How do you feed animals? I don't think I've ever picked up anything resembling food - it's all resources
They eat the resources, usually 20 at a time.
How do you feed animals? I don't think I've ever picked up anything resembling food - it's all resources
A guy got to 3 more galaxies on Reddit, so hopefully he can confirm if they get crazier or not.You're going towards the center of your current galaxy. Since getting to the center of the Universe is the perceived goal its not unrealistic he means that.
Disclaimer: Maybe some of this stuff is in there just very rare and undiscovered to my knowledge.
No big crashed freighter/starships on planets.
No giant sandsnakes/dune worms. No the eels and things don't count.
Working Portals. People have found the structures but no way to activate them as far as I know. Cut feature really late on?
AI Wingmen. 'Command RAGAR II' may have some other meaning, but several trailers showed starfighters joining you on your journey.
These Mega Structure planets?
The level of creature interaction where big creatures would impact the flora as well as scare off big herds of smaller beasties.
It feels like that not only was the engine and game misrepresented by the staged demos, but it seems like they were bordering on CGI at times due to how much better they looked and operated. When you include the fact the game only has "its fucking nothing" troll endings and the ability to meet other players is not in there, it feels like half the game is missing.
I've found several crashed stsrships, you can even take them over as your ship... you just have to repair everything again just like the start of the game before you can leave again. I haven't seen any freighters crash landed, though.... but I'm only 4 galaxies in...
Giant Flying sand snakes were found in the data mining for the game, they exist.
Not sure about the portals, but there's a theory about pushing the giant metal spheres located at some of the relic to them to see if something happens...
No idead about the AI wingmen or superstructure planets... like I said, I'm still out in the outer rim.
Other than that, I don't know... I think it's representative of the game I'm playing...
My first planet on a 're roll' was actually quite cool, but I didn't see anything there I haven't seen in countless screenshots. I've had one nice 'lush' one since then, then the rest are variations o the same theme - barren rock, lots of caves, a few resources.How many hours do you have to endure to actually see some cool shit? The tedious gameplay isn't worth putting up with in my opinion.
Tedious gameplay? Are you just spending hours mining stuff really slowly? I don't get some people. Most I've ever spent mining as a grind was an hour, while wearing a Spider-Man mask, to see how much Emeril could make me (3 million). It was boring. I've made 3 million in less than half that time by stealing things that cause the sentinels to chase and shoot me. Much more fun! The cool stuff is all over the place, but if it was happening non-stop it wouldn't have any impact. Having slower more relaxed moments exploring a new planet that is way different to what you had seen up to that point becomes extremely rewarding when you leave with a bunch of goodies and suddenly space pirates attack you on the way to space station, and you can engage or just warp to another starHow many hours do you have to endure to actually see some cool shit? The tedious gameplay isn't worth putting up with in my opinion.
There's only a few things I've seen from previews that aren't in the game
* Factions. Well, I'm only on my second system so I can't really say for sure, but there were supposed to be procedurally generated "gangs" (different from the hand-crafted alien races) that filled the universe and fought with each other. It's possible that I just haven't hit a border where there's fighting, but I haven't see any kind of narrative bits to suggest what faction area I'm in or how to increase my standing with them.
* Planetary orbit. Planets were supposed to orbit around their star, but this seems to no longer be the case. I haven't seen any planets that are close to their stars. In general, star systems are much less of a realistic simulation than Sean led us to believe.
* Portals. Well, the structures are still there, but no one seems to know how to turn them on. My guess is that Hello just shut them off before shipping. They seemed to be working during the preview where Hello showed them, so I'm not sure what happened there.
* Giant creatures. I haven't seen anyone reporting 100-foot tall dinosaurs.
Everything else is pretty much as described in the previews.
Planet rotation play testing has made it obvious people are struggling to adjust to this during play so its effects have been reduced further
http://www.no-mans-sky.com/2016/08/update-1-03/
I mean one of the more commonly touted features - being able to rename everything you discover first and upload it - yeah that sounds cool, but in reality it's quite pointless.
Don't think that's an upgrade, I'm sure that's one of the first things the game tells you.You can scan animals from a distance, just click r3 to zoom in...
I think it might be an upgrade though
Rewatched the IGN First video.
That version of the game looked incredible.
Actually they do not rotate at all. The 'sun' is moved through the sky when you are on the planet, but sun affects shadows on the planet only for like 1/3 of the daytime. Its also not simulated properly, but just faked, for example shadows do not change its length, just rotate.My biggest disappointments:
- All planets rotate on their axis at the same (ridiculously fast) rate, which means all planets are the same in that respect. It would've been nice to be on a planet where a day actually does last 10 minutes, while on others it would last 40 hours.
- The planets don't revolve around their star and the moons don't revolve around their planets.
Actually they do not rotate at all. The 'sun' is moved through the sky when you are on the planet, but sun affects shadows on the planet only for like 1/3 of the daytime. Its also not simulated properly, but just faked, for example shadows do not change its length, just rotate.
Iv played about 20 hours... Most of that was in the first 10 though...How many hours do you have to endure to actually see some cool shit? The tedious gameplay isn't worth putting up with in my opinion.
