Export thread

Poe reviews No Man's Sky

#1

Ravenpoe

Ravenpoe

Because I know everyone was waiting for this, and because no one has heard anything about this quiet little sleeper of a game already, right?

I'm going to spoil the story and endings to this game. I'm not going to bother with spoiler tags, because none of the story matters, but if you want to avoid it, stop reading now.


I set out to write a very detailed review, but many many people have already done a much better job than I could. Go watch Angry Joe's video, it's entertaining and he pretty much nails every point I was going to make. So rather than talk about how much the inventory sucks, about how this is just a stock basic survival game, about how combat is pointless and dull and how every planet in this 'endless universe of possibility' is just the exact same shit with different colored bars for you to manage, I instead want to talk about the ending.

WHAT THE FUCK?!



There are two main storyline paths that you can follow in the game. The path of Atlas, and the path of following Nana and Pop-pop. I may have gotten the last two names wrong, but it's what I called them throughout the game.

The path of Atlas takes you away from the center of the galaxy, to mysterious 'atlas interface' stations, where a giant red orb (the mascot of the game) talks to you through space telepathy to get you to do its bidding. It also gives you random orbs that will take up a slot in your very limited inventory, and you will need all of them to complete the path, so I hope you don't go selling one since it never tells you what they're for.


The other path leads you towards the center of the galaxy, with the mysterious aliens called Nada and Polo are urging you to travel to the center of the galaxy, acting through agents that seem disinterested in their mission to provide you with the tech and clues you need on your journey.

Both paths eventually lead you to the center, even though the atlas path is going away, you end up taking shortcuts through black holes to make the trip there.

So what does it all mean?


As you play, you pick up hints and clues (maybe, everything is random, this game is basically a rogue-like bolted onto a survival game with a side of walking simulator thrown in... basically every indie trope that exists thrown in a pot) that the universe may not be what it seems. You find ancient monoliths with cryptic messages, and technology that reacts to you. Sometimes obviously meant for a different species, but sometimes reacting to you directly, as if you've been here before. You also meet Atlas, the God of the universe you live in, because the universe is actually a simulation. Atlas is the creator of the simulation, itself built by minds it knows not, using the sentinels to maintain the order, and hoping that you will help it to keep expanding the infinite simulation.

Nada and Polo, aside from you, seem to be the only ones to know that the universe isn't real. They are seeding you with the knowledge and technology needed to reach the center and escape, or at least that's what they think the center allows. They don't seem to really know.


By following Atlas, visiting the 10 Atlas Interface stations and collecting the 10 Atlas stones (which each take up an entire slot in your ever shrinking inventory) you will be given the option of creating a new star, complete with new worlds around it. You don't get to visit this star, you never get told even where it is, but a future player will start on it, so there's that. You can take some satisfaction that your actions lead to... nothing, really. It's just another random planet like every other random planet, and neither they nor you will ever know they were on it.

But what lays at the center? Is it the release from this simulation? Is it answers to the purpose of all this? Is it exciting and emergent gameplay that will make all of the grinding monotony before it worth it?


Nope. You don't even get to see yourself go there. As soon as you hit warp, the camera pulls out, masturbating itself as it shows you the vast universe that you inhabit and all the stars inside it, and when the galaxy is zoomed out enough to be only a single point of light, the camera turns to a new point of light, and zooms in, telling you a new galaxy is discovered and starting you right back at the screen you got when you first started playing, staring up at an alien world from your crashed ship. Congrats, you have a whole new galaxy to explore now, and it's exactly like the first, even with the exact same static alien npcs and the exact same Atlas and Nada and Polo, they don't even comment that you've done this all before, acting as if its the first time they've met you.

And this is the big secret behind No Man's Sky. Those monoliths with cryptic messages were written by you, in a previous exploration. You end the same way you started, and the same way you'll end, implying you've been on an endless cycle. There's no multiplayer because everyone is playing the same being, the lone mind stuck in this simulation and forever traveling to the center to try and escape, only to start it all over again, and again, and again. Basically, what I'm saying is that this is secretly an existential horror game, and Atlas is the AI after the Singularity.


