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Fractal 4.12

Hello everyone, Thank you to everyone playing the Fractal Update, especially those taking the time to report any issues they encounter via Zendesk or console crash reporting. We are listening closely to your feedback, and have identified and resolved a number of issues. These fixes are included in patch 4.12, which will be live on… View Article

The post Fractal 4.12 appeared first on No Man’s Sky.

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As a worldbuilding nerd, this game's lore is beyond brilliant. (Spoilers)

Title. I just beat the main story, and as a cosmic horror fan I absolutely love how the devs took a game with no story and turned it into a lovecraftian meta-commentary on the game’s development cycle. The way I interpret it each update that gets implemented is a canon event in which the Atlas introduces a new element into it’s universe, bringing us further along the sixteen minutes. This also heavily implies that the sixteen minutes will only end when the game stops being developed and updated. It’s wild how such a simple premise has been transformed into this introspective, existentialist story that left me with that same bittersweet feeling other of my favourite media gives me.

Bravo, hello games.

And I’m so sorry Artemis ;_;

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Community

Variety and Replayablity

I know this subject has been discussed about before (many times). nevertheless, i want to point our thoughts toward the replayability of this game.

I know that tons of people have put lots and lots of hours in this game, but i think we all must admit, that you come at a certain point where you ‘know’ the game. Planets don’t suprise you anymore, Relics are to be farmed instead wondered at and points of interests feel lackluster. I know it’s a hard task to make a procedurally generated world interesting all around. But i hope we can all admit that terrain, flora, fauna, POI’s and ruins could use some more variety.

Don’t get me wrong, No Man’s Sky is an amazing game, and i love it so much. But that’s why i ask, or rather suggest that hello games make a update that will have us ‘veterans’ explore the world like we used to, with curiosity and awe.

submitted by /u/allert53
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Please explain Voltaic Staff Spawning in 2024.

I’ve been researching staff colors and classes, but it seems a lot of the information I’m finding may be outdated, or I’m just not understanding it correctly. I’ve read that the staff head determines the build, but if I mark a staff terminal for future use, IE. I want to come back when I free up inventory space, I can’t seem to build the same staff again.

Here’s my scenario. I was exploring autophage camps, and found a particular staff color combo I liked. I dropped a save beacon, jumped up to the Anomaly to disassemble an A class MT I wanted to break down rather than exchange away. I then returned to the camp to claim my shiny new staff, but I can’t recreate the build!

In actual fact, this camp had two staff builds I wanted. One was color specific, and the other had a supercharged slot layout I wanted. I cannot recreate either.

For the record, I play on GOG. Do the staff builds vary from planet to planet like regular multi tool cabinets do?

submitted by /u/ForgotPants
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Setting Up Frigate Missions

I honestly don’t know if I’m wasting my time crafting frigate upgrades.

I select frigates that match the mission type, making sure to have a 5-star rating. Most of my ships are S-class now. I add 3 frigate upgrades to each mission (also matching them to the mission type). I have several freighter upgrades that help with various things.

I genuinely don’t know if I’m getting better returns by including the frigate upgrades or not. I left them off yesterday and I actually got more stuff.

I just wonder what’s the best way to maximize the success of frigate missions.

submitted by /u/msallied79
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