No Men's Sky
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zmed




Posts: 9234
Location: Orbanistan
PostPosted: Thu, 8th Aug 2019 18:35    Post subject:
Hmm...

Does anyone believe that in the actual game they could get this many people together?
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vurt




Posts: 13823
Location: Sweden
PostPosted: Thu, 8th Aug 2019 18:37    Post subject:
kind of a meh trailer tbh.. so you have animal mounts, couldn't care less.. hope there's another trailer that shows off the "and much, much more" they've been going on about. this seems to showcase MP.

zmed wrote:
Hmm...

Does anyone believe that in the actual game they could get this many people together?


so like 6 players? yes.
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prudislav
VIP Member



Posts: 29148
Location: The land of beer and porn
PostPosted: Thu, 8th Aug 2019 19:57    Post subject:


From reddit:
    New race (0:13 and 0:26)
    Treehouse (0:25)
    Electricity (0:29 and 0:43)
    Rideable fauna (0:29 and 1:20)
    Earth sneks? (0:38 )
    Possible ship mods (0:53, player ship)
    Submarine (1.23)
    Player hubs (1:09 and 1:32)
    Possibly plumbing (1:17)


http://i.imgur.com/SYIa3w4.png
http://i.imgur.com/PtROKGv.gif
Sometimes i just want to see NFOHUMP burn \o/
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GreatPlayer




Posts: 222

PostPosted: Fri, 9th Aug 2019 15:37    Post subject:
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zmed




Posts: 9234
Location: Orbanistan
PostPosted: Fri, 9th Aug 2019 17:11    Post subject:
Sounds great, but I'll believe it when I see it in my Oculus. Razz

To be honest, I would be just fine if they would allow us to customise our stuff. Appearance, slots, etc.
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Amadeus




Posts: 2347
Location: Yes
PostPosted: Sat, 10th Aug 2019 12:24    Post subject:
can somebody do a tl;dw?
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deadpoetic




Posts: 2686
Location: Canada
PostPosted: Sat, 10th Aug 2019 16:12    Post subject:
Amadeus wrote:
can somebody do a tl;dw?


Copy pasted from Reddit

"-vr support for major headsets and psvr, everything works in vr



-online adds a hub called the nexus, concurrent online players up to 32, the nexus has shops and players can show off their ship, suit, and their base, you can drop in with randos into a mission, build a base together, etc, its sort of like a public lfg space with shops and you can flex on people with ur interloper drip



-creature milking, taming, and riding



-base parts added, wires and power systems, logic systems, improved miners, base building limit expanded, theres probably something im forgetting in this section, if someone knows comment below me



-twice the amount of features than were in next



-the point of the 3rd pillar is just a way to cohesively unite the playstyles of nms, a way to connect the farmers, base builders, pirates, questers, traders, explorers, etc to eachother so that each playstyle doesnt feel disconnected from eachother, not totally sure what this means but this probably means intermediary mechanics or adding ways to interlink them"
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vurt




Posts: 13823
Location: Sweden
PostPosted: Sat, 10th Aug 2019 16:19    Post subject:
Wish they'd do an update for more mission types, more variation of enemies that you can fight, needs more fun loot too, like in e.g Terraria where you run into unique items that makes you able to do completely new stuff.. this would involve the player more when it comes to exploring, mining..

i've also never understood why you can't upgrade the jet pack, its something that would engage me a lot since it's quite useful for exploring, escaping etc. All you can do if you want to upgrade it is to cheat with mods.
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GreatPlayer




Posts: 222

PostPosted: Sat, 10th Aug 2019 23:15    Post subject:
Amadeus wrote:
can somebody do a tl;dw?


It's not mine, I got it from discord and reddit:

MISSIONS
*Real time missions
*Scheduled missions
*Multiplayer missions
*Completely overhauled tutorial
*New mission types - photography, feeding, freighter combat, archaeology, and specialized hunting missions
*Guild envoy missions

MULTIPLAYER: You can always see other players in the game world. Up to 32 players at a time. NEXUS is the multiplayer hub that looks like the old anomalous space station thing with Nada and Polo. Nexus has new shops, multiplayer mission board that can include other players online at the time. Sean stated that you can also share a view of your base, with others, in the Nexus!

BASE BUILDING: Bases can now "be much larger," involve "more creativity" and "complexity." Base building missions have also been added.

FARMING: Players can now farm. Ingredients for recipes can be collected via milking/trading as well. Food can be sold and delivered to other players.

ELECTRICITY: Electricity is needed to power a number of new devices and bases.

INDUSTRIAL BUILDING: Miners, extractors, batteries, solar panels, powered by electricity.

AI: NPCs now have a wider variety of interactions and roam around freely completing tasks. This includes fauna. New NPC races as well.

