They might already be but I can’t really notice. What I mean is having a star likes ours in one system then a super massive colossal sized star in the next.

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Another feature would be multiple moons and making moons more common

prisma gate
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I really wish they'd add the meleeing mid air back. It was the best update ever, and I miss it.

sturdy lily
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This is a really out there idea, but imagine a sort of dungeon crawler sort of thing for nms

supple warren
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as in similar to or better than the current explorable derelicts?

sturdy lily
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I honestly don't even know the first thing about derelicts other than that you get directions to them off of scrap dealers

supple warren
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Aah, well they're currently the closest thing to dungeon crawling in NMS

sturdy lily
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ah

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looked them up a bit, and yeah something like that

dapper meadow
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Hm.. What if each race had their own radio/broadcast.
Plays random music and occasionally gives you coordinates for something interesting.. like a "breaking news" type for derelict freighters, stranded lifeforms.. etc..

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Galaxy News Radio with Three Dog in NMS

minor kayak
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i can feel a ship customizatoin dlc coming

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in me bones

soft stream
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I sure hope you’re right. My number one feature request by far, as long as it’s done right and doesn’t nerf ship hunting. I want to grind like hell for that sweet ride!

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Love the radio station idea too. But ByteBeat gives me a headache. Wish they would just add a virtual audio driver so you can play your music directly into the game like a personal music player in your ship / suit!

supple warren
gloomy hazel
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Imagine building your own ship

balmy cove
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Or having a special base part which is a giant garage in which you can paint and customize ships(refuel too of you don't have the recharge thing )

soft marsh
drifting moat
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i would love if you could choose where to place the buildings and make roads and walkways and stuff to

soft stream
supple warren
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I mean missions could reward equipment for one thing, instead of vendor trash and currency

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You could break into a shipyard and steal a ship for another, would add an interesting new POI at that

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Also break into an armory for multitools, 'cause hey why not if we're doing break-ins

soft stream
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Crime that pays = “Adventuring”. Got it.

supple warren
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If you're not the violent/criminal type, you could also just find an abandoned shipyard/armory with a pristine ship/multitool...That might stir up some old security systems or biohorrors that have taken up residence in the facilities

soft stream
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Maybe you could get into the hangar on an abandoned space station or derelict freighter?

supple warren
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Or scrap the security/biohorrors, and it's just barren, and the parts are scattered about the facility, but you play a little game of find the pieces to bring back to a machine that assembles them for you

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🤷 doesn't have to be super complicated or criminal/violent, just so long as it's not, "Let's do pseudowork!"

supple warren
soft stream
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Perhaps combining some ship scrapping and some mission rewards would make it more varied. Especially if the mission rewards were recognisably different so they are something like a unique momento or trophy. Special parts, colours or decals you can only get by doing missions.

supple warren
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or just...any possibility, with that being one among them

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The problem with making them unique is that anyone else that finds themselves doing that mission will also get them and then they're no longer unique really

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It's like the golden vector for expeditions...Sure, it's unique, but it's the same reward for everyone

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Living Ships had a better idea imo, despite the mission chain being garbo due to timegates, the end reward was proc-gen & distinct from literally any other ship type in appearance & even tech

soft stream
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Well maybe that’s it? The reward is a PG ship you can further customise?

supple warren
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Obviously you wouldn't do that for every other mission even, but just keeping the rewards proc-gen would be better to me than anything custom-built

autumn elk
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The half arches in the building menu need a support and cross beam section... So you can build large openings that are finished off nicely

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At the moment you can split a wall vertically into 4 flat sections but the top section doesn't line up nicely with a half arch and there is no way to build a 1/4 wall horizontally

blissful grove
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you pretty much have to wireglitch them in or snap em in with a vertical floor glitched into position. either way unbelievably annoying.

chrome schooner
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did you share that on the zendesk?

zenith marten
gloomy hazel
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A supporter DLC would be cool

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like its $5-10 just to show support for the game

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maybe get a special skin or something, not something big but just so if players want to show support for hello games they can

lilac crane
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Well you can always buy merchandise.

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I would rather get a good DLC for its pricepoint. If free updates are unsustainable, DLC is fine by me.

visual cloak
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if Frontiers was a dlc, i wouldn’t buy it

lilac crane
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I'm a little disappointed at HG due to the timers thing. But that has been discussed before.

visual cloak
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hehe yes it has. Unfortunately i’m not sure if they’ll change it

sturdy lily
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imagine a "chisel" button while building that lets you switch between different styles of the part your placing (like extruded, but with more options)

edgy spire
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Any ETA on the next patch for NMS? I think settlements would be super cool I'd they actually worked

stuck salmon
timid vigil
supple warren
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Integrate the settlement feature into player-built bases via some of the unique settlement parts, e.g. adding settlement terminal to your base attracts settlers to meander about your base and overseer terminal functions like it does now, presenting you with construction requests, where you actually build a structure using existing basebuilding tools according to a loose template, & resolve disputes that arise more or less as you do now

Obviously I say toss the timers as the only way things occur there, and make it so interacting with settlers uncovers their interests culminating in build requests, and their relationships among each other culminating in disputes to resolve. These could still just appear over time, but by actually interacting with your settlers you could uncover them through regular play

visual cloak
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it’s dumb how you have to go to your office computer for everything. makes the whole settlement thing pointless and boring

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i like the idea of having the option to turn a base into a settlement. if they did, i hope the npcs actually physically came across your base

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might be the next step, honestly. we’ve been getting closer and closer to NPCs actually exploring on-foot. Settlements allow them to walk and run around further than ever before

halcyon portal
visual cloak
indigo dawn
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MAKE TUTEL PETABLE!!!!

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🐢

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tame them

lilac crane
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What turtles?

indigo dawn
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cant show here no pic perm but dms

zenith marten
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I want a tutel

indigo dawn
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everyone does

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but we cant till they make it petable

visual cloak
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we have land turtles

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they’re actually sea turtles

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but they live on land

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it’s amazing!

indigo dawn
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they aint petable

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I need tutel as pet

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a lot of ppl wants tutel as pet

slate ridge
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I just want boss creatures and raiding freighters with friends.

twilit orchid
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ok so I might go a bit wild but i love speculating. soo anyways the new settlement implementation feels cool but sooo incomplete. I see a lot of people complaining that you cannot build on settlement but i kinda see why. a good fix for this would be once your settlement is maxed out you could build in it. also other cool idea I had was. you know the new build menu.
well have a similar menu for the settlement build that you can build. (the premade ones). and well have it be locked. then as you grow and improve settlement you discover new builds, BUT not unlock them. so to unluck them have them be verryyy expensive with units. because late game players have litteraly nothing to spend unit on. and also make so that the production of settlements actually gives you units. so that its more of an investment. anywasy you have the menu you have good settle you unlock you can now place the build in a "clash of clans" style building around the settlement area and then use resource to build. this gives a bit more freedom on how you want settle to look and the actuall feel like you are and overseer.

and with this I would add that add more build to the menu. for example add like maybe a turret or walls fences for sentinel protection. maybe you can have some baracks room where you can trains citizens to defend againts sentinels etc. or a build that makes a antena to signal freighter whenever there is a sentinel attack so the freigter drops maybe air defence ships or airstrikes haha idk. im just going wild here but you feel me limitless potential.

now you may ask in the end what this for. well imo No mans sky LACKS something very big. UNISON BETWEEN GAMEPLAY elements. what do I mean by this. well its doesnt feel like a game more like games withing a game. so

and the only thing that connects them is one ship to fly from one game to another. so for example

there is base building game. the exploration game. the derelic freighter game. the city building game. etc etc. +++++

gloomy hazel
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Man I wish you could design your own overseers office at least

twilit orchid
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and the problem with all of this is that there is no dynamic between one another. yea they are all cool in their own way but where is the dynamic. if you do one thing you dont get rewarded in the other.

in the example that I gave I combine the city building game with the fleet buidling game.

for example: lets say you cant send air strikes if you dont have a certain frigeate that has planetary weaponry. or let say you cant send air support if you dont have fighter/spaceship carrier. maybe visit mpc around and find fighter pilots and recruit them to your naval fleet to fight under your flag

gloomy hazel
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Also crew management for freighters using the settlement mechanics

twilit orchid
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now I inspire exploration to grow a fleet etc etc but something that make the game as a whole not separate little sections.

twilit orchid
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and lastly make multiplayer a good thing to have. its kinda useless in nms. add multipayer ships. make the colossus a multiplayer vehicle. let us raid other people settlements etc etc

gloomy hazel
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I’d love that but this community is full of butthurt carebears

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Permadeath multiplayer would be amazing if only I could skip the tutorial

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But honestly the exocraft need better controls to be good combat vehicles, you can’t even circle strafe!

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Once the expedition starts I’ll probably pvp everyone I come across and screw the consequences

twilit orchid
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the exocraft have perfect controls

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exept the minotaur

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but they fix it a bit better this patch

gloomy hazel
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As far as I know you can’t steer and fight at the same time with any of them

twilit orchid
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oh idk about that actually

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i must try it

gloomy hazel
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It’s like halo’s vehicle controls with less flexibility

unique radish
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Calling it now: one of the game’s final updates will involve terraforming

soft stream
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Add the procedural building tech to base building. Have a “buildings” menu that presents prefabricated part combinations to your base. Ditch settlements and just integrate them into base building. It feels too restricted at the moment and not integrated.

toxic slate
#

I wish screenshots would be rendered at highest detail, no matter what settings or console the user is on. Some of the aliasing that is acceptable in motion does not look so great as a static screenshot (I'm looking at you, shorelines). Gran Turismo Sport does this on PS4, and yes it takes a bit longer to render, but the result is gorgeous

feral sphinx
#

This game coming to switch?

potent kernel
feral sphinx
#

Even if they remove like a couple things like pets or whatever ill be fine cuz i never really cared for the pets and wildlife farming

toxic slate
lofty lake
#

We need a plane exocraft for plant travel over water and stuff but beats the ship in speed

lilac crane
soft stream
#

The roamer exocraft! @prime narwhal

indigo dawn
#

Make tutel tameable

#

Tutel!!!!

#

🐢

wide torrent
#

Even if it's not functional, we need toilets, showers, etc. to make bathrooms in bases. I'd also love to see storage items. I know we have the safes you can access anywhere with a safe, but it would be nice to have storage lockers or other items you can only access the storage in if you are where you left it... i.e. I must warp to that specific base to access it.

lethal nimbus
#

@indigo dawn That's both spamming and not exactly a constructive addition to this channel, please stop.

indigo dawn
#

Alr I got it sorry

lilac crane
#

So, Sentinel freighters used to start attacking you from orbit, perhaps it would be cool to bring that back on lvl5, but as some kind of bombardment instead?

#

Think meteor rain or lightning strikes triggered by the sentinel freighter.

unique radish
#

One of the features I expect from terraforming will be that you can pump certain elements into the atmosphere and extract others which would change the color of the sky while also SEVERELY reduce impact on Life Support systems.

For example, pump more oxygen and nitrogen into the air, and sky turns blue!

