#nms-the-future

1 messages · Page 76 of 1

lunar marsh
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I know, I was just trying to make a joke and failing

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I agree with the suggestion

toxic slate
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please let me eject all the Korvax from my settlement. no Atlas lovers allowed!

gloomy hazel
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korvax racism

proper flame
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Suggestion: now that CTRL and SPACEBAR aren't used while in build mode, can they be used to control vertical movement so we don't have to look to the sky or ground when we want to move up or down in build mode?

willow leaf
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Do you know how awesome it’d be if you could build on/in certain asteroids

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And like have a gravity and an oxygen generator

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So you could walk around on it

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1000 IQ update

gloomy hazel
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terrain gen sucks please bring back the old one. the planets i saw from pathfinder and foundations looked awesome

gloomy hazel
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aquatic update round 2. not too familiar with the past updates but i’m guessing the abyss was the last major touch up to oceans? gotta do something about that

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trenches, vast drop offs, more interesting underwater cave generation, more abyssal horrors, more creature variety

wheat acorn
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If they make deeper oceans I want starship underwater flight

hallow rivet
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Please, not more underwater creatures.... I can never find the last one ;_;

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Common/always active. YEa right

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
chrome swan
gloomy hazel
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Ahem

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Beds

wheat acorn
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? There are beds

haughty karma
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Beds you can lay in

sturdy lily
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It'd be great if NMS planets were a little more random. What if instead of biome determining hazard, hazard determined biome? The game could generate some general average hazards per planet, add a random noisemap for the planet's surface, and then add a general transition in temperature from the equator to the poles. Then, the regions that match best with a certain biome are labelled as that biome, and are generated as such. This would also be a great way to introduce multibiome planets, as it wouldn't basically just be a desert thrown onto a lush planet, for example.
They could also add subbiomes within general biomes based on more specific requirements. Certain flora or fauna could dominate one subbiome more than another, providing extra variety.
The only problem with these changes is they'd probably need a universe reset, but honestly it'd probably be worth it for the variety it'd add

rancid hamlet
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2 upgrades for your ship 1. a module that lets your starship land on water like floaties on the bottom of your ship 2. a module for your starship that lets it fly under water and also land underwater

warped ether
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I think the next big step would be an update covering signficant events.
So far this is the only thing that I think this game misses, trying to become more vivid.
There could be wars, peace makings, political quests, things that change a planet, a system or even a whole region. Doesn't need to be complex, in fact the simple the merrier because it would mean more stuff aswell. Infestations, reality shifts, supernovas (nvm that'd be too crazy ._.)

gloomy hazel
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ship interiors so star citizen can drop that as a selling point

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and tbh ship interiors should be standard for space faring adventure games

slender tangle
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More dynamic events regarding the things we already have; being able to witness an actual freighter/starship crashing into the atmosphere, drop pods actually dropping from the atmosphere, witnessing space battles in the sky. Maybe a new "weather" effect involving freighter/space station debris flying into planetary surface.

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Another additional improvement could be the potential of asteroid fields actually being dangerous and move around in space.

storm thistle
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Pertaining to Hello Games talk of a new No Man’s sized game, it really peaks my interest. I would assume its another space game. Its been 5 years since No Man’s came out. I want them to take the route of Minecraft and just keep doing solid improvements at a rate they can manage. Wondering what this new IP is. I would imagine they will continue supporting No Man’s though.

patent igloo
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I’d love to see a search function for minerals and the like in the seen planets bar thing. Being able to search for previously seen paradise planets, where stuff like copper is, etc seems like it would be very helpful

Additionally add a marker in the galaxy map/ seen space stations in the teleporter for easy travel there

lunar marsh
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thanks!

crisp portal
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here's hoping to trading items via Market or something 🙂

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more like another Iteration guy at Space Anomaly where you speak to him to sell or buy items with time limit at max 2 to 3 days

toxic slate
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The town buildings should add actual gameplay instead of just being random 3D models.

  • landing pads should be a passive income source for the traders that land there. There could be a whole sub-trading component there where you set up resources to automatically buy and sell.
  • bars should actually be bars, with a bartender, patrons with missions and lore, maybe even bar fights
  • should be able to assign staff to various town functions based on their abilities, for things like public safety, power generation, etc
  • one of the most important parts of building sims was ignored -- players should be able to layout their towns the way they want instead of being at the mercy of procedural generation. while I'm a strong proponent of proc gen in this game, this is a case where users should have direct control over placement. the actual buildings can still be procedurally generated though
autumn veldt
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How about when you claim a settlement people can't build? Because People building in settlement are ruining the aesthetic

autumn veldt
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Some people managed to put a base computer far enough so they would be able to build inside my settlement

toxic slate
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ah that's unfortunate. best you can do is report their base I guess

ashen geode
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Build a base before they do mindblown

patent igloo
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yea you can claim a spot next to the settlement and it should reach it

supple warren
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ah, i was thinking they weren't even wanting themselves to be able to build for some reason...Didn't think about griefing possibilities

patent igloo
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Some sort of automation update would be awesome, using the same sort of mechanic as the electrical cables to connect machines together and make factory line-type machines. each element entering the next through pipes and stuff like that. Would definitely scratch the “build a base/factory” itch i think this game would benefit from

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It seems like many of the recent updates have been focused on more of the building aspect of nms, and a space style update would be cool. multiple seat spaceships for multiplayer activites, maybe only as a mega-hauler type ship that goes super slow/ no weapons and holds a lot of cargo, asteroids that are small but still landable upon and have space minterals (gold/silver/titrium, etc) and crashed haulers or something. maybe a sort of full scale mega ship battle event similar to the freighter defense but with a whole like 20 ships or something. Just rambling here but i’d love to see that kind of stuff

visual cloak
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wiring and electricity in NMS makes me wanna throw up

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there’s other games focused on automation

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asteroids you could land on would be neat

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maybe they could have their own tiny biome

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unique flora growing off it

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mining for elements in space is kinda boring and unsatisfying, not sure why

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same can be said for underground exploration and mining

soft marsh
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Or a completely separate mode like "Custom Mode"

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Do we have black space in vanilla? If not, I hope they also add it to the pallette of space colors. Heck I hope they also improve space exploration

keen lance
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Black space???

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As in just a different skybox?

keen lance
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Stormy writing a whole paragraph

soft marsh
keen lance
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O

supple warren
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it already sorta is a possibility, just not like pure black

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you'll probably have some tinges of dark blue

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which tbh is pretty standard for scifi space games so

keen lance
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Scary star systems stuff idea thingy

There should be terrifyingly dangerous star systems where theres some sort of mist that dampens your view in space,

then instead the panel infront of you displays anything moving (planets, asteroids, creatures?!?, Space ships) in a radar fashion, the catch is that to see the panel you need to be in first person.

And thats where the terrifying comes in, space in these planets would be infested with hostile creatures (and maybe leviathan-ish Subnautica vibe ones too).

Risks

Radar would show them approaching, and you can only see around 1500u through the mist infront of you or maybe more with ship upgrades,

pulse engine doesen't work,

teleporters/base teleporters only work to get out of these star systems not in but space station teleporters are an exception

Risk it for the biscuit

The rewards for risking yourself in these are its riddled with destroyed freighters (who knows what creature could've done that)

really good minerals on island/more s tier hotspots,

barely to no sentinels in the planets (they wouldn't be able to call the mech sentinels either),

really comfortable planets.

Had some fun writing this just gonna leave it here in this channel feel free to criticize and give ideas of stuff to change

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I would die for them to put actual scary stuff in the game

gloomy hazel
patent igloo
violet vortex
delicate wharf
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Space sicknesses? 🤔

So I was thinking a while back, about that one time a major digital disease outbreak happened in world of warcraft. The corrupted blood plague, I think it was called? Anyways, what if we had something similar but more controlled in NMS?

How exactly would this work?

Well, the general idea is that theres a chance that a creature or NPC on a space station or in a settlement is affected by an illness. When near or interacting with an ill entity, theres a chance that you could be affected by the illness. The effects of the illness could be proceedurally generated, such as miniscule passive damage or weakened stamina, etc. And it could also spread to NPC's you interact with.

How would the game balance the spreading?

Well, there are a few different things that help keep things from becoming disasterous. After a while, you will of course naturally recover. Maybe the space anomaly will quarantine you or deny you service if you are infected. Or maybe settlements or space stations could have medical buildings/rooms in which you can synthesize a cure or remove your chance or spreading it.
Players could also craft exosuit upgrades that reduce their likelyhood of getting infected by an NPC/player or reduce the effects of the symptoms.

what would crafting a cure be like?

Well, I think it could be a quest of sorts. Maybe you would have to get a blood sample of a creature from its planet of origin, which could be very difficult when spread by a player. And if spread by an NPC, itll just be from the nearest planet. And then you can take the blood sample to the medical building and synthesize a cure or something.

My idea is obviously flawed, and definitely isnt something that would or even should be added into the game, but it was still something really interesting for me to think about.

keen lance
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Would make sense to sentinels to instantly be aggresive towards you if you're infected

delicate wharf
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Oooo yeah! Thatd be cool too!

keen lance
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Since you can harm the ecosystem with it

delicate wharf
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I didnt even think about sentinels when making that, but yeah thatd be really interesting

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So maybe there could be a literal balance on planets between the number of sentinels and frequency of infected creatures. Planets with no sentinels would have higher disease frequency because there arent robot overlords to cull the masses. Planets with high sentinels would have less infection because of the opposite.
Thatd be neat

keen lance
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Sentinel activity should change depending on factors like that

delicate wharf
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Yeah

keen lance
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So if a planet gets infected sentinel activity increases to aggressive to anything contaminated including the species in the planet

delicate wharf
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
delicate wharf
# delicate wharf Industrialism is something ive always thought would be really cool in NMS, but i...

Maybe if it was tied together well though, like needing to go find storm crystals to build higher power generators/batteries. Or maybe putting more use to those random items you have sitting around, giving more incentive to go out and do things like attack unsuspecting freighters or pirates for those materials you need. I definitely think that, if done just right, it could totally work. But in general, i think it should be left on the table until theres enough to the game that you dont have to sit around and wait for anything anymore. When the game is to a point where you can be contently occupied by something else while waiting for a settlement decision to appear or for a building to progress.

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And if they do end up adding industrialization, it could just simply be in the form of giving physical functions to settlement buildings rather than them just being hollow boxes with some slight decoration and minimally interactable people inside.

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Settlements could really end up being a portal to alot of really cool future developments in the game

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"Frontiers is a gateway update"
-me just now

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I should probably sleep now...

chrome swan
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What I'd rather see first is that crafting on hand would take time, as different games have it already, but it would pipeline the intermediaries automatically. Let's say you'd need a fabricator item for that in inventory, but it would mean that crafting f.ex. warp fuel would be a one-two click job instead of what it is now.

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You could also limit the usability of these factory pipelines by putting in the need to combine in elements that can only ever be gained by mining by hand

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That could be a good compromise for the sake of economic stability of the game

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The game as it stands has at least 6 distinct inventory item types (basic elements, refined elements, crafted byproducts, crafted technologies, cooked food and placable technologies), each with different crafting methodologies and usages, and I see it as a pity that they are so damn distinct, considering this game's only real connection between the various introduced systems is inventory.