ALIEN FAUNA: Can now be tamed, ridden, milked, and transported.

VARIETY: Denser and more varied biomes.

***********************************************************

6-32 players, dependant on platform, filled with online friends and strangers

The Nexus - a new social space, without load times. Can be called in any system the player is currently stationed in. Think of this equal to Destiny’s Tower.

Includes new shops, new missions, new story elements

Nada and Polo own The Nexus

Exists outside of space and time

Can take on multiplayer missions, broadcast to anyone in the Nexus, and form up in “fireteams”, seamlessly exiting into the same system together

“Once you dock at a Nexus, you'll connect to up to 31 other players, all linked by a mix of Hello Games' server infrastructure and a peer-server system.“

“You'll also see "screenshots of bases they've built on planets" floating near them. These images are firm reminders that anyone in a given Nexus can warp to someone's base anywhere in the galaxy by interacting with that stranger (should their permissions allow it)

Community missions - Accepting these missions will warp players directly to a particular system or planet, where they'll automatically join a shard of other online players. Completing these rewards players with in-game currency, which can be spent on a new "rewards shop" Community missions WILL NOT be in game at release

Featured Bases - Another feature coming to the Nexus is "featured bases," which will see Hello Games recognizing user-made content across the game's galaxy based on factors like popularity among Nexus users. Should a user's creations become popular enough, every single online player will get a limited-time nudge to warp directly to that base and see it first-hand, if they so choose.

Certain planets are also being transformed into social spaces where players can mess around with one another.
Pillar Two: No Man’s Sky: VR
Supports all major headsets as well as their various control methods.

Teleportation movement options as well as direct movement.

“Grab the flight stick in one hand and throttle in the other”

“Reach out to lift the cockpit up…”

Everything that can be done in the base game can be done in VR, meaning you can also join non-VR players with no restrictions (other than them not being able to fist-bump you). It is absolutely not as simple as letting you control your character’s head directly. (Think Elite here - you can move your head, but not control your arms)

VR Controls are fundamentally different, from activating your analysis visor by tapping the side of your head, to navigating menus by physically prodding at holographic displays that wink into existence out of the back of your space-gloves.

“...wanting to be able to just punch the carbon out of an alien plant instead of using my mining laser, and a developer tells me to try it. It works.”
Pillar Three: No Man’s Sky 2.0
NEXT Changelist - roughly 250 changes. Beyond: twice as long (some articles saying more, some saying slightly less)

Community-focused approach to fixes and additions

New Galactic Map

New Alien Races

New Languages

CHAIRS CAN BE SAT IN/ON (this is the new clouds)

Walking NPC, both in stations and on planet (seen in videos)

>Expanded base building - industrial elements, logic pieces (think Minecraft’s redstone), electricity grids, teleporters, physics distortion systems.

Bigger, more complex base building

Taming, riding, and milking creatures (does not say Gek, calm down)

Hello Games has gone to the trouble of making nearly every creature size-compatible with these features, from "huge dinosaurs to tiny rodents."

Create big farms – full of crops to harvest

“The worlds No Man's Sky generates aren't just magnificent to behold anymore, they are going to feel properly populated.

Menu/discovery log UI being altered

Planets are more dense and more varied (article says planets “Won’t be the same huge boring biome”)
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Sin317
Banned



Posts: 24322
Location: Geneva
PostPosted: Sun, 11th Aug 2019 00:40    Post subject:
Sounds a lot like Minecraft with mods, lol.
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vurt




Posts: 13823
Location: Sweden
PostPosted: Sun, 11th Aug 2019 02:35    Post subject:
Sounds better than i thought... might just order a Rift S, i'll wait for some impressions though.
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deadpoetic




Posts: 2686
Location: Canada
PostPosted: Sun, 11th Aug 2019 04:45    Post subject:
Sin317 wrote:
Sounds a lot like Minecraft with mods, lol.

LOL
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Silent_Lurker




Posts: 7510
Location: France
PostPosted: Sun, 11th Aug 2019 09:05    Post subject:
GreatPlayer wrote:
VR Controls are fundamentally different, from activating your analysis visor by tapping the side of your head, to navigating menus by physically prodding at holographic displays that wink into existence out of the back of your space-gloves.


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Il_Padrino




Posts: 7551
Location: Greece by the North Sea
PostPosted: Sun, 11th Aug 2019 09:22    Post subject:
I will return to this game when there are more options to expand/control your fleet and do missions with them (aka having a purpose to it all). I did enjoy the latest version for some time, but there's still little point to do anything.
The base building with industrial elements (mining/electricity) seems like a step in the good direction. Mining bases for materials and now we just need construction yards for ships and automated transports in between, so a complete (and automated) production cycle can be achieved.