More sulphurine? Yellow.

lilac crane
#

No need to link color with life support.

balmy cove
#

-Be able to leave ladder at the press of a button and it need to use the jetpack
-a soundtrack dlc(I know that they made disks but this would be more practical)

balmy cove
lilac crane
#

IRL maybe, but due to lore reasons not NMS.

balmy cove
#

Eh would be a nice feature

lilac crane
#

The realism standpoint doesn't make sense given ||NMS takes place in a simulation.||

balmy cove
#

God dammit

lilac crane
#

Thats why I put a spoiler on it.

balmy cove
#

I didn't expect something like that

#

Welp my bad

lilac crane
balmy cove
#

Hmmmm

#

Actually

#

I don't care that the ending got spoilt

#

I don't think I will finish the game

#

Just play it for the game and not the story

toxic slate
lilac crane
#

People just randomly click spoilers?

toxic slate
#

They may think it’s something small, not the biggest spoiler in the game

#

On topic, I’d love for the teleporter list to actually have a detail view of a system if you click on it. I often don’t remember what’s in a system at all, especially if it’s using the procedural name

sturdy lily
#

It'd be cool if black holes had velocity and every now in then would move stars in a specified direction

#

maybe once every 24 hours?

viscid pawn
#

it would be cool to find planets with huge cities on them

lilac crane
keen valve
#

I believe HG will add the ability for players to merge settlements for a co-op settlement experience.

toxic slate
keen valve
#

I hate the timers lol XD

zenith marten
soft stream
languid mulch
#

fishing system cus skyrim is coming

chrome swan
#

For example - why is there no power management in settlements to take care of. Wasted opportunity for added depth

supple warren
#

Speaking of, it looks like you don't need faction rep to become overseer, which is another weird whiff

#

Like we've had folks talking here & there about making faction reps more meaningful and if ever there was a moment to do that, one would think it might be here

#

However, somewhat more importantly at least to my mind, is making settlements more compelling even if you're not running them, since they're still a general point of interest you could come across after taking one over.

#

Like these would be a good place to search for missing persons, for the missing persons missions

#

Plus they'd be an even more natural place to pick up missions outside of the station mission boards, by simply talking to the settlers

soft stream
#

Every missed opportunity procedural

chrome swan
#

I had hoped they'd use the procgen tech from desolation for interiors of all the buildings - including factories, etc. This update is such a weird side-step. It seems like it taken a lot of work to implement, yet it brings just another time killer to a game that needs more depth, not more shallow pools of gameplay.

supple warren
#

I'm also a tad confused that they seem to keep avoiding giving the aliens any combat animations. We already kill them out in space in starships, which they only made more evident by the pirates' attempts to shake one down, showing a holoprojection of the enemy pilot

#

This also would have been a good moment to set out on expedition missions with the aliens

#

Or at the very least fight alongside them against Sentinels attacking their settlement

#

Like they showed clear regard for the lore insofar as the Sentinel attacks go, yet they ignore the part where the Vy'keen would absolutely be fighting back?

#

I'll grant the gek cowardice & korvax reverence, but the vy'keen?

chrome swan
#

good point

soft stream
#

Maybe 4.0 will bring more depth?

#

⏳NO Timers

#

Lol

chrome swan
#

my hope is, that this update is "wetting feet" for procgen buildings, and we'll see way more of this used elsewhere.

soft stream
#

Honestly I wouldn’t hold your breath. Every update we’ve had so far as been “one and done” with only minor changes thereafter. Exo Mech, Companions, Cooking, Power, Living Ship, ByteBeat, Frigates, The Anomaly…

chrome swan
#

Yea, that's my fear. Next on list, something else to kill a few hours, test it, conclude that it adds no depth to rest of the game, and wait for another update

soft stream
#

Even Missions haven’t changed much.

#

Exactly

chrome swan
#

They do have a capable UI designer now, though, so things are slowly improving there, at least. Inventory itself needs work, for example

supple warren
#

kind of a mixed bag on the new UI/HUD imo

soft stream
#

Totally. There have been QoL improvements, but an overhaul is overdue no doubt

supple warren
#

some of it i definitely think is sharp, but other parts seem like steps back

soft stream
#

Compared to 1.0 though… Miles ahead.

chrome swan
#

Well I'd kill for the removal of the dialogue screens that precede pretty much every NPC interaction

supple warren
#

like removing the backgrounds to some of the alerts & the corner HUD elements

#

makes them a bit harder to parse when set against lighter backgrounds

chrome swan
#

And I finally understand your nick here. The timers in settlements are really a stupid time-stretcher.

supple warren
#

oh, but also, the new basebuilding UI, particularly in edit mode, text tends to be way tiny

supple warren
#

not to mention being intermittently littered throughout other interactions like with the scientist specialist & turning in milestone data to Polo

chrome swan
#

It's probably their way of ensuring a level playing field for new and veteran players alike. I know I'd throw all my resources on a problem, should I be able. I still dislike it though.

maiden raft
#

id love to see space bases

soft stream
maiden raft
#

me thinking that was an offical list oof

#

sleep deprivation is doing wonders

#

yeah just give me space bases honestly

#

or let me build on a big rock in space

soft stream
#

What the community could build with that would be amazing

maiden raft
#

i only started playing this weekend and the game has so much potential for building

#

tho ive spent all 23 hours so far looking for cool ships and S class multitools

toxic slate
chrome swan
#

Somehow I agree, settlements are a distraction in that regard as well, though.

visual cloak
#

Settlements simply miss out on opportunities to make it more focused around exploration

#

you gotta go get resources to build of course (resources i already had and could immediately put in), but there’s no other point in wandering out away from the settlement

#

no NPCs to help outside the settlement, nothing new of interest that makes settlements feel connected with the rest of the game at the moment.

#

imagine even more, tinier settlements you couldn’t oversee on the same planet. You’d get a mission from an NPC to go check up on their friend, and find out their friend is at a tiny, failing settlement that needs help. you could lead the NPCs back to your main settlement or leave them to fend for themselves. The NPC who sent you on the quest develops a liking or hatred for you. You could go back to the failing settlement and find graves or the skeletons of the NPCs

#

you know, cool stuff like that. Otherwise, this update is not cool. it’s pretty for a small amount of time until you realize it’s a facade

#

thankfully we have an expedition coming up that is exploration-focused

soft marsh
#

I wish settlements would also function as normal towns with NPCs giving quests or telling stories/what's happening in the town

#

You can also sometimes ask directions from them like the nearest trading station or ruin and they will put markers

visual cloak
#

as i said, there should be settlements doing their own thing that you can’t become the overseer of

#

they’d already have an overseer

#

and the building layout could be very different, up on mountains, smaller, in caves, etc

#

procedural storytelling could be cool, similar to derelict freighter stuff

visual cloak
#

imagine if there could be baby and toddler NPCs. an older VyKeen sitting in a chair telling a bunch of kids a story

#

a mother cradling her baby on the roof of a building

#

maybe even have local wildlife as pets that wander around town, hang out in the shade of a building drinking out of a bowl

hot jacinth
#

I'd like to see deep ocean trenches with massive alien whales. Space whales too. And rivers. And waterfalls.

visual cloak
#

that would be preferable to new base parts

chrome swan
#

I'm still not sure how feasable rivers/waterfalls are. The procgen in NMS is local to the player, there is no planetary scale simulation going on that would allow for river systems to be calculated. Implicit rivers could easily be pretty underwhelming

#

But maybe they'll find a way to do so. Base building kind of cemented the current terrain procgen (unless they want to do another reset)

hot jacinth
#

True. But maybe there's a way to only add those new landscape features to planets that are still unexplored/unvisited/ungenerated.

chrome swan
#

I think changing the prop distribution to add a sense of change when walking across planets could be a more feasible solution to the missing variety. I'm still a bit sad that they seemingly didn't think about middle scale terrain changes (i.e. mountains/plains and/or the same underwater) - the procgen seems to be local terrain modulated on high scale planetary terrain generation (that part seems to be visible from space). But at least giving us bigger and denser forests and stuff like that would help to induce exploration. Everything is so damn uniform I know whole planet from one landing spot.

#

Better planet generation mod really shows changes are within reach in the engine.

visual cloak
#

I'm sure Hello Games have multiple ways in mind to accomplish rivers and waterfalls

#

they can achieve rivers simply with shaders and particle effects

#

if you terrain manipulate, the shader still works

rotund stratus
#

I can definitely see there being mountain streams and stuff

#

Because that's essentially an animated texture

chrome swan
#

The problem lies in continuity. You can have a short segment but how do you guarantee the river won't flow uphill somewhere later on? Or you can have 0 elevation rivers as we have now but those don't flow anywhere and can't have waterfalls.

spare breach
#

I have almost zero knowledge on that technical stuff, all i can pinpoint though is to say that all these years i've been reading how the "x" feature is impossible or really difficult to implement, and then a few months later i see HG finding a way. They are specialized in this sector, in procedural generation, i bet if there is a way they are most probably the ones that will invent it

#

I like reading such conversations though, don't take it as a negative comment or anything like that. I am wondering many stuff about the game's future too

chrome swan
#

Don't take me for an expert. I just try reading/thinking about stuff. I'd say it's probably not impossible, but I've not seen it done yet. Rivers can be done using simulation of water flow - which leads to natural looking rivers/lakes, but that's not feasible on a huge planet - too much computation needed in advance. There probably is some compromise possible - one would be to place rivers using a coarse version of the terrain (such as the one used to view the planet from space), and then carve the river bed through the detailed terrain. That would lead to having canyons on most places though, and some complicated situations like crossing a cave, a hole in ground, etc - something that may not be preferable. The water in NMS is now done by having an arbitary sphere around the world in a constant height, and whereever the terrain goes below this sphere, there is water.

lilac crane
#

You don't actually need flowing water. It only needs to look and feel like it is.

toxic slate
# visual cloak thankfully we have an expedition coming up that is exploration-focused

that's not really a solution though, because the current exploration is lacking. what is there to explore? seeing nice views, yes. finding some weird creatures, yes. grinding for materials, yes. (not really exploration though) that's about it. I don't really get the excitement for expeditions because it's just more of the same. we need new reasons to go out wandering. procedural lore and villages that weave procedural quests, dungeons, with loot like procedural equipment upgrades with interesting abilities

warped quartz
#

Feels like there should be more things in the space layer too. Like the settlement generation could be implemented in the space stations themselves so the interiors could more accurately fit the size from the outside.

chrome swan
#

I do think that is the plan with the space station core being there

chrome swan
# toxic slate that's not really a solution though, because the current exploration is lacking....

I agree. It could start simple, ruins and factories being a deeper thing than they are now. You now just shoot a door and solve a riddle in factories, and ruins are even more boring. The derelict interior generation system is quite cool, and with the assets added in this update, I think it's not out of reach to generate buildings with more challenge to get in and more interesting rewards

spare breach
#

I think expeditions the way they work is multi functional but i get your points and i agree it could be further improved. As it is now it serves many purposes like: Introducing new members to the game. Giving a motive for veterans to start anew. Chance for rewards. And, most importantly, to give a narrative, new lore, something to tease (but i could be wrong on that last one)

visual cloak
chrome swan
#

It was pretty entertaining before, it gives one a sense of purpose at least

visual cloak
#

I've always felt the expeditions should be accompanied by new sights and wonders.

#

yeah, i think it is sort of successful.

lilac crane
#

What the game is missing, is some kind of natural or artificial wonders.

visual cloak
#

it's missing a lot of wonders

#

unique and rare ones

#

if they're in every system, they're no longer wonder-ful

lilac crane
#

Every once in a while, a planet should be free of some restrictions of normal procgen.

supple warren
#

isn't that basically what Origins tried to deliver

lilac crane
#

Not really?

#

Origins emposed more I think?

supple warren
#

The Origins specific planets tend to play looser with the terrain generation

toxic slate
spare breach
#

Wish the next Origins-like update to affect ALL planets somehow. Without affecting bases, through a blueprint system or any of the ideas you've probably heard already

toxic slate
#

I still think the best compromise is to make other galaxies have new proc gen algorithms and keep Euclid as is

lilac crane
#

We need the other galaxies to be more unique, anyway.

spare breach
#

True. Would be a cool compromise.

lilac crane
#

Why bother going to Hilbert when it is the same?

#

I only have a base on Eissentam, but I am willing to give even that up.

#

TBH, bases should have been moveable yesterday.

spare breach
#

If they find a way to make them blueprint-moveable it will offer extra gameplay. Would be fun to make a blueprint economy

supple warren
#

Portable bases would be complicated and messy to implement, but they've yet to shy from complicated & messy

gloomy hazel
#

We already had an option to move bases which makes it more bizarre we can't.