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I say when you have such a strong emphasis on it, make it as usable, fluid and obstacle free as possible

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which is sadly not the case nowadays, with for example the obviously under-developed item selection window and lack of sort/arrangement features, etc. The new base building UI gives me the hope one day they will address this mess.

keen lance
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Stop using big words grrr

soft stream
keen lance
chrome swan
soft marsh
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In Space Rangers, you can have various sicknesses or take drugs, both can affect your stats. Sicknesses can be cured in Medical Centres, while drugs can be bought from Pirate bases.

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There are also Commerce Centers where you can invest to build a station, or fund a fleet for war, or even apply for a loan if you are short of funds

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It would be great if we can have something like these too in NMS

delicate wharf
vivid drift
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How about a lovecraftian based system where it’s over taken by some ancient creature from beyond, all the planets in that system are dead or corrupted shrouded and darkness and intentional glitches. It will be a glitchy mess like a planet stuck within another planet or some other weird shit.

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Their will be like tentacles covering the entire planet/system. It’s hard to explain what a world covered by some lovecraftian entity would be like.

keen lance
vivid drift
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It will be more than that, like the derelict ships.

soft stream
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Do you think HG would consider turning NMS into Super Mario World? Asking for a friend.

supple warren
vivid drift
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I just had a weird idea come to me while taking a shower

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Now I’m contemplating on whether I should share it or not

visual cloak
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hopefully not showers in nms

vivid drift
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I mean

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No it’s just really really radical

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Or complex

gloomy hazel
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More interesting movement options for short-medium distance travel. like something that is 500-1000u away

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it’s a kinda sorta pain to melee boost there, and calling in your ship for 500-1000u is also unnecessary kinda

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also when you have such vast planets, covering good amounts of ground while still being “within it” would be better

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when you fly in your ship, you’re going too fast and you miss out on the finer things, but any current form of on foot travel is too slow

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exocrafts could remedy this but they’re all so awkward to handle. even if they smoothed out the controls, they can all be boiled down to just driving a vehicle, something that every gamer is too well familiar with

marble moss
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fix this glitch, i cant build the building

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it has no construction terminal

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i hope in the future they fix

gleaming hornet
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more realistic darkness, and that night light would rely on what is in the sky, maybe there could be some upgrades later on for either light or night vision to help with planets and places that are very dark

gloomy hazel
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NOW UR TALKIN

gleaming hornet
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:O hoverboard

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an actual HOVER board

upbeat lichen
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If the speeds of other exos is any indicator, a hoverboard would be slower than walking

gloomy hazel
crude silo
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Do you think they will ever allow multiple player freighters in a system

keen lance
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And the faction members can buy specific frieghters that are accessible to any member

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And only the faction leader can remotely control where the freighters go to

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So one can go to a system, one to another, and so on

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Maximum amount of members per frieghter and also would allow for cool planet raids and fights by bringing them all to one system and brawling it out with another faction

supple warren
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i think they should make a spinoff of NMS called NMS Online where they fulfill all the desires of the multiplayer folks with a heavily reworked version of the game tailored to online play

keen lance
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No spinoff

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Gotta be damn official

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Or else i loose respect for hello games

crude silo
keen lance
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YEA

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You should be able to manage sentinel activity by not interfering with the enviorment

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Like levels would slowly go down but can increase if you destroy too much terrain

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And the maximum level would be the one displayed

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Ex: aggressive sentinels

supple warren
keen lance
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Then all the data we already have should be transferred onto that too

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Or else it would be quite the hassle to restart

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Especially since i haven't even finished the storyline

keen lance
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If you toggle multiplayer you should expect stuff that allows players to interact with eachother to happen

supple warren
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my point with my suggestion is that so much of what the multiplayer folks want just wouldn't be viable, or at least, not as good, building on the hybrid system NMS currently employs.

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a large rework of NMS into a distinct online version of itself, separate from the current game, would be better suited to address a lot of MP folks' interests, I believe.

in the NMS Online version you could potentially resolve save exploits, duping, introduce more robust grouping & faction systems, actual player trading & economy that isn't the goofy nonsense present currently, and so on

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If you tried to do all of that within the current version, you'd be aggravating many folks that enjoy the ability to disable multiplayer & ignore everyone else

crude silo
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I agree

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At that point you should just take what you have and use that material to make something else

chrome swan
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Splitting the game in two would just mean fragmenting the small team and probably cause one of the versions to be left behind

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The duping and other exploits are just things to be fixed in mp (if possible) - I don't see MP swaying the SP balance in any major way (outside of one getting a pocketful of some expensive stuff when visiting anomaly)

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And of course griefing, but all that is avoidable by switching MP off.

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But maybe I'm missing something...?

torn fractal
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No Mans Sky: Classic - A re-release of a much earlier build of No Mans Sky would be pretty damn cool.

soft stream
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No Mans Sky: Retro - the whole game gets transformed into Q*bert.

soft stream
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Every Spring Procedural

late oasis
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Agent of missions from the settlements, that modify things of the settlement and that are only on the planet. Increase in the number of manageable settlements. Trade between settlements on the planet, other planets and nearby systems.

neon lantern
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LET US TAME SEA CREATURES

The amount of cute fishes I’ve had to leave Aaahhhhh

gloomy hazel
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it sounds cool

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I don't think the online needs to be as drastic as some people said above

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wouldn't be a mmo i think more so allowing more things

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the galaxys are big enough that claiming like even 100 systems wouldn't have any effect on literally anyone

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so i guess that would be interesting but i think claiming is probably a bad idea

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actual factions and more than 1 freighter would be sick tho

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and hanging out at settlements

hybrid summit
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I'm curious

gloomy hazel
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maybe you could claim like 1 system and that's your home thing

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but idk

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sounds more trouble than it's worth and making nms into something it's not

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I doubt many people would want a spinoff/official mmo of nms

hybrid summit
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For long time players of NMS. What do you hope to see in the next HUGE update?

gloomy hazel
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i think a faction overhaul would be cool
just something where you can invite your friends to your team and dick around.

or if that's not big enough of an update i want the ability to terraform a planet into a different type

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make your dream planet

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with a mining laser from space or something

proven tulip
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Interstellar conflict would be cool. Having korvacs vs gek or something. Then you can pick a side or fight some people

gloomy hazel
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yeah i wanna see more of the civilizations that already exist

supple warren
hazy quest
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Update your xbox achievements.

wet bough
toxic slate
wet bough
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at least, nothing that makes me go "wow, that was cool!"

soft marsh
toxic slate
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agreed, but I think if we ask for small, iterative changes from HG they will give us small. so IMO I guess it's better to try to inspire them with what could be. because they feed on our excitement to an extent

wet bough
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Fair enough

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I wouldn't mind some simple npc interactive quest's to be added. Like, "bake a cake for Npc X's birthday" "Help Npc X repair the wall" they are meaningless, but the added interaction with the npc's would feel nice

vivid phoenix
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I would like all of the main quests to have their end points adjusted enough that they flow into one another narratively

toxic slate
visual cloak
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it’s very isolated

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despite it being a part of a planet

wet bough
visual cloak
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needs to be an update focused on making all features feel interconnected, while also avoiding adding on new features

toxic slate
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yeah absolutely, I'm just not sure that Sean and the other senior people who would need to think through a lot to make that happen have the bandwidth right now to do that. from their hiring positions it seems like their new game is going into full production. but I don't really know who is on the NMS team fulltime anymore

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i hope I'm wrong though and they've got big things planned

wet bough
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alright,what could they do to integrate everything together?

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or at least, start too?

visual cloak
toxic slate
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well, from a towns perspective, having missions that encouraged exploration on the planet would be a good start, especially if they added new POIs like procedural ruins, cave dungeons, etc. having non-resident NPCs show up in the bar that could offer bounty hunter missions, etc. add some pirate gangs that could be a local threat or even join. tie all those in with some procedural stories

visual cloak
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for one, allow storms and hazardous flora to affect fauna

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allow fauna to utilize caves as homes or to escape storms

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allow npcs in settlements to go out and explore the planets

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what if there were smaller settlements, varied in size across the planet that your have to go explore to find so you can sort of create a connection with the inhabitants there. You wouldn’t be able to oversee those ones

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even like small tents with one npc hanging out by a fire

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you could find the npc out collecting wood or some mushrooms

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or you could find the npc in danger and you could help it

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or steal the mushrooms it’s collected

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but those last ideas were more about issues with settlements and less about making everything feel connected, although i do firmly believe allowing npcs to free-roam planets is a very important step

soft stream
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Every Vagrant Procedural

soft marsh
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NPC Fleet types:

Trade fleets - If you attack/destroy them, or didn't help them fend off pirates, the prices of all commodities in that system will increase.

Military Fleets - helping them attack an enemy fleet will increase relationship with the faction you are helping

And other possible fleet types...

plain quarry
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Would be cool!!

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More on the topic of freighters, I would love to see more interaction with frigates and the fleet. Like, it would be cool to be able to go on the expeditions and help, or being able to command your fleet a space battle from you're capital ship's bridge

chrome swan
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It was sort of sad to see the SR1 Normandy being added without the interior. They may be able to fix it, I know, but it lacking the internal structure the rest of frigates have is sort of an indication they are not planning on developing depth of them any time soon

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Imagine if they added crew to those ships that would be able to level up. And a few separate rooms you could walk while the mission was active, and interact with, FTL style

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I've been thinking about the difficulty scaling of the game. I mean the game doesn't really have any difficulty scaling to speak of. There are no hard to handle places, which is a pity, because if there were any, it could change things for the better.

  • it would mean (if done right) not everything needed to upgrade to get to those places and conquer them would be available to buy. Meaning crafting systems would get more meaningful - and I mean even with the S upgrades we currently have, we'd have a hard time in some of these places
  • there could be a plethora of different difficulties of such places - ranked similarly to other things in game. One would have to slowly build up the character's stats and abilities to be able to get there
  • trophies and distinct upgrades could be gained from such missions
  • sentinel nests, corrupt sentinel bases,... buildings with layers of security.
  • Options to overcome parts of the security, options to handle the sentinels present there.

What this needs though is a combat system overhaul, because currently with a few upgrades it is no challenge to handle even the strongest sentinels - and also the only distinct thing is the firing patterns of the multitools. Adding environmental effects (fire, electricity, humidity... as debuffs and also weapon effects) would deepen not only combat, but other parts of the game as well.

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And please make the upgrades more distinct than the plain "+50% fire speed" etc. S class upgrades at least should have an affix to make them special.

unkempt shell
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really want them to add an option to revert to the old build system. the new build ui and general workflow is frustrating to try to get into using and makes me not want to bother building at all! it's so bad

gloomy hazel
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if you're in first person and warp, you should be able to see the warp effect inside your cockpit instead of being put into third person

vivid otter
plain quarry
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i hope sometime they will fix their flare sprites... these things are a mess xD

toxic slate
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the settlement Decision screens don't make a lot of sense right now. they make you decide between two settlers with a vague piece of evidence, with no ability to gather more evidence or make any kind of informed decision. I saw one today that was, "Two settlers claim the same statue as their own. The statue seems to have been tampered with recently. Whose statue is it?" How am I supposed to decide who is guilty based on that? It's a logic puzzle with half of the puzzle missing. They need to rethink these things because they are more annoying than fun right now.

clear fern
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PLEASE make the character see-through when I'm building. Also a build screen freeplacement nudger (so you can move items to clip into ground and other stuff on purpose) would be g8

vivid drift
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Codename: Leviathan

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A little idea I thought up for a while, the chances of this being added is slim to to none. Most likely none

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The idea is heavily based off of the Lovecraftian Mythos. It's a bit long so bear with me.

