Author Topic: No Man's Sky  (Read 18716 times)

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Offline Eternally Learning

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Re: No Man's Sky
« Reply #120 on: August 27, 2016, 12:08:26 am »
Oh hey, so remember how one of the biggest selling points of this game was that you could name shit that you discovered? Turns out you probably shouldn't invest too much time into thinking up witty names, because the game will delete them after two weeks anyway.

My sides.

Was just on my way to post this.  This is beyond the pale as far as I'm concerned.  There was a lot of stuff people were angry about that was at least debatable whether it was a promised feature or whether it's really a big deal that it's not in the game, but this...  This is beyond ridiculous.  This and reaching the center of the galaxy were the PRIMARY selling points of the game and now BOTH have been shown to be completely misrepresented by Hello Games.  Maybe they lied, maybe they just didn't know how to do what they intended, but I am officially past caring anymore.  This is inexcusable.

Offline wastrel

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Re: No Man's Sky
« Reply #121 on: August 27, 2016, 01:47:26 am »
Infuriating, I agree.  But, one thing to note, planet and system names remain, it is flora and fauna names that disappear.  Still REALLY f'ing annoying.

Offline Eternally Learning

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Re: No Man's Sky
« Reply #122 on: August 27, 2016, 04:10:58 am »
OK.  Looks like the gun may have been jumped in reporting this as fact.   It appears to be a loading issue.  Still not a good thing, but not as bad as being unable to keep your discoveries.

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Re: No Man's Sky
« Reply #123 on: November 27, 2016, 04:45:04 pm »
First major update enexpectedly rolled
out today:



Spoiler

INTRODUCING UPDATE 1.1

Welcome to the Foundation Update. It adds the foundations of base building, and is a foundation for things to come. This is the first of many free updates.
Official YouTube Video
GAME MODES

Explorers can now decide to play with different rule sets, across three game modes:
Normal mode is the original chilled exploration experience
Creative mode allows players to explore the universe without limits, and build a huge base
Survival mode really changes the game, creating a much more challenging endurance experience
Death quotes: prepare to see these a lot in survival mode.
BASE BUILDING

Claim your home planet by finding an uninhabited base and creating your own, fully bespoke outpost.
Construct your homestead for shelter, using modular structures and decorations, replicated from resources gathered while exploring
Recruit alien lifeforms to help research new technology. Farming, engineer, weapons and science specialists are hirable from Space Stations
Use Terminus Teleporters in Space Stations to teleport to and from your base at will Expand your base with storage containers to stockpile precious resources and rare products
Find an even more beautiful location and you can simply dismantle your previous homestead to refund all of the spent resources
FARMING

Cultivate biome dependent crops outdoors, or inside your base or Freighter using Hydroponic Labs
Plants grow over time and offer a steady supply of resources to be harvested
Hire a farming specialist to research and grow ten new plant types, and discover new resource elements
MAKING CAMP

Players can now build essential equipment in the field on-planet
Place save points anywhere in the world, crucial for Survival mode
Automated Harvesters gather resources from mineral deposits in your absence
Waypoints can be placed and colour-coded to allow explorers to return to discoveries
Communications Terminals allow explorers to leave sub-space messages for others to find
Discover nearby mineral deposits, uninhabited bases or suit upgrades with the use of a Signal Scanner
FREIGHTERS

Purchase huge interstellar Freighters at great expense, and then summon them from anywhere in the galaxy
Resources can be teleported to your Freighter while on-planet, ideal for stockpiling goods for trading
Customise the inside of your Freighter within the Base Building section
Create extended cargo holds to expand your vessel’s capacity, and grow crops of rare resources on board
Transport your Freighter and its cargo to different, more economically favourable systems to maximise your earnings
Use the new recruitment system to crew your Freighter with Engineer, Farmer, Weapons and Science specialists to help research new technologies
NEW RESOURCES & TECHNOLOGY

Discover new biome and star specific resource types as you explore the universe
Craft the new Advanced Mining Laser and Hazmat gauntlets through base building and use them to gather rare resources
Research and discover dozens of new products, building components and technologies
USER INTERFACE

The user interface has been improved to accommodate the stress of Survival Mode where a small inconvenience can be the difference between life and death.
The intelligent Quick Access Menu streamlines Inventory access.
Products can be stacked up to five times per inventory slot, resulting in increased starship, base container and freighter storage capacity
New arrow indicators have been added to emphasise shield and life support changes more clearly, to aid decision making
Scanned Primary resource elements have been given specific symbols to allow for easier differentiation
View your current objective at any time quickly by pressing left on the D-Pad, or H on your keyboard
The UI has been visually improved by removing colour tint and other artifacts
Early warning indicators have been added to starship cockpits to notify explorers of inbound Pirate activity
Red cockpit warnings indicate more clearly when Pulse Drive is unavailable
TAA & MOTION BLUR

Motion blur has been added to accentuate the feeling of speed, particularly when in-flight. This can be switched on or off via the Options menu
Temporal Anti Aliasing (TAA) removes jagged edges effectively and has been added as an option to improve visuals clarity
Screenshot of new TAAScreenshot of original TAA Texture streaming can be enabled, allowing minimum spec PCs to run the game more smoothly (accessible from settings xml)
Terrain generation and colourisation algorithms have been revised to produce more aesthetically interesting planets
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

[close]

Offline wastrel

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Re: No Man's Sky
« Reply #124 on: November 27, 2016, 07:01:06 pm »
Wow.  That's quite a bit.  There's going to be the inevitable guffawing that all of this should have been included at release, blah blah blah, but I like what I see and am going to check it out.

