No Man's Sky - Patch 1.3, Atlas Rises, out now

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Gently-Parted Ringpiece
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PostRe: No Man's Sky - Path Finder update available now - Thread frequented by Jawa, please keep jargon usage to minimum
by Gently-Parted Ringpiece » Wed Mar 15, 2017 10:09 am

The launch things requiring a fuckton of plutonium is also stupid. I suppose it wont be so draining if I get somewhere I can walk about and dont need the ship so much.

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Rex Kramer
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PostRe: No Man's Sky - Path Finder update available now - Thread frequented by Jawa, please keep jargon usage to minimum
by Rex Kramer » Wed Mar 15, 2017 10:11 am

Yeah, you generally need about 25% of the tank to launch. I'd imagine that was part of the thinking behind the rover, a combination of a larger exploration area coupled with lower fuel costs. I'm hoping the scanner works inside the rover (unlike the ship) for seeing fauna.

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jawafour
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PostRe: No Man's Sky - Path Finder update available now - Thread frequented by Jawa, please keep jargon usage to minimum
by jawafour » Wed Mar 15, 2017 10:12 am

After taking a break from the game I am now getting back into it. The updates have changed a lot of the game structures and it takes a little time to get used to the new style. There are a lot more things to think about, for sure! It seems tougher to find certain materials - I have been short of plutonium and so couldn't take off from a couple of planets until a lengthy search turned some up! - but this is good as it encourages exploration.

I'm looking to setup my first base. I have visited a couple of planets where the starting point was a available... but the planets all had atrocious conditions; certainly not the kind of environments you'd want to hang about in! So I'm gonna jet off to a new area and see if something better crops up.

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jawafour
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PostRe: No Man's Sky - Path Finder update available now - Thread frequented by Jawa, please keep jargon usage to minimum
by jawafour » Fri Mar 17, 2017 6:35 pm

>>> Calling NMS-playing GRcadians! <<<

1) Habitable bases

Have you found a decent one yet? I've visited about six now and they have all been on planets with atrocious environmental conditions. I ant to find one that has reasonable temperatures, an interesting landscape and a few (non-carnovore!) creatures. Instead I find barren wastegrounds, freeziing ice mountains or psycho guardians :lol: . I'll check I'm doing this right:

> Fly to a new galaxy
> Scan whilst in space
> See if a planet with a "habitable base" crops up (they're reasonably rare?)
> Fly to it

2) Boarding freighters

This is weird as I've done it twice before; but today I defeated a few baddies and was invited to dock on a freighter... and I couldn't find the entrance :oops: :fp: ( :lol: ). There didn't seem to be a way in! Was I being daft?

Thank you...

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Rex Kramer
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PostRe: No Man's Sky - Path Finder update available now - Thread frequented by Jawa, please keep jargon usage to minimum
by Rex Kramer » Fri Mar 17, 2017 9:08 pm

Don't get too fixated on getting the ideal conditions, your base comes with some kind of portal/shared storage space so you can transfer stuff to a new base down the line. I've literally no idea how it works but have got one in my base. I think the idea is that your base isn't forever, use one for a bit and then move on to a new one.

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Current castaway: Rax can be found here. All the previous contributors can be found here.
Tackling the pile of shame part 2 - http://grview.grcade.co.uk/articles/the-7-commandments-of-tackling-the-pile-of-shame/
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jawafour
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PostRe: No Man's Sky - Path Finder update available now - Thread frequented by Jawa, please keep jargon usage to minimum
by jawafour » Fri Mar 17, 2017 9:27 pm

Rex Kramer wrote:Don't get too fixated on getting the ideal conditions...

Ah, okay, thanks man. Perhaps I'll just try next one that I find. I had thought that you can build different sections on your base, though - I wonder what happens when you then "move"?

I *think* the portal allows you to travel between your base and the space station... I've seen portals in the Atlas pass room in the station.

I only found out tonight that I can switch to the phase (more powerful) gun whilst in your ship! I didn't know that you could switch between normal gun and the phase one by using triangle.

Oh, and I managed to land on a freighter. Dunno what happened with that last one :lol: .

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Rex Kramer
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PostRe: No Man's Sky - Path Finder update available now - Thread frequented by Jawa, please keep jargon usage to minimum
by Rex Kramer » Fri Mar 17, 2017 9:31 pm

There are portals for travel between space stations (and it works between systems too and keeps at least 4 or 5 in memory, it's worth naming your systems in a systematic way so as to remember why to go there). But there is also this shared storage thing.

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Current castaway: Rax can be found here. All the previous contributors can be found here.
Tackling the pile of shame part 2 - http://grview.grcade.co.uk/articles/the-7-commandments-of-tackling-the-pile-of-shame/
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jawafour
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PostRe: No Man's Sky - Path Finder update available now - Thread frequented by Jawa, please keep jargon usage to minimum
by jawafour » Fri Mar 17, 2017 9:57 pm

Rex Kramer wrote:There are portals for travel between space stations... and it works between systems too...

Oh wow - this game has gotten way more complex! It's hard to think of another game that has been expanded so much since launch!

