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TehStu

No Man's Sky

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I've realised I'm basically playing this like a space hippy, with no real objective, just drifting around and seeing what happens, enjoying the cosmic nature of the universe. My attention span is getting shorter every year but this game somehow bypasses it completely, and I'm able to play for hours at a time.

 

Yesterday I traded in my fully-specked out exotic ship for a slightly nicer looking exotic ship, so now I have to collect all the nanite chips I need to upgrade everything again, and I'm fine with that.

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I had my first session last night where I finally felt like I was making progress. It's rather silly, but I've been so taken with exploration that I've just not got around to it. Anyway, finally got to grips with the new resources so I've shifted all the storage containers, vehicle bays, etc. over to that new planet I found. It's remarkable how this game can be enjoyable when, strictly speaking, you're achieving pretty much nothing.

 

Also, it's taken until now for me to realize how you get bases up in the air on support legs. Don't build the supports, build a base which floats above the floor seemingly defying physics first, and then slot a support under it. The legs extend down however far they need to go. You can also minecraft it by building up for miles, then removing as many underneath bits as needed, and then either letting it float there or building a support.

 

Looks particularly good for circular prefab rooms.

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Got hit with the bug where you buy a frigate and it never appears. My 2.5mil down the drain :/ I bought it and was busy doing something else so went off collecting stuff and doing some missions, got back into space and no frigate anywhere. Really fucking annoyed. Didn't the PS4 have 3 save slots by the way? Been a while since I last played it on there. I hope they can somehow patch in the frigate reappearing of the game at least tracks it somehow, even if it isn't visible. 

 

I still think they are churning out these patches too quickly, as they keep breaking as much as they fix. Got hit with the supposedly fixed bug where a damaged frigate reports the wrong number of damaged areas. Pain in the arse!

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Think I have a bug in the Artimis questline. Apollo tells me to meet his acquaintance, and I’m given a location on the galactic map.

 

I warped there, to find a dead planet, devoid of everything, and nothing else. The quest thing in the bottom right tells me to open the map and travel to the guy, but I can’t as I’m already there.

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I messed around with the Creative Mode some more, & I managed to start building into the ground by using an existing fissure to get under the surface, & then 'carving' out underground caverns by using floor panels.  I could then place prefab structures into the hollowed out spaces., so I built a nice underground base, but then rather ran out of ideas.

 

I suppose I could just keep digging down, down, down, & see how I far I could go...

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1 hour ago, deKay said:

Think I have a bug in the Artimis questline. Apollo tells me to meet his acquaintance, and I’m given a location on the galactic map.

 

I warped there, to find a dead planet, devoid of everything, and nothing else. The quest thing in the bottom right tells me to open the map and travel to the guy, but I can’t as I’m already there.

 

This one got me as well. Took a while to find a solution.

 

this was the solution for me

 

 

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1 hour ago, deKay said:

Think I have a bug in the Artimis questline. Apollo tells me to meet his acquaintance, and I’m given a location on the galactic map.

 

I warped there, to find a dead planet, devoid of everything, and nothing else. The quest thing in the bottom right tells me to open the map and travel to the guy, but I can’t as I’m already there.

 

I'm having problems with the same questline, but at a different stage. I'm told to learn 3 new words, but whenever I learn a new word (no matter what language), the quest counter doesn't change, it's still at zero. 

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15 minutes ago, Rayn said:

I'm having problems with the same questline, but at a different stage. I'm told to learn 3 new words, but whenever I learn a new word (no matter what language), the quest counter doesn't change, it's still at zero. 

 

Have you had the quest active at the time of learning new words?

 

I've had it happen with Supply Depots and Crashed Freighters where it hasn't noticed I've actually done what has asked because I had a different quest selected. Bit of a long shot, but worth asking.

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Yeah, I started on the quest as soon as I got it. There were loads of knowledge stones nearby so I actually learned 5 new words within 10 minutes of getting the quest. 

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1 hour ago, Strategos said:

 

This one got me as well. Took a while to find a solution.

 

this was the solution for me

 

 

 

That did it! Ta!

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27 minutes ago, Rayn said:

Yeah, I started on the quest as soon as I got it. There were loads of knowledge stones nearby so I actually learned 5 new words within 10 minutes of getting the quest. 

 

Hrmmm. Have you tried learning new words from speaking to people in the space stations for 100 units or whatever it is rather than through the stones?

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30 minutes ago, Loki said:

 

Hrmmm. Have you tried learning new words from speaking to people in the space stations for 100 units or whatever it is rather than through the stones?

 

Yeah :(

 

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On 01/08/2018 at 15:28, SpagMasterSwift said:

Here is the hotline...