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The idea is about exploring a small system in the darkest corner of the NMS reality, a system that can't be accessed through any conventional means.

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This system is dark, perverted, there are no stars except the sun but even that is perverted in some way.

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The system contains a small cluster of planets that are slowly being consumed by a void that will eventually consume the whole system. The planets are also corrupted covered by tentacles and monstrous creatures.

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However even though this system is dangerous it contains resources/items that will make you rich.

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The only way to access this system is through an artifact, but it's not just some ordinary artifact but a puzzle box, like the lament configuration from hellraiser, but instead of summoning BDSM monsters, it opens a door way to this system.

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Upon entering this system, you have exactly 20 mins to grab what you can or be consumed by the void and die. The system contains one large central planet where all the valuables are located, but the more artifacts or resources you collect the more dangerous the planet becomes, monsters would spawn, the monsters will look like the demogorgon from Stranger things or the monster from A Quiet Place, fast, hard hitting and hard to kill.

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The terrain will start to move also making it hard to navigate, tentacles will come out of the ground and start harassing you, bright orb like creatures will start chasing you, when touched you will be teleported outside of the system with a large portion of your tech destroyed.

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Your ship cannot be summoned when the terrain starts moving so I suggest you grab a rover or a mech.

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An exit portal will spawn within 10 mins of entering this system, upon leaving you will not be able to enter the system again for another 2 days.

gloomy hazel
#

How rich would it make you to be worth doing this over traditional money making methods

soft marsh
#

It would be better if it rewards you unique and entirely different class of tech, helmet, armor, ship, multitool that can only be found in these type of systems

vivid drift
#

More living stuff

#

Like the living ships

#

Honestly whatever rewards u guys deem fit I just sort thought up the premise

#

I had an idea for the smaller surrounding planets

#

There are a total of 4 small planets surrounding the main planet. Their is an artifact on each of the small planets. Collecting all 4 will summon a boss in space.

#

The boss will look like a giant eye of some sort with tentacles and orbs surrounding it that will attack u with lasers. In order to destroy the boss u will have to shoot yellow weak points that will be exposed once all the orbs are destroyed, it’s a bullet sponge so bring ur best ships.

#

Don’t know what the reward will be probably be something amazing which u guys can decide.

vivid drift
#

Also had this weird idea

#

While ur on the planet u can occasionally see shadowy figures watching u like the shadow people Mario galaxy 2, and like how in Marvel’s What If u can see the watcher in the background watching, like a giant figure watching u.

paper rivet
#

Why tho

opal blade
#

i'm angry at sean

#

and it's personal

#

why does legacy nms have like 10x better terrain than now

#

i swear all the terrain generation looks the same nowadays

visual cloak
#

to cater to the base builders

#

in reality we’ve got certain terrain features that improve upon the older versions, but it’s usually more tame and more rounded than previously.

#

While they should bring back certain parts of the old terrain like the worm terrain, they should try to make it more rare

soft stream
#

@vivid drift Nice ideas. But doesn’t sound at all like this game.

vivid drift
#

Guess not but it wouldn’t hurt to add new things would it?

soft stream
#

They’re having enough trouble as it is. What you’re describing sounds more like Dead Space. Horror inspired. FPS / RPG. Not a bad idea. Just doesn’t sound like a fit with HG’s skills or this game. But then again, I’m feeling more and more like NMS is deviating further and further from its core idea these days. So who knows.

supple warren
#

what's its core idea anyway

uncut vault
#

I was watching the NMS launch trailer. So far, the two only things missing based on this trailer is landing on asteroids and participating in massive spacial fights between nations. Everything else has been added (I consider the giant sandworms similar to the giant snake of the trailer)

supple warren
#

?? i think you mistook the ship on a floating island for an asteroid, maybe? and the big fight you talk about ended up becoming space battles more or less

gloomy hazel
#

there’s no freighters actively moving within planets’ atmospheres, exploding from attacks by opposing forces

soft stream
#

I don’t think there’s anything significant “missing”. I just think they have moved away from the original vision - for better or worse. Personally, my list hasn’t changed in terms of what I think the game needs. I just don’t think it will ever happen now.

mossy sky
#

Suggestion: Make an option to claim multiple settlements.
-Chances of multiple decisions
-Multiple constructions
-More resources from settlements

visual cloak
#

Imagine if NMS had highly rare anomalous planetary wonders

#

no, i’m not referring to anomalous planets, because those are mundane and the opposite of rare

#

i really need to do some concept art showing all the interesting terrain generation they could do

visual cloak
# mossy sky Suggestion: Make an option to claim multiple settlements. -Chances of multiple d...

i personally can’t see the point in having multiple settlements, as they are quite shallow and could first use major changes to make them feel more like actual settlements, making the NPCs feel more connected with the planet they’re on, actually allow us to have interesting interactions with the NPCs instead of with a little computer in your base, and more of a reason to even have a settlement

#

people always want more, and HG give us more, but they don’t focus on improving the quality and depth of those specific features. Want 6 ships? okay done, but we’re not going to allow multiple players to pilot 1 ship and we’re not going to make ships feel unique and varied from one another

#

this is like a game filled with toys now.

visual cloak
#

definitely for the worse.

visual cloak
#

but obviously i’m in the minority of people who think such things.

#

thankfully there are game developers out there who actually know the identity of their games.

soft stream
#

No need for the salt. In fairness, we got a great game here. It’s not everything I wanted. But it definitely has been fun. 1000+ hours in. I’m not complaining.

visual cloak
soft stream
#

It does feel incoherent, I agree. And many of the introduced features feel incomplete. I’ve shared my list, but it’s never going to happen. Sad, but true.

visual cloak
#

yeah.

#

i would have a very different opinion today if hello games focused on improving the depth of all features that are currently in the game

#

anyways, sorry for the 🧂

gloomy hazel
#

yeah the games much better than launch

#

no one's stopping you from playing like launch

#

more features would be wonderful

#

yeah go play with your toys

visual cloak
#

when something flies right over someone’s head

gloomy hazel
#

guess so

visual cloak
gloomy hazel
#

better multiplayer

#

and better combat

#

sentinels ain't shit

visual cloak
#

I agree, combat could use quite a bit of depth and improvements, including more enemy variation

violet vortex
#

!hg

misty irisBOT
chrome swan
#

combat overhaul itself is just a piece of what is needed though - we need a bigger challenge and better rewards as well. I don't mind grind if the gameplay of the grind is engaging and entertaining, but this is sadly not the case in NMS, as the situations are one like the other, and solutions to those situations don't vary at all - pretty much shoot it until it's gone

visual cloak
#

no earnable items will really satisfy

chrome swan
#

Could be yea, but something about growth of the capabilities could be interesting as well. Imagine something endgame, like a growing difficulty of places to visit, and gear drops that enable you to slowly crawl up in difficulty. That's one option for endless fun, and would go rather well with expeditions

#

but maybe that's a completely different game

visual cloak
#

maybe...the journey to the center becomes increasingly more difficult

gloomy hazel
#

that as well as a better multiplayer system like you go to the anomaly and you can join sessions of people in your galaxy. like you join a "server" with 15 or so people in it and dick around

#

there is literally no reason for me to go to the center

chrome swan
gloomy hazel
#

i get nothing for it and i leave the galaxy I'm grown fond of

visual cloak
#

right now there's no reason

visual cloak
chrome swan
#

Imagine if going to the center unlocked 2 more symbols in the portal interface

#

and you could choose galaxies in the adress

visual cloak
#

something like that. something that gives us good reason to go

#

but also, something cool to see

#

some kinda wonder

#

that is nowhere else

chrome swan
#

I agree, but it's a steep order to fulfil

visual cloak
#

si

#

everything i say in here is steep lol

gloomy hazel
#

15 minutes

#

not a bad idea but not enough i think

visual cloak
#

near the center could be a highly unique environment to explore

#

but also, needs more of a story driven layout

chrome swan
#

before release, they talked about that in some interviews

visual cloak
#

yes, was exciting

gloomy hazel
#

i wish space pirates was a more feasible role

#

like not on npcs

#

i wanna go kill some random player and take some of their base materials

#

not craftables

visual cloak
# gloomy hazel not craftables

could be fun if the other player opted in. it would also be great if you could find NPC pirates wandering on planets on-foot and in vehicles

gloomy hazel
#

then it's just pvp

#

i want to make it a fight for survival

#

some poor guy starts getting shot at and activates fight or flight

#

as it stands being a "pirate" is nothing

#

find some random player every 24 hours of play time

#

shoot him

#

no one cares

#

get nothing for it

visual cloak
#

no i mean, this is an exploration game. people will get very angry if HG amped up pvp and gave players no choice

supple warren
# gloomy hazel no one's stopping you from playing like launch

except the game itself. people forget this but the game is grindier than before. if i want certain blueprints, i have to go gather either a bunch of tokens (salvaged data or facility overrides) or roll the RNG with an even lower chance of getting a blueprint than before.

if i want to scavenge crashed ships, I have to hope an alien isn't puttering around to keep me from doing so and i have to grind out repairing fake damage if i just want to restore basic inventory space. Even "rewarded" multitools these days have fake damage to deal with for no good reason.

Yes, there are repair kits these days and yes i could just do the boring money grind if I wanted to work around the repair grind, but the whole point of the repair approach was to ignore money and fix actual tech, not fake damage. Similarly, however, the whole point of interacting with everything used to be a chance at finding new tech blueprints, which instead has now been replaced by & large with getting nanites or gathering tokens to buy blueprints. They largely removed one of the few things that made exploration feel mechanically rewarding and turned it into a grind. So, no, one can't just play like at launch even in the most basic of ways.

gloomy hazel
#

turn off multiplayer, go to some random corner, fly away

visual cloak
#

if it was a specific zone within each galaxy you could go to where you'd have to expect player hostility, I think that could be cool

#

sorta like The Division's Dark Zone

#

now I'd honestly be interested in exploring to find that place and work to become stronger

gloomy hazel
#

yeah thatd be cool

#

although the zone would probably just be a single system

toxic slate
#

that's probably a question for #nms-modding , unless you're asking for bigger stack sizes in the game (which IMO are already game-breaking as they are now)

gloomy hazel
#

I don't use pc, i was just curious

#

Oh my goodness. Sorry everyone, wrong channel!

analog needle
#

Bringing from main thread....

