関連記事

~100 hours and done

Hi,

Not a dig at the game, 100 hours for the price I paid for this game a few months after release is absolutely a bargain in terms of price per hour entertainment. I believe I paid £6 after the initial scathing reviews tanked nms sales, but I believed in the developers statement that they would bring the game closer to their vision, and they have exceeded that.

Now I have started and stopped playing nms over the years, a few weeks ago I finally gave it the focus it deserves, and by coincidence this was just after autophage expansion dropped.

So I’ve done most assigned quests (except call of the deep), I have a decent sentinel ship, an s class exotic, a living ship, and a couple of others.

I’ve built a functional base, I have a full squadron, a full frigate compliment, a decent super capital ship, a fully built settlement and around a billion space bucks that I can’t spend.

My modules allow me to survive anywhere and kill anything the game throws at me with little challenge, I’ve seen all planet types and have a few interesting pets.

Everything that has seemed interesting to me to do has been done, all that is left is to grind for slightly better things that don’t actually matter. And that isn’t fun.

I doubt it’s an especially hot take, but nms is a huge game with unlimited scope with very little to do. There is no end game, there is no reason to get 10% better to defeat a mission or quest. There is no actual depth to anything. Literally all of the available activities could be expanded upon to give a better sense of achievement and depth.

Why can’t my settlement grow into a city?

Why can’t ships be fully modular allowing my own designs? (within reason).

Why can’t I go on missions with my frigates?

Why can’t I engage other freighters / systems with my fleet?

Literally every activity is endless in scope but limited in its execution, there is no need for money, better mods, better shops or weapons. You don’t need a base for any reason, and exploration gains nothing.

But it does take 100 hours to get to this point and that is value for money, but anything further is grinding for the sake of grinding, which I acknowledge some people do still enjoy, but for people like me who have had their fill of grindy games, it’s not good enough.

So, nms, thank you for your time, and you have improved so much, I hope one day you become the game you should be, because you have the foundation already, you just need a little extra push, and I can’t wait for it.

submitted by /u/DrTouchy69
[link] [comments]

続きを読む シェア
0

Community

New Ship Perk Suggestions

Long ago, NMS only allowed players to own a single ship, making it a major decision on which ship type a traveler should go after. However, realizing this felt clunky, updates have been made over the years, ship slots increased, new tech modules, and new features added. This was a great call, but it did leave one mark: the distinctions between each ship didn’t matter anymore; Haulers don’t even have the benefit of additional cargo space, since all S-class ships can have the same total number of slots.

I was talking ship perks with someone, and it got me thinking that perhaps it would make sense to introduce new strengths to less used ship types. As I was mulling it over, I realized that some of these changes would have to be pretty potent to stand up to current-day standards — poor Shuttles, their only real signature is that their takeoff price is reduced, made obsolete by the auto-recharge modules. So I decided to spitball a few ideas trying to stay true to the ship’s purpose while taking 2024 NMS in mind, and see if the following suggestions are strong enough to make you think “oh yeah, I’d definitely want to own a [ship type].”

Shuttles:

  1. 25% faster flight speed than others while in-atmosphere.
  2. 100% faster Pulse Drive speed.
  3. Takeoffs and landings are quicker and snappier.

Haulers:

  1. Cargo slots are double-sized, just like Freighters and storage containers.
  2. One storage augmentation slot unlocks two slots when used to unlock cargo slots.
  3. When the Teleport Receiver is installed, Hauler item teleport range is unlimited within the same star system.

Living:

  1. Increased chance of finding Space Encounters while pulsing. Alien Traders completely removed from encounter pool (Frequency 12 > 0). Odds of Rogue Black Hole and Relic Gate events tripled (Frequency 1 > 3).
  2. Eating food while in a ship refuels the ship’s hyper drive, pulse drive, launch thrusters, and damaged shields.

Explorer:

  1. Scanning one planet scans every planet in the system.
  2. Hyperdrive chain jumps. When setting a waypoint on the galactic map, can directly jump to that waypoint as long as the Explorer would have enough fuel to reach there, or up to 5 jumps (aka 5x listed hyperdrive range).

Let me know if these are along the right lines, and whether you’d fly one of these if they had these perks.

submitted by /u/Snoo61755
[link] [comments]

続きを読む シェア
0

Just a Quick Appreciation

While I struggle with anxiety so it is difficult for me to egg myself into the multiplayer scene in the game, I just have to applaud ALL of you guys. This is the most non-toxic gaming community I think I’ve ever seen and I have been a gamer for a goood…

続きを読む シェア
0

Too Many Low Difficulty Frigate Expeditions

I re-boarded my freighter after a lengthy reconnaissance mission and wanted to send my frigates out.

So, I visit The Navigator, and he gives me the list of expeditions (not Expeditions) and it’s all low star trips, three 2** and two 1*.

Would love to see more 3‘s, as well as any 4* and 5*****, which I’ve never seen. What’s up with that?

That’s all.

Gray, over and out.

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

続きを読む シェア
0

Popular Posts