FUUUUUUUCK YOUUUUU.


#2

Dave

Dave

At first - exciting and wonderful. Now - "Look! Another crab creature that looks exactly like the ones I saw on the other planet 6 solar systems ago.

*Inventory full*


#3

Hailey Knight

Hailey Knight

Incredible. I never bothered with the story and that's still a travesty.


#4

Ravenpoe

Ravenpoe

I'd also like to take this moment to point out that procedural generation is nothing new, and NMS isn't even the first to do it on a large scale. Elite beat it to the punch in using procedural generation to create a galaxy... all the way back in 1984.


#5

MindDetective

MindDetective

Not to the end yet so didn't read your post. Not expecting much, though. The "story" is thin and not really the point for me.


#6

Ravenpoe

Ravenpoe

Not to the end yet so didn't read your post. Not expecting much, though. The "story" is thin and not really the point for me.
Then you're in luck!


#7

DarkAudit

DarkAudit

I should go out right after work and spend $60 on something else just to spite them. :p


#8

Ravenpoe

Ravenpoe

I should point out that as much shit as I'm giving it, and it deserves it, I don't hate it. It's OK. As a $20 indie survival game (which it is) it'd be alright, but then Sony acquired it and they marketed it as this grand endeavor instead of the game it is, which is a niche little survival game that pretends to be really big.


I think it'll probably do alright on console, where players don't have literally hundreds of early access survival games coming out every week.


#9

PatrThom

PatrThom

And if the content gets fleshed out some more (and shared between users!) then it will actually become a Thing. I just hope that happens before it dies.

--Patrick


#10

Frank

Frank

I should point out that as much shit as I'm giving it, and it deserves it, I don't hate it. It's OK. As a $20 indie survival game (which it is) it'd be alright, but then Sony acquired it and they marketed it as this grand endeavor instead of the game it is, which is a niche little survival game that pretends to be really big.


I think it'll probably do alright on console, where players don't have literally hundreds of early access survival games coming out every week.
It's already one of the fastest selling PS4 games of all time. So mission accomplished Sony.


#11

Hailey Knight

Hailey Knight

I think it'll probably do alright on console, where players don't have literally hundreds of early access survival games coming out every week.
Console gamer here--no. It's getting slammed by PS4 players too.

My personal problem is the sameyness. The most common issue I'm seeing is lack of gameplay, but that wasn't something that bugged me. I just didn't realize the planets were all essentially the same thing.

Why would the algorithm not factor in more diversified geography? Fuck it; it's not worth my frustration.


#12

Dave

Dave

The PC just got a mod that allows you to fly low & actually run into things. Might have to download that.


#13

klew

klew

So I should sell the PS4 Limited Edition I still have unopened? Then use the profit to buy the standard? I figured I might ignore the two quests and just explore, as I enjoyed wandering through open games like Endless Ocean and even GTA, rather than try to complete the story campaign.


#14

Ravenpoe

Ravenpoe

So I should sell the PS4 Limited Edition I still have unopened? Then use the profit to buy the standard? I figured I might ignore the two quests and just explore, as I enjoyed wandering through open games like Endless Ocean and even GTA, rather than try to complete the story campaign.
That's up to you. The story is kinda hot garbage, in that it claims to have one and then has no payoff, but the game itself isn't bad. I think it's definitely overpriced, but I had some enjoyment playing. If you changed this game to 8-bit graphics and made each system a dungeon floor instead, it would play like just about every procedural generation rogue-like with survival and crafting elements.


The 18 quintillion number of planets they keep throwing around is nothing but a marketing gimmick. That's like saying Diablo has millions of levels because it has random levels. The only difference is here you have the small chance of coming across someone else's spawn seed.


#15

Ravenpoe

Ravenpoe



#16

Ravenpoe

Ravenpoe

One giant gripe I had, this game will make you hate achievements. Normally, you get an achievement, you get a little window popping up to tell you. This game has them integrated into the actual game, where you will lose control of what you're doing every few minutes so the game can play a 10 second music clip telling you you shot your 1000th rock.