#

Here's my dream update: No Man’s Sky: Squadrons

  • New ship type introduced that has an extra seat for co-pilot (player or AI). Required for some Excursions (read below)
  • Frigates and Freighters are now pilotable and are heavily involved in Excursions (read below)
  • Frigates and Freighters have player or AI crew mates with various in-game duties.
  • Introducing Excursions: longer story-based collections of missions involving larger scale battles (both planetary and in-space).
  • Introducing Adversaries: unique, procedurally generated enemy personalities who are the focus of many Excursions. Some storylines include launching offensives against their actions, others may involve these Adversaries interfering with your actions and bases (including your settlements).
  • New galaxy-based exotic ship types.
  • Larger-scale space battles.
  • Space Station ownership.
#

This is what I was hoping Frontiers would be

granite cosmos
#

This might be random but i'm getting into decorating my settlement
And i thought maybe something like models of ships and stations would be great
Maybe a model Atlas interface

soft stream
#

Just finished Expedition 3. Was better in some ways than previous ones, and not as good in others. A lot of grinding on foot. Having completed it, I’m hoping they bring another update for 4.0 in October after the expedition or maybe November. Maybe they will hold it over to Jan though. Who knows. I don’t get the same satisfaction I once got from this game, and I can’t figure out if it’s me having spent 1000+ hours in it, or that they’ve changed what it is. I sure hope my list above gets some love in the next update. Don’t think I could take another Frontiers level disappointment.

gaunt hearth
#

What purpose would gas giants serve other than aesthetics? I'm all for it but I'm curious as to what they could practically add to the game.

visual cloak
visual cloak
gaunt hearth
soft stream
soft stream
# visual cloak i think i’m in the same boat, although i feel i’d be more willing to jump in to ...

The main thing I think is missing is an end game. Once you’ve done the repetitive missions, there’s just nothing to really grind for. Units don’t matter after your first billion or so. Nanites are kind of similar. Quicksilver is all well and good, but getting it just means doing more of the same stuff. I want the things on my list mainly because I feel it would add depth and length to the game.

visual cloak
#

yeah i haven’t really cared about currency in NMS for a long time. To be honest, I’m ok with it not having an end game. My end game is exploring new and interesting worlds.

#

so as it’s been said a million times, deeper and more interesting planetary exploration. Strange, new wonders that are rare and keep us looking, actual procedural assets

soft stream
#

There are only like 30 planets in the game. And lots of duplicates with different names though?

visual cloak
#

yes

unkempt shell
#

-cool, vintage style worlds
-a planetary mapping system
-interesting procedural things to find, like rare resources for cool procedural equipment upgrades
-an overhaul to planet generation to consider more parameters before generation: distance from sun, tectonic activity, planet size, severity of gravity, etc... and then generate based on these factors

literally all i really want from this game going forward. everything else would just be a nice bonus

visual cloak
#

yes i think planetary mapping could be really neat

#

like, actually making a map

#

whether that be on a big poster or it’s digital and placeable in a base

gloomy hazel
ruby oracle
#

So one day I woke up and my brain went brrt:
As we all know in NMS you have to get to your drilling station, pick up everything by hand, refill some machines, refiners, refuel generators and sometimes this gets pretty annoying for some people.

What if we made this process go on by itself? This introduces drones and heavy machinery for settlements on the same planet, this process would only work if the said settlements are on the exact same planet at a tot. distance, you place down a drone station with a max of 4 spots per station and imput what they would do for each settlement, I still have to refine some parts here and there, the imputs the energy sources and the pathfinding but that's the start.

#

The type of machines could vary from the type of planet, mechs or drones or even underwater probes.

cobalt storm
#

I hope any new updates focus on improving and polishing old features rather than just creating new ones

merry pivot
#

so an interesting issue with NMS' implementation of the city is the idea of Cities Without People, a concept that has weighed on my mind when it came to procgen settlements
https://youtu.be/aBBuoD9eL5k
i'd refer to Jacob Geller's video for an idea of what i'm talking about, but i want to expand on those thoughts a little

#

what meaning is actually imparted onto this universe when settlements exist?

#

i feel that's my point of contention

#

or, was, until they were added... and i've still thoughts in that vein

gloomy hazel
#

I know nms isn't a mmo and it shouldn't be but it'd be cool if it was

#

😕

toxic slate
# merry pivot what meaning is actually imparted onto this universe when settlements exist?

Are you arguing that settlements have dimmed the dreamy, evocative quality of NMS through their humdrum-yet-vapid collection of timer quests and faceless, non-interactive NPCs? Or just that because of their vapidity, settlements are a creatively bankrupt feature that adds nothing to the game? That video was a bit long-winded so I peaced out before he made his real point, if he had any

merry pivot
#

to me, they create a small facet of the city without people

#

facades of buildings filled with empty space punctuated by pillars and held upright by invisible engineers

toxic slate
#

could you explain what was meant by a "city without people"? Do you mean in the context of these NPCs don't really have any depth, so it's just sort of this collection of buildings with some animated models walking around?

merry pivot
#

geometry without meaning is perhaps a better explanation of what i'm thinking about

#

the metaphorical person here is the meaning and life that is imparted on a space

toxic slate
#

That was certainly one of my early criticisms. I think HG focused so heavily on the tech of building these settlements that they forgot to make them feel like living cities. Or maybe forgot is the wrong word, but it wasn't a central part of why they exist. Animal Crossing works well because you become attached to the characters

merry pivot
#

so if you remove the people from this city, you end up with pure geometry engineered for those people without any of the meaning that that comes with

#

a structural beam etched with the initials of lovers
worn-out stairs with bad boards that have been replaced countless times by countless carpenters
a park bench

#

what are these things but patterns and geometries, without people to relate them to

#

i guess what im saying is geometry has no intrinsic value

toxic slate
#

Sure, I understand where you're coming from on a philosophical tip. But we don't even really have patterns of behavior with the NPCs yet. They just randomly select an activity and a waypoint path. I think Dwarf Fortress is a procedural game that more aligns with what you're talking about. But it's also computationally intense to weave all those small details into the fabric

merry pivot
#

i mean like im thinking, im not saying it's either good or bad, i'm just throwing shit outta my brain thats been stewing for a bit

#

i tend not to make judgement calls until i know what i'm looking at, and i don't have the full picture yet

toxic slate
# merry pivot i guess what im saying is geometry has no intrinsic value

I think value is probably a matter of perspective. In terms of HG's perspective, they probably felt that unlocking buildings was a fun distraction and answered the constant cries of "we want procedural cities!" without going too deep on development. But in terms of the player experience, the buildings provide little value when the NPCs are practically ghosts

merry pivot
#

oh yeah the NPCs might as well be balls of light

#

and yeah i mean
cities arent very good in their current implementation

#

like at all

#

i dont like them

granite cosmos
#

I have an idea for a buildable tech
Might be difficult to implement though
Some type of weather suppression system
Maybe it prevents extreme weather from happening around the base
Or even planet wide

I'm just tired of boiling rain on otherwise perfect planets

toxic slate
#

With both the frigate expeditions and the town expeditions, their primary mode of content requires that the player switch their mental context to use their imagination. "Your crew caused a trade dispute that will linger for years in the system" or "Your settlement went in search of the missing person. Three lives were lost, but they found Blargh and returned home." Both systems leave the creation of living, breathing NPCs to story text.

The problem is that the primary mode of interaction with NMS is not imagination, but directly interacting with the universe. Some people are content with this mental mode switching, and others bristle at not being able to see the action happen. They are plays that are happening on other stages that they can't witness, and the play they do get to watch is mostly set dressing.

soft stream
#

You’re right. A lot of things they’ve added to the game have been largely set dressing and lacking depth. There’s a maturity that’s just not there.

#

They had a difficult launch, but after five years you’d reasonably expect a more mature, fleshed out experience with depth and complexity. That’s just not what we’ve got. It’s still a great experience for a few hundred hours, which is no small feat in itself. But beyond that it becomes somewhat bland. Unfortunately I don’t see that changing unless they pivot their business model from new customer growth to ongoing revenue whether that’s paid DLC or subscription.

#

Until then we will get more shallow gimmicks designed to attract new sales.

merry pivot
#

its kinda becoming a starbound sorta sitch

#

hg has good press so they keep making sales
they push updates that are kinda half-baked but fill out those little feature requests people want
more good press bc they're continuing to update the game yonkers on

gloomy hazel
#

they should add an energy sword weapon attachment for multitools

#

that sounds fun as hell

soft stream
#

Whenever anyone mentions this, I’m reminded of that scene where Indiana Jones just straight up shoots the bad guy with the sword 🤣

gloomy hazel
#

yeah but come on Killing a sentinel with a sword

nocturne kraken
#

Multi swords are mentioned

#

I’d kill for some melee weapons

visual cloak
#

multi swords would be great!

#

as long as it didn’t come in an update by itself with no good reason to use it

#

it would be fun if you could wack sentinels really far

#

NMS players would form a new game. Sentinel ball

toxic slate
#

It's strange and unfortunate how many of the interactions between elements in the game that don't directly involve the player have no repercussions.

  • Freighters don't seem to be able to destroy ships without you assisting, and freighters can't be destroyed by the pirates attacking them
  • Dangerous flora only attack the player and nothing else
  • Sentinels in settlements never attack the residents, and residents never attack the Sentinels
  • Sentinels attack the central town square statue when the player is not visible, but no damage is ever done to it
  • You are the only trader who can affect item prices and availability in a system
  • I'm sure there's more examples but you get the idea

HG have done work over the past five years to make the universe look more alive, but haven't really invested in making it actually alive. Because a living universe is one in which everything goes about its business regardless of you, in which there are changes made that did not require your involvement. HG continue to build a universe more like a series of Disneyland attractions, where everything remains more or less static and shallow.

gloomy hazel
#

i think that trader one is because no one else is selling truck loads of cobalt

#

the only thing i want to see is aliens doing stuff on planets

#

like we came across a korvax chilling at a campsite on the expedition and i fucking loved that

#

i want more of the aliens just doing shit

visual cloak
#

huh, guess i need to finish the expedition then

toxic slate
# gloomy hazel i want more of the aliens just doing shit

Doing shit yes, but also affording more gameplay opportunities. If NPCs start to have their own goals and agendas, the player can interweave with those in different ways. I think NMS should feel like, if you stay in a system for a while, you start to get to know the NPCs. Maybe you can befriend them, or become trading partners, or enemies.

#

I think this idea of "the Korvax are disappointed in you" or "the Vy'keen like your style" when you do an action, as if the whole race moves in unison, needs to go away. I think it holds back the game from treating the NPCs as individuals

gloomy hazel
#

well uh

#

the korvax are a hivemind

#

kinda

granite cosmos
#

I guess vy`keen have an honor system and word spreads fast of your deeds

Gek just gossip constantly about how good of a business partner you are

supple warren
#

yes you can rationalize it but it doesn't improve the system, which is honestly what one can say of so many of the systems in NMS

chrome swan
#

the thing is, there is no "simulation" to speak of.

wheat acorn
# toxic slate It's strange and unfortunate how many of the interactions between elements in th...