Offline Sordid

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Re: No Man's Sky
« Reply #125 on: November 27, 2016, 09:39:05 pm »
What I see is guffawing that this adds a bunch of stuff nobody asked for and none of the stuff that was promised for release and not delivered. Fully justified and valid guffawing, I might add. And yet there's also a whole bunch of people defending this game, this update, and this company. Oh how quickly people forget.

Offline wastrel

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Re: No Man's Sky
« Reply #126 on: November 28, 2016, 12:22:04 am »
Thanks for the inevitable curmudgeonly reply.  I don't disagree that the game was not ready to be released in the state that it was in at launch.  But the bitching has been made, the game has been launched.  Any further bitching is just more of the same.

I see this release, the first of many planned, as a step in the right direction.

Offline Sordid

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Re: No Man's Sky
« Reply #127 on: November 28, 2016, 05:37:19 pm »
Thanks for the inevitable curmudgeonly reply.

Shall I remind you that I was 100% right about everything regarding this game right from the start?

Quote
I see this release, the first of many planned, as a step in the right direction.

Well no, it's not. That's my point. It's a step, yes, but in a completely different direction than was promised and that people actually wanted. If you consider that the right direction, I don't know what to tell you.

Offline Eternally Learning

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Re: No Man's Sky
« Reply #128 on: November 28, 2016, 09:00:56 pm »
I think the survival mode is a definite step in the right (read: promised) direction.  It really is excessively difficult.  Like died from exposure in 15 minutes.  Redistribution of harvestible items, more NPCs than just 1 at a time, new tools for harvesting that make it a little more complicated than just point and shoot, and perhaps more that I haven't seem for myself also seem like steps in the right direction.  Base-building and freighters are neat, but seem like distractions to me.  This update all in all, is not enough to draw me back in, but it is substantial and does at least a few things right.  Doesn't undo any of their mistakes or right their wrongs, but it's perhaps the best we can hope for at this point.

Offline Sordid

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Re: No Man's Sky
« Reply #129 on: November 29, 2016, 03:44:28 am »
I don't remember Murray promising complex survival elements and base-building.

You can't improve a bad game by tacking on random things. They basically went, "Oh no, people hate our game! Quick, what's popular these days? Oh right, survival games where you build things out of blocks. Let's throw some of that in!"

How about making combat on foot and in space more interesting? How about allowing you to actually control the damn spaceship properly in atmosphere? Basic things, core gameplay. You want to see a space game that's being developed correctly, look no further than Starsector. That started out by perfecting its core gameplay first, that being ship-to-ship combat, and is now fleshing out its sandbox overworld map. NMS is doing things the other way around, it's adding random crap while the things you actually do, running, flying, shooting, remain appallingly bad. And of course Starsector is honest and open about its early-access nature, NMS was just an outright scam.

It seems obvious to me the guys at Hello Games have no idea what the hell they're doing and have no vision for what the game is ultimately supposed to be. They've added some automated mining gizmos that you attach to ore deposits so that they mine for you. "Our core gameplay mechanics are so good and fun that your reward is not having to do them." Mmm.

Just hopeless.
« Last Edit: November 29, 2016, 03:47:59 am by Sordid »

Offline Rai

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Re: No Man's Sky
« Reply #130 on: November 29, 2016, 06:24:14 am »
I am still not seeing any sign of the content that was promised in the pre-release videos and then unceremoniously cut. Like worlds that seem alive and teeming with wildlife instead of a few horrific rng abominations milling around among the near-barren clumps of rock.
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Offline Eternally Learning

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Re: No Man's Sky
« Reply #131 on: November 29, 2016, 07:19:20 am »
They have refined their world generation to make it so every planet isn't the same.  In just the hour or so I've mucked about with the update, I've seen very different lifeforms and ships then I've seen before.  Users on reddit have reported that space battles are much more engaging.  Having played it some, I actually do think the bases and freighters do add to the gameplay in a positive way by making it plausible to actually store all the stuff you need to.  The NPC's also now have some race-specific stuff to them in terms of your interaction making them a little more colorful.  They've made reasonable performance and visual improvements. And last but not least, upping the difficulty all around has made the grind itself a more interesting and thoughtful affair then it was before.