#17

Hailey Knight

Hailey Knight

So I should sell the PS4 Limited Edition I still have unopened? Then use the profit to buy the standard? I figured I might ignore the two quests and just explore, as I enjoyed wandering through open games like Endless Ocean and even GTA, rather than try to complete the story campaign.
Limited Editions are still selling well on eBay; don't know how long that'll be the case.


#18

Dei

Dei

One giant gripe I had, this game will make you hate achievements. Normally, you get an achievement, you get a little window popping up to tell you. This game has them integrated into the actual game, where you will lose control of what you're doing every few minutes so the game can play a 10 second music clip telling you you shot your 1000th rock.
http://www.escapistmagazine.com/videos/view/zero-punctuation/116922-No-Mans-Sky-Review


#19

Dave

Dave

Oh god this is going to be epic.


#20

PatrThom

PatrThom

Oh god this is going to be epic.
...when it's not being hugged to death.

--Patrick


#21

Denbrought

Denbrought

This video's best part begins at 13:07-ish, in case you get bored of the first half.



#22

Ravenpoe

Ravenpoe

This video's best part begins at 13:07-ish, in case you get bored of the first half.

No one should be bored of Jim (fucking) Sterling (son)


#23

Denbrought

Denbrought

No one should be bored of Jim (fucking) Sterling (son)
Konami fans?


#24

Ravenpoe

Ravenpoe

Konami fans?
Those don't exist


#25

Hailey Knight

Hailey Knight

Something I've noticed in common between Jim Sterling's video above and Angry Joe's review.

Every time Sean Murry was asked if a feature was in the game, or if you could do something in the game, he'd say yes. Like either he was afraid to say no and upset the momentum, or he had no idea what was and wasn't in the game.


#26

Frank

Frank

Something I've noticed in common between Jim Sterling's video above and Angry Joe's review.

Every time Sean Murry was asked if a feature was in the game, or if you could do something in the game, he'd say yes. Like either he was afraid to say no and upset the momentum, or he had no idea what was and wasn't in the game.
It was a team of 10. He knew what was and wasn't in his game.


#27

Ravenpoe

Ravenpoe

Something I've noticed in common between Jim Sterling's video above and Angry Joe's review.

Every time Sean Murry was asked if a feature was in the game, or if you could do something in the game, he'd say yes. Like either he was afraid to say no and upset the momentum, or he had no idea what was and wasn't in the game.

I think it's a case of indie dev playing with the big boys for the first time. I'm sure all of those things he said yes to are things that he hoped they could put in the game, but he doesn't have enough experience to know that managing expectations are important, and the hard truth that they don't have infinite development time and funds.


#28

Dave

Dave

I have a feeling that there were a lot of things in the game that got stripped out to meet deadline, probably because of Sony.


#29

Denbrought

Denbrought

I have a feeling that there were a lot of things in the game that got stripped out to meet deadline, probably because of Sony.
I don't see a good reason to blame Sony here, this seems Hello Games' folly.


#30

Frank

Frank

Sony wasn't the one out there Peter Molyneiuxing it up with a huge shit eating grin on his face on Stephen Colbert and anywhere else that would have him.


#31

Ravenpoe

Ravenpoe



#32

sixpackshaker

sixpackshaker

"beer, rum, cigars..." well they have my vote.


#33

Dave

Dave

I've fired up Elite Dangerous again and good lord the interface is harsh as fuck.


#34

Ravenpoe

Ravenpoe

I've fired up Elite Dangerous again and good lord the interface is harsh as fuck.
If you want some help, let me know. The interface actually isn't bad at all once you get the hang of it, though it might be different if you're using keyboard controls (it's pretty much designed to be used without taking your hands off a flight stick)


I know lots of people who do very well with KB/M, though, as well as xbox controllers.


#35

Dave

Dave

I really don't want to buy a HOTA for one game so I'm sticking to KB/M. The problem is the game explains NOTHING. I did the tutorial the other night for landing in a space station. Took me forever to (a) figure out how to ask for permission to land and (b) land. I was on the landing platform and just hovering there but only landed accidentally when I turned enough to trigger the auto land. You apparently have to be facing a certain way. That would have been good to know.


