NMS HOT POST 2023/02/23

Thoughts…


Let me preface by saying that any new free content, on a game of No Mans Sky age, should be welcomed and appreciated…regardless of what's entailed within it. So I am very appreciative of Hello Games continued support and development of No Mans Sky.

With that out of the way let's get down to the reason behind this post. I am a day one player of NMS, and own the game on (3) platforms. I love where it started at ( yes even on day one amazingly ) and I loved almost all, if not all, content drops since.

Let's be real though, NMS hasn't really given its veteran community any substantial content in the last (2) content drops. Some would contend that expeditions are content, and sure they are, for those that enjoy expeditions….some don't and I'm real big against time locked rewards of any kind…especially if those time locked rewards are pit behind tedious repetitive content walls.

I understand that Hello Games needed to address Switch players problems and bring that version into line with other versions, as well as PSVR, but what about is that have been around for years?

Ultimately limited content updates like this one will not keep me from playing one of the most impactful games of the last decade, but Id be remised if I didn't say I was disappointed. We all love this game and want this game to continue to grow, let's just hope that sooner than later we get an update that actually adds content for the vets still playing the game.

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From Broke to Billionaire, A Pirates Life

From Broke to Billionaire, A Pirates Life

I would like to preface this by saying there are a hundred different options for farming both credits and nanites, most of which may very well be better than this, but for this run I have solely focused on being a pirate. You can use the pirate’s path to earn either of these currencies no matter what vessel you choose to fly, I just try to do things with a little swag when I can, hence the Swag class hauler.

It all started with the acquisition of what would be my new S class hauler, Serenity. Once I got my hands on the 120 mil, 48 slot beast I quickly endeavored to max its inventory. While I maxed that, I only bothered to get 3 S tier phase beam upgrades for damage dealing, this was suitable for instantly farming cargo pods.

Before I started the run, I decided to clear my currencies by buying needless crap until I couldn’t buy anything else. I did this to better track my profits but for some reason I decided to meticulously track the stats on paper too so that’s fun…. I started with 60 credits and 139 nanites. This was done entirely on my survival save.

Once you find a good system to farm just pulse far enough away to force both fleets to respawn. One will spawn before the other so if you quickly pulse again toward the first fleet you can force the second to spawn right on top of it. Having 8+ large sized freighters a stone’s throw from each other makes this run MUCH easier, though… uh, Haha Just uh, be careful. Underestimate freighter turrets at your own peril.

Before farming in earnest, I went straight into a pirate system to earn some money for suspicious packs. The goal was to travel to 20 or more pirate stations picking up all of the packs I could while looking for a good system to farm on the way. After reaching 23 mil I immediately converted it into 110 tech packs and 91 arms packs, the content of which got me a total of 67,396 Nanites. This will vary as some pirate systems will charge a higher % to buy the packs.

Luckily it didn’t take me long to find a system with multiple large freighters in both fleets. From there I just farmed to capacity in both of my inventories, dropping off fuel and salvaged frigate modules as needed. Selling the fuel will get you a decent chunk, I ended up with 28 stacks before just selling the access with the other junk items.

The 280 fuel could have added 22.4 million to my haul but I decided to keep it as this save is relatively new and I plan to make good use of a Swag class capital ship I managed to find early on in my playthrough. I acquired 68 frigate modules over this run which left me with 19 remaining for the junk pile after unlocking everything for my ship. I regularly had to sell the junk to free up inventory, netting me a total of 53,194,790 credits by the end.

https://preview.redd.it/euwijvui74ba1.png?width=1920&format=png&auto=webp&s=79b73f30681876958b0b5a2a1398abf77bd04636

https://preview.redd.it/r5ix20vi74ba1.png?width=1920&format=png&auto=webp&s=001507aa5e56869ed12d613a63ee14876f8cd90d

When I had both inventories maxed with nothing but illicit goods I warped to legal systems until I sold off all my profits for an average of +-3.4% raking in a staggering 1,116,332,528 credits in illegal cargo.

You will get a considerable amount of pirate bounties finding their way to you as you do this which can boost rep and increase gains as well as liven things up a bit. I would recommend farming them alongside the run if they get close to you but I chose not to in order to better track the raw value of the stolen goods.

I didn’t track how long this takes as it will be different for everyone. I personally tasked myself with hunting down a 48 slot S class hauler and maxed its inventory before I even began. This alone could take you an unimaginable amount of time if you don’t use the coordinate exchange. Something in hindsight I wish I had done, though I am a fan of the orange Serenity I managed to find. Another factor in the time spent would be the system you farm. I would consider myself very lucky with my system fleets, I had multiple large vessels for each fleet, and I found the system in my first couple of warps, your RNG will be different. I will admit this took hours to accomplish, even with all of the RNG odds in my favor.

Something to note is that I didn’t spend too much time finding a good system to sell in, I just decided to settle with +-3.4% systems on average. I have regularly found +-7.0% systems when trying so holding out could easily skyrocket your profits. Another thing to note is I sold directly to the trade hub in the space station, selling to a merchant that lands inside will get you more, using your trade rocket will net you even more than that. I also did not free up all of my player inventory, the first 10 slots were being used up which could have been used to hold millions of credits in goods. I’m confident you could easily min max this to the point of hitting currency cap in a single run by using a max sized hauler and selling to high profit systems. I decided not to have the patience for that as this run was exceptionally long as is but props to you if you choose to.

If I could give one critique to Hello Games in regard to this experience it would be to disable the ability to purchase frigates while you are fighting a freighter, it’s very annoying to go into comms for a purchase when you are trying to hastily repair your shields.

If you made it this far, Thank you.

If you’re interested in a painful challenge, come join the ranks of billionaire pirates, just don’t forget the Swag.

Below are some stats I decided to jot down.

The Stats

Illicit Goods – 1,169,527,318

GrahGrah – 1,750

Banned Weapons – 500

First Spawn Relics – 618

Counterfeit Circuits – 1,326

Prismatic Feathers – 2,150

Moon Ether – 2,700

Stolen DNA Samples – 2,399

Nanites – 67,396

Suspicious packets

Arms – 91

Tech – 110

Junk – 53,194,790 credits

Loot I Kept

280 Freighter fuel

49 Salvaged Frigate Modules

PTSD

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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.

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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…

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