Do you have a source for that? You can see the stars 'move' just by looking at them when you're on a planet though, which leads me to believe the planets do rotate. Unless the whole universe revolves around the planet you're on at that moment (which would be quite medieval!).
Ugh that stationary moon
You can see the stars 'move' though.
Oh... And I just had the AI Wingmen!!!
This, sadly, is gaming nowadays. When a game is made, it often doesn't deliver on its promises.
Stars move, because it is just a shader that generate skybox covered in stars.
I mean, that's true to some degree, but were you let down by for example Mario 3D world for something it wasn't or didn't offer? How about Jak and Daxter? Or Halo 3? It feels like a lot of games recently have promised to be something they aren't. Sometimes it's just rabid fan expectations.AKA every software project ever...
IGN First video runs at super-smooth 60FPS and is being demo'ed with a PS4 controller. Was the PS4 version ever running at that framerate?
I commented on this in another thread as well, and I've dwelt on it more and become even more convinced about this being an issue. I think you're right, there's very little that matches actual planetary landforms. In my time with the game, I don't think I saw any:- There are no life-sized mountains (or I haven't seen them yet). They've all been tall hills at most so far, nothing as awe-inspiring as the Alps for example.
- On that note: no hints of plate tectonics resulting in realistic mountain chains, although I guess that would be a bit much on the programming side.
I commented on this in another thread as well, and I've dwelt on it more and become even more convinced about this being an issue. I think you're right, there's very little that matches actual planetary landforms. In my time with the game, I don't think I saw any:
Really, there seems to be very little topographical variation all around. In fact, the terrain generation that they've created seems to just simply create a slightly bumpy planet, so you never see a planet like Earth with huge land masses and giant oceans. Which I would guess is a product of them using a Perlin noise filter to generate the base world like Minecraft does, which makes for a quickly repetitive and "samey" universe. I don't know if there's a better solution in terms of getting varied and realistic landforms, but I hope there is.
- Realistic mountains/mountain chains
- Massive canyons like a Valles Marineris
- Plateaus
- Buttes or tables
- Volcanoes and therefore obviously none of the landforms that spring from volcanoes
- Sensible water formations like rivers or waterfalls
- Great plains likes a Sedna Planitia
- Glacial landforms on cold planets like a fjord or glacier
- Plate tectonics and subsequently no continents.
Ok, warning, this is a bit "tinfoil hat", but I am just bringing up a discussion point here.
It does appear that something has changed in the algorithm for creating the world(s) from some pre-release versions, compared to what we actually got.
Could this have something to do with the copyright claim against the team for using the Superformula?, did they have to quickly do some (sweeping) changes to the proc-gen engine to avoid any potential legal wranglings?
I know that Sean said the game contains no superformula prior to release, but is it beyond doubt that something may have had to change because of this?
I'm honestly too much of a mathematic schlub to really get what the superformula would have done for procedural terrain generation, and I honestly don't remember if the terrain looked better (more varied) in the pre-release footage.Ok, warning, this is a bit "tinfoil hat", but I am just bringing up a discussion point here.
It does appear that something has changed in the algorithm for creating the world(s) from some pre-release versions, compared to what we actually got.
Could this have something to do with the copyright claim against the team for using the Superformula?, did they have to quickly do some (sweeping) changes to the proc-gen engine to avoid any potential legal wranglings?
I know that Sean said the game contains no superformula prior to release, but is it beyond doubt that something may have had to change because of this?
I watched the IGN video again and it looks just like the game i'm playing right now tbh. (after 10hours in)
I've found planets looking better than that, multiple trading post with lots of ships coming and leaving, cool creatures. It was a pre-release version so of course some gameplay elements have changed since then, but nothing major, it's just balancing.
Some trailers are questionable but not this imo.
I'm honestly too much of a mathematic schlub to really get what the superformula would have done for procedural terrain generation, and I honestly don't remember if the terrain looked better (more varied) in the pre-release footage.
I commented on this in another thread as well, and I've dwelt on it more and become even more convinced about this being an issue. I think you're right, there's very little that matches actual planetary landforms. In my time with the game, I don't think I saw any:
Really, there seems to be very little topographical variation all around. In fact, the terrain generation that they've created seems to just simply create a slightly bumpy planet, so you never see a planet like Earth with huge land masses and giant oceans. Which I would guess is a product of them using a Perlin noise filter to generate the base world like Minecraft does, which makes for a quickly repetitive and "samey" universe. Obviously this is a large part of where those "samey" complaints/critiques are coming from that so many people have. If the planets are just variations on the same bumpy theme with color swaps, then yes, they might be technically different, but in practical terms, they feel unvaried.
- Realistic mountains/mountain chains
- Massive canyons like a Valles Marineris
- Plateaus
- Buttes or tables
- Volcanoes and therefore obviously none of the landforms that spring from volcanoes
- Sensible water formations like rivers or waterfalls
- Great plains likes a Sedna Planitia
- Glacial landforms on cold planets like a fjord or glacier
- Plate tectonics and subsequently no continents.
