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Lasraik

No Man's Sky Next

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2 hours ago, Jag said:

In multiplayer, is each person building all that stuff or is it shared?

I'm not a multiplayer and really cannot answer that.  I just don't know and have no need beyond your inquiry to find out.

The upcoming Beyond expansion is supposed to improve MP aspects (I hear MP is still a bit buggy), and that expansion is due sometime this summer along with the VR upgrade.  And that is pretty much all I know about the Beyond update.

NMS is currently on sale at GoG (summer sale) for 30 bucks or so, and Beyond is expected to be a free update.

 

Edited by Elovia

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Beyond is out, but I haven't yet dipped my toes back in those waters since it released.  David Allen has a pretty good write-up and review which is well worth the time to read if you've ever thought about trying No Man's Sky.  I'd say the review is fair for those parts of NMS with which I am familiar, so it seems reasonable to expect fairness for the new Beyond-specific bits.  It sounds like mutliplay has been vastly improved, if you're into that sort of thing (not that there's anything wrong with it).

And if you picked up the game on sale, as Lasraik suggested, Beyond is a free update (matter of fact, it's still a free update even if you didn't pick up NMS on sale).  I'll probably migrate back to it when I've had my fill from my currently renewed fascination with Grim Dawn ... provided Bannerlord hasn't released by then.  Actually, NMS-Beyond may be good intermediate filler while they work out the bugs in Bannerlord.  :P

 

Edited by Elovia

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New release is out ... the "Synthesis" update.  Patch notes below (note lots of British spellings as appropriate).

This may give me something to do over this long, 4-day weekend (Thanksgiving weekend here in the US).

Spoiler
Quote

Synthesis Update - 2.21 (28 November 2019)

 

Hello!

Today we are pleased to release our eighth free update to No Man's Sky.

The Synthesis Update introduces a number of frequently-requested features and improvements to No Man’s Sky Beyond. Alongside these new features are a large number of community-led quality of life improvements, as well as general polish.

Full Patch Notes can be found here: https://www.nomanssky.com/release-log/ but here are some highlights.

 

Starship Upgrades

Visit the Starship Outfitting Terminal at a Space Station to add inventory slots to your favourite starship, or spend nanites to upgrade its class.

 

Starship Salvaging

The Starship Outfitting Terminal can also be used to salvage unwanted ships for scrap, granting valuable products and technologies.

 

New Terrain Editing System

The Terrain Manipulator has been improved and optimised, with new visual effects and new Restore and Flatten Modes.

 

Protected Terrain Edits

Terrain edits made within a base are now protected from regeneration. The protected edit system has been improved to allow more edits to be made before reaching the cap.

 

Save Custom Outfits

Added the ability to save a range of custom outfits in the Customiser, allowing for quick changes between a range of appearances.

 

First Person Exocraft

Players of all versions of the game now have access to First-Person Exocraft. Access camera settings in the Quick Menu.

 

New Features Enabled in VR

Features have been unified across VR and non-VR. Photo Mode and Creature Riding are now available in all versions of the game.

 

Space Map

The starship Space Map has been overhauled, improving the quality and clarity of the visuals.

 

Inventory Management

Inventory management has been refined and a number of UI quality of life improvements have been added. Items can be dragged and dropped to swap positions, or directly dropped onto damaged technologies for automatic repair. Control over stack sizes has been improved in the shop, transfer and charging interfaces. Hazard protection upgrades that are not relevant to the current environment are now hidden from the Quick Menu.

 

Quality of Life Improvements

Many frequently used interactions and interfaces have been sped up, and access to many features has been streamlined. Improvements include: instant access to the Galactic Trade Terminal; purchasing Planetary Charts from the shop interface rather than a dialog interaction; increasing the speed of the Pulse Drive; and the riding of creatures that have been fed only basic bait.