#36

Ravenpoe

Ravenpoe

[DOUBLEPOST=1472221269,1472221238][/DOUBLEPOST]Admittedly, the default kb/m setup isn't ideal, but make a few changes and it feels a lot better.


#37

MindDetective

MindDetective

I'll be happy to try Elite Dangerous when it finally comes to PS4


#38

Frank

Frank

All that chart reminded me of is how much of a piece of shit Derek Smart is.


#39

Frank

Frank

Holy shit. Like seriously, your pointless discoveries even more pointless than previously believed.

I guess Planet Frank, with animal species Frank 1-8 and plant species Frank 1-12 are gone now.

http://www.geek.com/games/no-mans-sky-wipes-your-discoveries-after-two-weeks-1668222/

(True story, I literally named everything Frank.)


#40

MindDetective

MindDetective

Yikes. My guess is that it is a bug.


#41

Hailey Knight

Hailey Knight

EXTRA, EXTRA, READ ALL ABOUT IT: Steam offering full refunds for No Man's Sky regardless of playtime.

Posting this in other threads to make sure everyone can see this.


#42

Timmus

Timmus

So so glad I decided to wait and see with this one.


#43

Hailey Knight

Hailey Knight

Wish I had. Console gamers like me can only get so much back on a disc that no one now wants.


#44

bhamv3

bhamv3

So so glad I decided to wait and see with this one.
Ditto. I was really hyped for this game, and actually considered getting it at release. And I virtually never get games at release, thanks to Steam sales.


#45

Cheesy1

Cheesy1

I have not pre-ordered a game since I was burned by Mass Effect 3. I have not regretted that decision since.


#46

Hailey Knight

Hailey Knight

I withheld from No Man's Sky for a week and a half in hopes it would become available for rent through Gamefly. REALLY wishing I'd kept waiting, but people sounded like they were having fun, so I buckled.


#47

Ravenpoe

Ravenpoe

I have not pre-ordered a game since I was burned by Mass Effect 3. I have not regretted that decision since.
Dragon Age 2 and Mass Effect 3, back to back. Those were the games that killed my ability to trust.


#48

MindDetective

MindDetective

I withheld from No Man's Sky for a week and a half in hopes it would become available for rent through Gamefly. REALLY wishing I'd kept waiting, but people sounded like they were having fun, so I buckled.
I am still having fun! :)


#49

Dave

Dave

I am still having fun! :)
Me, too. Low flight, bigger things, etc. Mods help drive this game quite a bit. Now all they have to do is add, you know, content.


#50

PatrThom

PatrThom

Me, too. Low flight, bigger things, etc. Mods help drive this game quite a bit. Now all they have to do is add, you know, content.
That doesn't sound like a mod, that sounds like DLC.

--Patrick



#52

Dave

Dave

Uh oh.

http://www.pcgamer.com/no-mans-sky-...source=facebook&utm_campaign=buffer_pcgamerfb

Hello Games is being investigated for violating advertising standards.


#53

Null

Null

Uh oh.

http://www.pcgamer.com/no-mans-sky-...source=facebook&utm_campaign=buffer_pcgamerfb

Hello Games is being investigated for violating advertising standards.
How has this not happened to Peter Molyneux?


#54

PatrThom

PatrThom

How has this not happened to Peter Molyneux?
Peter might be better at this than Sean Murray.

--Patrick


#55

Null

Null

Peter might be better at this than Sean Murray.

--Patrick
I think that falls under "Ambiguity goes where honesty dare not tread."


#56

Dave

Dave

Whoa. The silence has been broken. Patch 1.1 has come out.

