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

Posted: Thu Aug 17, 2017 11:19 am
by LewisD
Ad7 wrote:
LewisD wrote:Got my finger hovering over the buy button on PSN.

Worth it for £10. Especially after the update?


Was worth it for that at launch tbh.


Well, I strawberry floated up and missed it. Back to £34.99 now

:lol:

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

Posted: Thu Aug 17, 2017 11:34 am
by CuriousOyster
LewisD wrote:
Ad7 wrote:
LewisD wrote:Got my finger hovering over the buy button on PSN.

Worth it for £10. Especially after the update?


Was worth it for that at launch tbh.


Well, I strawberry floated up and missed it. Back to £34.99 now

:lol:


Can get it in CEX for £15, about 30 copies last time I was in :slol:

Can't wait to try the new update, loved the game even before all the extra stuff. Just wish my PS4 would stop being weird and getting stuck on preparing to download :x

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

Posted: Thu Aug 17, 2017 1:46 pm
by Floex
Mafro wrote:
Floex wrote:Bought, wait, this isnt 60fps? Ffs :fp:

Only on Pro at 1080p I think.


Ivemadeqhugemistake.gif

It looks nothing like the new trailer, only paid £8 odd and still feel conned :fp:

Should have put the money towards Tokyo 42

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

Posted: Thu Aug 17, 2017 1:51 pm
by jawafour
LewisD wrote:
Ad7 wrote:
LewisD wrote:Got my finger hovering over the buy button on PSN.

Worth it for £10. Especially after the update?


Was worth it for that at launch tbh.


Well, I strawberry floated up and missed it. Back to £34.99 now

:lol:

The disc version is £9.99 (until midnight) at The Game Collection, Lewis. Ten quid space ticket.

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

Posted: Sat Sep 09, 2017 3:47 pm
by Knoyleo
Anyone else on PC notice that the performance has gone through the floor for this since the latest small patch? GOG downloaded and update before the last time I tried to play, and now even navigating the menu to load my game runs like treacle.

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

Posted: Thu Sep 21, 2017 3:25 pm
by jawafour
I'm downloading update v1.37 for the PS4 version. Lots of small fixes and improvements but the best thing is...

Added “Upload All” button on the discovery page

Yes! At last! That bit was a pain and I'd basicaly stopped uploading discoveries.

Really gotta get back into this soon.

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

Posted: Fri Oct 06, 2017 3:56 pm
by jawafour
A new update, v1.38, is available and it includes quite a few tweaks and fixes:

Full list of changes:
New save system

You will now be presented with 5 save-game slots (each of which can be used for any game mode). Your existing saves will be mapped into these slots
Selecting an empty slot will start a new game, allowing you to then pick which game mode to play from the mode select menu
There are now two sub-slots for each save-game – one for automatic saves and one for manual saves.
Automatic saves occur when exiting your ship, dying, purchasing a Freighter or claiming a base
Manual saves occur when interacting with a save point (these can be built from the build menu), or a beacon found on planet surfaces
Starting a new game with no existing saves will take you directly to mode select

If you experience any problems with the new save system, be sure to let us know!

Improvements & changes

Made the temperature range of dead planets more varied
In-flight weather effects now vary in strength based on height
The Analysis Visor can now be used to scan farm plants and see the remaining growth time
Analysis Visor can scan ships to determine their class, type and value at a distance
The Analysis Visor can be used to see the approximate distance of resources discovered with the Scanner
Added error message when no outpost is found by the economy scanner
Added the ability to skip black bars when discovering a planet or solar system
Prevented the cursor being reset to the center of the page as you switch between pause menus
Trade outposts now provide hazard protection
Added a chance for pirates to spawn earlier than usual when a player warps into a certain systems, to add more variety to exploration and trading
Galactic map now respects user mouse sensitivity settings
Galactic map now respects user control inversion settings
Prevented trade terminals having a negative quantity of stock
Made trading terminal stock values replenish over time
Separated stock levels for trading posts and space stations in the same system
Lush biomes in survival mode now occasionally exist without an aggressive sentinel presence
Reduced cursor UI slowdown when using a pad
Improved NPC ship target selection in space battles, prevented them reacting to accidental player fire
Added exotic ship audio for AI and NPC ships
Added ability to transfer items to and from containers in your base or freighter
Added tooltip text to explain the planet icons on the discovery page
Added ability to sell items from ship cargo slots at terminals
Storms on humid/lush planets are no longer toxic; humid/lush planets now have a chance of their rain being very hot. Note: no new storms have been added, and the frequency of storms has not been adjusted. Humid planets that previously had freezing rain storms in 1.3 have had that storm type changes to heated rain.
Added ability to transfer items from cargo slots during maintenance interactions
Improved trading by giving NPCs independent stock levels
Made NPCs who give directions refer to a wider spread of locations
Added ability to rebind the discard key