 

19D11620-F0F6-41C1-B3F3-57DECD1B484D.thumb.jpeg.57f6c78959cdb6977fe2fa074b0661b6.jpeg

So I dialled up your address and got this stinking hell hole. What went wrong?

FB_IMG_1533755973332.thumb.jpg.cad6528d6521fc99133b95dbe2a1c253.jpg

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The creative universe is shared though, right? Never really thought of that until now. 

 

I've trimmed the thread title, I think we all get it now. Will add Flub's money making tips when I get a chance.

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Latest changes on Experimental (08/08):

Fixed a memory leak in the UI

Fixed a number of crashes to do with freighters

Fixed a crash that affected particular planets

Fixed a crash that could occur while creating a race track in a borrowed Exocraft

Reduced texture memory usage to improve overall stability
 

Fixed an issue where players would get stuck in The Purge mission

Fixed an issue where players would get stuck in the Ghost in the Machine mission

Fixed an issue where players would receive incorrect mission instructions while returning with the Mind-Arc

Fixed an issue where Sentinels would chase players forever if they did not complete the final Weapon Specialist mission

Fixed an issue that was causing dialogue and rewards at certain found buildings to repeat (including Traveller graves and portal glyphs)

Fixed an issue that caused players upgrading their save to not have any primary missions if they were on the tutorial for expanding their inventory when they upgraded to NEXT
 

Fixed an issue where legacy saves would not know the recipe for microchips, the large refiner and some advanced survival products
 

Fixed an issue where trade commodities were not available for sale in the space station
 

Fixed an issue where player ships could shoot themselves in multiplayer
 

Fixed an issue where some base parts were not available in the blueprint analyser

Fixed an issue where players would get stuck if they died before using the Navigation Data in the tutorial
 

Fixed an issue where the labels of hot / cold thermal protection upgrades were the wrong way around

Fixed an issue where the Efficient Launch Thruster upgrade was not learnable in space stations
 

Fixed an issue where terrain edits caused by building parts would regenerate in multiplayer

Fixed an issue where Base Computers placed inside other bases could not be deleted
 

Fixed some instances of an issue where ships would all spawn on the same landing pad
 

Fixed a number of incorrect refiner recipes

Expanded the available refiner recipes
 

Removed the chance to get nanites from Buried Technology Modules

Reduced the frequency of storms in some situations

Slightly increased the cost of launch fuel, but made one canister entirely refill the thrusters

In normal mode, slightly reduced the base rates of hazard and life support fuel usage

Slightly reduced the radius at which Sentinel drones will investigate players

Reduced the time required to scan discoveries with the Analysis Visor

Increased the recharge rate of the jetpack when onboard a Space Station
 

Farm plants now grow in real-world time (rather than game time), allowing farms to continue growing while you are away from the game. As a consequence, adjusted farming times + prices.
 

Placed the Space Anomaly marker on the entrance to the Anomaly rather than the centre of the model

Fixed an issue where mission markers would not attach to the correct base
 

Reduced the number of whispering eggs around Abandoned Buildings
 

Fixed an issue with rain audio

Added audio to the target tagging UI
 

Fixed a bug in the auto-aim system concerning large creatures

Reduced the critical hit zone for biological horrors

Fixed an issue in creature replication that could cause creatures to freeze

Fixed an issue where mordite would not be awarded to the correct player when killing creatures in multiplayer
 

Fixed an issue that could cause the third person camera to turn sluggishly
 

Fixed an issue where players respawning in Survival mode would have no life support and rapidly die again
 

Fixed an issue where some of Nada + Polo's missions had untranslated text

Fixed an issue where some of the procedural missions given by NPCs had untranslated text

Fixed an issue where some exotic biomes incorrectly reported their weather as fine or calm

Fixed an issue where chairs did not display their text correctly
 

Fixed an issue where the launch fuel tutorial did not trigger correctly

Fixed a number of incorrect timings of mission update messages
 

Fixed an issue where activating the torch did not close the quick menu
 

Fixed an issue where Infra-Knife accelerator projectiles would originate from behind the player's ship.

Fixed an issue where the freighter would not be visible to other players in multiplayer
 

Fixed a number of issues where expeditions would reward the wrong player in multiplayer

Fixed an issue where fleet frigates would return to the wrong location on completion of an expedition.

Fixed an issue where changing between first and third person camera while on a ladder would break player animations.

Fixed an issue where players would lose access to the main menu after reloading a save just after upgrading to NEXT

On PC, pressing P will default to opening the Log rather than Options. Options continues to be the default option for Esc.

Fixed an issue where Korvax eye textures would become misaligned.
 