Patch notes:
General Gameplay
  • Fixed technology becoming instantly fully charged when repaired
  • Fixed ship appearing on incorrect pad in space station after loading
  • Added interactable objects that required certain tech to collect
  • Added shootable objects that require certain tech to mine
  • Rebalanced resource availability and technology charge requirements
  • Fixed initial game flow - where travelling to space too quickly after visiting the monolith could prevent the first atlas station notification appearing
  • Prevented player being prompted to scan for buildings before leaving the system after visiting the monolith
  • Prevented laser and melee attacks while in space from attempting to edit terrain
  • Improved calculation of resources received when mining terrain
  • Renamed Signal Scanners to Signal Boosters
  • Signal booster objects updated to search for playable bases, suit upgrade pods, and mineable resources
  • Removed signal booster from being distributed on terrain, as player can now build them
  • Improved accuracy of environment detection, fixing cases where it rained inside caves
  • Fixed galactic waypoints not loading correctly across saves
  • Removed atlas pass v1 requirement from doors in stations
  • Suit upgrade pods are no longer spawned in stations
  • Suit upgrade pods can now only be used once
  • Fixed collision in anomaly that was causing issues when exiting larger ships
  • Increased the number of different NPC character models generated per system
  • Fixed the game always remaining in day time for players who began their save prior to patch 1.03
  • Fixed a potential crash in foliage instance renderer
Localisation
  • Fixed stats page in Asian languages
  • Fixed multiple issues with Asian language formatting
  • Multiple improvements and fixes to localisation text in all languages
UI
  • Added new icons for specific types of primary resources
  • Fixed health bars not appearing on some targets
  • Added hazard and life support drain indicators
  • Fixed mission messages not appearing in a timely fashion
  • Beacons now notify the player that they will save the game
  • Fixed crash when creature IK animations were updated under certain conditions on the discovery screen
  • Improved navigation in discovery UI
  • Massive speed improvements to browsing huge discovery lists
  • Increased size of discovery storage
  • Added option to load "Earliest" previous save in Options menu
  • Fixed weapon naming
  • Added icon to remind players of the reload button when weapon is empty
  • Multiple fixes for viewing discoveries
PS4
  • Added photo mode
  • Large optimisations to the engine to accommodate base building
PC
  • Added support for up to 8 mouse buttons
  • Fixed better order position history for mouse smoothing
  • Fixed bug where setting gamma to zero gave a fully bright rather than fully dark image
  • Fixed hard-limiting on save sizes, with appropriate warning about free space on boot
  • Player is now notified when shaders are being loaded
  • Fixed occasional crash on exit
  • Fixed performance of trail renderer for some AMD cards *Large optimisations to the engine to accommodate base building
Generation
  • Added biome specific plants
  • Adopted new method of distributing resource plants on terrain, for more lifelike clumps of plants
  • Improved distribution of plant life across all terrain types
  • Introduced visual differentiation of red, green and blue star systems
  • Introduced new mineable terrain resources found only in red, green and blue star systems
  • Reduced average building frequency
  • Introduced planets with elevated building density
  • Introduced planets with no buildings or sentient life
  • Increased the proportion of lush and tropical planets
  • Decreased the proportion of lifeless planets
  • Fixed bug where multiple ships could appear, overlapping, at the player's start scene
  • Prevented certain building types being incorrectly placed underwater
  • Prevented multiple buildings occasionally being placed in overlapping positions
  • Prevented buildings occasionally being placed intersecting with the terrain
  • Improved and altered per-planet terrain resource generation, improving gameplay and visuals
Creatures
  • Fixed elevation cache mismatches, causing errors in creature knowledge and pathing
  • Fixed slow memory leak in creature role allocation
  • Improved creature animation speeds
  • Fixed issues where some creatures turns had the incorrect frame count
  • Fixed occasional crash when interacting with creatures
Atmospherics
  • Increased proportion of vibrant blue skies
  • Corrected cloud levels for clear skies
  • Improved average cloud level settings
  • Fixed cloud rendering while flying in your ship
  • Improved atmosphere depth when transitioning to space
  • Increased fidelity of atmosphere rendering on nearest planet
  • Improved atmospheric fog as you fly to a planet
  • Improved fog method for planets seen on the horizon
Terrain
  • Improved terrain generation algorithms
