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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_
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Community

About enjoying the game

About enjoying the game

https://preview.redd.it/bq24pv26tnvc1.jpg?width=1920&format=pjpg&auto=webp&s=240d1e519adb9ef02c8dfb2595f92ee3fc2f25c5

2 weeks ago I made a post asking how could I enjoy the game more, and I realized I just had the wrong approach.

I was too used to games that reward you / give you feedback on every little action you make and walking you by hand in every mission, limiting your actions, giving you main and side goals, etc.

Every time I tried to play NMS I would get bored- I think overwhelmed is a better description, because I had a ton of stuff to do, but everything felt meaningless because I wasn’t getting feedback or progressing towards a bigger something.

And I just realized, that’s the whole point of it.

The game’s not the one supposed to give me feedback or any objective at all, but me.

There’s no “progress” in the game, because I can progress however I want.

There’s no “objectives” in the game, because I can set my own objectives.

Once I realized this, my view of the game completely shifted and I started enjoying it a lot more. I never get overwhelmed or bored or feel like my actions have no meaning.

I am the one who will decide how to play, which planets to go to, how I build my bases and where, what ships and weapons I keep for my collection and which ones I scrap. If I want to spend hours and hours farming nanites, if I go looking for new cosmetics for my character, if I want to find a new pet, if I decide to crash the galactic market of countless of systems and then take advantage of the reduced prices to make even more money, or if I just want to take a walk through space, I can do it and still not feel like I’m not doing anything, because that’s what the game is about.

submitted by /u/Distinger_
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