Fixed an issue where falling animations would not play

Fixed an issue where the player would play the sliding animation while swimming

Fixed an issue that would stop players from firing or reloading their Multi-Tool in specific situations

Fixed an issue where Multi-Tool lasers would bend in the wrong direction.

Fixed an issue where the Multi-Tool glitched while going into the Analysis Visor
 

Fixed a number of issues for players in specific timezones

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Wow, that's a long list, filled with things I'm waiting to see fixed! I might put the game on hold until this patch comes to PS4.

 

The longer I've played, the more I came to discover that almost every quest in this game is bugged. It's like the game falls apart if you actually try to play it with purpose. I'm not sure I can think of another videogame that is so broken and buggy. It's even buggier than a Bethesda RPG! (though strangely enough I'm still addicted, having late night sessions and not moving from my chair for hours at a time).

 

Atlas quest: Board the next Atlas station to find that nothing happens when you interact with it. No text comes up.

 

Base Weapons guy quest: Tells me that sentinels are on the way and I have to kill them! Invisible bugged-out sentinels then fly around my base, unkillable. No indication of how many I have to kill, when it stops, or how to complete the mission. (Finally got it finished somehow).

 

Base computer: Not the glitch where the mission marker is set to your freighter (though I got that too). Now the problem is that I finally reached 100% data deconstruction and got what I presume is the last mission -- go to a planet in another system with an abandoned base and interact with the panel. It gives me a Cyclotron Ballista upgrade, then starts another countdown timer for the base computer, this time 6.5 hours. But the next time I interact with the base computer, it's the same mission... to the same place on the same planet. It's on a loop.

 

Now I'm about to proceed in the Artemis/Apollo quest, but the patch notes above say they fix a bug with something I'm about to do... so I should wait. And everyone says this quest is totally broken near the end anyway.

 

Smaller irritations:

  • A mission-giver in a small planetary base gives you a trivial task nearby. Perform task. Return to mission-giver... who is now on the other side of the planet at a trade outpost.
  • Apollo tells me: "If you start this quest, you won't be seeing your base for a long time! Are you sure you're ready?" Gamers know what this means. I decline the quest because I'm having more fun building my base right now. But then Apollo's incoming call bleeps at you every time you get in your ship. You must decline the quest or put up with the alarm every single time you get in your ship. After a few hours I couldn't stand it any longer and accepted the mission... but then it turns out that you can do Apollo's next tasks at your own pace anyway, no problem - ignore them and carry on base-building.
  • Frigate damage: Yup, that damaged frigate is still reporting damage, but zero terminals to fix.
  • I like the concept of Storage Containers having unified contents wherever you build them (like Minecraft ender chests, I guess). But why the hell are there ten of them, with five slots each? Five slots is irritatingly small. I have to go down the line and check ten massive boxes because I can't remember which one I put my Cadmium in.
  • I may have said it before, but don't use the terrain manipulator to improve terrain around your base buildings, you'll just make an ugly mess. The terrain manipulator needs a "smoothing" laser.
  • The galaxy map is aaaaawful. Truly impossible to look around and browse for systems to go to.
  • My base isn't that big, but the portal load time to reach it has become more and more epic. I'm sure most Spectrum and C64 games took less time to load from tape.

 

Well... time to put another 5 hours in...

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This was very annoying:

 

 

Had to pulse jump to somewhere else then spend aaaaaaages using boost (or whatever it's called) to actually get to the space station.

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I rebought this last Sunday. So far I've put in 14 hours, absolutely insane for me, it's really got its hooks in.

 

Really enjoying it, I just upgraded to a mega 23 slot A-grade multi-tool (from my 8 slot B-grade one) and it feels good man. I've around 5 hours away from surpassing my day one save which I apparently got up to 19 hours on.

 

Last night I kept encountering the same annoying bug involving Sentinels where the "wanted" level would randomly shoot up to 5* once the mission is completed (i.e. once you've bust through the door, or once you've raided a facility). Then it became a race to find a save point before getting murderised and having to reload your save to then remove the fake wanted level. Anyone else had this? Jus strange it only started happening last night, on three separate occasions.

 

I do appreciate the changes they've made regards to suit slot upgrades - specifically the myriad of things you need to unlock one. Makes it find like a proper mission. I always keep a spare antimatter with me just solely for pod discovery.

 

One big annoyance is that I came across two different pods on the same world (one I stumbled across, one I used data to find) but neither remained on my map despite me tagging both. I refound one by sheer chance but the other is lost forever, which is bloody annoying when it costs a shit load to buy those specific pod data nodes. Anyone know how I could have prevented this from happening?

I've noticed sometimes "tagged" locations will just disappear even in the time it takes to turn around and get in your ship.

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