  • Improved and extended blend areas between different terrain noise types
  • Terrains now generate more open spaces
  • Smaller features now appear at nearer lods to improve visuals in the distance
  • Fixed objects being placed on incorrect terrain material types
  • Improved resolution of distant planet terrain
  • Decreased differences between planet as seen from space and actual planet terrain
  • Fixed seams on planets when seen from space
  • Improvements to terrain material selection and terrain material blending
  • Terrain generation priority and cost calculation improvements
  • Fixed terrain generation angle calculations, which would previously prevent nearest region being generated first
  • We now generate caves on lower terrain lods to decrease visual differences in lower detail terrain
  • Introduced more varied and vibrant colouring to terrain for each biome
  • Decreased frequency of brown terrain colour selections
  • Changed texture scales to improve transition between terrain lods
  • Improved terrain colour combinations to add variety and better match terrain contouring
  • Improved terrain texture blending method to better retain vibrant colours
  • Improved settings for hue, saturation and value noise variation on terrain
  • Fixed a number of issues causing holes to be seen in the planet terrain
  • Fixed occasional crash when mining terrain
Visuals
  • Fixed colour of muzzle flashes on player weapons
  • Added muzzle flashes to ship weapons
  • Added cockpit lighting for damage and weapon firing
  • Added debris to freighter explosion effect
  • Improved freighter cargo explosions
  • Improved photon cannon hit and space explosion effects
  • Improved turret explosion effect
  • Improved grass colour selection
  • Improved grass colouring method to match underlying terrain colour
  • Improved grass placement to match gradient of terrain, and rocky terrain slope patches
  • Improved lighting on grass
  • Improved alpha cutoffs and blending for grass in the distance
  • Improved colouring method for on-planet buildings
  • Fixed "pop" in lighting when flying between planets
  • Fixed incorrect lighting seen in shadow areas
  • Improved lighting method when rendering tree leaves
  • Fixed procedural texturing on objects with multiple overlapping textures
  • Fixed size of certain texture atlas normal maps
  • Fixed texture scaling on asteroids
  • Zinc plant is now more obvious when it has been gathered
  • Fixed occasional rendering errors due to precision on cockpit during warp
  • Fixed pulse lines not appearing when pulse driving out from planet atmosphere
  • Fixed shadowing artefacts on imposters
Space
  • Improved asteroids to allow much denser fields
  • Improved explosion effects
  • Fixed scale of moons on the space map
  • Added freighter groups to the space map
  • Changed distribution of resources in asteroids
  • AI ships will now clear asteroids in their path
  • Planets are now scannable from space to see their resources
Space Combat
  • Fixed bounty targets warping out too soon
  • Improved HUD indicators in space combat
  • Added damaged ship effect on AI starships
  • Added formation flying
  • Improved locking on passive starships
  • Improved AI combat flight patterns
  • Added new ship weapon technology
  • Holding brake whilst turning now activates drift for fast turns
  • Improved AI ship freighter attacking
  • Improved freighter targeting code when under attack by enemy ships
Freighters
  • Fixed pulse drive to prevent travel through freighters
  • Improved docking code
  • Added hangar to the lead freighter
  • Added docking in freighters
  • Added icon to accessible freighter hangars
  • Added colouring to cargo drops to identify what is in them
  • You can now only pick up cargo drops that will fit in your inventory
  • Added auxiliary freight ships to freighter groups
  • Added alert lights and alarm audio for when freighters are in combat
  • Improved turret lights and explosions
  • Improved muzzle flashes on freighter turrets
  • Added indicator of cargo contents
  • Freighter Commanders now give rewards for rescuing them from pirate attack
  • Fixed collision on freighter cargo containers
Audio
  • Updated the lush ambience to make the wind sounds less noisy
  • Ambient background fauna now checks for the presence of creatures
  • Added rain on foliage
  • Added rain on ship
  • Added freighter specific footsteps
  • When on a dead planet, no music will play
  • Round table prop now plays an appropriate sound
  • Added more music to the loading sequence and game start
  • Added audio to new base building props
  • Created sounds for new base building props
  • Added audio to freighter doors and internal freighter ambiences
  • Added freighter explosions
  • Added freighter alarm
  • Added ambient radio comms when approaching a freighter
  • Fixed missing sounds when in a space station due to the mix settings
  • Multi-tool upgrades now affect audio
  • Lots of minor mix changes
  • Changed some compression settings for PS4 audio to make the sub-channel audio play more reliably