So I'm not sure what you're getting at here. So its all shallow yet no ideas are given to change that or how it would/could be better. Also I would like any addendum to be more than something vague like "make people have individual wants" or something wholly impossible like "make all NPC have adaptive progressive artificial intelligence and mimic actual thought". Maybe NPCs aren't the way they are due to realistic limitations and not simply a lack of "investment".

cedar briar
#

Polo and Nada have goals, but they're not procgen

#

I've gotten questions from NPCs at like transmission towers and such

#

I remember coming across a vy'keen who was relatively high up in the system's military who needed help against the sentinels so I gave my advice and showed them how to do some things. I felt like I helped.

gloomy hazel
#

i want an npc that calls out a hit on me because i said their species equivalent to the n word

#

truly immersive

thin mountain
#

I would like to see an option or feature implemented with regards to Storage Devices at Bases like an Transfer from other planets to access them

solemn belfry
#

I want factories. And more planetary anger, like factories

gloomy hazel
#

yeah

#

everyone one saying industry should be added has never heard of satisfactory

visual cloak
#

anyone who is aware of Satisfactory and Factorio should go play those games and not hope for those elements to be added to NMS

#

imo

gloomy hazel
#

yeah but it would be something to do

#

the hope is nms becomes the game

#

because like alot of people said it truy has limitless potential

#

you can't make a game like cod a space game there's a limited amount of stuff you can do

#

nms doesn't have that problem

visual cloak
#

i agree that NMS is boundless, but before it tries to become even more boundless, they need to work on the current features more

#

even though i dislike basebuilding

#

they did so with basebuilding

#

as much as i hate to say it

#

but even basebuilding could use an update that gives it purpose

gloomy hazel
#

ok comeon man base building was almost needed

#

the game would be so much shitter without it

chrome swan
#

it would make defficiencies even more obvious?

visual cloak
#

I would’ve actually liked basebuilding as a smaller feature in no man’s sky where you can build a tent or something tiny but has meaning it helps you to survive

gloomy hazel
#

alot of stuff you've said makes sense but that's the dumbest shit ever. you are definitely in the minority in your opinion on base building i think

visual cloak
#

i know

chrome swan
#

well I don't like base building

gloomy hazel
#

ok you're also in the minority

chrome swan
#

it's purpose is vague at best

hot flame
#

Keep it civil

gloomy hazel
#

that's kinda the point

#

its purpose is to make something lol

#

nms is kinda a sandbox

#

also do devs even see this channel or is this just a sandpit for ideas that will never happen or something

chrome swan
#

what I mean - there is this game idea, based on exploration, and in that sense what you can say is base building changes the premise

hot flame
#

They can see it, but if you want to be sure they see your ideas

#

!hg

misty irisBOT
gloomy hazel
#

this is a game about playing how you want in space

chrome swan
#

I like this place as a boiling pot for ideas, and I hope someone from HG reads this from time to tome

gloomy hazel
#

they even marketed like that

#

if people want to build shit who gives a fuck lol

#

doesn't affect me at all

chrome swan
#

Yea you can say base building could only get better if it served purpose - protection for example. They even added power consumption to it, so it's going in that direction, without providing something in exchange

gloomy hazel
#

I don't personally build on planets but that's because I use freighters

#

and not once have i thought "man building really ruins exploration"

chrome swan
#

that's not the point anyone here is making, imo

gloomy hazel
#

because you can have like 100 or so bases

#

someone saif that

#

hold on

chrome swan
#

I've seen people argue it glues you in place

gloomy hazel
#

it doesn't glue you

#

build a base and move who carwa

chrome swan
#

yea, what I meant by that is base building is not needed for exploration

gloomy hazel
#

you can have over 100 like i said it's not like you're limited

#

if you find a pretty planet you wouldn't want to make a house there an hang out

#

i actually think it helps exploration because i was searching systems for like an hour to find the perfect planet

chrome swan
#

I am not in a disagreement with you here - what I am saying is that giving bases a purpose that'd connect it to exploratory aspects of the game for example, that would be beneficial.

gloomy hazel
#

like?

chrome swan
#

protection is one thing that comes to mind

#

is that a good one? not sure, given how dangers work now in NMS

gloomy hazel
#

wdym protection

#

it already protects you

chrome swan
#

yea from weather

gloomy hazel
#

and from creatures

chrome swan
#

it nearly makes sense in that regard. But hey this is not a problem of bases - it's a problem of danger types in nms being boring

visual cloak
chrome swan
#

We don't know about that, but it's likely. Although we can expect them to focus on something different next, hopefully? I think they see base building as a way to bring in creativity and variance into the game.

visual cloak
#

in a way that’s definitely true, and i appreciate the creativity many players are able to show

#

but once you finish a base, you move on to the next one

#

because there’s nothing you can do with them except look at them

#

it seems NMS players always want more ships, more multi tools, more freighters, more bases, but what if each individual thing had more depth and meaning?

#

would players still have the desire to want MORE?

#

games like Subnautica, i’m satisfied with tech

#

it’s needed

#

it gets the job done

#

it’s upgradable

chrome swan
#

I've asked myself this question - what is it in NMS that seems to make it lacking in a way. For me the answer is always lack of depth/creativity/emergence, but I don't exactly know how to change things, aside from vague "connect the things in NMS more, so consequences are more visible and common"

#

and by creativity I mean - creative ways to solve a problem, which implies even more variance in problems that emerge

visual cloak
#

That’s OK because that’s Hella games job we can offer up the feedback that certain features are lacking but it’s their job to find out ways to deep in them

#

Sorry voice to text

chrome swan
#

also each release is riddled with small bugs they need to iron out, imagine if they started interconnecting systems to have more cause->effect, that could make the development a lot harder

gloomy hazel
#

lol

gloomy hazel
visual cloak
#

It’s unfortunate that the majority of players white bass building because it seems that Hella games want to satisfy that group of players instead of following their own vision

gloomy hazel
#

if 2% of players didn't want anything 7% wanted something obscure and 91% wanted base building wht the hell would they not base building

#

yes but base building was also like their first update

#

I'm pretty sure it's in their vision to be able to build

visual cloak
#

maybe

chrome swan
#

and it's also not a problem the game has, like at all. It works, it has it's quirks, it's okay

#

you could say it's now quite solid

visual cloak
#

and it doesn’t need any more work or updates

chrome swan
#

some would like to be able to build cities, etc, but that's pretty much just engine fixes and improvements

#

compared to other parts of the game, the base building is over-developed

visual cloak
#

It’s good they made the change to allow you to Place partsanywhere you want

#

Now it’s time for origins part two

gloomy hazel
#

personally i wouldn't say no to building space stations in space

#

that sounds like a cool base building update

#

make the iss

#

float around

visual cloak
#

minor changes like allowing freighters and frigates to move through space would be cool

gloomy hazel
#

i suppose it would be interesting but idk it might invalidate starships

chrome swan
#

it may not be minor, from what we know it may be a hard change to do

gloomy hazel
#

I personally would never use my starship if i could just drive my freighter lmfao

#

like only for landing and using space stations

chrome swan
#

I'd like to be able to build my own ship, the same way base building now works, just different parts

gloomy hazel
#

yes

#

I'm down for that

#

that sounds sick as fuck

#

i also if at all possible want lights on it so i can drive the disco pimp mobile

visual cloak
#

ship building would be cool if you could explore and scavenge for parts in space and on planets

#

if they added that feature and added a menu where you could buy the parts for nanites or whatever that data chip currency is called, they'd be missing out

gloomy hazel
#

I'm gonna be honest if the parts are randomized that sounds fucking agonizing

visual cloak
#

this has come up many times, but HG would need to meet in the middle with ship customization

#

there'd need to still be RNG and the surprise of looking for and finding ships

#

if they threw all the parts in a shop for nanites, it would destroy a major part of the game's loop

supple warren
# visual cloak but even basebuilding could use an update that gives it purpose

i mean the purpose is there it's just arguably uninteresting: resource extraction & production.

The reason it's arguably uninteresting is because by the point you're ready to automate resource extraction & production, there's not a hell of a lot to put those resources to, and so many folks gravitate towards whatever can be used to make money, as ultimately money has slightly more utility than resources in NMS.

People talk about wanting unit sinks, when in reality there should probably be more resource sinks so one isn't inclined to immediately convert resources to currency.

toxic slate
# wheat acorn So I'm not sure what you're getting at here. So its all shallow yet no ideas are...

Sometimes I post things to encourage discussion, not just to present features I would like to have. Oftentimes I am just trying to find my way through my thoughts about this game I've spent hundreds of hours on and hear other points of view.

The first word of the channel's description is "discuss", but if you don't actually want open-ended critical discussion then I will delete my posts and probably bow out of further discussion here. I have zero energy to argue about what you want me to conform to.

primal halo
#

Freighter Settlements for those of us that don't like being tied down to a specific planet/want a lively freighter crew.

Right now I just kind of park my freighter above my settlement. Lol

supple warren
#

so more like freighter crew mgmt

#

but i mean yeah, would be nice

visual cloak
#

imagine npcs with actually duties going back and forth through freighters

#

I’d actually enjoy improvements to freighters, and maybe even utilizing it more heavily in a story driven update

plucky mauve
#

I wish there we like guilds or something on this game.

#

Make it so you can really bring people together, seems like a simple thing to implement.

#

We also need a big bad to fight.

#

At least more variants of the Sentinels.

soft stream
#

Over the next few days I’m going to share some ideas here based on my fictional future release of No Mans Sky titled “Cataclysm”

#

👾 Hostile Invaders
Many systems across the universe are under attack from a strange and menacing force of unknown origin. Nada and Polo have managed to track these attacks through an advanced simulation algorithm, but time is running out. Become a galactic hero and push back the enemy threat. Take the battle to the surface, or engage the enemy in space. Claim the system before it's too late. But be sure to team up with friends, as this is no small skirmish.

#

👽 Diverse Races
Nada and Polo have discovered a new and diverse branch of the simulation, and with it a wide variety of new races have appeared. Many of these races have unique and complex biology and structure. You will find a wide variety of civilizations across the universe, ranging from primitive tribes to advanced colonies with unique and powerful technologies. Explore the universe, and make new friends - but be careful, not everything is as it seems.

#

⚠ Dangerous Missions
A complete revamp of the Missions system - from space stations, to the surface, and the Nexus. New and exciting multi-stage and multi-player / multi-role missions bring danger and reward to those who dare, or to those who travel together. Uncover and unlock the unique stories and technology upgrades available in each system. Risk it all and go in blazing, or play it safe and use stealth and strategy to succeed. The choice is yours.

#

… and much more will follow 👌🏻

jolly cypress
# plucky mauve At least more variants of the Sentinels.

Yep and what i would find quite nice was if you have a planet with Aggresive Sentinels or high sentinel activity and you killed A BUNCH of them .. like lets say 100 walkers or something like that .. that they actualy leave the planet alone .. thus making it interesting to settle down on planets with high sentinel activity and fight them away

supple warren
#

but then what? turn it into another bookmark or mine or farm? That's one of the underlying issues with bases, there's just so little else to actively do with planets that there's so very little reason to even bother building on them.

You can practically never find yourself stuck, grounded, compelled to build for actual shelter as you sort out a means to restore your ship or boost its shielding to weather through a storm or other planetary phenomena without crashing back down to the surface.

All the usual survival incentives to build are completely lacking, and all the economic incentives are unrewarding because the survival elements are lacking to make it so any new equipment feels any better than whatever junk you already have.

It's literally only the limited inventory space that makes new equipment with more inventory space feel any better at all, and next to nothing else.

marble moss
#

LET ME ADOPT THIS CREATURE

#

I WANT IT

#

REEE

keen lance
keen lance
#

I crave for it

#

The fact that every decision will branch out to different outcomes and decisions you need to make later on is really nice

visual cloak
#

found a mini canyon lol

#

now if only Hello Games made these intentional, and much much larger, we’d have amazing canyons

#

the terrain in this screenshot is a bug, as you can see the floating tech

grave solar
soft stream
# soft stream 👾 Hostile Invaders Many systems across the universe are under attack from ...

🗺 Shareable Discoveries
Uncover and share the wonders of the universe together by building the new "Archivist" station. Travel to player bases all across the universe and retrieve maps and co-ordinates to new and exciting discoveries. Once you discover an item, it can be displayed at your base with the new small, medium and large "Holoprojector" base parts, offering a unique and creative way to show off your journey and share it with others.

