関連記事

We really need planetary maps on which we can see visited structures especially now that settlements...

My main base/settlement is Gurjaras I4, in the settlement of New Mogadishu. Nearby, I know there is an Archive Exchange Vault and a Holographic Tower, both useful buildings that can be hard to find.

If I had a map, I would like to be able to see these structures from birds eye view, and be able to place waypoints. That way, I won’t lose the vault and not spend 20 minutes circling my settlement looking for it.

It would also make charting sectors useful, giving you a reason to seek out charting points and get an overview on the area that embues the world with more depth and life to the planets your on. That way, settlements like New Mogadishu actually feel like real places that are alive and have structure to them.

submitted by /u/Pearse_Borty
[link] [comments]

続きを読む シェア
0

Huge changes in the Experimental branch right now

Experimental 12/10

  • A new difficulty setting has been added which allows players to lock themselves out of any further difficulty settings changes. Once enabled, this action is permanent.

  • The strength of starship specialisation bonuses have been increased, so that higher-grade ships receive greater inherent bonuses to their stats. This scales steeply with both class and ship specialisation, so that eg the Explorer class ships will have significantly further warp ranges.

  • As well as damage, shield and warp bonuses, starships now also have an inherent agility-based stat, which benefits all maneuverability upgrades in the same way as the other specialisation stats affect their relevant upgrades.

  • Stat bonuses on procedural jetpack upgrades have been increased.

  • Stat bonuses on procedural hazard protection upgrades have been increased.

  • Stat bonuses on procedural pulse engine upgrades have been increased.

  • Stat bonuses on procedural hyperdrive upgrades have been increased.

  • The drop rate of Spawning Sacs retrieved by the living frigate from fleet expeditions has been increased.

  • Significantly reduced the likelihood of incoming damage to break a piece of technology while the Exosuit shields are charged.

  • Fixed a number of issues where different popups would take the same scrolling input.

  • Fixed an issue that prevented changing tabs in the freighter inventory while hovering over an empty slot.

  • Fixed an issue that caused critically damaged Hazard Protection to appear to become recharged and functional when sitting in the starship.

  • Hazard Protection now notes on the HUD when it is critically damaged.

  • When reporting a base, the owner’s name is now more clearly displayed in the UI.

  • Fixed an issue that caused missions to fail to recognise when Exocraft technology was correctly charged.

  • Fixed an issue that caused some items (such as projectile ammunition) to build the wrong amount when first crafted.

  • Fixed an issue that allowed players to salvage their only operational starship.

  • Fixed an issue that could strand players on the space station if they managed to dock with a broken pulse engine.

  • Fixed an issue that could leave some players floating in space when reloading their save.

  • Fixed an issue that prevented players with very large inventories from seeing all their items when transferring to another inventory, such as a storage container.

  • Fixed a number of clashes between changing inventory tabs and changing stack sizes.

  • Fixed an issue that could cause some newly acquired inventory items to be visually missing from the main inventory.

  • The “Starting Slots” difficulty setting now adds additional inventory slots as well as additional companion and squadron slots.

  • The visual quality of stars has been improved when using TAA and FSR 2.0.

  • The visual effects for the final Atlas Station of the Artemis path have been improved.

  • Fixed a network matchmaking issue.

  • Fixed an Xbox Series S/X crash related to the file system.

  • Fixed a PlayStation 5 crash.

  • Fixed an inventory-related crash that could occur when loading the game.

  • Fixed a memory-related crash on PlayStation 5.

  • Fixed a crashed related to the recipe page within the information portal.

submitted by /u/_No_Mans_Skywalker_
[link] [comments]

続きを読む シェア
0

Community

Really like this game

To set the stage – I was one of those people that brought No Man’s Sky day-1, and absolutely hated it.

I was heavily into Destiny at the time (D1, year-1 vet), so NMS didn’t really gel with me, it was buggy, there was very little information on what to do, and seemed practically no point in the game apart from wandering around aimlessly (from what I could tell with my limited initial assessment).

So, a couple weeks ago I gave it another try. Whilst I don’t know if I’m viewing the game with a different mindset, or whether Hello Games have added so much and tweaked so much that this current iteration is unrecognisable from the initial release, but what I do know is that I’m having a heck of a blast with it.

I like resource gathering and base building, and whilst games like Fallout 4 and Starfield are OK, NMS appears to be leagues better and the systems far deeper. So much seems to be thought out before hand, which is a nice change when you are used to Bethesda games.

I’ve also found that this is a game that it is easy to get lost in. I’m 75+ hours into this playthrough, and I’m only about to start the last Artemis mission, as I keep getting distracted with other interesting things to do. As a “new” player it is amazing how much there is to do. Having just got my first freighter I’m tempted to get into frigate missions as the concept of building up your fleet looks really interesting, but that will probably have to wait as there is so much I want to do first, including finding a better freighter, grinding out the frigate mods needed to fully equip it, and not least actually hiring some frigates.

So much to do, so little time.

Happy days.

submitted by /u/Yogma_xyz
[link] [comments]

続きを読む シェア
0

Popular Posts