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Just found out the Switch version lacks many features...

… And crashes a lot, and overheats the console. I knew the Switch was never gonna be the best place to get NMS, but I was very excited to finally own a copy, and I have no alternatives (no other consoles, not enough performance on my PC).

I was aware of the lack of multiplayer mode, and I accepted the idea to explore the game alone and never meet another player… But the deal breaker for me, the thing I discovered recently – and not many reviews care to mention, that’s why I didn’t know – is the lack of settlements. For me it’s a big deal, because I love science fiction and city building games, I was thrilled at the opportunity to manage a futuristic village on a planet of my choice… I also watched a lot of tutorials on how to glitch your base buildings into the settlements in preparation for when I’d find one.

But that will never happen, now I know. Now, I’m no game designer and as far my knowledge of programming goes, you could tell me “it’s magic” and I would believe it. But I see the Switch running stunning, fast paced and complex games with complex mechanics (from Bayonetta to Tears of the Kingdom and The Witcher 3) without ever crashing and very rarely glitching… why is there the need to cut a seemingly “easy” feature like settlements, of all things? I would expect more “taxing” features to be downgraded, such as the number of sentinels attacking all at once, the scenery spectacle during dogfights and the number of ships attacking you, etc., but those are all there – and that’s what usually crashes the game and/or overheats the console. I don’t get it. What else is missing from this version? Also, is there any chance we will get settlements on Switch? They said they wouldn’t give us capes, and eventually they did. Maybe there’s hope… Sorry for the long rant, I had to vent my frustration with the game, which I admittedly love nonetheless.

submitted by /u/Important-Trifle5762
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Guide on how to get high stat X class mods.

Hello, I’m just putting it out there that I’m not sure if this method has been discussed or not.

So a bit of background about how how I think mods stat are determined. When any mod is generated it gets it’s stat percentage (0 -> 100% where 100 is max stats in every category) from a random number generator. This generator essential has a set seed meaning the order of percentages are going to be the exact same across saves and reloads.

Knowing this we can essentially record in advance when we are going to “receive” a 95% roll and use that roll on any X Class mod we want.

What you need:

1. A number of X-class suspicious hazard protection modules (the ones that grant 2-10% for all hazard types). I like 10 because it fills a row of your suit tech slots 2. A large number of C class upgrade modules. 3. Any X-class modules you want to install. 

Steps:

  1. Be sure to be in a place that doesn’t have other players or turn off multiplayer and make a save.
  2. Install all suspicious hazard protection modules in a set order within the suit (left to right, top to bottom or however you like).
  3. Inspect each module and take note of any module that “rolled” with 9’s or 10’s in each type and write down or remember which position or order that particular module was installed and continue until you’ve checked all the modules you installed.
  4. Reload your save to the point where you don’t have the modules installed anymore.
  5. Install C class modules in the same order as you did in step 2 until you reach the module directly before the “god roll” hazard module.
  6. Install desired X class module across any of you suit / ship /multi tool and it should be a god roll module for that particular technology module.
  7. fill out remaining number of places of “bad” stat rolled hazard modules from step 2 and then delete all C class modules to create space.
  8. Create a save and repeat until you’re done.

Example:

I install 10 hazard modules in my suit and from left to right I find a modules that rolled (9 x1 and 10x 3) in the 6th slot and another (9 x2 and 10x 2) in the 9th slot. I then reload a save and fill in 5 C class modules and then install a x class hyperdrive with (311 ly / 100% efficency). I then fill in 2 more C class modules and install another X class hyperdrive with (300 ly / 100%) and then install 1 more C class to fill in my 10th module. I then delete all the C class modules and create and save and then repeat.

This is a long and tedious process but it beats the rng of X class modules and I should note that it will work with S class but they isn’t really a point to it except the shield / health modules as X class modules rarely get above their S class counterparts.

submitted by /u/MulberryDeer
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