💎 Rare Collectables
Procedurally generated rare collectables are now available at various places across the universe.  Travellers can display these collectables at their base, along with the lore and stories they possess.  Become a master explorer and link together various artefacts to unlock the full stories scattered throughout the universe.  Or display unique and sometimes dangerous alien flora and fauna for others to envy.

🚢 Multiple Freighters
Add multiple freighters to your fleet, and greatly expand your armada.  Players can command up to six freighters, along with their associated frigates and starships.  Assign one of your freighters as your current command post, enabling you to summon one of the six starships it carries.  Move your starships between your freighters at will, or engage in massively multi-player combat scenarios with AI pilots at your command.
#

… and much more will follow. 👌🏻

visual cloak
#

no, not like that

#

more like this @brave plinth

#

it was cool when we could get really tall, flat canyon walls real close together, creating small pathways to explore

#

yes, HG should reintroduce more of the old terrain 👍

#

those big holes filled with water like the one you posted are numerous and tiring

#

I guess some people don’t hope for better, more unique, varied terrain in the current game

wheat acorn
#

🤔

#

I don't think a difference in taste disqualifies someone from wanting variety of cool vistas lol

#

The current game does have this variety of vistas they're just not the same types as in other versions

#

Its an aesthetic

visual cloak
# wheat acorn Its an aesthetic

look at the huge, flat rock walls, it’s more angular as opposed to current terrain, which usually is more rounded near the bottom and top. The screenshot i posted of the current version with the very tiny canyon looking terrain would be great if we had more variances of that, just larger and more maze-like. What we have now, they just don’t have the same feeling and the same appeal when exploring.

wheat acorn
#

Yes, its an aesthetic

visual cloak
#

it’s a terrain feature that was lost.

wheat acorn
#

But that's not what I was referring to with my first response

visual cloak
#

that’s what I’ve been trying to say this whole time

wheat acorn
#

"I guess some people don’t hope for better, more unique, varied terrain in the current game" this is what I was replying to

visual cloak
#

gotcha

#

i guess roar’s short comment sounded like they were just blowing the suggestion off

visual cloak
visual cloak
plucky mauve
#

All Im saying is, the NPCs are already made, the guns are already made, just give them guns. Land pirates would be an easy implementation.

#

Hunting and murdering less developed species, or helping them would be fun.

chrome swan
visual cloak
#

because it’d get boring quick if they didn’t have other AI improvements and interactions

gloomy hazel
#

the way you talk and complain makes it sound like everyone is stupid compared to you i think
"I guess some people don't want good terrain"

#

I guess not huh. guess everyone is just a dumbass for liking something

#

man i feel silly amirite

plucky mauve
#

O_O

#

@visual cloak Just would be nice to have a little something else to do on planets, plus it will help with the problem of mission variety.

#

Also imagine having turrets on bases!

#

<_<

gloomy hazel
#

yeah but why would you want then

#

not really anything to protect against

#

i wish freighters could bombard a planet from space

plucky mauve
#

I mean for fun I guess.

gloomy hazel
#

that sounds funny as hell

plucky mauve
#

Why want anything ? There is only suffering in it. lol

gloomy hazel
#

I wanna carve out a penis or something on a planet with freighter lasers

plucky mauve
#

huehuhehue

visual cloak
#

‘legacy perpendicular cliff faces’ felt more like actual canyons compared to what we have now

#

what

#

now you’re making assumptions

#

i shared a certain terrain feature which you replied to with an image of something that is not a canyon

#

it’s a big hole

#

yes, read the comment

#

I have found some cool terrain in the current build, but my whole point is combining old with new

#

bring the old terrain back, and don’t remove anything from the new terrain in the process

#

while also introducing new, interesting and unique terrain features

#

you are being hard headed

#

i’m done, ttyl

#

You seemed to be blowing off my comments with your 👍, so i apologize if i made an assumption

#

the tiny canyon thing semi-resembled older vertical terrain that formed canyons

#

which was my whole point tbh

#

Fug someone close down this channel so i can rest in peace

brave plinth
visual cloak
#

It's the first time since the channel change that I've even really talked about Legacy terrain.

merry pivot
#

creating a strong colony should begin to improve the economy of the local system

#

like maybe not dramatically and rapidly. but like, slowly and gradually

#

also: buildings should really be more expensive to have built

#

like i mean 10x more expensive

#

i know that'll tick some people off but it's initial investment shit, yknow

brave plinth
#

Would be pretty neat to see an inversion of the settlements in that player bases could 'attract' more npc's to a base. This could use the same pathfinding used for settlements where they navigate through the buildings, etc. I tend to build off of npc buildings already, although they don't traverse any pathways Ive placed down, would be cool to see that happen eventually.
This would probably be a far off idea though since settlements are still pretty new.

merry pivot
#

agreed, that's actually a pretty cool idea

#

although pathfinding across terrain you can't determine ahead of time is already a daunting task

#

it makes it easier when it's geometry, but still. you cant determine ahead of time where that geometry will be and how it will help to access other parts of the geometry

wheat acorn
merry pivot
#

so that's why it's been missing!

wheat acorn
#

Would be nice to see less defensiveness and hostility in general though; its still the same concept as the rest of the server.

brave plinth
#

Expedition 4 bare bones concept: start everyone off in Odyulatai with the final goal of reaching Euclid. I really liked the premise of Expedition 2's start in the abandoned system, so something along those lines where it captures the feel of being marooned again, only in a much stranger world would be crazy.

merry pivot
#

honestly i dont blame people for getting passionate about their thoughts but we all gotta be like... i dunno, we gotta recognise we're all people here and there's another person on the end

wheat acorn
#

It's getting excessive.

merry pivot
#

i wanna get into playing expeditions but im not sure if i'd be able to tag along

visual cloak
wheat acorn
#

Maybe not for you, but for others the language was much less clear. Just try to all get along in here alright?

visual cloak
#

yep no reason to hurt eachother over it all

#

turned out to be a misunderstanding tbh

merry pivot
#

its easy to light fires but hard to put them out

wheat acorn
#

except for me >:)

visual cloak
#

🧯

merry pivot
#

okay yeah having the fire hose of authority does help

visual cloak
#

I feel I'm sometimes repetitive in what I bring up here, but I try not to be

#

and try to bring up new points

gloomy hazel
merry pivot
#

see personally i'm in support of extending the building time

gloomy hazel
#

wow

merry pivot
gloomy hazel
#

building normally takes no tike

brave plinth
gloomy hazel
#

why should settlements

#

fuck i could build the entire settlement in like 30 minutes

#

with half the resources

merry pivot
#

because iam evil and fucked up

gloomy hazel
#

alright well don't push it on us

#

go play ark or something

merry pivot
#

i dont play ark >:)

#

i'd like to visit the world of glass

visual cloak
#

I think wait times would make more sense if we could 'sleep' in game and pass time

#

but maybe it wouldn't be easily accessible

brave plinth
gloomy hazel
#

I don't personally see the problem with getting heated here. i mean it's a discussion

visual cloak
#

as long as we aren't hurting people

#

and i apologize if i have

gloomy hazel
#

it's words

gloomy hazel
#

not even like slurs

visual cloak
#

words hurt

visual cloak
#

words are more damaging than fists

gloomy hazel
#

if you're not insulting someone tho

visual cloak
#

Hopefully i haven't

merry pivot
gloomy hazel
#

saying your idea is bad is completely fne

#

sometimes people's ideas here are just shit

#

¯_(ツ)_/¯

brave plinth
#

Yeah, its certainly not constructive discussion though

gloomy hazel
#

usually it builds to that tho

visual cloak
#

thankfully at the end of the day it's HG's decision

gloomy hazel
#

your idea is shit here's why

#

that's constructive i think

visual cloak
#

saying it with less hostility though

gloomy hazel
#

your idea is very very bad

brave plinth
#

Disagree. Im certain myself and others wont want to discuss anything with you if you lead off with "your idea is shit"

wheat acorn
#

I'll help

misty irisBOT
#

dvldvm Rule 1: Remain Civil dvmdvr

Please respect all members of the community. No racial, sexual, homophobic or cultural slurs will be tolerated. This also includes being civil in all general chatter within the Discord server. No instigating or baiting (i.e. using specific reactions to annoy someone on all of their messages). This includes language which may be interpreted as offensive, even in the context of a joke/meme. No incivility, excessive vulgarity and no offensive avatars.

gloomy hazel
#

yeah I read that

#

saying an idea is bad doesn't seem to break that

#

unless I'm reading into it not enough

wheat acorn
#

It is a lot in how you say something

merry pivot
#

sorry aethena <:)

#

but yeah its how you approach a subject

#

like you can totally think someones idea is shit but approach the issue from the standpoint of why and how it can be applied

wheat acorn
#

But ofc if you're unsure of the line I'll be here to remind you ^-^

merry pivot
#

like you take for example people saying "i wish fleet battles were a thing" and i half-agree but consider such things meaningless fluff and remarkably difficult to actually implement
i would approach that by starting from logistics rather than just blunt saying i disagree, like 'how would that work? how would a fleet initiate a battle with another in an organic way?"

gloomy hazel
#

i guess my tolerance of what's "civil" is higher than yalls

merry pivot
#

if you don't let people expand on what they're talking about they will do it forcefully

visual cloak
#

it's how words are read tbh

#

our commutation is more understandable in real life, face to face, or with the use of our voices

#

text can easily come across as hostile, or we can easily get the wrong idea

#

so it's tough.

merry pivot
#

very hard to register intent on the internet

visual cloak
#

What if Extreme planets had large, procedural zones that were un-explorable without certain exocraft?

#

Since right now, if we're decently upgraded, we can explore on foot anywhere, I think this would give us more reason to have a need for the Minotaur and other exocraft

#

In these zones, we would never become strong enough to resist it without exocraft.

#

And of course, these more dangerous places have more strange, unique curiosities and more resources.

#

Maybe same in space. You'd need to get certain rare upgrades to enter contaminated zones that eat away the metal of your ship

gloomy hazel
#

I hoped we was going to get something similar to this when they implemented the different local named areas across planets.
They started localisation but never did anything with it.

#

So a section will start a storm or event that will spread in to neighbouring sectors/areas.

visual cloak
#

ohhhh yeah. that would give local planetary areas more purpose!

#

these would also come into play on our maps

gloomy hazel
#

So many doorways with nothing behind them.

vast heath
#

I would like to see implementation of some mods in vanilla game. Nothing really significant, just some QoL features

visual cloak
#

I'd like to play Rayrod's overhaul on ps5

hot flame
#

Can't even play it on pc

gleaming hornet
#

anyone know what's planned as the next update?

#

or some big things they aim to improve soon?

#

soon can be like in the span of a year

chrome swan
#

If I were to guess it would be something to do with the station override and procedural building

visual cloak
#

whatever it is, hope they don't rush it out and take their time

#

sometimes when I say that, I do think of the counter-argument 'the updates are free, why are you complaining'?