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jawafour
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PostRe: No Man's Sky - Path Finder update available now - Thread frequented by Jawa, please keep jargon usage to minimum
by jawafour » Sat Mar 18, 2017 5:10 pm

I've setup my first base. The planet has quiet a lot on it in terms of flora and fauna... but it is really hot and my suit's heat protection takes a battering during storms!

Next step is to go back to the Space Station and try out the travel portal :toot: . After that I'll look into developing the base.

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PostRe: No Man's Sky - Path Finder update available now - Thread frequented by Jawa, please keep jargon usage to minimum
by Saint of Killers » Tue Mar 21, 2017 12:01 pm

Hot on the heels of the Path Finder update, Hello Games has swooped in with a new patch to address No Man's Sky's outstanding console performance issues. Patch 1.23 now improves performance by up to 5fps on PS4 Pro in its 4K mode, and also adds the ability to lock or unlock frame-rate on both of Sony's PS4 consoles.

More here: www.eurogamer.net/articles/digitalfound ... ds-options

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Rex Kramer
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PostRe: No Man's Sky - Path Finder update available now - Patch 1.23 improves 4K fps, adds (un)lock frame-rate to both conso
by Rex Kramer » Mon Apr 10, 2017 9:10 pm

Decided to fire this up again after the recent patch and I'm pretty impressed with the changes. The scanner seems much better, particularly when looking for animalsm, though I miss the bar when scanning and the creature names seem to overwrite the bottom of the HUD. The ship handles with a bit more agility (though if they ever integrate PSVR then I can imagine this will increase the up-chuck factor). Haven't unlocked a vehicle yet as the base tutorial wouldn't progress as I already had stuff built. I'm going to can my base and create a new one in a different system.

There is now a hell of a lot of game in there. If it's available cheaps then I'd heartily recommend it.

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Current castaway: Rax can be found here. All the previous contributors can be found here.
Tackling the pile of shame part 2 - http://grview.grcade.co.uk/articles/the-7-commandments-of-tackling-the-pile-of-shame/
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jawafour
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PostRe: No Man's Sky - Path Finder update available now - Patch 1.23 improves 4K fps, adds (un)lock frame-rate to both conso
by jawafour » Wed Jun 07, 2017 12:33 pm


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Venom
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PostRe: No Man's Sky - Path Finder update available now - Patch 1.23 improves 4K fps, adds (un)lock frame-rate to both conso
by Venom » Wed Jun 07, 2017 9:23 pm

jawafour wrote:It could be that a "portal" addition is coming to the game?



Stone the crows that's a long and protracted method of guerrilla marketing - but respect to the people who decipher this stuff!

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_/\_YUNGSTAR_/\_
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PostRe: No Man's Sky - Path Finder update available now - Patch 1.23 improves 4K fps, adds (un)lock frame-rate to both conso
by _/\_YUNGSTAR_/\_ » Sat Aug 05, 2017 11:34 am


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jawafour
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PostRe: No Man's Sky - Path Finder update available now - Patch 1.23 improves 4K fps, adds (un)lock frame-rate to both conso
by jawafour » Sat Aug 05, 2017 12:14 pm

_/\_YUNGSTAR_/\_ wrote:https://www.twitch.tv/wakingtitan

Pretty weird stuff... I had to search around to find out what is going on. To be fair, though, the previous two big updates have already moved the game a world away from the launch version and I'm hopeful that this next step will build on that.

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Gemini73
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PostRe: No Man's Sky - Path Finder update available now - Patch 1.23 improves 4K fps, adds (un)lock frame-rate to both conso
by Gemini73 » Sat Aug 05, 2017 12:18 pm

NMS is definitely a much better game than it was.

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Lagamorph
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PostRe: No Man's Sky - Path Finder update available now - Patch 1.23 improves 4K fps, adds (un)lock frame-rate to both conso
by Lagamorph » Sat Aug 05, 2017 2:55 pm

Gemini73 wrote:NMS is definitely a much better game than it was.

That wasn't exactly a high bar to surpass.

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Ad7
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PostRe: No Man's Sky - Path Finder update available now - Patch 1.23 improves 4K fps, adds (un)lock frame-rate to both conso
by Ad7 » Sat Aug 05, 2017 4:35 pm

Will it lead you to a universe where there's an actual game to play?

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Gemini73
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PostRe: No Man's Sky - Path Finder update available now - Patch 1.23 improves 4K fps, adds (un)lock frame-rate to both conso
by Gemini73 » Sat Aug 05, 2017 6:23 pm

Lagamorph wrote:
Gemini73 wrote:NMS is definitely a much better game than it was.

That wasn't exactly a high bar to surpass.



Well yes, true. :lol:

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jawafour
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PostRe: No Man's Sky - Path Finder update available now - Patch 1.23 improves 4K fps, adds (un)lock frame-rate to both conso
by jawafour » Sat Aug 05, 2017 6:40 pm

There is some odd voting thing taking place on that live stream right now. A, B or C. Hmmn...

Edit: And now the Internet is trying to work together to guide a hamster through a maze :lol: .

Edit: This looks like it is going to take a *long* time :dread: .


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