#

Well, package up your base to lay it down elsewhere.

lilac crane
#

Well, I would settle for "dissassemble and reassemble"

supple warren
#

But that was just during the transition from single bases to the new multi-base system, wasn't it @gloomy hazel?

toxic slate
#

I actually just moved my Atlas Rises base yesterday, it had been in storage since NEXT came out. and I gotta say, it felt weird. because I had these memories of that base on a different planet, a different time. and the base didn't hold any value for me on the new planet. so i'm not sure it's as valuable a feature as people think it would be

gloomy hazel
#

Oh yeah that is true.

lilac crane
#

How does the process work?

gloomy hazel
#

There was an option on base computer that put your base in to storage.

lilac crane
#

Blueprints, Coords, unique resources, could all be a part of a hypothetical player economy.

gloomy hazel
#

Then you placed base computer and another option let you restore.

toxic slate
spare breach
#

Didn't know this was possible already

gloomy hazel
#

We had it with NEXT(?) then we never saw it again.

#

As Leon said though, was the switch to multi bases from single. May be a little more complicated to pull off now.

toxic slate
#

even from an architectural pov, this old base made sense on that old planet. but in the new location, it was out of place

spare breach
#

Means it was either ditched, or being further improved

supple warren
#

To me, planetside bases can hardly retain any value anyway when they keep changing both what's around them & even what they're assembled out of.

You build for the specific setting with some alien flora & fauna, then they shuffle that up, and you build with the parts you have that you like the look of, only for them to be deprecated in favor of some new parts that do tend to look & work better so now your whole base feels like it needs a renovation...

#

One way or another, universe regeneration or not, they have been making changes that may compel one to uproot and rebuild

lilac crane
#

I get you. I am not sure if the current parts are going to be ditched later.

#

I like them the way they are.

spare breach
#

Don't know if it's the right channel to ask, but do we know or can we know what kind of datafile changes HG implemented in Frontiers that aren't meant for Frontiers? Again sorry if it's not appropriate to ask

lilac crane
#

Datamining purposes or modding?

spare breach
#

The first

supple warren
supple warren
toxic slate
#

I think it would be good for HG to focus on things that aren't bases and buildings for a while. I bought a game to explore vast alien landscapes and half the playerbase wants the game to be SimCity instead

lilac crane
#

I don't think so. I think a large portion of the playerbase is just willing to go along for the ride.

blissful grove
balmy cove
#

Véhicule similar to the colossus in size and shape but with an interior being like a mobile base with a refiner, and air collecter(a sort of mobile home on wheels)

supple warren
# toxic slate I think it would be good for HG to focus on things that aren't bases and buildin...

well, not simcity exactly, just more of a 4X-lite, sorta like Avorion or X3/X4, but even if that was the direction HG were taking it, they're missing the mark with many of these features' implementations.

In 4X games you have active participation & choice in the construction of colonies/outposts, including what they're producing & focusing on (albeit at times limited related to the type of world they're on & resources available there), and it's the same with fleets.

Even in more of a 4X-lite or hybrid or whatever you might call games like Avorion/X3, you have the ability to fit out the ships/frigates you're directing to do this or that. Whereas in NMS, because it either isn't trying to be a 4X-lite, it doesn't have an overarching vision with its new features, or it's going for something a bit different, it doesn't do anything like that...Even though in many respects that's what some folks may be wanting.

toxic slate
# supple warren well, not simcity exactly, just more of a 4X-lite, sorta like Avorion or X3/X4, ...

Well, I think there's people that want very combat-focused experiences that align with 4X, but I think there's a vocal contingent of "Minecraft in Space" type of people who really just want to build stuff on their paradise planets. And then there's the exploration camp. And some undefined group in the middle that likes all of it.

I definitely don't see HG going for a 4X focus (which I wouldn't mind), but what's most surprising is I don't really see towns scratching the itch of any of those listed groups. I think if the new base parts weren't included in the update, there would be a lot more vocal disenchantment with Frontiers from all sides. I think if you look at most recent features, it's about keeping the playerbase engaged with the game, logging in every day. Actual new gameplay features that aren't just timed collectables, and going in depth on those features, feels secondary to HG at this point. I'm sure I sound cynical here, but player retention is most important to them. Sean has said plainly in interviews that his perspective is about running a business now, about keeping his employees paid. That tends to make people risk-adverse.

The only feature that has had a lot of gameplay depth, maybe more depth than any feature since the introduction of base building, was the derelict freighters. It is obvious how much thought and work went into making those an engaging experience. But for whatever reason, that's the exception rather than the rule at HG. Why the towns did not receive that treatment is anyone's guess.

supple warren
#

Right, I don't see them going the 4X or even 4X lite approach either, but I also don't necessarily see them as risk averse when they literally just upended basebuilding yet again with Frontiers.

I don't know what the thinking is with many of their recent features, even if it is just retention via padding out otherwise simple features with timegates, because the problem remains the same with those features whether you pad them out with timegates or not. They're simple. Once you've run their course, because they're simple, you've little reason to continue dabbling with them.

boreal whale
lilac crane
#

Wut? This game is nowhere in the ballpark for 4X.

#

And Avorion is a completely different game.

supple warren
#

Yeah, it's just some folks talk as if they want it to be like some 4X or pseudo-4X-ish games hence their mention

soft stream
#

Player and AI factions with reputations in trade, combat and exploration and an overall trust rating / galactic standing. Dimensions are based on the amount of trade (volume), exploration (discoveries) and combat (offensive / defensive) conducted by faction members. You can create, join or leave a faction. And encountering other factions is done through NPC and player to player interactions in space or on planet. You can find and visit faction owned systems and bases. Form alliances or attack other factions. Pay or demand bounties.

#

Essentially an expanding version of the Gek, Vykeen and Korvax standing system that can be player driven.

#

Also, players develop reputation and standing within their faction based on their contributions relative to each dimension. This allows for players to take on roles in their chosen faction to suit their preferences. They can be traders, explorers, or fighters - or any combination of these. Titles are unlocked for Factions and for individual standing. So, you could become “the brave” or “the wise”, etc by levelling up in a dimension.

#

This would provide a lot of replayability and drive to continue playing. Especially if it had the feel of “levelling up” your character. If levelling up your character also offered special rewards (unlockable cosmetics for Exosuit, Ship, MT and Base), it would make the game far deeper and more engaging than it is now.

tight echo
lavish forum
#

but the combat is mediocre and the game is more relaxed so it probably won't work well , but who knows, maybe one day it will be an update

soft marsh
fathom tusk
#

I would like if Abandoned Stations full of corrupt Sentinels that happen randomly.

toxic slate
soft marsh
#

Yeah I hope they also expand on the derelict freighters. Apply the same concept on the abandoned space stations and planetside

#

Though they applied the same room procgen on the settlements. I wish they also applied the procedural storytelling on the settlement npcs who will randomly give you quests

fathom tusk
woven cypress
#

I'd like to see large fleet battles where its your fleet against another and you get to help out

soft stream
soft stream
spare breach
#

There should be incentives to participate in PvP and also make the option to opt out of it have a timer. Like in GTA. A lot of things will have to change though. All of what you said plus overhaul of space stations, multi crew ships, more online player limit (64 to 128) etc

#

Oh and defensive buildings / parts and base defense

#

Or instead of the option to opt out make certain systems or a whole galaxy pvp

placid dock
#

I wish the nexus was configured so when you landed, your ship was placed among others under a glass wall where people could watch ships fly in

#

and the lighting was brighter to showcase peoples' ships

soft stream
foggy shoal
#

I really would like to have starships interiors

lilac crane
#

I feel like the upgrade module system can be fleshed out more. It seems a bit shallow?

lilac crane
#

For example: you have to reroll until you even get the type of stats you want, not even the numbers.

supple warren
#

this is part of why i think they should make modules only provide marginal boosts, whereas crafted upgrades would supply the primary stat improvements, without any RNG involved

lilac crane
#

Or maybe make modules more deterministic?

#

We both know that would mean a couple of preset modules that are craftable lol.

#

I want customizable gear.

toxic slate
#

I think the opposite...crafted upgrades should be basic and somewhat generic, but "loot" upgrades should be wild stuff. the whole module system is boring af, chasing a few numbers. let's go wild with abilities. cloaking devices, repulsor shields, short-range teleports, dodge dashes, EMP pulses, Sentinel hacking, etc etc. make it all procedural, just weird stuff. and make this stuff exploration rewards instead of just jumping from station to station trying to minmax equipment

#

every person's experience should be unique and I think that should go right down to the equipment you have

supple warren
#

i definitely have a bunch of concept updates posted with just the sort of abilities you suggest just as distinct tech to install and general new interactions

lilac crane
#

HG has neglected space. Even a secondary starship ability could have a huge impact.

#

Leaves me wondering wether or not they want space combat to be a thing.

supple warren
#

i would prefer vehicle analysis overlays, allowing one to scan & mark stuff from within vehicles, including of course, the starship

#

also make the starship communicator less of a passive tool and give it the ability to try to hail traders passing by, or cut deals with bounties that appear

lilac crane
#

I really dislike the com being passive.

#

It just rubs me the wrong way somehow.

toxic slate
blissful grove
#

Hopefully with the base building revamp we might see other more neglected features see attention - but that's wishful thinking and I can't help but be a touch jaded and I started in beyond, too.

weak leaf
#

You know what, i've come to realize something suddenly...

#

NMS with Ray Tracing would be kinda god-like, aesthetically 👀

soft stream
toxic slate
soft stream
#

Yeah. I get it. I’ve just felt mostly let down with each new update. It’s still a great game. I just wished for more.

toxic slate
#

it's good to keep in mind that this was a small update, and those more easily disappoint certain segments of the audience because they are so narrowly focused. like i'm sure a lot of base builders were disappointed by the derelict freighter update. I don't really agree with them that putting out small updates is the best thing -- i liked the big meals where everyone felt like they got something -- but HG obviously likes this drip approach better

soft stream
#

I’m not just talking about this update. Quite a few have been lack lustre for me. VR was cool. Third person. Nexus. Visual and procgen. But pets, living ships, derelicts, settlements not really my bag. Again, lots to love already. Just my wish list is still pretty long.

analog sand
#

Are the timers gone yet? This is the future right?

toxic slate
soft stream
toxic slate
#

though you also kind of underscored my earlier point, as I felt VR, 3rd person, and sort of the Nexus were all kind of wastes of valuable dev time that could have been spent deepening the core gameplay systems. we're all coming to NMS, this game with endless potential, with endless feature requests that are often different or even opposed to each other

gloomy hazel
#

Can ship trading be a thing

#

Like ship swapping or buying somebody else's ship

onyx star
#

I've played this game for a while now, and I really wish there was a alternate start where you wake up in a station or in the anomaly with no memory, and skip the whole annoying tutorial sequence that lasts like 2 hours

zenith marten
#

Would like a more official way of doing it like a separate trade UI

#

actually separate trade UI for player items as well rather than allowing everyone to just dump stuff to you without consent

gloomy hazel
supple warren
soft stream
#

Player to player transfer could work like storage containers. You offer a trade, place the items on offer into the cache, and when both players accept, the trade is done.

random talon
#

Add in a use for the space station override to let us take over an empty space station and re colonize our own system (1 to a player) sort of like a settlement but with planets and a much higher and more expensive scale and ofc many more things to do

solemn zephyr
#

Hey so

#

what if

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and I know this is a really crazy feature idea

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rings weren't just flat textures

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but actually had asteroids

#

Elite did it in an ancient engine running on DirectX 9 so it can't be that hard

tawdry wasp
#

I can't be the first one here to ask for flight control remapping, right? It's impossible for me to fly with yaw on my right hand.

gloomy hazel
#

Rings are asteroids though. 🤔

solemn zephyr
gloomy hazel
#

If you slow down you'll notice they are asteroids.

tawdry violet
#

Yep

#

Talking about future ideas, do you know companion apps? Those that are somehow linked to the game by your Phone or from a website, well what if they added customizable decals and you made them there?