 

New Technologies

Many new technology upgrades have been added, granting abilities such as: long distance inventory transfers to and from freighters; mid-air jetpack recharging; and instantaneous emergency warping.

 

New Base Parts

A new range of triangular base building parts have been added, opening up a large range of new structures for builders.

 

Discovery Page Additions

The Discovery Page has been polished and improved, addressing a number of key bugs and usability issues. These include bulk uploading of discoveries; faster access to planetary data; and a better sense of position both on a planet and within the system.

 

Bug Fixing and Polish

A significant number of frequently reported issues have been addressed, as we continually monitor the community’s most requested fixes. The full patch notes for the Synthesis Update run to 297 items.

 

Base Building Improvements

Base building benefits from a large number of improvements, including visual and functional improvements to the snapping system. Existing parts have been optimised and building costs have been reduced.

 

More Storage

The capacity of the Storage Containers has been significantly increased. The containers can now be given custom names.

 

Personal Refiner

Added a new technology, the Personal Refiner. This equipment allows users to refine elements directly within the Exosuit, without having to place a portable refiner on a planetary surface.

 

Own Multiple Multi-Tools

Added the ability for players to own more than one Multi-Tool. Purchased Multi-Tools will be added to the Quick Menu for easy swapping.

 

And there are literally hundreds (297 in all!) of other bug fixes / small features / bits of polish that lift and bind the game together.

Thank you so much for joining us on this voyage. It means a lot to the team.

The journey continues. Sean

 

Edited by Elovia

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Decided to get Synthesis on PC. The game looks like it'd be up my street, but i can't face playing any game like this with a controller. So i'm giving up on the PS4 version. 

I look forward to comparing notes. I just need to finish Outer Worlds.

 

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11 hours ago, Pasanda said:

Decided to get Synthesis on PC. The game looks like it'd be up my street, but i can't face playing any game like this with a controller. So i'm giving up on the PS4 version. 

I look forward to comparing notes. I just need to finish Outer Worlds.

 

You're probably going to VR it as well?  I don't do that, so don't have any experience to share in that vein.

I stopped playing just before Beyond came out, and only re-started again this past weekend.  I wanted to see the changes ... and there were quite a few to which I needed to get accustomed.  I still have my old save game, but some of the changes in Beyond made picking up where I left off slightly difficult (i.e., power generation/distribution requirements for base parts - and I have extensive base constructions).  So I started a new character just to get back in the groove.  I've since deleted it, then regretted the deletion, and started yet another character a day or two later.  I'm not sure if this one, too, will burn down, fall over, and sink into the swamp.  The game tells me I have over 150 hours on the old character save.  The thought of grinding through all on a new character to get back to that level of play seems daunting - if not a bit off-putting.

That said, I'm always happy to discuss anytime (and advise whether asked or implied - usually the latter by default :D).  I'd say my knowledge of the game is sufficiently deep for most any question you can drum up - with perhaps exception to some of the newly added mechanics or multiplayer.

One of the advertised changes in Synthesis was that the player is now able to scrap ships into parts.  This solves an old problem of what to do when your personal fleet hit the inventory cap of six ships; you couldn't sell them to make room for others, and instead had to trade them away for new ships.  The deployment is not exactly how I envisioned it, nor is it what I was most excited to see added.  I was hoping they'd solved how to break apart procedural-generated ships, and apply body parts from one ship onto another of similar class so as to customize the look of your favorite ship (e.g., grab the wings from one ship, and the engine from another, and glue them both onto yet another).  Not so.  Yes, you can scrap ships in your inventory at a new "shop" in the space stations, but when you do, you get trade good scrap and spare modules placed into your exosuit inventory; you can then exchange the trade good scrap and modules at a merchant for currency (whether units or nanites).

One nice new QOL feature is that the player can now rearrange modules in ship or multi-tool slots (whereas before this required use of a 3rd party tool).  This allows the player to rearrange modules placed in those items to better take advantage of synergy between similar modules.