I say that these elements build towards what was promised not in that they are specific elements of the pre-launch marketing which was removed, but in that they step towards the game being actually challenging, engaging, and deep.  To be clear, I don't think they are even close to the vision they sold us, even in general concept, but I do think these additions are more than just tacked on BS to placate us.  The fact that some of these things seem to be directly in response to people's complaints (especially the lack of difficulty) is particularly heartening that they may one day get there. 

Is this game now perfect?  Nope.  Is this game now what any of us expected?  Definitely not.  Hell, I'm not even planning on playing the thing in depth until they do more.  All I see here is Hello Games showing us that they are intending to continue working on this game and making it better, and showing some evidence that they do still care and are listening. I will never spend another dollar on them or this game, but I think that you are selling this update far short of what it deserves. 

Offline Sordid

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Re: No Man's Sky
« Reply #132 on: November 29, 2016, 08:40:30 am »
If Hello Games listened and cared, they would refund everybody who bought their scam, close the studio, and pursue careers in flipping burgers. What they're actually doing is trying to pull the same scam twice, and I'm amazed how well it's working. Reddit and other places are suddenly full of people defending the game and its developers and dreaming about what wonders the future updates might bring. I mean, I knew people would eventually forget and fall for it again, but I thought it would happen when the current generation of excitable (and now disappointed) teenage gamers grew up and was replaced by a new, inexperienced generation. That's how it's been in the past. Daggerfall in 1996, Spore in 2008, NMS in 2016, these massively overhyped games come roughly once a decade, give or take a couple of years. The fact that the very same hype train that crashed and burned once already is underway again, and the very same people who were in the first crash are jumping right back on... that's nothing short of amazing to me. As if I didn't have enough disdain for humanity already.

Hello Games right now is like a car mechanic who installs a new stereo and puts the car through a car wash instead of replacing a flat tire. Yeah, sure, he made improvements to the car, but they're not really what the car needed or the owner wanted. Lots of companies do that. Why does Rockstar keep adding more cars to GTA Online instead of fixing the absolutely retarded control scheme, non-functional matchmaking, and a host of other issues the game has? Because fixing issues doesn't make money. More cars to buy = more in-game currency sales in the cash shop. Same thing with NMS. Hello Games wants more money. Can't make more money selling the game as it is, can't make money selling DLC for a game everyone hates. Solution: Release a bunch of free updates to get people excited again, sell horrifically overpriced DLC that still doesn't fix the issues. Wanna bet that's how it's going to go down?

Offline Eternally Learning

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Re: No Man's Sky
« Reply #133 on: November 29, 2016, 09:11:27 am »
This game's launch in its entirety is pretty unprecedented.  Yes, elements parallel with some past events, but the scale of it all is pretty unique, especially for revolving around a company of 10 or so people who've only made 2 other, much smaller games before this. 

Honestly, I think your stance is kind of insane.  First off, if they cared, it wouldn't be a scam by definition.  Second, Hello Games couldn't refund everyone their money, even if they wanted to due to the way people bought it in the first place as Hello Games is not a retail outlet.  Lastly, while closing the studio (or at least restructuring and rebranding) would make a lot of sense, it would make no sense for all of these people to give up their entire careers over this.  Maybe, maybe Sean Murray since he was the leader and figurehead behind all this, but not the rank and file programmers. 

As for the positive reaction on reddit and elsewhere, I am with you that it's astounding how the mood shifted so drastically overnight, but I think it's likely because people are toxic'd out more than gaining a sudden affection for Hello Games.  Besides, literally every thread I've read so far has contained comments of, "I will never trust HG again or spend another cent on their product, but this isn't half bad."  There's no money component to this anymore at this point as the launch was fairly huge (due to the hype) and almost every place selling NMS is doing so for much less than $60. That's why this update shows HG at least still cares about working on this project.  They could easily have cut and run but instead they worked on this for the last 3 months and are claiming it's just the beginning.  They are literally losing money by paying their developers to work on a product which won't bring in enough revenue to cover their cost and if that doesn't show an investment in making this game better (even if it is different) then I don't know what will.

They can never unfuck what they've fucked up, but this update is at least a nice gesture, even if it could have and should have been better both in form and execution.  I for one, will continue to judge each update on its merits as well as the company, and as well as the game as a whole since, why the fuck not?  What do I have to lose by honestly analyzing new content for a game I already own?  What do I have to gain by encouraging the developer to abandon any further updates? 

Offline random poet

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Re: No Man's Sky
« Reply #134 on: November 29, 2016, 10:33:19 am »
Why does Rockstar keep adding more cars to GTA Online instead of fixing the absolutely retarded control scheme, non-functional matchmaking, and a host of other issues the game has?
What are you even talking about? You've clearly never played GTA. The matchmaking is fully functional; I know because I've been on it for the past few months and it's been great. The control scheme is not ideal, but it's fine. Sure, they could focus less on microtransactions, but you are being incredibly disingenuous by railing at them that they didn't "fix" GTA Online after the huge amount of content they've been putting out since lauch. Free content, by the way. You need to stop hatesturbating on reddit and start actually playing the games.
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