1- it would be easier, from a Phone or from a website it's easier to design things overall

2- it would be quick

3- seems like not, but it's actually needed since some factions would like to have their own symbolism

They could even bring all the faction stuff there to be managed from any portable device, which is really useful

supple warren
#

Since it seems this is the place to discuss it now...Several things from prior versions I'd like to see restored:
-Varied flora/fauna densities across biomes.
-Varied resource deposit formations.
-Varied night time visuals (not primarily blue)
-Translucent water & underwater fauna visible from shorelines.
-Restore more of the old, weird terrain formations, particularly for the weird/exotic planets. The earthen tendrils jutting out of the ground across the surface, the giant hollow cube frames, the cones with giant cuboid rings floating over their points.
-Revise the lighting system or improve the saturation of colors or something to be more in line with the older versions. Things just seem dimmer in the current version.
-Advanced bait, didn't really use it myself, but it was in line with earliest versions of the game in recognizing the different diets of fauna. You could still tame fauna easily with creature pellets, but this would be needed more for other animal byproducts.
-Add secondary proc-gen elements to creature poop to make poop proc-gen again...And also even worth looking at.

solemn zephyr
#

Procedural rock and flora appearance rather than pre-made assets

hot flame
#

Umm, it has always been the place

solemn zephyr
#

Machine learning and neural networks can work magic tho

spare breach
#

I wish they changed the way you find oxygen sodium and all that stuff from the typical one colored flowers. Would be cool if they werent so apparent in every planet

solemn zephyr
#

I want those flowers to not look the same everywhere

#

Same goes for hazardous flora

supple warren
#

Also would very much appreciate if HG added a Legacy Mode to the menu, that allowed you to pick from the last stable version of major releases, e.g. Adrift [v1.09], Foundation [v1.13], Pathfinder [v1.24], Atlas Rises [v1.38].

Considering the bulk of the game is still using Next's iteration of terrain change, I'd be inclined to disregard it from this mode, but if ever they did another universe regen, then Next [v1.77]/Beyond [v2.62] would be there too.

#

(and of course whatever the final stable release of Origins ends up being)

calm pulsar
tawdry violet
#

True! It would be shocking to see how many animals and planets you found

solemn zephyr
hot flame
#

Personally I like not seeing snake terrain and brown on 3/4 of the planets

#

I would love to have access to prior versions from the menu though, that would be neat

#

I would still play current, but I'm sure many would like that

gloomy hazel
#

Snake terrain was definitely over used.
I feel similar about ringed planets too, I wanted them so bad and then they added them to too many planets. They should have been much rarer than they are.
Snake terrain could still work if they just made it rarer. 3/4 planets isn't even an exaggeration, was definitely very common. Tuning it to 1 in every 100 even wouldn't be so bad.

#

I do think there's room for a mix of current and older planet terrain gen tech.

hot flame
#

For sure

supple warren
#

i mean many non-lush planets are still just variations of brown/gray if we're honest

#

besides frozen, which are all white

#

white/blue, mostly

hot flame
#

That is my dream tbh, drawing from all versions for a crazy version

gloomy hazel
#

Yes! Just let it run wild.

#

The super high mountains are already like snake terrain for me, I mostly skip straight over them.

supple warren
#

Well also like i said with the snake terrain:

Restore more of the old, weird terrain formations, particularly for the weird/exotic planets. The earthen tendrils jutting out of the ground across the surface, the giant hollow cube frames, the cones with giant cuboid rings floating over their points.

#

I think it makes a ton of sense that weird/exotic planets would have stranger terrain than they do now

gloomy hazel
#

There you go, that would work and give variation.

supple warren
#

right now i skip over many of the weird/exotics either due to filters or the fact they're largely the same kinda terrain as other planets but with the same very few things spammed over them

gloomy hazel
#

Weirdly, frozen biomes are my favourite. I can spend so much longer on them than I can any other biome.

#

Colour scheme is calming and makes me feel non threatened, can just mull around in my own leisure.

#

Would definitely appreciate more variety though.

supple warren
#

one of the higher priority issues for me with frozen planets is the tree pop-in tbh

#

on my system at least, the friggin' trees pop in & out right before my eyes

#

it's one of the only biomes i've noticed with it being that bad all the way up to now

#

others that may have had that issue have largely been fixed or minimized

gloomy hazel
#

I haven't noticed it on my end for a little while, I've either gotten blind to it or it's mostly ok.

#

I'll double check next time.

supple warren
#

It's definitely not all of'em, but if it's a frozen with denser forests, you can typically count on it

gloomy hazel
#

I used to get BIG stutter for a couple seconds when game first booted in after the galaxy load screen, all local assets would be generating and I'd have to spin the camera in a circle(wtf?) and by the time I completed a full spin the stutter would be gone and I could start playing.
That has 100% gone with Frontiers now, I can load in and immediately start exploring. Everything local to me is loaded in instead of loading in.

supple warren
#

I still hit some snags personally

#

For a bit they seemed to have smoothed out the planet departure freeze I was experiencing, and it's thankfully still mostly gone but occasionally it'll stutter or lock for a moment

#

Which reminds me, I'd very much appreciate first-person warp back tyvm HG

#

And on the flipside of that, show me silly swimmy third-person animations if i'm in third-person and go through a portal

#

I want that reaaall cheesy ol' scifi portal travel look

gloomy hazel
#

I get that on first planet departure but then it's fine. I assumed an asset/shader cache causing it.
Third person definitely is the HG preferred way to play now.

supple warren
#

except in ships

#

which is why it's weird to me that they bounce you outta first for warping now

gloomy hazel
#

Ah yes of course!
Got to make it look fancy whilst you're loading 👼

supple warren
#

(also i'm not joking about third-person silly swimmy animation for portal travel)

supple warren
rotund stratus
#

Imagine if they used the falling flailing animation for portal travel lol

supple warren
#

DO IT

#

HG

#

what if they added a sitting spinning animation...but only showed it there

#

you enter the portal and your character suddenly enters a sitting position & spins about

hot flame
#

Lol

#

I don't really want that, but I probably would enjoy it nonetheless

supple warren
#

could make it a quicksilver unlockable portal travel "emote"

#

make it a consumable or something so it only runs when you have it in your inventory or something

hot flame
#

Not bad

#

Could have a few different ones

solemn zephyr
#

It definitely wasn't as seamless as the witchspace jump loading screen in Elite

#

but it was better than what is there now

solemn zephyr
lilac crane
#

Now that I got a better look, I feel dissapointed by the settlements.

#

I was hoping they were more than giving you tradable items.

wet bough
#

The settlements are ok, but they lack anything meaningful for me to connect to them on a personal level. Be awesome if they included mini quests, Like "Have a celebratory cook-out! Cook these items for it!" or events where you see your citizens grow and have families and such.

#

Or decisions like "people want this house recolored. approve or not" and if you approve it the building actually get's recolored

lilac crane
#

I think building choices should matter more beyond production. For now, I think a lot of people just choose the building with most production.

lilac crane
#

You interact with the console, but not them.

wet bough
#

i bet we'll get some updates fore it eventually

granite cosmos
#

I got a few things i'd love for NMS
Obviously the building snap function needs work

But personally hope there'll be more weathers
Not just deadly weathers, but some purely decorative weather like normal rain
maybe strange weathers on glitch planets like sleet storms on hexagonal planets or comet showers

drowsy trout
#

More armors and helmets sip

tough shale
#

guys don't you think it would be an amazing thing if NMS got a patch where a ''galactic federation'' rises to power and they start invding planets where players are with drones/soldiers/camps and various creatures

gloomy hazel
#

they should def add a discord rich presence

solemn zephyr
#

So do you guys have any hopes or wishes for what 4.0 might bring to the table?

visual cloak
#

waterfalls

#

that's all

supple warren
#

small things: remove the fake damage from gifted multitools, it genuinely makes no sense.

ideally also remove the fake damage from crashed starships and the junk removal interactions from abandoned terminals, damaged machinery, containers, etc. Neither really add anything but grind or a minor annoyance to the game, respectively, since repairing fake damage doesn't entail any significant improvement to the damaged equipment nor do junk items offer anything of note

#

Also make the repair screen switch to viewing the equipment optional. It just slows down repair interactions and doesn't do much to make it feel more like you're really repairing anything since nothing about the viewed equipment changes to expose inner workings or anything

hallow rivet
#

I'd love some sort of a recipe book. There are a ton of refiner and cooker recpies, and you have to either memorize them, use the wiki, or external apps to look them up. Or just trial-and-error until you finally figure it out.
So it'd be nice, if there was a section similar to the catalog, that would show all recipes you've discovered so far. If that's even possible in the engine

lilac crane
#

Honestly, settlements make me feel like I'm playing a bad city builder. And I do play city builders from time to time.

hallow rivet
#

Cities: No Man's Skylines

lilac crane
#

Lol.

#

I love that game.

supple warren
#

Settlements feel like a lot of nothing to me atm. As already noted, better settler interactions that could lead to uncovering disputes/requests would be a basic improvement.

Allowing you to designate the build site for a requested building would be another. Where relevant, having actual NPC appearance of building use would be nice (I know the bars get this, but houses are very inconsistent & marketplace seems left dead most of the time).

Also just having non-overseen settlements have anything at all to do there like picking up little missions or having stuff to steal away would be good. A bonus to further improve the overseen settlement feature would be to make it so you could meet with the alien overseers of these other settlements & set up trade deals for stuff your settlement doesn't produce, allowing you to improve your settlement's output.

candid cloud
#

A PvP mode that you can buy into in anomaly can fight other players like cod having big walls to fly around and run into people would be awsome. I'd love to risk old spacecraft's I don't won't rather then just trade them in.If you won quicksilver and unlocked achievements would attract players but yeah I know I'm dreaming lol

candid cloud
#

A futuristic casino you can gamble quicksilver be cool

sage forum
#

I noticed there are some defense drones and especially defense turrets on derelic freighters and I think they look very cool. Maybe putting them as an obtainable blueprint from the derelict freighter would be a nice idea(functional too)

sullen acorn
#

👀 Smaller storage containers would be nice. That or increasing the capacity since these things are massive.

calm pulsar
#

small - 5x5
medium - 7x7
large - 8x8?

#

just to put some grid sizes out there

rotund stratus
#

Maybe we could be looking at getting a 4.0 update around Christmas time?

#

Or sometime into the new year

elfin forum
#

No plz fix what is broken first lol.

vagrant jasper
calm pulsar
#

3.7
Synthesis 2
Synthetic Boogaloo

indigo dawn
#

Woudl be good if we were able to repair the dead space stations and make them ours

unkempt shell
#

1.3/1.5. i really would like to think this isn't it, but it almost certainly is

vagrant jasper
#

Eh

vagrant jasper
unkempt shell
#

that's pretty arbitrary, imo, but whatever works, i guess

#

i'd argue atlas rises and next were the largest updates we ever got, personally, even if origins is my "favourite" of the five

solemn zephyr
#

"The Engoodening of No Man's Sky" has been a disaster for the game. It has greatly enlarged the player base, but has destabilized the community, has made new updates unfulfilling, has subjected people with valid criticism to being called entitled and ungrateful and has inflicted severe damage on the game as a whole. The continued growth of popularity will only worsen the situation. It will certainly subject constructive criticism to be silenced completely and inflict greater damage to the game and it will probably lead to further disruption in the game's community.