#

because good games are good, and rushed games are rushed.

gloomy hazel
#

why would you bother

#

and being soley confined to a exocraft over a large area sounds annoying

#

like what if you're tired of the area do you have to drive all the way out or can you get out and call your ship

#

or will that kill you

#

also whats stopping people from just using their ship to speedrun the area

#

and how large

#

also the bit about ships is a bad idea

#

ships already have a relatively small inventory

#

once you squeeze all your modules in

#

being forced to put more in the ship sounds annoying

#

unless it's like only 1

wheat acorn
#

Could you maybe type a longer post if you're going to post so much instead of just posting single lines?

gloomy hazel
#

i suppose i could but why

wheat acorn
#

Because I asked?

gloomy hazel
#

i understand you asked but is it annoying someone with like push notifications on or whatnot?

wheat acorn
#

I'm not sure why your critique can't be thought out and typed all at once

#

It's eventually gonna get pretty spammy imo

gloomy hazel
#

because usually I don't think of the things i want to add on until I send the first stuff

#

it's like a snowball

wheat acorn
#

🤷‍♀️

visual cloak
gloomy hazel
#

ok

brave plinth
gloomy hazel
#

awesome

#

i tell you not once has this been an issue idk whats different here

coral snow
#

Yeah that seems like an odd request 🤔

visual cloak
# gloomy hazel what's the point

The point is to give sections of the game more purpose. While I think the exocrafts are cool, there's no real need to use them, especially once we get a few suit upgrades. We can run and melee jetpack through extreme weather and have no worries as long as we are stocked up on resources. So having procedurally generated zones of multiple sizes that kept more valuable items, rarities, strange new flora and fauna to discover, and the only way to get to them through the use of a Minotaur would add more meaning and depth to exploration.

#

If you tried to fly your ship there, the storms may keep you out or make it very hard to see. If you land and get out, you basically die.

#

These zones would be different visually and house different flora and fauna depending on biome

#

Right now, Hello Games would never make Extreme planets like this, because it may discourage exploration, but if there were zones, this would create more variation across a planet, making it more interesting.

#

People would build a little base right there and venture in

#

This could also open up opportunities for a variety of new missions both for single players or multiplayer.

#

Like a sand worm showing itself within a storm

#

colossal fauna for multiple players to take down

#

So, you ask, what's the point? The point is the experience while exploring.

gloomy hazel
#

that's not very good incentive

visual cloak
#

what?

#

i’m done talking to you. You obviously don’t understand the purpose of this game which is exploring so if all of this went over your head thenI am done talking to you about this

gloomy hazel
#

you want to make an area that you can only bring a Minotaur in

#

or whatever exocraft

#

big areas

#

on multiple planets

visual cloak
#

learn some respect

gloomy hazel
#

where you basically instantly die on those planets if you get out

#

again you didn't answer what happens if you wanna leave the area and you're in deep

visual cloak
#

i am in no more hurry to answer or explain things to you.

gloomy hazel
#

since you apparently can't leave the Minotaur

#

ok then i am telling you in the most civil way possible your idea needs some work

visual cloak
#

It’s funny I have ideas and you never share any

#

All your sentences are like five word sentences with no point

gloomy hazel
#

the point is discussing with you

#

like the main problem i have with your idea is the words "huge zones"

gloomy hazel
#

Like w no upgrades the bar would go down in 10 seconds so you’d have enough time to realize and go back in your ship

#

However for starter planets they dont have it n stuff

#

so no upgrades no modules no reward for going in the annoying storm?

#

because i have a whole universe to sight see in right?

#

whats the incentive for this area specifically

brave plinth
# gloomy hazel whats the incentive for this area specifically

Whats the incentive for extreme planets at all? Activated metals? We're all billionaires in game and yet, we still visit these planets anyway.
The high threat hazard zones would be a great canvas for things like rare fauna that only thrive in those super hazardous environments, or maybe a new type of ancient ruin / point of interest. If that's not enough incentive for you to explore, then perhaps you arent interested in exploration gameplay at all. Many of us are, which is why we're suggesting things like this.

gloomy hazel
#

especially if it's really big

brave plinth
brave plinth
visual cloak
#

it would be difficult for newer players for sure, especially with ship damage

#

though the zones would be easily recognizable

#

so players would steer away from it for a while

#

this whole thing is just a thought, it’s not something that needs to be fully fleshed out here tbh. There are many ways HG can make certain features like exocraft more meaningful

unkempt shell
#

yeah, i wouldn't mind some exploration opportunities being heavily exocraft focused, personally. would like them to finally have real utility outside of being mobile scanners/storage boxes for most players

#

your idea would definitely be a good time for hg to maybe consider adding more general localised elements to the game. storms being active on a planet without them completely consuming it; a storm being visible on the horizon, your exosuit being able to calculate the time for it to hit you based on it's travel towards your location; and the ability for players (especially newer players) to react by searching for a cave/building/getting back to their ship before it hits.

gloomy hazel
unkempt shell
#

maybe they could add the ability to make a tiny, temporary little base out of basic parts sean pls

gloomy hazel
#

also i didn't touch on this much but restricting ships from flying through it sounds annoying in a travel sense. gotta go around a huge circle of land to get to the other side of the planet

brave plinth
#

To go where your ship cannot

gloomy hazel
#

no i meant going somewhere not in the zone

#

but you gotta pass through

#

it hasn't been nailed down how big these zones are

#

tbf

brave plinth
#

Yeah, why would you willingly fly through some mega storm if it could crash your ship

#

You would fly around it

gloomy hazel
#

because my ship has like 400 shield upgrades and is invincible

#

and doesn't take damage

brave plinth
#

Yes, were trying to make something that even your ship cannot handle

gloomy hazel
#

oh zuq awesome how big are these zones

brave plinth
#

Your ship has a million shield upgrades, it still doesnt go underwater

visual cloak
unkempt shell
gloomy hazel
#

well there isn't on foot

#

it's in exo craft

#

so idk

unkempt shell
#

exocraft are actually slower than the most common on-foot methods of travel, especially for upgraded players

#

which should be changed tbf

gloomy hazel
#

i still honestly think a ship should be able to fly through it for one reason

#

and it's a good reason

#

if I'm in the center of the zone

#

and I'm done
i want to leave
just call my ship in and fuck off, not yaknow drive for 10 more minutes

brave plinth
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Maybe the base exocraft, not fully upgraded though. Even moderately upgraded exocraft outpace on foot pretty quickly

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Especially since they nerfed the reload glitch into the dirt

unkempt shell
gloomy hazel
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like i think zuq mentioned this but the ship should have a upgrade for going in the zones

brave plinth
gloomy hazel
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because i honestly don't believe an exocraft is stronger than a ship

visual cloak
unkempt shell
brave plinth
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I feel like a couple thousand u would also be acceptable, if not more

brave plinth
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I get in roamer and return to base programming.
Proceed to do donuts for 5 minutes around my settlement

gloomy hazel
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would the zones spawn in or around areas you have bases?

unkempt shell
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gotta be said, it does sound like good fun! i've got the cool suspension's installed already, at the very least

gloomy hazel
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because i can see all sorts of problems like a storm spawning on your base

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and you can't leave

unkempt shell
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depends if we roll with the "zones can roam around planets" or "zones are static areas of interest" idea

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though i honestly don't mind if hg add a feature i often see requested in the form of an anti-storm "shield" for bases. i don't really have much stake in it, but i could see it being annoying for people building if a storm keeps turning up every few minutes

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have the shield, no zone, no storm

gloomy hazel
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if they move what's the point of the storm

brave plinth
gloomy hazel
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the reason or point of storms was exploration

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if they move that's gone i think

unkempt shell
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yeah, agreed, i'm more into static "zones" but localised, roaming "storms" of the standard variety

gloomy hazel
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so they are just annoyances

unkempt shell
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yeah, definitely

gloomy hazel
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i still kinda thing some of the larger static storms should have a small reward or cool tech inside it

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like sure like y'all said exploration is the reward but not everyone would be completely sold on thay

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and then its just annoyance

unkempt shell
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they could do a lot on that front! i'd love them to reintroduce actual, rare/exotic elements and items to the game, which could be used to craft higher end equipment blueprints with cool effects, for instance

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you could have zones be poorly mapped by the local population, so discovering rare fauna/flora within could net larger currency rewards, or something to that effect

#

idk you could do a lot to make them feel "worthwhile" if new things to see isn't enough of an incentive

brave plinth
unkempt shell
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damn i'd love that, much more rewarding than a simple monolith poi marker

brave plinth
# unkempt shell idk you could do a lot to make them feel "worthwhile" if new things to see isn't...

In my opinion, this is why so many players are disappointed in updates. They want some monetary incentive to go explore but if there is a monetary incentive, they complain that theres no point because theyre already wealthy.
Same thing goes for "super tech" etc, if you have a ship built by the gods, why do you need the tech anyway. The incentive needs to just be "because I want to know whats inside."

unkempt shell
gloomy hazel
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I don't think players are as into monetary benefit so much as tech as you said

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money's easy

unkempt shell
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though, as one of those nerds who keeps going on about legacy - getting all those cool blueprints that needed scarce resources to make was really cool to me, making me want to crack open all the damaged machines/crashed ships/manufacturing facilities. i think tech is a very good incentive for a lot of people

gloomy hazel
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alot want some upgrade yaknow

lethal nimbus
gloomy hazel
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and if you're already a god then yeah just explore

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but i don't think that should stop hg from putting something in the storms yeah?

lethal nimbus
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Not that I say extrinsic motivation should be ignored, but it's harder to satisfy that correctly.

unkempt shell
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i'd honestly like the game to nerf us all somewhat and make us less godlike no matter our playtime. forcing us to specialise somewhat in the multitool we equip/ship we fly/suits we have. but maybe that should be limited to survival/perma modes...

gloomy hazel
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probably

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I'm a fan of one tool fits all

unkempt shell
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that's fair, it is literally a multitool after all 😉

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but i'm all about tradeoffs. i think things should be able to do all things, but only do some things well enough to be a "good" fit for the job

soft stream
#

Continuing my series on “Cataclysm”
🚀 Ship Customisation
The Starship Outfitting station now offers a new "U" class upgrade for "S" class ships, at a cost of 100,000 nanites. Players who possess these ships obtain instant recognition and powerful new customisation capabilities. Search the universe for ships with the components you need, purchase and scrap them for parts, and build your ultimate fighter, hauler, shuttle, or explorer. Install new wing, cockpit, fuselage, tail and engine components in your technology slots to create your dream ship. Apply decals and colour available from merchants to bring unity and uniqueness to your fleet.

🔫 Intense Combat
Dramatic improvements to weapon handling, manoeuverability, and enemy intelligence create a more dangerous and exciting sense of combat, both in space and on the surface.    On planet or in space, both player to player and AI combat feels more natural, challenging and alive.  Enemies can use stealth and cloaking, evasive manoeuvres, and surprise attacks to catch you off guard and test your abilities to the limit.  Players can use these same tactics, along with the new and improved suite of weapons capabilities to engage in high stakes combat across the universe.  Large-scale battles with up to 32 players in any system also provide the ability for co-op defense and conquest of far flung regions of the galaxy.

🏰 Procedural Fortresses
Scattered across the universe, new procedurally generated fortresses offer wealth and reward for the skilled and brave.  Traverse these unique structures above or below the surface, beneath the ocean, or in space to retrieve valuable items and defeat advanced defences.
coral snow
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Or wreak havoc on your buddies perfect planets sean2

soft stream
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Ok. So I’ve shared 9/21 ideas from my “Cataclysm” fictional update, and nobody has reacted or commented or even challenged the ideas. Do you guys want me to continue? Or am I just being a pest?

steady schooner
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please, continue

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those are pretty good idea but idk how to react

chrome swan
# brave plinth In my opinion, this is why so many players are disappointed in updates. They wan...