Look at me, blathering on like a school girl.  I look forward to comparing notes, too.

 

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So, with the Rift, it's only really effective when you don't need to hit too many different keys. With Elite Dangerous, the controls are so complex, that even with a controller, you still needed to occasionally hit keys, and the only way to do that was to lift up and look under the rift at your keyboard sometimes several times every minute - depending on the manoeuvre. So annoying after a while, i gave up. 

I hope control of NMS will be simpler, as Elite is basically a space flight sim.

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NMS requires keys around and including WASD, and a mouse with a scroll wheel.  It is easily accommodated by one hand on keyboard (touch type if you're that good) and one on the mouse.  You may also use a controller if that is your thing, although I think I prefer KB/M.  Good news is the game allows key remapping, although I've not felt a need to do so.  Since you're left-handed, you might want to see what it offers along those lines for you.

There are a couple different user-selected modes for space flight ... tethered or not ... and different people have their own preference; all I can suggest is try it both ways and use the one you like more.  Tethered flight tends to feel sluggish (the nose of the spacecraft slowly follows the mouse pip), whereas non-tethered is more comfortable for those who desire precise pip placement (the nose of the spacecraft stays on the pip).  Space flight in NMS, and space combat for that matter, is nowhere near simulator levels ... it's more forward/back plus the ship steers where you look while allowing roll.  Newtonian flight is not present in NMS.  AI ship enemies are simple minded and fly toward you ... so you fly backward and they line up into your gun sights.  You can fly in first- or third- person (another user preference).  I switch between modes depending on where I'm flying.  For example, if I'm flying low through a planet's atmosphere and I need a wide view of the ground below, then I'll fly third-person perspective.  In space, and in dogfights, I will fly in first-person cockpit view, because that just feels more natural for me since I like flight sims, too.  You can set up a hotkey (1, 2, 3, ..., 0) to quick toggle between perspective views.  Same goes for when you're walking/running around in your exosuit or even when youj're driving your exocraft now with the Synthesis update (exocraft used to be locked into third-person perspective only).

 

 

Edited by Elovia

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That's really helpful. Thanks. Also very encouraging to read that flight won't need a dozen fingers. Newtonian is lovely-n-all, but not having it is never going to put me off a game.

I have the game now, but need to get Outer Worlds done first. I have 2 weeks off over Christmas. If RDR2 isn't installed by then, NMS will be my sweetheart.

 

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It sounds like you try to finish one game before sinking time into another.  Very laudable.

I just want to point out that NMS is more of a sandbox than an RPG, even though it has main- and side-quests.  The main story is only the beginning, and the game is really all about exploration, collapse, and rebirth.

There are 256 galaxies to explore, and each one is ~1400 light years diameter and consists of billions of stars, each with multiple planets and moons.  You and I will never see the entirety of it in our lifetimes.  In the words of Carl Sagan, as appropriate to NMS, "Space is big, really big."

 

Edited by Elovia

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On 06/12/2019 at 4:15 PM, Elovia said:

It sounds like you try to finish one game before sinking time into another.  Very laudable.

I just want to point out that NMS is more of a sandbox than an RPG, even though it has main- and side-quests.  The main story is only the beginning, and the game is really all about exploration, collapse, and rebirth.

There are 256 galaxies to explore, and each one is ~1400 light years diameter and consists of billions of stars, each with multiple planets and moons.  You and I will never see the entirety of it in our lifetimes.  In the words of Carl Sagan, as appropriate to NMS, "Space is big, really big."

 

I put around 10 hours into NMS on the PS4 around 18 months ago. It's how i know i cannot play it with a controller.

 

It might have been Carl Sagan as well. But i've only ever heard that quote from Douglas Adams in HGTTG part 1.

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It's OK. My rep is still intact...

Had a PS4 for around 3 years now. Got it on a deal that could not be missed. It gets turned on for about 10 hours per year on average.