I guess it's a bit away from the original setup and more in the direction of a Satisfactory type of game, but why the hell not. It's the perfect sandbox for this.
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vurt




Posts: 13823
Location: Sweden
PostPosted: Wed, 14th Aug 2019 19:14    Post subject:
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Ampee




Posts: 1986

PostPosted: Wed, 14th Aug 2019 19:18    Post subject:
No first person exocraft driving Sad
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Kaltern




Posts: 5859
Location: Lockerbie, Scotland
PostPosted: Wed, 14th Aug 2019 20:59    Post subject:
VR appears to be completely broken, although some claim to be running it with no issues, most like me get horrific frame drops - in my case the game just eventually crashed.

Hopefully teething issues that can be resolved soon.


Playing Valheim every weekday at 10pm GMT - twitch.tv/kaltern

Follow me on Twitter if you feel like it... @kaltern

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-= Word to the wise: Having a higher forum post does not mean you are right. =-
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Immunity




Posts: 5626

PostPosted: Wed, 14th Aug 2019 21:03    Post subject:
Also, you can no longer remap any controls (the key mapping page is blank, apart from Space), or use an x-box controller on PC. Somebody fucked up (big surprise there, right?). What a joke.


I can never be free, because the shackles I wear can't be touched or be seen.
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Divvy




Posts: 1452

PostPosted: Wed, 14th Aug 2019 21:12    Post subject:
VR version just crashes after the star loading screen. Norman version launches fine.
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zmed




Posts: 9234
Location: Orbanistan
PostPosted: Wed, 14th Aug 2019 23:25    Post subject:
The VR would be perfectly playable if it was only down to the controls, but yeah, these jerky stutters and freezes are really giving me a headache.
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vurt




Posts: 13823
Location: Sweden
PostPosted: Wed, 14th Aug 2019 23:59    Post subject:
...did you change performance into "normal" or are you still trying to play in Ultra in VR?

Don't have VR for PC currently so i have't tried.. i just assume you need to drop the graphical settings a lot..

makes me wonder how it runs (and looks) on PS4 in VR..
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Kaltern




Posts: 5859
Location: Lockerbie, Scotland
PostPosted: Thu, 15th Aug 2019 01:49    Post subject:
I suspect the controls will be fixed - but there was an odd thing recently, when the game would complain if you used DS4Windows or something similar.


Playing Valheim every weekday at 10pm GMT - twitch.tv/kaltern

Follow me on Twitter if you feel like it... @kaltern

My system: Ryzen 7 3700x|Gigabyte RTX 2080 Super Windforce OC|Vengeance 3000Mz 16Gb RAM|2x 500Gb Samsung EVO 970 M.2 SSD |SanDisk SSD PLUS 240 GB + OCZ Vertex 2 60Gb SSD|EVA Supernova 650W PSU|Logitech G27 Wheel|Logitech G19 Gaming Pad|SteelSeries Arctis 7|Logitech G502 Proteus Spectrum Mouse + Logitech MX Master Mouse|Razer Blackwidow Chroma X Keyboard|Oculus Quest 2 + Link|Pixio PX7 Prime 165hz HDR & 1x Samsung 24FG70FQUEN 144Hz curved monitor

-= Word to the wise: Having a higher forum post does not mean you are right. =-
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zmed




Posts: 9234
Location: Orbanistan
PostPosted: Thu, 15th Aug 2019 06:16    Post subject:
vurt wrote:
...did you change performance into "normal" or are you still trying to play in Ultra in VR?

Don't have VR for PC currently so i have't tried.. i just assume you need to drop the graphical settings a lot..

makes me wonder how it runs (and looks) on PS4 in VR..

In VR the settings were set to medium. A full downgrade needed a restart, so I set it to minimum before I signed off and about to test it now that I'm awake. Razz
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zmed




Posts: 9234
Location: Orbanistan
PostPosted: Thu, 15th Aug 2019 08:56    Post subject:
Tested it with minimum graphics. Better, but there are still a couple small stutters, but at least they are not bad enough to give me a headache.

Everything works ok for now, except I'm not really sold on the flight controls, fiddling with a virtual HOTAS is far from ideal. Without some physical feedback it's incredibly frustrating to try and find the neutral position. I just keep releasing and re-grabbing the flight stick to re-center it.