#

you may laugh now

supple warren
#

is that taken from elsewhere, or your personal take?

echo storm
#

I wish there was a more feminine body type for Anomaly/Travelers. The third option is the closest we have but it's not really what I'd like and it's right ankle is whack.

visual cloak
#

Their next update will turn player models into bags that we can stuff with items like melons, marbles and stuff to take on any body form we want

#

On a serious note, as Leon has brought up, I'd love if we could play any stable version of previous major updates (especially year 1 and 2 updates). It's a hassle trying to play using the original disk on consoles.

#

Not sure if it's something they'd ever do, but it would be cool. Or just introduce a multitude of new galaxies/dimensions that represent the older terrain generation, colors, atmosphere and lighting.

balmy cove
#

Storage which is bound to one location and requires no power

soft stream
soft stream
# echo storm I wish there was a more feminine body type for Anomaly/Travelers. The third opti...

Given the whole Blizzard / Activision mess, it would be a great way for HG to show support for diversity. I’d love it if they did a diversity themed update that included more variation and some ways for people to express themselves as they are IRL. Perhaps things like mechanical limbs, different colour palettes, body shapes, and even some titles and banners. I’m personally very “vanilla”, but I’m an advocate for more diversity. Getting the update out on IDAHOBIT or Wear It Purple or similar. Having special new ships and multitools. Perhaps even different visages. They could go all in on diversity. And it’s one of the few games that could really make this a statement.

soft stream
# solemn zephyr you may laugh now

You know. While I think the language is rather harsh, there’s a ring of truth to this. I know Reddit can be a cesspool and some things people feel strongly about aren’t always welcomed, even as wish lists or constructive criticism - combat, PvP and ship customisation to name a few. I think HG walks a fine line in keeping the community balanced and fed. And sometimes not standing for something means you stand for nothing. Not agreeing entirely with the statement, but I think it warrants some pondering and calls out some pockets of toxicity that do exist, even if the overall community is very wholesome.

halcyon portal
#

there's still only one model, but at least the wonky leg is fixed in the next update

echo storm
rotund stratus
#

I do appreciate how most if not all characters in the game are androgynous

#

All the characters I can think of are they/ them, iirc

echo storm
hallow rivet
#

It's a pet peeve of mine, when fictional alien races exhibit the same gender characteristics as humans. It makes no sense. So I'm glad NMS doesn't do that. Considering the whole game takes place in a whole different universe, and all NPCs are aliens. And in a way, it does make you feel more like an outsider. This time, you're the alien, heh

hallow rivet
# solemn zephyr "The Engoodening of No Man's Sky" has been a disaster for the game. It has great...

Now, I have no idea what goes on inside of Hello Games, so this is all speculation, BUT
To me it feels like HG is prioritizing pleasing the player base, by adding requested features, instead of features that would strengthen the core gameplay, or improving and expanding existing stuff. The base building overhaul is a great step in the right direction.
The thing is, what players want, isn't always best for the game. For example - pets. People wanted pets, they got pets. And they're little more than decorations.
I personally, would have preferred that the time, energy and resources that were spent on stuff like pets and settlements, and cooking, was instead spent on already existing things. Areas where it's sorely needed.
Develop a solid foundation for the game, flesh out the core mechanics, and then add flavor stuff. Like a cake. And if NMS was a cake, it'd be a decent cake buried in a nauseatingly thick layer of toppings and decorations

supple warren
#

maybe I'm looking too much into things but considering the first content update, Foundation, was adding basebuilding, maybe they consider that the foundation despite what some of us might prefer

i mean it's literally one of the few features they've been more consistent about adding to, expanding, & refining

there's even the quicksilver dripfeed of new parts, which is similar to what a decent amount of folks have requested for literally the rest of the game's biomes & fauna, a steady feed of new flora, rocks, fauna parts, etc. to keep exploration interesting. Instead that's going to bases, presumably because it's easier to reuse existing stuff & make it decor than add even small new stuff to the environments

visual cloak
#

i kinda wish Hello Games would stop listening to our ideas and make the game they want to make.

#

even mine

#

lol

#

I think Hello Games is done messing with the core of the game

#

NMS is probably currently their side project and their new game has taken the reign. They continue to add shallow features that are half developed to keep the player base.

supple warren
#

which may be sad if it's the case

visual cloak
#

yeah

toxic slate
#

I don't really consider the Derelicts to be a shallow feature, there was a decent amount of work that went into that. Also all the visual updates they've had, those aren't 5 minute changes. Yes I think a lot of their team is now working on the new game, but they still have enough people on NMS to do some good things. If anything is suffering, it's probably the leadership being split between managing two games

supple warren
#

guess it depends on what's meant by shallow. In terms of the tech, certainly not, but could be some argument regarding the implementations

#

Like settlements aren't shallow when considering the tech backend, but when looking at the current implementation, it's hard to argue they're not shallow, or at the very least that they don't feel shallow

toxic slate
#

If you split up Atlas Rises or Pathfinder into small updates, I bet people would have said some of them were shallow updates too. It's more a matter of perspective

#

Frontiers, well I won't defend that one..it's kind of a mess for other reasons, but the procedural tech and the art assets obviously had work put into them

supple warren
#

right, which is what i was trying to highlight, the tech is often by no means something to dismiss, but sometimes the implementation into gameplay is more questionable

toxic slate
#

yeah agreed, like the tech for Frontiers could make some great features, but the way they actually implemented it as an idle timer game is not so great IMO. And again, I think this comes down to a vision issue.

I wish at this point, crossing that 70% Steam satisfaction mark, that they could talk with their community like some other studios do. Give us some longer-term thoughts about where they would like to go and gather feedback from us. But I imagine that won't happen and so we're stuck in a constant cycle of wondering if our personal interests will ever get worked on.

supple warren
#

and also just what in the world HG's own vision for the game is

lunar marsh
#

It’s harmful to the modding scene too, hard to know what to work on because next month HG might decide to add it

granite cosmos
#

I hope they'll remove the craters that form when putting down floors
I want to make a nice house without destroying the scenery forever

soft stream
# echo storm Honestly I'd love this. Especially the mechanical limbs idea. Would be cool to h...

The problem with androgyny is it feels like standing for nothing. Having more diverse shapes and sizes would really make the universe feel more varied, especially if there were varied cosmetics and base decorations like you suggested. I love the idea of (say) a “Korvax Pride” banner or flag. Maybe even an annual event for “Galactic Harmony Day” at the hubs where people can show off their character avatars, ships and bases with diverse themes.

thorn glacier
#

When do you guys think 4.0 will be arriving?

#

Im predicting an announcement around Christmas time with a release in late january

chrome swan
#

I have a theory regarding UI redesigns and why base building was chosen now. The person in charge of the ui redesigns is taking bigger and bigger chunks. The core things like inventory and similar will probably be the last to be tackled.

Now there. A glimmer of hope. And also - noticed the new base building UI is not floaty? Finally a sane looking UI. So I have hopes inventory redesign is coming

supple warren
#

Not really sure how, outside some sort/mass discard/etc. options the inventory UI could be improved? Grid's a grid's a grid.

That said, having a larger tech/craft menu to pick through those options would be nice, since while being able to narrow down by category is already useful, the limited number of options shown is a tad annoying

#

Also seeing as they're apparently addressing nitpicks atm (ankle issue), would very much like to see them fix these minor issues:

#

Canopy discoloration

#

And less of a nitpick and more of a, how is this still a thing:

#

Doubt they'll get around to those latter two, and the canopy discoloration, but if they could at least get the letter being hidden by dash part, that'd be nice

hasty helm
#

that’s it, I’m gonna say it.

why game not mmo!!!!!!!

wild valley
#

Why do roof tiles have to rely on walls? Why can't they rely on floors too. Making a roof with tiles under them (so you can't see the roof tiles) is extremely frustrating at the moment.

As a but of a vent and a suggestion.

chrome swan
chrome swan
#

But yea half of that isn't inventory

wild valley
#

While I don't think this game needs to be "more like" other survival games, there's always been something that confuses me.

Why have food in the game if it only increases life support/provides tiny buffs, or is sold for nanites. There are things in the game that do both of these jobs much faster and easier.

I say that if food stays in the game, it should serve a purpose. Same thing with water, though it has a bigger purpose (just not much). Introduce a light "needs" system needing just food and water, and now there's more of a reason to have and use both. And if you're worried about player reaction to the new system, then test it out in an expidition before bringing it to the main game.

hot flame
#

For me, the last thing I want is more things to recharge. How about expanding the food to missions, like a Space Uber eats sorta deal.

chrome swan
wheat acorn
#

Food does provide buffs currently

chrome swan
#

Ohh i didn't even know.

#

Are those meaningful?

#

Looking at the table, those seem marginal. Imagine poisoning or irradiation removal

wheat acorn
#

I don't know how to gauge "meaningful"

hallow rivet
#

I'd say, for the time, resources and effort it takes to produce the food, the buffs are not worth it

#

Only food I use is processed meat, cause it's simple to make in bulk, and one piece recharges a decent chunk of life support

wild valley
#

I would agree. They don't need to be insane. They just feel like a waste of time currently (outside of selling, or making bait/pellets).

#

On another note, I hope we can eventually fully stop our ships flight/put it in hover mode or something.

untold canopy
#

a crossover with titanfall giving a titan skin to a mech would be cool

gloomy hazel
lilac crane
#

People tend to move towards the carrot until the stick hits them. Its unfortunately true.

chrome swan
# supple warren Not really sure how, outside some sort/mass discard/etc. options the inventory U...

Adding to the previous discussion - the way resource selection when feeding something now works is sub-optimal even at best scenarios - that being material selection when repairing the portal (it filters the material type there). You still have to bring the material into the slot, even though you already clicked it before - 3 clicks instead of 1-2. There is no sort option, no filtering (even when adding more of the same material to a refiner, it is not filtered to the particular resource!) and the window is very small

#

Also when crafting, I'd like to see the intermediate items crafted automatically, even if it would need a special item/tech in exosuit - let's call it "fabricator" (some sort of crafting helper that would work on given blueprint and maybe wait for resources to appear in inventory).

unkempt shell
# gloomy hazel Welcome to the GTA Onlining of No Man's Sky. The bigger the playerbase, the less...

whilst i hesitate to blame one video on the internet for this game's problems like kschris did, i do agree with this. i think as this game has grown in both scope and playercount, hg have found a rhythm of adding a "feature" seemingly just to tick it off a list more than anything else. i felt the same with the multiplayer changes back in next, especially with how buggy they were (and still are); or the extremely thin "variety" improvements in visions; or how exocraft have never been better than anything else without nerfing other methods of exploration, and i definitely feel the same way about settlements now.

it wouldn't surprise me if this is why things are added at a decent foundational level, and then the next patch adds something completely different and not at all integrated with anything else. it doesn't fit their vision, neither their release cadence, to find what this game does well and stick to it. just gotta keep adding more stuff to put on a proverbial box!!!