Bought an Xbox One S about 6 months ago. Just for it's Plex player, which is one of the best, and has native 7.1 audio and 4k. All for less than a dedicated 4k player. And it's an Xbox :) 

I still only play games on my PC though :) 

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3 hours ago, Pasanda said:

It might have been Carl Sagan as well. But i've only ever heard that quote from Douglas Adams in HGTTG part 1.

You're right, of course.  It was a Douglas Adams HGTTG quote.  My bad.  Too many lost years and vague memories of Cosmos.  'Twas also in those years those two media were simultaneously consumed.

Edited by Elovia
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I wouldn't have been surprised if it was both. They live in that amber-hazed section of my brain reserved for the late 70's early 80's.

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I went to the Dark Side instead. I couldn't resist the call of Jedi, Fallen Order. Starting off fairly well. It's built using the Unreal Engine - same as with the most recent Tomb Raider games, but uprated the GX a fair bit. It's beautiful.

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14 hours ago, Pasanda said:

I went to the Dark Side instead. I couldn't resist the call of Jedi, Fallen Order. Starting off fairly well. It's built using the Unreal Engine - same as with the most recent Tomb Raider games, but uprated the GX a fair bit. It's beautiful.

No problem.  I jumped back into Grim Dawn again after my brief foray into NMS.  Currently leveling a poison/acid dervish.  This weekend, I just finished the vanilla main campaign on Elite difficulty and jumped to Ultimate difficulty where I'll run through the whole set again to finish (i.e., vanilla, Ashes of Malmouth, and Forgotten Gods).  I may go back to pick up missed areas just for completion, but by the time I finished the vanilla campaign, I was already over leveled for it.

The nice thing about NMS ... it'll be there when I feel the urge to play it again.

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On 12/17/2019 at 0:49 AM, Elovia said:

No problem.  I jumped back into Grim Dawn again after my brief foray into NMS.  Currently leveling a poison/acid dervish.  This weekend, I just finished the vanilla main campaign on Elite difficulty and jumped to Ultimate difficulty where I'll run through the whole set again to finish (i.e., vanilla, Ashes of Malmouth, and Forgotten Gods).  I may go back to pick up missed areas just for completion, but by the time I finished the vanilla campaign, I was already over leveled for it.

The nice thing about NMS ... it'll be there when I feel the urge to play it again.

It does seem to be the sort of game you don't binge on. Just pop back every now and again.

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3 hours ago, Pasanda said:

It does seem to be the sort of game you don't binge on. Just pop back every now and again.

Don't get me wrong.  The quests, main and side, can be engaging the first time through.  A person can binge on those until they're completed.  And afterward, the game begins to fell "same journey, different planet".

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On sale 50% off.  Grabbed a couple of coppies.  I have played an hour or so and landed on the moon.  I am having a lot of fun so far.

Any tips for a newbie?

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On 12/20/2019 at 6:23 PM, Elovia said:

Don't get me wrong.  The quests, main and side, can be engaging the first time through.  A person can binge on those until they're completed.  And afterward, the game begins to fell "same journey, different planet".

Have you dabbled with the hardcore mode?

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12 hours ago, Jag said:

On sale 50% off.  Grabbed a couple of copies.  I have played an hour or so and landed on the moon.  I am having a lot of fun so far.

Any tips for a newbie?

Yes.  Finish the "Awakenings" quest first before you do anything else.  The game will try to side-track you with side missions.  Don't fall for it.  You may need to go back into your Quest Log and make sure the "Awakenings" mission is selected so you know what to do next.  Getting side-tracked before this mission is completed leads to no end of suffering.  There are other main missions later after Awakenings, but this first one is your tutorial to the game mechanics.  You can easily get stuck in a distant star system with no way back if you don't follow Awakenings to its conclusion.  You've been warned. 

