SousaVilla
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« Reply #900 on: November 28, 2016, 01:42:20 PM » |
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Played survival for an hour today, died three times and never got to my ship.
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s0
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« Reply #901 on: November 28, 2016, 01:59:18 PM » |
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hardcore
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s0
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« Reply #903 on: December 01, 2016, 06:35:30 PM » |
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o
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gimymblert
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« Reply #904 on: December 01, 2016, 08:57:27 PM » |
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totally no man's sky
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FrankieSmileShow
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« Reply #905 on: December 02, 2016, 01:01:13 PM » |
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I've been playing the Foundation Update a lot since it came out, I really like the survival mode. The base building and the freighters seem like an exciting addition, but I am more interested in the difficulty tweaks for now, from a game design perspective:
Its interesting how some simple number-based tweaks can have such a profound effect on the feel of the game. It seems as though the difficulty of the game has passed a certain threshold where it forces you to have purpose whenever you are exploring a planet, that makes it no longer feel quite like you are merely wandering around. It is still the same game, with more or less all the same systems, but there is a scarcity to a lot of the games' resources now that there really wasn't before, that gives you these clear and important priorities whenever you explore.
One example is, lifting off with your ship costs a ridiculous 200 plutonium now. I think it costs 50 in the original game mode, maybe less. This is just a tweak with numbers, but it has a profound effect on your exploration! Now, whenever you land, you always have that one clear priority in mind, to find plutonium deposits. You always worry a little about being stranded on a planet if you cant find enough to liftoff again. Its a high enough cost that stocking up on it would take too much room on your ship, so you mostly rely on finding more on-location. This means that no matter the context, whenever you land, you have this one side-objective automatically appended to whatever you were already landing for, and always feel a bit unsafe when your plutonium stockpile is running low.
Another example, it seems like there are no safe planets whatsoever in survival mode. Every planet has at least some kind of danger, be it high temperature during the day, cold temperatures at night, toxic rain, radiation level, hostile sentinels- Every planet is now hostile in some way, and resources you can use to recharge your hazard protection are much more rare than before. This means that every time you are out exploring, it feels like you are holding your breath until you are back to the safety of your ship, and resources no longer feel like they are just "free" and up for grabs, just costing you in time. This introduces actual decision-making and risk assessment into your exploring, where there was very very little before.
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gimymblert
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« Reply #906 on: December 02, 2016, 02:39:59 PM » |
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It's worth noting that the first "leaked" vanilla 1.00 version is also equally different in gameplay, you must pay resources to pay for interaction like watching encyclopedia or having a multitools.
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gimymblert
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« Reply #907 on: December 02, 2016, 03:35:46 PM » |
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remember
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gimymblert
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« Reply #908 on: December 02, 2016, 04:11:18 PM » |
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gimymblert
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« Reply #909 on: December 02, 2016, 04:16:53 PM » |
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Mod support coming https://www.reddit.com/r/NoMansSkyTheGame/comments/5g3wz2/psa_mods_are_supported_by_hg/To prevent players with mods installed from having their game break each time we update, we have introduced a new method for mod installation. For details please see the DISABLEMODS.TXT file in the \GAMEDATA\PCBANKS folder. If this file exists, no mod banks will be loaded. If you are modding the game, please don't modify any of the bank files in the folder this file lives in (PCBANKS). These are the banks No Man's Sky ships with, and modifying them makes it impossible for the game to detect if you have a corrupted installation. Any mod banks should go into a subfolder of PCBANKS, called MODS. All banks in MODS will be mounted when the game starts up. Banks in the MODS folder are loaded additively, over the top of the banks shipped in No Man's Sky, and given priority over the shipping files. This allows a mod bank to replace any files in the shipping game, or add new ones. edit: Someone did a timelapse and ... Works in the original procedural nsfw http://i.imgur.com/kOAmyPE.jpg
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« Last Edit: December 02, 2016, 04:48:41 PM by gimymblert »
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s0
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« Reply #910 on: December 02, 2016, 05:05:34 PM » |
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how do they handle survival mode with the shared universe? do survival players play in a different universe? or are the planets the same but their contents somewhat different?