#

it doesn't help that hello games have bought into the internet's own bs about how every update up to next was "redemption" and every patch after has always been 100% a positive, amazing example of post launch content. if the core idea of this game's post launch content was looking at a checklist of every "broken promise" and adding it in some fashion, how is anything else added gonna be different?

halcyon portal
chrome swan
unkempt shell
hallow rivet
#

Shiny new features most definitely are more appealing to customers

unkempt shell
#

but as someone who just plays the game and doesn't run a business like sean and his team, all i can see are the faults with it. update by update, we just get things that sound cool and might even be cool for a while, but lack any real depth. it's, ironically, one of the main criticisms the game always had: the gameplay loops were shallow and the worlds weren't varied enough to make sticking through it worthwhile for most

#

but they just extended the sandbox, rather than making it a deeper thing to be in

#

it's funny to me that this is all the game needed. for most, it didn't need "depth", it just needed more busywork to do

#

then again i'm probably just salty. this has been my top-two favourite game since launch, and i always supported the game and the direction it took. but the cracks finally started to show for me over the past couple years, and i've become disillusioned with the game's direction as a result

hallow rivet
#

Yea, I feel a lot of the same. I just want something, some feature or mechanic that's really beefy, something that I could sink hours and hours into, and not just cause there's a timer on it

#

Cause the potential is there

unkempt shell
#

yeah, they've got a lot of cool ideas and some interesting mechanics, but because very few of them mesh super well, it leaves everything feeling somewhat hollow! it's such a shame

#

for example, with this recent update they spent so much time getting procedural settlements to work, and also adding all these flavour texts to them and their positives and negatives, but very little of it is represented in your settlement itself. why can't i see these leaky pipes my settlement has, or have a small out building for it's algae farm?

visual cloak
#

add these birds to the game

hallow rivet
#

Add tameable birds please

#

I want a pet alien parrot

#

Or one of those giant dragon looking fellas

visual cloak
#

they’d be cool pets, minding their business flying high up in the sky, occasionally coming down to land and play or feed on tiny animals and fishies

hallow rivet
#

I want to compare NMS to Minecraft. Can't compare them 1:1 but they're both games that came out years ago and still are actively updated. Difference is, when MC gets updates, it's not just new stuff being added, they work to refine and overhaul existing things, and they're not afraid to change established stuff.
Take the nether update for example - they didn't just change the block textures and add a handful of new structures and mobs, they went back, and overhauled the whole damned thing, pigmen and all.
Last time NMS had an overhaul that major was NEXT

#

And now they're redoing the whole world gen system again. Mojang has no chill

visual cloak
#

yeah i Haven’t played much Minecraft but from what I did, they get underground exploration right. they make it a challenge and they make it interesting. That’s one way I think is fair to compare the two

chrome swan
chrome swan
# hallow rivet And now they're redoing the whole world gen system *again*. Mojang has no chill

This is a subjective opinion, mind you - it shows in player numbers Minecraft has. NMS is trying to tick all the boxes, yet the lack of substance drives people away from playing longer and enjoying the game. I always wondered what motivation HG have to do stuff this way - maybe they lack the talent to pull interesting game mechanics, but somehow I doubt that, having played last campfire.

hallow rivet
#

I wonder what the turnover rate for NMS is. How many people buy it, play it for a while, and then never pick it up again

chrome swan
#

Estimates from steamdb

hallow rivet
#

18.1 median... yea that's not that great

#

I have more hours in Power Washing Simulator

blissful grove
#

I figure most people just do atlas/ artemis path and quit unless they enjoy basebuilding

chrome swan
#

factorio has nearly 40 hours median. Valheim has 23

#

Two of my colleagues bought NMS, both stopped between 20-40 hours, and cited similar reasons to do so - lack of variety and depth

blissful grove
#

what you just said earlier about the game trying to tick all the boxes really resonated with me, tbf

hallow rivet
#

Starbound has 28.4 median, wow

toxic slate
hallow rivet
#

Same reason why there are like 20 different names for lush planets that show up when you scan them, but it's still the same type of planet

chrome swan
blissful grove
#

Though I 'd like to see some more variety in the elemental planets, especially on the extreme end which is kinda already there with the constant but nonthreatening firestorms on my indium farming world.

#

I've always enjoyed building there much more compared to paradise planets, for whatever reason. maybe having to design by bases to actually shelter me properly inspires a design or something?

hallow rivet
#

I'd like more hazards that can't just be countered by a few environmental protection modules, and a truckload of ion batteries.
Like the tornadoes, lightning, meteor rain, stuff like that

#

And for the love of Atlas, better water shaders

toxic slate
#

I remember Sean saying in an interview once something like he was afraid of big teams. I think they've been in the mode for so long of building fast and "cheap" that it's just sort of ingrained in HG culture now. They're basically still operating in startup mode, when they need to be transitioning to a development process where features are implemented with more depth and thought. (obviously I have no idea what their internal process is really like, I can only see the results)

chrome swan
#

You know, there are teams pulling off stuff like Don't starve that are comparable in size

#

But that sort of makes me agree with your point.

hallow rivet
#

Hell, there are groups of modders making game-sized expansions. Granted, they have a game already in place to build upon, but still

chrome swan
#

This update really seems to have changed the community in a healthy way. I see nice amount of constructive criticism posted here and on reddit. Maybe HG are taking notes.

blissful grove
#

Despite how harsh I've been in the past, the game has come a hell of a way and that's why i think people are so invested in seeing it become even better.

hallow rivet
#

Everyone loves a good redemption arc

toxic slate
#

I just don't know if they have the focus to do anything very different. I would imagine Sean and Grant and some of the veteran HG team are spending much more time working on their new game these days

chrome swan
#

We'll have to wait and see

toxic slate
#

They do listen to us though, and always have. It's just that sometimes it feels like a game of telephone where we ask for some in-depth thing and what comes out on the other side is an idle timers minigame lol

hallow rivet
#

Living ships feel exactly like a game of telephone. It's like, the community asked for ship interiors in which you could live inside of, and HG misheard that as ships that are alive. Like, the first time I heard the update name "Living ship" my first though was ship interiors. You know, like, living room - living ship?

#

Might just be me tho lol

lunar marsh
#

Thats pretty funny, yeah not sure anybody actually asked for living ships

hallow rivet
#

Did anyone, at all ask for the ByteBeat?

sullen acorn
#

Personally, I come from a community where Rockstar is thralled by Take-two... And as a new player I've sunk in 60+ hours and plan to sink in more. Reading this channel reminds me of the reddit posts for said Rockstar community, heh. All about perspective though. Some of the features do feel lacking and I hope to see them improve further. (A side note, this smaller team has gotten more done than big Rockstar.)

restive remnant
#

ByteBeat just seems like something that was made on the side for funsies.

visual cloak
hallow rivet
#

There's a big difference between the experience a new player has, and one that a long-time player has, especially in the early game. Joseph Anderson, in his Subnautica video puts it like this:

Returning to the game obviously brings with it a lot of knowledge, and the ability to skip through the early parts so effectively, that it can be easy to forget what it was like the first time, beginning your climb on the crafting tech tree, and learning how to efficiently acquire food and water can take several hours [...]
The other day I was watching a livestream of NMS, where the people playing it were entirely new to the game, and the staggering difference between how I play, and how they did it, really made me realize that we might as well be playing two different games

#

Oh, no slight against the ByteBeat. It's a neat thing, but when they added it it came out of the blue, and i was very surprised

visual cloak
#

basebuilding has held the game back from being great. Don’t @ me

unkempt shell
unkempt shell
# lunar marsh Thats pretty funny, yeah not sure anybody actually asked for living ships

like zug said with regards to bytebeat, i really like living ships (timers aside...) because it felt so out of left field and something hello games thought up. their own twist on sentient space whales: a companion players raise and then fly. i adore my living ship and it feels like it was something hg made for fun, rather than to satisfy player demands of "settlements" or "more multiplayer integration", idk

#

not to say everything hg do with input from the community is checking boxes or due to obligation, but sometimes it feels that way when things feel half-implemented or there just because

visual cloak
#

it makes sense too

#

When they’re making updates based on the fan’s desires, they’ll have a tougher time satisfying them

#

whereas inspired ideas they have that surprise us are generally welcome

chrome swan
#

Added to that remember how SM talked passionately about some features before release, yet after release they changed gear towards what you guys mention. It illustrates a change in attitude towards the game

visual cloak
#

mhm. either they’re slowly working on more major, core gameplay improvements or they’ve switched completely over to all this shallower content to hold us over

#

I’m actually curious if Sean and the core team at HG are working on NMS

lunar marsh
chrome schooner
#

An idea

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WHAT IF holding a save beacon or save point would add a quick save option to the quicktools?

#

so you wouldn't need to put one down to save?

#

so utilities > quick save

solemn zephyr
hallow rivet
#

There's a mod that enables timed autosaves, and while it's useful, if you save at a bad time you can end up stuck somewhere

#

It autosaved me in a derelict, and when I spawned back in, I fell trough the map and could not get back up. So I feel like the lack of easy quicksaves might be in part due to game engine quirks

unkempt shell
#

i think a quickmenu save button could work around issues presented by a timer-firing autosave mod, by just restricting it to certain scenarios. a simple popup saying "you can't save on derelicts!" or "you can't save whilst in a ship!" or "you can't save whilst falling!" would eliminate most of those edge cases where instant manual saving could go wrong, whilst still keeping it convenient

hallow rivet
#

Hm, true

toxic slate
#

I still think it's strange that HG didn't include any lore to explain why in Frontiers the NPCs are ||suddenly building towns, even though they are forbidden to||. And obviously this is still an issue since the Sentinels attack them. So I was thinking perhaps HG is planning to create a wider armed conflict between the races and the Sentinels, perhaps with fleet battles and factions. Although I think Sentinels as an enemy are boring af, at least it would give HG a way to introduce larger-scale warfare without many other changes.

rotund stratus
#

Honestly I think they've been added in a lore friendly way

#

They're not allowed by the sentinels, so the settlements that do exist all seem pretty impoverished and beaten down

visual cloak
toxic slate
# rotund stratus They're not allowed by the sentinels, so the settlements that do exist all seem ...

I just don't think from a lore perspective ||the Korvax and Gek would in any way go against Atlas directives. the Vykeens, for sure||. but this discussion is more spoilers channel talk, I just wanted to set a baseline that HG not including lore for behavioral changes is super weird -- and either it's because they have larger plans on this front, or...it's just another reason this update is kind of a mess

visual cloak
#

they were on the right track with the corrupted sentinels

#

cool designs. too bad they’re not very dangerous

toxic slate
visual cloak
#

right. they’re not all that interesting to interact with, and are usually more annoying than fun

toxic slate
#

they don't even have a cool robotic voice

#

or a good catchphrase

visual cloak
#

next update: added all lines spoken in the Terminator franchise

rotund stratus
#

I feel like the cold, unfeeling program aspect could be improved if they were more menacing

#

Or at least if they worked that into their behaviour better

visual cloak
#

yeah

#

at least make the corrupt ones more menacing

#

they’re leaking, allow them to leave toxic oil trails and puddles that will cause damage over time to the player

#

maybe they can even spatter you with it at a closer distance

toxic slate
#

I think it would be different tonally if they were trying to exterminate all life, a la The Matrix or something. but they are just there, and annoying, without any clear goals for themselves other than be space cops

gloomy hazel
#

plop

visual cloak
#

would be funny if HG expanded on that. like the sentinels are slowly flying and accidentally bump into trees and stuff and fall over

#

roll down hills disoriented

rotund stratus
#

Maybe have their glitched directives vary from system to system

#

In some systems they could be kinda chill, and maybe helpful

#

But somewhere else they could be corrupted and all warped and scary

#

And aggressive

visual cloak
#

and in others stupid and clumsy

alpine willow
#

I think there should be opportunities to interact with sentinels when they aren't aggressive. Maybe the opportunity to 'hack' them to adopt them

#

Though to make them more noisy and more varied in how to act to give them personality overal.

