NMS HOT POST 2022/06/11

Regarding the surge of griefers in Permadeath Anomaly


There's recently been a surge of griefers getting their mech in the anomaly and killing people.

What makes it possible is the loading zone box at the very back corridor of Anomaly leading to the blueprint shops. It's incorrectly scaled and doesn't touch the ceiling, allowing people to jetpack over it and fly out of anomaly with their jetpack. This leaves the anomaly interior loaded in space. (Been like that since 2019 but only recently discovered by griefers)

They will then fly to their nearby parked freighter, place down minotaur geobay with base building limits disabled and fly it back to the still loaded Anomaly to cause havock.

This issue is fairly easily fixable by scaling up the loading zone trigger box so that people can't clip out of anomaly.

submitted by /u/TheJonzu
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Source: No Man's Sky | Reddit

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[Expedition] You don't need to find Herox

I’ve been seeing quite a few complaints about having to get Herox to repair your ship. Just thought I’d spread the word that it’s significantly easier to get than you might think.

Unlock and build a Large Refiner. Fill it with Ammonia (Very common on the starting planet), Silver (Again, very common) and Cobalt (Mine the rocks in caves to get this)

Hope this helps some of you out

submitted by /u/PhoenixGenevieve
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I get the feeling that HG sorta missed the whole point of time gates in game design

There is a time and place for such things in design that goes beyond just wasting people’s time.

Constructive uses for it are either:

a) Short term – make people stick around for a bit, a mandatory mini-break as whatever countdown is ticking down is doing its thing. The first settlement building does that with its <3 minute timer steps. You look around the settlement, take in the scenery, and all that jazz. Given how short it is it usually does not register als negative.

b) Long Term – build anticipation. THIS is where one hour and up timers clock in, but there’s just one massive flaw with the current settlement timers: nothing we have seen so for justfies any sort of anticipation. A market building that has zero mechanical functionality? A house for npcs? As a player I couldn’t give two shits about that. That’s just filler on the side to strech the way to the actually good stuff – which usually is “stuff that allows you to do things that you usually could not do in the game previously”.

There sure is quite some potential to what those “new possibility” buildings can be, from building your own portal to production facilities to (and this now is super wishful thinking for future upgrades) a space hangar for spacecraft building. THAT’s the sort of stuff I’d consider a few hours worth in building the anticipation, even if it is usually unnecessary to have the timer over a hour.

The ONLY other way where high countdowns would be ok would be “overnight projects”. You kick it off before going to bed, and next day you log on happy about your new thing. However, this needs to be stuff one actually looks forward to, instead of “generic random building #324 that increases some internal settlement stat randomy and does nothing for the player”.

Also, having zero interaction with said timer is absolutely stupid if you already set the timers that high. It’s my settlement, let me help by throwing extra resources at it or completing quests (“local wildlife/sentinels is interfering with construction, kill X to speed up process by Y%”)

Time gates have a place in game design, except HG seems to put them in there with the sole and only intent to waste player time. And no, it’s not contributing to the immersion – if it was established for years that you can build a darn LANDING PAD with the click of a button suddenly blocking everything for HOURS is not immersive, it’s just the game giving me the finger. Small timers of a few minutes are immersive. Anything above that is just someone trying to get on my nerves.

submitted by /u/an-academic-weeb
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How do you guys pick a base location on a new home planet?

90 hours into the game, finally located my perfect undiscovered Paradise planet and ready to build my big home-base.

I kind of thought finding the planet itself would be the hardest part, but now I’m spending stupid amounts of time looking for just the right geographical location to build.

I guess I’m trying to find a mostly flat meadow but with enough variation that it looks nice yet won’t interfere with building due to hills and stuff. But I also have yet to build a nice base so maybe the base-building in this game isn’t as sensitive to elevation variations as I might be thinking. Not sure if I’m being too picky or not.

What do you guys look for in your prime locations and how do you decide it’s the right place?

submitted by /u/DoxyCorp
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Struggling with fighting sentinels? Hide, don't run. On the ground dig yourself a deep hole and seal...

If you don’t want to fight the sentinels you can bury yourself instead of running. Generally faster than losing them in a chase. Just dig deep because they can see you through shallow ground. Seal the entrance just to be safe.

If the “cops” start chasing you in space just summon the anomaly and duck inside for a moment so they drop aggro. Faster an easier than running or fighting.

submitted by /u/Kdoesntcare
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Community

Will we ever be able to cultivate foodstuff plants?

It always bothered me somewhat that we have these plants we can cultivate for the purpose of building or crafting further items (or making loads of money on the market in the case of NipNip buds), but the plants you want to gather from for ingredients remain wild and untamed.

It’d be nice to be able to set up a farm base proper or have a microfarm on a freighter for your heptaloid wheats or impulse beans…

submitted by /u/MayaSanguine
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Huh, that’s neat

Glyphs are in screenshot, it is on Euclid Galaxy, and it’s at coords -28.64, -142.14 on planet Snomchus Signa (I did not change the name). I’ve never seen anything like it. submitted by /u/Thee-Plague-Doctor [link] [comments…

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Let me map planets

I wish the planets had an actual map in the discovery screen, where you could see each waypoint discovered and spin the globe. I feel like it would very simply add a lot of depth to a shallow experience So many things they could flesh out in this game…

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