Bug fixes

Fixed an issue where some delivery missions would continuously tell players to visit other systems
Fixed an issue where the requirements to complete some missions could change as you spoke to NPCs
Fixed scaling issues with creature feeding icons
Fixed an issue where mining units would occasionally incorrectly produce Heridium
Prevented mining units being placed inside each other
Fixed an issue where base parts, including storage containers, built outside the base building radius in unlimited building mode would not be transferred when the player moved to a new base
Fixed an issue where storm-prone planets could be labelled as ‘Mild’. Storm frequency has not been adjusted – the text should now more accurately describe weather conditions.
Fixed an issue where the terrain manipulator audio would occasionally continue after terrain editing completed
Fixed an issue where the terrain manipulator hologram would remain in one location after subtracting from the terrain
Fixed an issue where the terrain manipulator would occasionally create longer lines than intended
Fixed an issue where the ship crosshair would appear at incorrect times
Fixed the Upload All button on the discovery page not deactivating after being used
Corrected button prompts in the ship combat wiki
Restored Spectral Class to the galaxy map text
Prevented users occasionally falling outside the trading post platform when exiting their ship
Prevented traders from attacking pirates which are far out of their range
Fixed an issue where NPC ships would stop outside the entrance of freighters and space stations in systems with no trade routes
Fixed an issue where smaller freighters and containers could not be destroyed
Corrected Roamer and Rover inventories appearing incorrectly in the transfer window
Added protection to allow the Mind Arc step of the Artemis story to be completed even if a player deletes their base
Fixed issue where a blue eye icon would occasionally appear over the crosshair
Fixed an issue where the Space Anomaly could remain in the player’s home system indefinitely
Fixed an issue with dismantling tech on ship compare screens not correctly destroying the tech
Fixed an issue where unbinding a key would exit the control menu
Fixed an issue where selecting a new key binding could accidentally result in it being set to a mouse button
Fixed an issue where the Space Anomaly mission had no objective text in the log.
Fixed an issue where some players who should have been able to restart distant missions were unable to do so
Fixed an issue which could cause excess stacked inventory items to be lost


The Analysis Visor can be used to see the approximate distance of resources discovered with the Scanner

A simple change but this could prove handy!

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

Posted: Fri Oct 06, 2017 4:20 pm
by Knoyleo
Wonder if this will have fixed the framerate issues the last update caused. I haven't played since because it was just terrible. Would be nice to go back and continue base building again.

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

Posted: Fri Oct 06, 2017 4:41 pm
by jawafour
Knoyleo wrote:Wonder if this will have fixed the framerate issues the last update caused. I haven't played since because it was just terrible. Would be nice to go back and continue base building again.

On the PC version, Knoyleo? I started to search for any news on this and the first comment that I saw on Steam was:
I have here a pretty beefy machine and I don`t know why I am getting only 55~65 fps with vsync off and FPS setting on max. Everything is maxed out with 2k resolution. I can`t believe this game is so bad optimized.

"Only" 55 or 65 frames on max settings.... Hello Games are a disgrace! :lol: .

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

Posted: Fri Oct 06, 2017 4:47 pm
by Knoyleo
The game is really badly optimised for PC.

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

Posted: Fri Oct 06, 2017 5:18 pm
by Lagamorph
Knoyleo wrote:The game is really badly optimised for PC.

That's a legal requirement for any multi-platform release these days isn't it?

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

Posted: Sat Oct 07, 2017 11:27 am
by Knoyleo
Lagamorph wrote:
Knoyleo wrote:The game is really badly optimised for PC.

That's a legal requirement for any multi-platform release these days isn't it?

It seems like it.

The patch is 5.6GB, so I hope it does something significant.

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

Posted: Sat Oct 07, 2017 2:07 pm
by Death's Head
Still can't decide whether to get this. I think I'd like to try it on the PC but cheaper on the PS4.

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

Posted: Sat Oct 07, 2017 2:17 pm
by Knoyleo
Death's Head wrote:Still can't decide whether to get this. I think I'd like to try it on the PC but cheaper on the PS4.

If you've got the choice, get it on PS4.

The latest patch has done nothing to improve the performance, so it's still barely playable.

Re: No Man's Sky - Patch 1.38 overhauls save system, along with other improvements and fixes

Posted: Wed Nov 08, 2017 11:49 am
by OrangeRKN
Want to play No Man's Sky portably on you Switch?