#

Maybe have something causes them to interact with eachother. Maybe beeping, using your scanner to decode what they are saying

#

Damaged but not dead ones may show more personality 'quirks' as they attempt to repair themselves

visual cloak
#

i can see how that may be a cool feature, but ideas like that are similar to ones HG implement all the time and end up being shallow and pointless. Pets are pretty shallow and pointless as is

#

i’m all for it if it enhances gameplay and there’s reasons to have a sentinel companion

alpine willow
#

Maybe less hacking a sentinel and finding a damaged sentinel and working to repair it.

visual cloak
#

wonder why you’d repair it though

alpine willow
#

Find it in the wild performing aberant behavior like trying to stack rocks or something?

visual cloak
#

hey

#

i like that idea

#

that would be worth it

#

they become obsessive over rocks and stacking

alpine willow
#

Might be the missing link between standard ones and the corrupted ones

#

If a normal sentinel find it, it might start trying to attack it.

visual cloak
#

lol

#

Sean has a good sense of humor. Wish he put more of it in

alpine willow
#

You know it would be interesting if on Aggressive Sentinel planets when you are trying to escape and or burrowing to hide. A Sentinel sneaks in with you, and trying to use your cave to hide from the others.

visual cloak
#

haha

#

@halcyon portal pin this feature

alpine willow
#

To keep the player from immediately blowing it up. Maybe give it a damaged texture, with extra greebles and a weak shield.

toxic slate
#

the best thing that could happen to the game is for the Sentinels to just disappear. it would refocus conflicts between the races and/or factions, or possibly allow a new race from a different universe to invade

alpine willow
#

Removing the sentinels completely wouldn't work. But allow you to remove sentinels from a planet or system should possible.

#

But some sort of factions update that causes more... intermixing would definitely be welcome

#

Maybe treat Sentinels as an Atlas faction

#

Their stations would be the ones you find abandonned

#

Or in Atlas itself

#

Other invading alien species might work too. Possibly ones trying to wipe out universes with Sentinels in them

#

The whole Pet Sentinel thing could then be used as a means of communicating with sentinel intelligence and the hook to an invading force.

#

It follows you around, alerts you when there's an incursion in a system.

#

Or when a planet's sentinels have gone rogue

#

Give it some dog like characteristics too

#

And allow you to upgrade its weapons and shield so it can fight with you.

soft stream
#

Here’s the thing: No Man’s Sky is no longer the game they announced at VGA or E3. They have moved beyond that vision. It’s also no longer the game they released in NEXT. It is now substantially different. What this means is we are very unlikely to ever see anything that resembles what we all imagined. That’s both good and bad. On the downside, it means things we may have wanted or even feel were promised are not likely to ever be in the game. On a more positive note, they are no longer constrained by what came before - so anything is possible. For me, I’ve lost faith the game will ever be what I wanted it to be. The ultimate sci-fi fantasy game. I’ve played over 1000h since day one, so I feel satisfied with what I got for my money. But I’m probably going to play a lot less moving forward because anytime I fire it up all I can think about is what’s not there now. I look forward to seeing how it changes and develops moving forward, but more from the sidelines. Happy travels, all!

visual cloak
#

the game at launch was basically what i wanted it to be

#

just expanded on what it was in year one

#

and then they filled it up with…stuff….

#

i had a lot of fun just relaxed exploring while listening to cobra tv livestreams

#

a lot of that fun was a combination of hope for the future of the game, and the curiosity of what would come next. Now I see what happens each update and i feel less positive about it all.

gloomy hazel
#

there was no content they promised at launch

visual cloak
#

i don’t like when people use the word ‘promised’

gloomy hazel
#

cope

visual cloak
#

things change during development

gloomy hazel
#

yes but the game was also VERY VERY buggy and boring now its actually good

visual cloak
#

still buggy tbh

gloomy hazel
#

bugs were worse than the bugs now

visual cloak
#

the best things about it now are all the QOL improvements

#

i’d love the 2016 game with all the improvements we have now

#

without the change in the art direction and bloated, empty content

toxic slate
# gloomy hazel yes but the game was also VERY VERY buggy and boring now its actually good

the core gameplay hasn't changed a lick since launch. it's still the same basic loop -- grind for mats, get more money, get more stuff. none of the other additions have substantially changed that, it's just jazz hands to keep people busy. the game at launch was primarily about exploring planets and it delivered on that to some extent. I enjoyed wandering planets in 1.0 about as much as I enjoy it now, though there's a bit more diversity and more polish.

the central problem then and remains now is that the exploration, beyond looking for a nice spot to take a picture, is still a fairly shallow experience. there's no real mysteries, no questlines leading to dungeons or minibosses, no exciting loot, no lore about the places you visit. and that's something they haven't really addressed in five years. and I'm not saying they ever promised that, either. but that's what the game needs to really make exploration a continually fresh experience.

visual cloak
#

it’s funny they give us those ancient ruins with the buried treasure that need 3 keys, and they give us the 3 keys right there.

#

they could at least make obtaining the keys a bit more fun and not put them right where they’re needed

#

(just an example of added content that feels meaningless)

supple warren
# gloomy hazel bugs were worse than the bugs now

how? you still have crashing, especially in multiplayer, you still have fauna occasionally bugging out, you can still find yourself falling through the world occasionally...

I can't think of many bugs that were around at launch that aren't still around, just possibly from some different causes, today

supple warren
short abyss
#

Upgrades to the interstellar scanners that let you filter more specific results and combinations of results so i can look for a level 3 technology economy gek system that is in high conflict on the galaxy screen without flipping through filters

hallow rivet
alpine willow
#

I would like the full range of world colors. I've been trying to find a white grass paradise with water that doesn't look like mud but so far no luck. Though I did find a perfectly suitable rainy planet yesterday that didn't have extreme weather (shocking) though the colors were mostly earth like.

#

Also it'd be nice if they increased the number of flora planets can generate with. Seems like I keep seeing the same trees.

#

But more than anything I'd like to see something done with sentinels. To add quirks, personality and diversity their forms.

chrome schooner
#

it's cool how the patches aren't just fixes

#

but also new stuff completely

lone tulip
#

Nms updates have been pretty hollow and devoid of real depth lately which has lead me to believe there's either two things happening at HG right now.

  • NMS has become a secondary project and the majority of the team are working on a new ip with a small team pushing out small updates for nms

  • Or HG is working on something big and is giving us shallow updates like Frontiers until said big update comes out.

Tbh I think the the first option is more likely though as you'd think HG would give us a big update for the fifth anniversary, if they are still largely supporting nms I think an exploration update could be an game changing.

visual cloak
chrome schooner
#

I dont believe the first fully

visual cloak
#

but yeah i agree, their focus has probably shifted from NMS

chrome schooner
#

while I do think they're working on a new IP

#

I think HG just expands to take on multiple games

visual cloak
#

could be Joe Danger

#

a huge, stupidly ambitious Joe Danger

#

(just joking)

rich sigil
#

Things i want next:

Expanding upon the Frontiers update. Im talking colonization of planets. I feel like frontiers is the first step for Hello Games to begin adding in colonization, where we can colonize entire planets or spread our settlements far and wide

Combat update: Combat right now feels clunky, both on land AND in space ships. if we could get an update for that that could really satisfy people who want to be space criminals who kill others for resources, living a life of danger

Specializations: theres two ideas i have for this. The first is that we can have a specific job similar to some npcs, such as a gardener, a miner, a bounty hunter, a radioactive substance expert, etc... The second is that if the first happens, we get job specific equipment, so a bounty hunter would have gear for increased combat performance, or if we deal with radioactive substances such as uranium, we get suits that have higher radiation protection. That, or we can actually buy different CLASSES of suits. SO we can get different types of suits that have strengths and weaknesses, such as a radiation suit having very high radiation protection, but maybe lower mobility and health/shield

Im down to have a discussion about this, ping me what you think

brisk patio
#

Thing I Whould Like To Have:
Ability To Contact My NMS Friends Thru Friends Menu

outer mountain
#

Maybe it’s just me but I think the living ship should get a buff since it takes forever to get one.

weary acorn
#

Please add cross playform progress maybe a no mans sky account that you log into and cloud save

runic egret
#

It'd be real nice if there was a way to make metal plating with pure or magnetized ferrite, those are a thousand times easier to gather than ferrite dust.

shell apex
#

Melee combat and weapons would be a nice addition

toxic slate
#

the ground combat mechanics are so rudimentary that just adding new weapons wouldn't help. they would need to completely overall the combat and movement if they wanted to make it feel satisfying

#

but tbf shooter combat in wide open areas always feels kind of bad compared to indoors

halcyon portal
# runic egret It'd be real nice if there was a way to make metal plating with pure or magnetiz...

you can buy ferrite dust for super cheap from most trade terminals. you can also refine it from any of the paraffinium, dioxite, phosphorous, pyrite, uranium, ammonia, or rusted metal. if you have spare oxygen, you can refine essentially unlimited ferrite dust by doing:

oxygen + ferrite dust = rusted metal
rusted metal = 2x ferrite dust

Or:
oxygen + pure ferrite = 2x rusted metal
2x rusted metal = 4x ferrite dust

runic egret
cedar willow
halcyon portal
cedar willow
#

Also more complex and spread space wars in some systems, leading to faction alliances and with possibility of players becoming some kind of stellar system warlord....

#

In-depth hunting of banding animals, requiring stealth or even "rodeo"-like tasks

supple warren
#

bring back these vy'keen heads HG

hearty spear
#

No mans sky ship combat update?

supple warren
#

So, here's how storms used to look on some worlds in Adrift Era, and I think this was a good model compared to the overwhelming reduced visibility in the present versions.

First shot, no storm:

#

Second shot, during storm.

#

What I want to highlight is that the reduced visibility is still present, but it's kept more towards the areas in the background, ensuring you can still see reasonably well within your immediate area

#

For clearer comparison, here's an example of a shot during a storm in Origins sub-Prisms

visual cloak
#

i wonder how the storm sounds compare from old to new

#

can’t remember how they were back in the day, but now they’re just kinda loud and annoying

zenith marten
#

Yeah. Present day storm noises kinda hurt my ears

hollow fern
#

i've noticed that you can't turn them down - i've tried lowering all of the sound settings, so they've baked it in somehow.

toxic slate
# supple warren For clearer comparison, here's an example of a shot during a storm in Origins su...

I think, aside from the hair-dryer-in-your-ear audio of the new storms, they do a good job of communicating the intensity. I don't actually remember, do non-Extreme storms look just as intense as Extreme storms now? because that shouldn't be the case, and I could see a good case for non-Extreme storms looking more like the OG storms.

My personal feeling is that storms just come around way too often. I don't know if the duration between storms is specific to each planet, but on the expedition planet it's like every 5 minutes there's another extreme storm, which can then last for up to a minute or more. So new players are constantly being forced to just sit in a shelter while checking Twitter or Discord and waiting for it to be over. I think it's a bad mechanic to completely "time out" a player like that, especially a new one

visual cloak
#

i wish they felt more random and natural

#

less consistent than they are currently

#

finding a planet with calming rain and no danger seems super rare or non existent currently

spiral moon
supple warren
#

i have some other shots of storms, but they're older and from beyond or next i think, so i don't know that they're as representative as that more recent one

lone tulip
toxic slate
lone tulip
#

Yeah but like proper huge tornadoes that pose a real threat to you, your base or starship not just a tiny twister that lifts you up a few meters

visual cloak
#

yep, tornadoes could use some improvements as well. including effecting flora and fauna

#

actually they may actually affect fauna, can’t remember

#

tornadoes should be varied in size

#

even would be cool to have the little dust swirls

supple warren
visual cloak
#

hmm well at least they do something

#

they’re so rare that i haven’t gotten to experience them more than a couple times

#

( which is good tbh)

toxic slate
#

what they need to do is fix up the ice worlds. they need help badly. BADLY.

#

can we get some ice geysers up in here

#

maybe some glaciers

#

ice sheets where you can fall into the water

lone tulip
#

I think that would be cool idea

#

It would be amazing if they could add realistic looking mountains like you can see in some of the earlier trailers

toxic slate
#

yeah it's just frustrating that their only concept of an ice world is "Scandinavian forest" instead of looking to all of the cool ice worlds in our actual solar system

pale roost
#

Feel like desert planets need something new aswell
From what I've seen it's always been rocky with cactuses and not actual deserts

#

or dunes

lunar marsh
supple warren
#

Feature Idea: Remote Basebuilding
Add a new filter in the discovery timeline for personal bases, whereupon selecting a base, a readout of base information is provided, including:
-Environmental details, e.g. planet biome, weather conditions, Sentinel status, etc.
-Power generated/stored, overall extraction output (calculated from number of extractors placed), overall depot storage status (calculated from number of depots placed & how full they are).
-Base personnel (i.e. whether specialists are present at the selected base).