Don't hoard stuff.  You have limited storage, and you'll have limited storage until later in the game.  Sell everything you pick up that you don't have an immediate need for.  Sometimes purchasing a quantity of materials at trade stations or trading posts or even randomly scattered galactic terminals can make more sense than spending a lot of time searching for and mining said resources/items.

Upgrade your exosuit slots at the space stations.  You may purchase one exosuit slot upgrade at each space station, but the cost incrementally increases after each purchase.  Eventually, you'll want to seek out Drop Pods to get exosuit slot upgrades for the cost of specific surplus materials/items that you're undoubtedly carrying around anyway.

You don't have to build your first base where the game suggests.  In fact, you shouldn't.  Plan to find a better planet - one more to your liking - and establish your base there.  There is nothing magic about the first location the game suggests. 

Mine asteroids in space between planets for Tritium (space boost fuel), Silver, Gold, and Platinum.  Sell the metals, keep stacks of Tritium around to refuel your boost engines ... otherwise, space travel will be slow and suck.  You'll need the metals later for crafting/building, but they're not worth occupying an inventory slot in the early game.  You can process Platinum in a refiner to create nanites, but the yield is very low.  There are better ways to obtain nanites, IMHO.

Learn how to create materials in the refiners when you get that far.  It'll cut down on a lot of mining and roaming ... at the expense of standing around waiting for the refiner to finish its run.  Your choice on which you think is more fun.  Personally, I created many large refiners (you'll get the recipe from the computer base missions eventually), and spent my time unloading/reloading them while keeping busy with it.  Example:  50 carbon + 50 condensed carbon >> 1 carbon crystal; 1 carbon crystal >> 150 condensed carbon;  50 condensed carbon >> 100 carbon (if you started with 150 condensed carbon, you now have 100 of each >> 2 carbon crystals) ... repeat ad nauseum.  Sodium, Cobalt, and Salt/Chlorine have similar recipes.

You've probably already fixed your first ship and headed for the stars.  Before you fix your first ship is the only time you won't have to contend with Sentinels monitoring your activities.  Know that Sentinels are infinite and more spawn in reaction to another Sentinel's death.  Kill them while you're able if you want, but don't be afraid to run away and lose aggression (hint: you won't kill many in the early game because you're not geared for it).  More and bigger/badder ones will come as the situation escalates.  DO NOT FLY INTO SPACE when you have Sentinel aggression on you (as seen by a countdown timer).  If you do, you'll open a whole new can of whoop ass that you'll soon regret.  Try to avoid Sentinel aggression if you can.  They watch you and you can tell when they're watching you (see the camera eye icon in the lower right).  There are methods for leading them further away from you so you can mine in peace.  You'll need to play with their AI routines and detection ranges to see what I mean.

You'll have access to modules for your exosuit, space ship, and multi-tool.  The only ones worth investing in are S-class modules.  Don't waste your time with C, B, or A-class modules unless you're painted into a corner and you simply must.  Sell the lower class modules you receive as mission rewards for extra nanites.  Place similar modules next to each other for an adjacency bonus (as shown by the common colored borders around each module).  You can have three augmentation modules and one base module installed for the bonus.  More than three augmentation modules and the bonus is lost.  That said, you can install modules in your exosuit and in the exosuit technology slots for potentially double the bonus (one base + three augmentation modules per page).  Same with the space ship.  Sadly, the multi-tool only has the one page of slots so you're limited there.

Scan everything (fauna, flora, minerals) for credits.  You earn more scan credits with more/better scanner modules installed in your multi-tool (i.e., up to the augmentation module limit).  Scanning with a fully upgraded multi-tool can yield six-figure credits on fauna, five-figure credits for flora, but minerals will still suck ass at three-figure credits per new scanned item.  Upload your discoveries for additional nanite bonus.