#57

Null

Null

That's a pretty comprehensive set of patches, alright, but to quote Austin Powers, "that train has sailed."


#58

Ravenpoe

Ravenpoe

That's a pretty comprehensive set of patches, alright, but to quote Austin Powers, "that train has sailed."
They're calling this the "Foundation" patch, and one has to question whether it's too late to build a foundation after the house has already collapsed.


#59

Jay

Jay

You don't try to polish a turd.


#60

Hailey Knight

Hailey Knight

Building houses on planets seems really pointless. It makes sense in a Bethesda game because there's a game outside, but there doesn't seem much benefit to creating a habitat for yourself.


#61

Ravenpoe

Ravenpoe

Building houses on planets seems really pointless. It makes sense in a Bethesda game because there's a game outside, but there doesn't seem much benefit to creating a habitat for yourself.
Especially when the core gameplay mechanic, explore (even though every planet is basically the same) has you leaving behind those bases you build. Seems to me it would make a lot more sense to put that building and crafting into creating and personalizing your ship.


#62

Hailey Knight

Hailey Knight

Especially when the core gameplay mechanic, explore (even though every planet is basically the same) has you leaving behind those bases you build. Seems to me it would make a lot more sense to put that building and crafting into creating and personalizing your ship.
That would be cool! Customizing your regular ship, and also constructing your own space station. Dock your ship (or multiple ships) and use the FTL to just move your entire space station between systems.


#63

Dave

Dave

Apparently you can craft a Freighter and take it with you. Not sure why you'd want to pick a planet & put down roots. You can't get back to there anyway.


#64

Timmus

Timmus

Oh, you can build houses now? I guess I may as well buy this game after all.


#65

Dave

Dave



#66

bhamv3

bhamv3

Razzing aside, I do think it's encouraging that they're working on improving the game though. Maybe in the future they'll fix the game so that there's a good reason to be building a base on a planet.


#67

Hailey Knight

Hailey Knight

Razzing aside, I do think it's encouraging that they're working on improving the game though. Maybe in the future they'll fix the game so that there's a good reason to be building a base on a planet.
I think that would be a while still; there's a lot of programming of features that need to be introduced to make it worth playing.

But yeah, it is nice that they didn't vanish into thin air after the game's release like it seemed.


#68

Gruebeard

Gruebeard

So, that's a long list of promises in the Patch Notes. Has anybody updated to find out if they actually delivered?


#69

Hailey Knight

Hailey Knight

So, that's a long list of promises in the Patch Notes. Has anybody updated to find out if they actually delivered?
I've glanced at some videos showing some of it.

I guess part of the patch was a rule that every Let's Play video had to use the farming mechanic to ask if they could farm marijuana. :rolleyes:


#70

Terrik

Terrik

I've glanced at some videos showing some of it.

I guess part of the patch was a rule that every Let's Play video had to use the farming mechanic to ask if they could farm marijuana. :rolleyes:
Seems like an odd thing to program. Maybe the developers were high?


#71

Far

Far

Someone mentioned that there are teleporters in every base and space station now to get you back to your crafted bases but I can't confirm. Otherwise yeah, there is no point to taking the time to build and spec one out only to leave it behind forever. I'm also not sure if you can craft a freighter but you can certainly land on them now, make your way to the bridge and offer to purchase it from the captain for, at least for the one I found, approximately 15 million units. I started over because I didnt remember anything about how to actually play so I'm well off from base building or freighter owning.


#72

Siska

Siska

I played it. It was fun for two, maybe three, days. Then I just wished I was playing Planet Explorers ($25 on Steam) instead.

Planet Explorers:
Similar style graphics, although older and simpler, of course. It's basically Minecraft on an alien planet full of dinosaur like animals, ogre like humanoids and killer bots of various shapes. No space travel but it has actual multiplayer and mobs that behave somewhat like they are actual living things.




#73

PatrThom

PatrThom

oonzoonz.jpg


--Patrick


#74

PatrThom

PatrThom



So...NMS:Rimworld?
Eh, probably not.

--Patrick


Top