Well I can do you one better:



Been playing this the last few days, it has me hooked. It's more of the game I wanted No Man's Sky to be, even though it's definitely more of a 'handheld' experience. This isn't one big continuous world; for example you don't directly control your ship in flight (although there are events where you do, like flying through asteroid fields or ship dogfights). Travel is done via a map screen, but it appears like your ship's dashboard that you view from the cockpit, so the flavour is all intact. In comparison to No Man's Sky, this game is all flavour, no filler.

Rather than feel restrictive, this pared-back design leads to a leaner, more focused experience that keeps all of the flavour (last time I'll use that word, promise) of the space exploration. There is no inventory management, although you do collect more weapons and items and upgrade your ship. Resource management exists but in a non-intrusive manner, so while you might need to save money for those ship upgrades or collect more resources to upgrade your gun, you're not constantly recharging things. It's liberating. You don't ever have to worry about your ship's fuel for example, even though it does technically exist - I could draw a direct comparison to Mad Max there, it adds to the experience in the same flavourful (sorry) way.

And did I mention that it also has a decently crafted story that takes you across various human-designed worlds? Procedurally generated planets still exist in abundance, but this hand-crafted story gives the game way more of a drive than No Man's Sky that can only come from dedicated design.

The side quests are also pretty fun - and where the game is at its least serious. I've (failed) to protect a guy from alien zombies, collected toilet roll from a nearby space station for a creature stuck on the loo, cleaned up alien goo with a hoover on another space station, and cooked and fed marshmallows to some aliens around a fire on a planet. Good stuff!

Re: No Man's Sky - Patch 1.38 overhauls save system, along with other improvements and fixes

Posted: Wed Nov 08, 2017 11:58 am
by jawafour
OrangeRakoon wrote:Want to play No Man's Sky portably on you Switch?...

OR, you’re a cheeky scamp! Not only for bumping the NMS thread (I’d thought the game had gotten an update!) but by then mentioning Switch ( :o ) and then Mad Max (GOTY 2015 etc). You just knew that combo would gain my attention :lol: .

I’m unsure about Morphite. I’ve read a couple of opinions and views seem to vary... but, as you’re so taken by it, I will have another look.

Re: No Man's Sky - Patch 1.38 overhauls save system, along with other improvements and fixes

Posted: Wed Nov 08, 2017 12:49 pm
by OrangeRKN
jawafour wrote:OR, you’re a cheeky scamp! Not only for bumping the NMS thread (I’d thought the game had gotten an update!) but by then mentioning Switch ( :o ) and then Mad Max (GOTY 2015 etc). You just knew that combo would gain my attention :lol: .


:toot:

The Mad Max reference was only half jawabait - I did feel like fuel and the other "survival" elements of Mad Max were never gameplay impacting but helped build the flavour and immersion greatly, so the comparison to fuel being a thing here but not one to worry about is a relevant one.

jawafour wrote:I’m unsure about Morphite. I’ve read a couple of opinions and views seem to vary... but, as you’re so taken by it, I will have another look.


There aren't that many reviews around, with the most on metacritic being for the iOS version. It's definitely more of a handheld game than a home console experience, which I think is reflected in the varying review scores. I'm generally quite good at ignoring the jank in games if they have a core that interests me, and that's definitely the case here. I imagine many people wouldn't give Morphite a second play, but I do think it delivers better core gameplay than NMS in the same genre/style.

Re: No Man's Sky - Patch 1.38 overhauls save system, along with other improvements and fixes

Posted: Wed Nov 08, 2017 1:07 pm
by jawafour
OrangeRakoon wrote:...I'm generally quite good at ignoring the jank in games if they have a core that interests me, and that's definitely the case here...

I have checked out a couple of Morphite vids and I’m intrigued... it is so similar to NMS in many ways. I think I’m gonna dive into it on Switch tonight :o .

Re: No Man's Sky - Patch 1.38 overhauls save system, along with other improvements and fixes

Posted: Wed Nov 08, 2017 1:13 pm
by OrangeRKN
I'm going to feel bad if you don't like it now :lol:

Will be interesting to hear your impressions though!

Re: No Man's Sky - Patch 1.38 overhauls save system, along with other improvements and fixes

Posted: Fri Dec 22, 2017 1:31 am
by Rightey
I just bought this in the gog sale, and wow I think I've died like 100 times so far. I'm only on the second hardest difficulty level but I keep freezing to death before I can get back to my ship :x

Edit: Ok, so I finally got back to my ship and got into space, the ship controls like the strawberry floating Titantic! I was ambushed by two enemies, and all I could do was run away. Finally was able to land on a space station at least.

Are most people playing with controllers? I really want to play with a keyboard, but I notice on the keyboard the buttons to turn left and right arn't even mapped out!