Find a space ship you like and then upgrade the slots and class to maximum in the space centers.  It may cost a lot doing it this way.  Alternatively, plan to spend time down on planets at trade stations watching the ships come and go to find one you like.  There are techniques for speeding up this process.  Personally, I prefer fighters with a rounded canopy.  Eventually, all ships will cap out at 48/21 slots.  Don't waste time and resources upgrading your ship slots until you find a permanent keeper.  That said, don't be afraid to trade up to a bigger ship when you need to.  You may periodically find crashed ships that may be claimed and repaired to service; it is rarely worth while repairing them (i.e. the cost of materials exceeds the value returned).  That said, you may get lucky and find a crashed ship in exactly the style you're looking for.  Then by all means feel free to repair it up and upgrade it later.  Don't forget to transfer your cargo when you purchase a new ship from a NPC.  You're limited to six star ships in your fleet.  You can summon them at any time provided your current star ship has enough fuel.

Eventually, you'll have opportunity to earn your first Freighter (in a scripted encounter after you've completed a predetermined number of warps).  I suggest you pass on the first one and wait for the next opportunity (but by all means, do save the freighter and collect the cash reward instead of the ship itself); the second is usually much bigger and better (it's random after the second encounter), and having the first freighter won't be all that useful until later in the game when you'll have more opportunity to spend time there - by then, you'll have seen several "save the freighter" encounters, so don't feel like you're missing anything important.  Freighter Fuel is another chance for creating materials via refiner.  Check out how to make it, and its components.  You'll never have to mine di-hydrogen crystals again.

Find a Radioactive planet and establish an outpost mine at a Uranium source.  Use uranium to fuel your ship instead of launch fuel.  You'll thank me later.  When landing on a planet (or anywhere), try to land at locations with landing pads signified by the green concentric rings.  Taking off from those locations does not require launch fuel.  Taking off from a space station or Freighter doesn't require fuel either.  So in the early game after you've constructed your first base and teleporter, you can get quite creative on how to be more fuel efficient.

The big money is in farming resources needed for crafting high-end products, provided you've learned the necessary crafting recipes.  There are guides on how to create trade loops out on the internet.  There is a hard cap to the number of credits you can have (~4B), but after you have a couple hundred million in the bank, you're well enough off.   I think the most expensive Freighter I've ever seen was a couple hundred million.  A perfect 48/12 S-class hauler can top out at ~120M.  So yeah ... money isn't all.

Youtube has a lot of videos produced by a variety of different personalities ... some far more annoying than others.  I don't do that or go there.

A possibly helpful resource:  No Man's Sky Wiki

There is also a "No Man's Sky Save Game Editor made by goatfungus" that is available out on the internet.  It may be handy if you encounter a bugged mission.  It is also very tempting to use as a cheat tool.  No judgement if you're into that sort of thing.  If you do go there, this site ( NM Seeds ) can help you find a proper aesthetic.

12 hours ago, Jag said:

Have you dabbled with the hardcore mode?

Yeah.  I've played all modes.  Permadeath is just as advertised; you die and your save is gone; it isn't any more difficult than Survival.  I think you get taunted with some cheeky quote, too, when you die.  Survival is a bit tougher than Normal, but not so much where you can't climb the difficulty curve and come out ahead if you know what you're doing.  The down side to Survival is you lose stuff from your inventory when you die ... so don't die.  I suggest playing in Normal until you've gained comfort with the game mechanics, then dip your toes into the survival waters.

Remember, the game is about exploration.  See what you can see.  Learning the game mechanics is also part of that exploration.  Have fun with it.  The game is a sandbox, and it suffers boredom, the same as any other sandbox game, in the hands of those with little or no imagination.  None of it is difficult.  Some of it is tedious.  There is often more than one way to achieve a goal.

Edited by Elovia
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I am playing with friends, right now there is a massive race to discover and name stuff, before some retard in the group names something wrong.  Thanks for the advice about focusing on the main quest.  It can get quite distracting with all the stuff to figure out.  It was fun by myself, but it is really fun with all the kids because you get to share everything.

 

That is an amazing write-up.  Thank you.

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