Finally, the part where the remote basebuilding comes into play, alongside these details, perhaps in place of the fauna/flora/geology list, would be a queued parts list. In the queued parts list, one would find parts that were set to be built at the base, but had not yet been built for whatever reason, e.g. lack of requisite materials.

Through this interface, one could select the queued parts and add the required resources for their completion piecemeal, in a similar fashion to repairing tech/broken slots. This way, one could design a base, travel out to get the resources, send them back to the base to complete the set parts, and return to a completed base to chill out and think up new expansions to it or whatever.

Bonus: one also finally gets a nice interface with which to review one's bases, and maybe through this very same interface, an option to also remotely delete bases. It's not only QOL but a general improvement.

gloomy hazel
#

I would like to see more predators that follow the player a short distance before attacking, specifically underwater predators. Also is there a sea sand worm? if not that'd be dope as well

lone tulip
autumn veldt
#

I am hoping for new ships

spare breach
#

I dont like the screen effects during storms, at least not in the intensity they are now. I'd rather see real effects rather than a screen filter that diminishes visibility to 20%. Id like if it was just subtle and introduce new effects instead. Or at least make the filter be so intense only when my shield is down to 10%

keen lance
#

COMPANION POKEMON BATTLES

rotund stratus
#

And there's atmosphereless ice worlds too

cedar briar
#

It'd be neat if instead of only the radiant pillar, there were four potential starter ships, one for each type, and you got a random one at the start

misty moss
#

I haven't explored enough, but I'd like to see more hostile stuff trying to eat me once my gun is good. Going into a cave isn't as exciting knowing that nothing is going to try and hurt me

cedar briar
#

You'd like my save then, nearly every planet on my survival save has hostile creatures, I've died twice to them when I was first starting

misty moss
#

oh really, I just been waltzing around, nothing trying to hurt me ever

#

but only been playing for 3 days so far

chrome swan
#

it's hard to retrofit into the game now because people are all over the game inhabiting all different systems. How you put a difficulty curve into it now is a hard question to answer.

keen lance
cedar briar
#

Herbivores can be hostile too

frigid ruin
#

We need hoverboards!!!

spare elm
#

If we had a pvp bounty hunter system i would never do anything else.

#

If they put in a good pirate system thats rewarding you could create some awesome dog fights with hunters vs pirates

floral heart
#

Easiest thing I would like to see would be significant reduction in timers on everything from refineries, settlement timers, freighter encounters etc. Id like to be able to focus on things and be staring at 1 to 3 hour timers

toxic slate
# rotund stratus There's definitely treeless ice worlds, and some with almost 0 vegetation

it's not really about "just remove the trees!" it's about creating a biome that is more diverse in exploration and more realistic to actual ice worlds. creating ice that looks like ice. hell, even something as standard as leaving footprints in the snow isn't in NMS. and that's the problem -- they don't treat ice/snow differently, it's just another texture. let alone all the other cool things you can find on worlds like Pluto or Enceladus

solemn zephyr
#

real star systems with orbital mechanics (planets orbit star(s), moons orbit planets)

#

ability to fly to a systems star(s)

#

gas giants

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thx

misty moss
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I guess gravity could be fun too, different gravities

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though low gravity water is fun enough

keen lance
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Floating water planets

gloomy hazel
# solemn zephyr gas giants

sean has talked about why those aren't in the game, mostly because they don't fit in with the gameplay at the moment, but i think if they were added it would have to be as new largescale content update reworking and adding to the planet pool, since gas giants probably wouldn't be able to be made just by updating existing planets

keen lance
cedar willow
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Gas giants where you could smoothly insert yourself inside the atmosphere, check thing and never be able to land

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But, yeah, the game needs more preying and true animal challenge. Minibosses could be inserted to partially solve this problem.

supple warren
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hover option as an alternative to landing

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be able to take shots from atop your ship hovering over the surface

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do some fun skydives

gloomy hazel
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yes of course, but i feel like most gas giant dwelling things would swim through the gas like fish, and the gas giants would be explorable in the same way as aquatic planets, with an exocraft designed for flying on the surface of the atmosphere, an exocraft for swimming through it, and the ship being capable of landing on the surface as well as hovering on the atmosphere. just like how being underwater brings up the breathing meter, gas giants would have a pressure (and breathing) meter too, making them even harder to live within, but possible to live above, in little floating bases. gaseous resources would/should be expanded upon for these, and would be obtainable in the same frequencies as ferrite dust and other standard elements, being harvestable from dust clouds, strange organisms, high-pressure outcrops, or ambiently through harvesters.

cedar willow
gloomy hazel
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making them work while maintaining the balance and fun-ness of each planet though would be very difficult, and not something i'd foresee in the future of nms for many updates, if not ever

cedar willow
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Not all systems need to be balanced. That's the point.

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Exploration and curiosity only comes when the balance is broken

supple warren
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plus since when has fun-ness of each planet been that much of a priority. it's more down to the visual flair, especially if Origins' type planets are any indication

keen lance
cedar willow
gloomy hazel
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but they'd definitely look weird

supple warren
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i mean they literally just redid the basebuilding, which as a primary form of play for many folks, is changing a bunch

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so i wouldn't say they're beyond making sweeping changes

cedar willow
gloomy hazel
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hello games is beginning work on a game similar to nms, apparently, not a sequel, but whatever similar means in this context probably means that putting tons of effort and updates into nms would still be applicable for their next game, assuming it's in a similar engine

keen lance
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Nms is dope

solid mulch
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I would love a questline where you can create your own creature by combining animal parts of creatures youve discovered and choosing their colors, textures, behaviors, habitats etc . . . then players could end up populating the universe more with all kinds of crazy looking fauna and-or flora . . . because i wan{t to make a dragon

gloomy hazel
# cedar willow Exploration and curiosity only comes when the balance is broken

also yeah, but most gas giants would be balanced by requiring another whole thing to pay attention to (pressure) while exploring, and be really hard to land on, with the benefit of rarer, denser resources, an abundance of gas, and probably some unique materials found only on that environment. of course, some gas giants would just not be that dangerous. a planet being a gas giant would overlap with the environment of the planet, meaning you could get a super toxic gas giant or a perfectly fine one, but there would always be the extreme pressure as a result of the atmosphere's weight. there could, and most likely would, be storms on the planets too, which would chiefly affect the surface of the atmosphere, creating this sorta pro/con system of picking to explore the surface of the planet, where pressure is the big issue, or the atmosphere, where storms are the big issue.

lunar marsh
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I actually made a video about it, though unfortunately it got lumped in with all the NMS hate, even though I have enjoyed the game since day 1 just wanted to see better mechanics there

gloomy hazel
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much much smaller than the actual planet though

keen lance
lilac crane
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I really wonder what is going on at HG. The bazaar/marketplace now has a trade terminal and 1 technology merchant selling random stuff.

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Have they become complacent?

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Some buildings could contain other stuff, like farming or proccessing things.

frigid ruin
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We need hoverboards i wanna surf amd snowboard

merry sun
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Does HOTAS support exist for VR. If not they should definitely add that. We already have a virtual HOTAS in VR, but using a real one would be so much more immersive

solemn zephyr
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No.

soft stream
chrome swan
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Interesting insights of Minecraft procgen from the developer - https://www.youtube.com/watch?v=TycBrFKEteU I'd love to see some of the stuff he mentions in NMS procgen - they have continetalness, erosion, temperature, humidity and maybe other slowly changing variables that influence terrain generation.

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but the modulation of features is something the new minecraft does very well

merry sun
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Otherwise everything would have to be mapped to button presses and it would be very janky

rain summit
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I hope in the future they can implement denser forests with procedurally generated paths like what they do for caves.

chrome swan
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or sub-biomes in general. Forest being just one of a few - grassy planes would be an interesting sub-biome as well.

feral hearth
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It would be cool if they added different ships or variants of them since right now it’s pretty repetitive

supple warren
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probably mentioned it before, but would like if HG reintroduced the exosuit stat readouts in the current format seen with other equipment, e.g. multitool/starship

hallow rivet
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I recall that hovering over a specific piece of tech also showed the total stats, so like, if you hovered over the jetpack, it would show you the total stats for it, all upgrade modules combined. I don't think that's a thing anymore? But it was very useful, especially for exosuit tech

supple warren
boreal whale
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Ohh cool

supple warren
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could be fun to see it restored as an unlockable or somethin', but i don't imagine it has jetpack anims or anything since it was pre-character models

boreal whale
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Ok

hallow rivet
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This is what I meant

supple warren
soft marsh
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Ability to change universe/galaxy seed with some customization sliders like adjusting how terrain is generated, forest density, amount of lush planets, POI and resource distribution, etc

keen lance
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That wouldn't be cool

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Unless in creative

runic egret
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Being able to filter system discoveries by galaxy would be ideal.

gloomy hazel
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Being able to create nameable folders in the discoveries tab. It was a sort-of selling point that you’d be categorizing your discoveries, yet many players’ discoveries tabs are like a grandma’s desktop

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i’d just sort by region but the possibilities would be endless

wooden ore
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  • Multicrew Ships
  • Pilotable Freighters / Frigates with Multicrew Gunner & other function-ability
  • Multiplayer Group Settlements
  • In-general --- (More stuff that can be built / worked on solo, but - collaborated / shared with other players)
  • Fabricator output able to feed other fabricator input
  • Harvester Output able to feed Fabricator Input
  • Fabricator/Harvester Goods able to be auto-transported (by vehicle/drone?) through portals to other fabricators / storage
  • Ability to Change Settlement Architecture at certain rank / with rare (or quicksilver) item - or enough resources of desired architecture
lunar marsh
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Hey guys, not sure if anyone is interested but I have put together a guide on how to download and play old versions of No Man's Sky from Steam

supple warren
lunar marsh
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Yeah, I've looked into it, thats on my list of things to address, haha

supple warren
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I believe it's different for Steam, but I don't think it's too different. @upbeat lichen had a writeup on it awhile back

lunar marsh
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I'm considering writing a small program that will let you modify it

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save shuffling is a nuisance for sure

supple warren
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I was actually just in the middle of discussing some of this stuff over in the modding discord, of identifying and providing a simple method to teach folks for backing up/version locking Steam copies

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Not only for preservation, but also to give people a reliable way to keep playing the stable versions of the game while awaiting the latest version to stabilize

lunar marsh
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yeah makes sense

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it's also a shame when someone is working on a mod and keeps getting set back with updates. I always think about how Rayrod was always playing catch up with his mods and the updates.

supple warren
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Right, I've been considering trying to focus and just ignore the updates in favor of modding a locked version of the game instead, get the bulk of things done then just have to update to latest

lunar marsh
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probably the best way to do it, otherwise things might break repeatedly with each minor update and you spend more time

zealous trail
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I had a dream last night where I encountered a caravan of Gek riding large snails. So if I'm a prophet the next update is the Snail Caravan Update.

upbeat lichen
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Both Launch and Foundations have pre-edited executables that swap the "NMS" folder for "109" or "113", respectively

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Pathfinder was supposed to do that too, but someone said that it didn't so I don't promise that upfront anymore

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Using hardcoded alternate folders keeps the saves from overrunning each other, at least for those versions.

obtuse sage
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Is there any talk of being able to merge save games? Especially with Expeditions resulting in even more new saves...

supple warren
lunar marsh
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I know there's a Save Game editor floating around

soft stream
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I really wish they’d let us name our saves. It would be easy enough to add and would help to organise things for those of us who have played a lot of hours. Failing that, perhaps a little pop up menu that shows some more stats and location information.

lunar marsh
soft stream
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I meant inside the game. On the save list.