That's why, IMHO, there has to be difficulty scaling beyond what we have now, and some advanced tech has to be only craftable from items derived from things obtained in those difficult parts. I.e. have 10 levels of hell to go into, mark it as such so players know not to go there before initial gear-up using money etc. But then you have no chance to advance without improving gear from obtained items

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That's a simple formula for endgame that could be fun and lasting

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in my opinion, best combined with the scientific research system I described before - have multiple means to obtain and research various items collected from all the different "minigames" we have now. Add a layer of complexity beyond the simple boxes that do tech/upgrades - let us make these from logical parts we get from research.

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Imagine 4 part system - "power source", "modification slots" and "execution engine". Example: Combine "S Class Solar Power Source", "A Class Small Battery Pack" and "S Class Omnidirectional Shield Core" - and add to that "S Class Shock Generator"... For a solar powered reactive shield that shocks the attacker

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Then add a material/money sink to obtain some low to medium quality parts by normal means, but the A and S class ones would be limited to really dangerous places

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As for what kind of dangerous places there could be: Derelict freighters are nice, we could have different difficulties of those. Then abandoned space stations could have interiors to fight through. You could also use the discovery system to find underground ruins with procedural interiors, and some occasional sentinel/pirate bases as bigger buildings on planets

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And as a last thing - I think the parts that would make the components for tech, those should be really unique. Imagine strange "organ-like" power sources, various effect modifiers, etc. Not just Level X, Class Y thing that has some numbers attached to it. Some should be rewards for completing the dangerous missions

soft stream
chrome swan
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We have some noticeable overlap in the things we wish HG added 🙂

wheat acorn
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Tbh this isn't a place where telling people to shut up about ideas and such is encouraged. Its the whole point of the channel. Civil disagreement and critique is welcomed.

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For future reference

soft stream
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I was joking ofc

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But I like that 👍🏻

chrome swan
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We're all here because we like the game and want it become more, anyway 🙂

supple warren
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because exploration for exploration's sake involves more than just sights, at least imo, it involves a variety of experiences, which in many respects NMS still lacks due to rather homogeneous gameplay across planets

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Origins did help to a small degree in this regard, as did Living Ships with space encounters, and Desolation with derelicts, but each were small steps and have yet to be revisited much

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Space encounters in particular are absolutely ripe for more interaction than primarily, "here's some signal/object you can read about and do nothing to interact with further" or "just blow it up see what you get" or "just for the view"

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Derelicts as well could ditch the universal environmental hazard for every one of them and have some that lack the environmental hazard and instead have localized hazards that one might figure out how to address in some way

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Origins showed that HG can slip in new planets into existing star systems, so one might imagine they could slip in altogether new systems, star or otherwise, alongside existing systems

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Not only that, but it showed they can have more dynamic, localized events firing off across planets instead of the bog standard global storms, even if some of those are currently being chained together with said storms

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Elaborating on those event systems for more involved experiences would be a great way to liven up planets even further. Instead of a momentary blip of smugglers touching down or firestorms kicking up, one could imagine the oft requested bandits landing and storming depots or facilities and perhaps setting up camp, creating a different encounter to access them than the standard Sentinels.

Alternatively, having occasional expeditionary groups appearing at ruins sites or monoliths, researching them and offering an alternative to the usual interactions, perhaps imbuing the locations with a distinct context than just another ancient site

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In general, having different groups come to visit & inhabit different POIs with distinct aims towards them, which could spiral out into mission chains or uncovering different interactions with the POI or another, say a fossil site or a space encounter, would create a stronger sense of adventure in itself

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There is, after all, already the underutilized "guild" system which could flavor some of these groups, if one wanted to elaborate on that side of things

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However, one could also simply get weirder with it and have some of the fauna that are described as intelligent exhibit some of that intelligence by also occasionally being among these groups altering interactions with POIs or other finds in the field

soft stream
#

Continuing the "Cataclysm" features:

lethal nimbus
# supple warren However, one could also simply get weirder with it and have some of the fauna th...

Cool concepts and ideas but none of that is intrinsic motivation (again, I don't have a problem with extrinsic motivation).

My original statement, more in context with Roar's statement, was primarily related to how people who are primarily intrinsically motivated (like me) to explore have a much easier time being positive on the game and its updates, because they don't necessarily want (nor are they necessarily averse to) constant additions and mechanical changes to the game. Whereas extrinsically motivated people either need some sort of reward, or a gameplay loop that appeals to them - even then, those players might criticise the rewards they're given, like Roar said.

I think that clash is always going to be at the core of people's issues and non-issues with the game.

gloomy hazel
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or just the one as a craftable

chrome swan
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Just one, you would have to compose the tech in order to use it

gloomy hazel
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basically is it random the ones you get

chrome swan
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You'd get pieces of tech that you'd combine to make unique one slot systems or upgrades.

gloomy hazel
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ok cool

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that sounds long but that's the point lol

delicate willow
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hii honest question. I find a lot of the suggestions here incredibly interesting and I was wondering if there were any developers that are actually looking through these?

unkempt shell
steady schooner
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maybe the Discord mods and admins send all of the suggestions and let them evaluate those

wheat acorn
gloomy hazel
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Hahaha

steady schooner
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or there are some undercover agents type shit

gloomy hazel
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be funny if they looked

violet vortex
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!hg

misty irisBOT
supple warren
# lethal nimbus Cool concepts and ideas but none of that is intrinsic motivation (again, I don't...

how is seeking different experiences not related to intrinsic motivation? It's not seeking a reward or external validation so much as something else to direct oneself towards, similar to a no first ship challenge, or avoid inhabited outpost approach, or whathaveya

Part of the issue with NMS is that even for the intrinsically motivated it lacks in matters to self-direct one towards that don't just end up trying to win you over with extrinsic junk, which can be read as almost insulting

lethal nimbus
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Intrinsic motivation, depending on your mileage, is regardless of the external product's current state.

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Would I object to "more things to do and see in exploration"? Not at all. Am I motivated intrinsically enough that I thoroughly enjoy exploring in its current state for the sake of exploring? Very much so.

supple warren
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at any rate i think i've demonstrated even among intrinsically motivated there's going to be differences in view on the game.

gloomy hazel
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honestly everyother game problem would be negligible if we could have like

earth style terrain generation

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rivers and canyons, big ass mountains

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but like all together in one planet style or whatever

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because as it is now planets are all the same once you've seen a small part of it you've seen it all

ashen hatch
#

I really like a lot of the stuff everyone is discussing here!
From what @chrome swan said about a possibly more in-depth endgame

That's why, IMHO, there has to be difficulty scaling beyond what we have now, and some advanced tech has to be only craftable from items derived from things obtained in those difficult parts. I.e. have 10 levels of hell to go into, mark it as such so players know not to go there before initial gear-up using money etc. But then you have no chance to advance without improving gear from obtained items
I think it'd be really cool to have something like this, and my spin on how it'd be implemented would be for there to be wormholes (since we already use blackholes for travel) into little pockets of space that are otherwise not accessible from the main galaxy map. Think EVE online's wormhole system, but replace Sleepers with Sentinels, and obviously it wouldn't have the travelling aspect to it that it does in EVE where you can use it to skip around the map (depending on where they connect of course).
These pockets of space could have either entire systems in them, with planets or moons hosting large sentinel bases, or perhaps only inhabited by a large Sentinel base about as big as a small moon, with similar procedural generation to a derelict freighter. For these endgame items, you might need to raid multiple of these to get the blueprints and then parts for them. Maybe in these pockets of space, the Sentinels have a new type of ship that you could capture/fix/obtain, different from the typical ships or living ships currently in-game, with similar randomization as far as the appearance goes like usual.
I think it'd fit as the story, as far as I remember, doesn't actually 'source' where the Sentinels come from, so perhaps this could be a step in where they come from (because the little murder-bots and their ships have to be built somewhere right?).

gloomy hazel
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they've got like a glass dimension or something but this sounds cool

gloomy plume
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To my understanding, the glass is just a region of simulated storage

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NOT a place you want to be

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Its actually a great place they could use to spawn in battles though, proc gen like desolation, on a larger scale

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A bit like wormhole space in Eve

merry pivot
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i look forward to the day where station overrides are implemented as things you can do

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i don't know what it would do

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i just know that i'd probably be delighted by it

supple warren
# gloomy hazel honestly everyother game problem would be negligible if we could have like ear...

i feel the opposite tbh. the striving after more earthlike terrain has contributed to less interesting planets in many ways.

there are fewer unusual formations to make Next iteration planets feel like much more than rolling hills with the occasional distinctive feature. Then Origins iterations planets while on the other end of things just tend to feel like big mountain big mountain deep chasm deep chasm with next to no distinctive features besides that, so far as i've seen

but regardless of what form the dirt takes, it's what one can do and what can happen on the dirt/underwater/in atmosphere/in space that i'd argue matters much more

soft stream
granite cosmos
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I would trade in all my ships for one me and maybe friends could walk around in while flying
It might be a bit too big and might need special landing spots but it would be a better coop feeling than flying in separate ships that only have the POV cockpit

supple warren
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what if you RPed as if you were in one another's ships

calm pulsar
soft stream
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Why can’t they just do side by side installs for those who want to play older versions? This has always puzzled me

gloomy hazel
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Thats what i do

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I have NMS then modded AR and slightly modded foundations

ashen hatch
# soft stream More ideas from "Cataclysm". Interested in your feedback!

While the EVA Exocraft could be cool, I think it'd be better if NMS ships were simply expanded upon instead. Right now they feel pretty inorganic/rigid, like your ship feels like it's locked to a grid, even if you go to 3rd person view. Ships should have more uses than simply 'point A to point B' and 2D-level combat, all done through the kinda wonky-feeling controls. Not trying to bash the systems too much, I love the game, but that's just imo

soft stream
# ashen hatch While the EVA Exocraft could be cool, I think it'd be better if NMS ships were s...

The idea of the EVA exocraft is that it is relatively short range, and focused on more intricate control. Ships are relatively "point and shoot" at the moment with intrastellar / interstellar travel. This is designed to be more of a controlled experience where you can repair frigates / freighters, explore asteroids and more. It has a different purpose, somewhat similar to the Nautilon, but in space.

ashen hatch
soft stream
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As you can tell, it's quite different to a ship

soft marsh
quiet cloak
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I'd love to see more ship variants added from the concept art. I need this teeny hat-wearing explorer in my life exoheart

lethal nimbus
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Eheh hat

slate stone
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There is only one thing that i would kill for HG to implement and is cross save, i want to have my stuff from ps4 on pc

gloomy hazel
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i just wanna mine planets from space

lilac crane
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QoL feature: Auto-incrementing the number in the crafting menu, so you can craft 100 items without having to tap that many times.

soft stream
half zodiac
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When's that coming?

junior dragon
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when will the building functionalities be alike or better than Minecraft, i mean increase the degree of freedom...

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qm_emote if so i will live in this game rather than reality

soft stream
half zodiac
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But when's the next update supposed to come out?

soft stream
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My guess is late Oct / early Nov, but that's purely speculation on my part.

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If it's 4.0, we'll likely see more significant changes than we did for Frontiers. More like Next / Beyond / Origins. But who knows. Nothing official. Yet.

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Either way, I think we will see at least one more update before the year is out.