Otherwise, VR works well here.
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jermore




Posts: 1088

PostPosted: Thu, 15th Aug 2019 09:09    Post subject:
really nice patch, i have been playing nms non-stop for 3 days prior to the new patch, although i also played about 20 or 30 hours on release day.

they fixed a lot of the shitty UI issues, the impossible to find the last creatures issues, ability to move tech in your equipment around, list goes on.
but why did they introduce pauses in the goddamn speech bubbles, it's pretty annoying for speech that you've heard for the hundredth time.

i also have my misgivings about stuttering in VR, although the game does perform probably 30% better overall. it might be mitigated by adjusting the thread texture streaming settings in some xml, as that was giving people stable FPS prior to beyond. i've yet to try VR, but soon Laughing
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zmed




Posts: 9234
Location: Orbanistan
PostPosted: Thu, 15th Aug 2019 10:43    Post subject:
Oh, and using the normal smooth movement method instead of the teleportation one, it didn't make me dizzy of nauseous. That slight vignetting of the screen while in motion seem to be working wonders.

Still ended up using the teleportation method, it's waaay faster than just walking.
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jermore




Posts: 1088

PostPosted: Mon, 19th Aug 2019 18:32    Post subject:
jermore wrote:
really nice patch, i have been playing nms non-stop for 3 days prior to the new patch, although i also played about 20 or 30 hours on release day.

they fixed a lot of the shitty UI issues, the impossible to find the last creatures issues, ability to move tech in your equipment around, list goes on.
but why did they introduce pauses in the goddamn speech bubbles, it's pretty annoying for speech that you've heard for the hundredth time.

i also have my misgivings about stuttering in VR, although the game does perform probably 30% better overall. it might be mitigated by adjusting the thread texture streaming settings in some xml, as that was giving people stable FPS prior to beyond. i've yet to try VR, but soon Laughing

just talking to myself here, but forcing v-sync off in the video drivers seems to almost basically cure stuttering for me. weirdest fucking shit. now instead of the shitty 30-40 fps i was sometimes getting, i'm now mostly hitting 60+, i don't give a shit about the tearing either, the smoothness is just too good to pass up after having played for 20 or so hours with a garbage frame rate.

there's also some shit about reducing the in-game window resolution in VR because the game is actually using that resolution to render some framebuffer effects and it has a rather detrimental effect on your VR performance. no idea what thats about but it seems to be true Laughing beyond is definitely in need of a few patches.. i don't think the PC version was quite ready, i've fallen through the roof/floor of shit so much recently.

this game has the strangest controls in VR also, some people actually call these intuitive but i have no fucking idea what they are talking about.
as for the virtual stick it takes some getting used to - it's garbage compared to games like VTOL VR sadly, and you can't roll using the stick and have to use the pad for some awful reason.
other than nms being a huge pain in the ass to control, i don't find the VR performance too bad using <Property name="NumLowThreads" value="0" /> on win 10.

i'm not sure if i will master the VR controls in favor of flat screen gaming for this one, particularly with performance as randy as it is. the update itself is quite stellar either way.
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Boneleech




Posts: 1439

PostPosted: Tue, 20th Aug 2019 01:08    Post subject:
Game shutsdown on me when I click on the spaceship, it insta crashes to desktop
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Kaltern




Posts: 5859
Location: Lockerbie, Scotland
PostPosted: Tue, 20th Aug 2019 07:34    Post subject:
I'll give Hello credit though - at least they're trying to sort things out.

Unlike other developers.


Playing Valheim every weekday at 10pm GMT - twitch.tv/kaltern

Follow me on Twitter if you feel like it... @kaltern

My system: Ryzen 7 3700x|Gigabyte RTX 2080 Super Windforce OC|Vengeance 3000Mz 16Gb RAM|2x 500Gb Samsung EVO 970 M.2 SSD |SanDisk SSD PLUS 240 GB + OCZ Vertex 2 60Gb SSD|EVA Supernova 650W PSU|Logitech G27 Wheel|Logitech G19 Gaming Pad|SteelSeries Arctis 7|Logitech G502 Proteus Spectrum Mouse + Logitech MX Master Mouse|Razer Blackwidow Chroma X Keyboard|Oculus Quest 2 + Link|Pixio PX7 Prime 165hz HDR & 1x Samsung 24FG70FQUEN 144Hz curved monitor

-= Word to the wise: Having a higher forum post does not mean you are right. =-
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C.MAC




Posts: 218

PostPosted: Tue, 20th Aug 2019 18:19    Post subject:
The Vulkan renderer so far is kinda inconsistent for me. On 1.5 I had everything at max except shadows and I was getting constant 60 fps. Now I have everything at max at the same resolution (maybe even slightly higher. Don't remember, it's been a year) but I get drops when mining ore with the terrain manipulator plus TAA is really broken.
Hope that gets sorted soon. Also hilarious that 2.0 brought full remapping and remapping is currently completely broken.

Personally I'm curious where this is going and I'm not really bothered about stuff being broken but if I actually cared and I came back expecting the game to function at least as well as it did a year ago (not an unreasonable expectation, right?) I would be kinda pissed.
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