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gimymblert
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« Reply #911 on: December 02, 2016, 05:37:14 PM » |
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exact same apparently, also same sun distribution than previous update
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gimymblert
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« Reply #912 on: December 02, 2016, 09:38:35 PM » |
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Clear from false advertising, hidden features? Procedural generation!
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s0
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« Reply #913 on: December 03, 2016, 03:17:47 AM » |
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I still don't get why people thought it was going to be a multiplayer game. They said multiple times before release that it would be singleplayer. people who preordered because of the "misleading" interview could have canceled their preorder at that point (not to mention that it's dumb to preorder in the first place).
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Schoq
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« Reply #914 on: December 03, 2016, 07:07:13 AM » |
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More like No Man's LIE! >:(
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♡ ♥ make games, not money ♥ ♡
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gimymblert
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« Reply #915 on: December 03, 2016, 08:18:54 AM » |
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More like No Man's LIE! I swear people who started this joke didn't thought it through lol
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b∀ kkusa
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« Reply #916 on: December 03, 2016, 08:29:30 AM » |
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I still don't get why people thought it was going to be a multiplayer game. They said multiple times before release that it would be singleplayer. people who preordered because of the "misleading" interview could have canceled their preorder at that point (not to mention that it's dumb to preorder in the first place).
imo it's because of steam openworld-survival game playerbase who just assumed it was a multiplayer game. When you've been used to only multiplayer game available in this category, you're not going to check if it's multiplayer or not, the concept of a non multiplayer openworld game in 2016 seems unconceivable.
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s0
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« Reply #917 on: December 03, 2016, 09:04:44 AM » |
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doesnt make them any less dumb
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gimymblert
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« Reply #918 on: December 03, 2016, 10:10:33 AM » |
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« Last Edit: December 03, 2016, 12:06:20 PM by gimymblert »
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SousaVilla
Level 1
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« Reply #919 on: December 03, 2016, 10:26:20 AM » |
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I've been playing the Foundation Update a lot since it came out, I really like the survival mode. The base building and the freighters seem like an exciting addition, but I am more interested in the difficulty tweaks for now, from a game design perspective:
Its interesting how some simple number-based tweaks can have such a profound effect on the feel of the game. It seems as though the difficulty of the game has passed a certain threshold where it forces you to have purpose whenever you are exploring a planet, that makes it no longer feel quite like you are merely wandering around. It is still the same game, with more or less all the same systems, but there is a scarcity to a lot of the games' resources now that there really wasn't before, that gives you these clear and important priorities whenever you explore.
One example is, lifting off with your ship costs a ridiculous 200 plutonium now. I think it costs 50 in the original game mode, maybe less. This is just a tweak with numbers, but it has a profound effect on your exploration! Now, whenever you land, you always have that one clear priority in mind, to find plutonium deposits. You always worry a little about being stranded on a planet if you cant find enough to liftoff again. Its a high enough cost that stocking up on it would take too much room on your ship, so you mostly rely on finding more on-location. This means that no matter the context, whenever you land, you have this one side-objective automatically appended to whatever you were already landing for, and always feel a bit unsafe when your plutonium stockpile is running low.
Another example, it seems like there are no safe planets whatsoever in survival mode. Every planet has at least some kind of danger, be it high temperature during the day, cold temperatures at night, toxic rain, radiation level, hostile sentinels- Every planet is now hostile in some way, and resources you can use to recharge your hazard protection are much more rare than before. This means that every time you are out exploring, it feels like you are holding your breath until you are back to the safety of your ship, and resources no longer feel like they are just "free" and up for grabs, just costing you in time. This introduces actual decision-making and risk assessment into your exploring, where there was very very little before.
A tip: býpass chips still cost almost nothing, so the strategy of landing near one of those red things that allow to summon your ship saves you a ton of plutonium. This was true in the original but its even more important now in survival mode. But now theres an object that you can build and allows you to search for structures. You can search for "colonial outposts" and you'll probably find bases with that red mini-tower. Their buildings will also protect you from hazards.
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