I don't know if there's a better solution in terms of getting varied and realistic landforms via procedural generation, but I hope there is.
I watched the IGN video again and it looks just like the game i'm playing right now tbh. (after 10hours in)
I've found planets looking better than that, multiple trading post with lots of ships coming and leaving, cool creatures. It was a pre-release version so of course some gameplay elements have changed since then, but nothing major, it's just balancing.
Some trailers are questionable but not this imo.
The game looked more organic in previews, flora looked more vibrant and seemed to have (more) logic to how it was placed, fauna was also more organic, look at how the birds flew in previews, they had a more natural flight pattern, in the release version they just flit around, also the ground creatures just seem to have random pathing, they don't flock.
I get that it's a huge game, and they your experience may vary depending on how lucky you get with the planets you land on and the generation engine, but in the 20 or so planets I landed on before ditching the game, it never looked like that IGN video.
The game looked more organic in previews, flora looked more vibrant and seemed to have (more) logic to how it was placed, fauna was also more organic, look at how the birds flew in previews, they had a more natural flight pattern, in the release version they just flit around, also the ground creatures just seem to have random pathing, they don't flock.
I get that it's a huge game, and they your experience may vary depending on how lucky you get with the planets you land on and the generation engine, but in the 20 or so planets I landed on before ditching the game, it never looked like that IGN video.
I'm not suggesting that it does exist in the gaming world. That said, there is some pretty impressive procedural tech in other industries, and there's some pretty promising recent research that has been done into procedural terrain generation based on things like plate tectonic simulations.Come one. Do you really think if procedural generation could build you a replica of earth there would be so few developers using it?
The NMS universe is a fine attempt at procedural generation that definitely puts the game above the majority that try to design large-scale terrain.
But we know the only way we can come close to replicating Earth is through procedural generation, but it's going to take a fair few more generations yet.
Does everyone have to go nutty when talking about this game?
Really disappointing. Just imagine a planet slowly rising over the horizon....
IGN First 18 Minute Gameplay Demo
No Man's Sky E3 2015 Sony Conference Gameplay Demo
I thought it might be interesting to look back at all the pre-release footage of this game and see how it differs from the shipped product, especially since GAF posters tend to do better trailer/demo analysis than I do. Perhaps a harder look at some of this stuff will give an indication of why some players' expectations were out of whack, or what it was that made the pre-release version so compelling when the final release fell a bit more flatly.
Things I've noticed off the top of my head:
IGN First video runs at super-smooth 60FPS and is being demo'ed with a PS4 controller. Was the PS4 version ever running at that framerate?
You can discover animals in both videos just by sending out your sonar "pulse". Super easy. In the final game there's a rather tedious "scanning" mechanic associated with discovery. You have to aim the camera centered on them and hold down a trigger for a few seconds.....frustratingly it only seems to work at shorter ranges.
Map markers had towers of light associated with them for easier navigation. That looks really nice and flashy. It also seems like you weren't frequently having to "Pulse" to get markers to stay on screen.....they were there persistently.
Mining was more of a point-and-shoot affair. Most rocks instantly blow up and generate resources. In the final version you're stuck with this beam that you must focus on a rock for many seconds at a time, and it slowly whittles the rock down and overheats a couple times in the process. I presume this change was made so that mining had kind of a different feel from shooting, but man does it look easier and less monotonous here.
There's a cool, giant, multi-level trading post on a planet with ships coming and going. Not sure if those are in the final game, but I haven't really gotten to them yet.
Thruster Fuel does not deplete every time your ship takes off (or at least there's no notification for it).....which leads me to the somewhat larger point of....
Around 12:00 in the IGN video Murray says you can play "Purely for Exploration", "Purely for Combat," "Purely as a Scavanger".....even going so far as to claim that you might be able to play the game without ever setting foot on a planet. At some point I get the sense this might have been an intended goal, that you should be able to play whatever role you want. That's clearly changed. Perhaps pressure to be a more proper videogame made them more tightly integrate all the survival/collection aspects. That's why you're picking up all kinds of stuff to refuel and recharge, dealing with depleted tools and life support systems. As it is, you can't play "purely" for one particular role......but looking at these early videos where there's no discernible economic penalties for joyriding, no cost for basic galactic mobility, it seems that at one point at least "pure" roles were viable. An explorer would simply be able to get credits for exploring, and that cash would be used to fund his exploits around the galaxy.
What are the differences you have noticed between this and other early alpha/beta footage, and No Man's Sky 1.03?
...Really, there seems to be very little topographical variation all around. In fact, the terrain generation that they've created seems to just simply create a slightly bumpy planet, so you never see a planet like Earth with huge land masses and giant oceans...
I wonder if there really are 18 quintillion planets. The number, IIRC, just stems from it being roughly 2^64, so using 64-bit numbers, that's the maximum number of combinations you get.The impressive thing about the procedural tech on show is the fact that there's 18 quintillion of these planets. Whether or not you think it's worth it to explore 18 quintillion of the same bumpy-ish planets is a matter of taste of course.
I wonder if there really are 18 quintillion planets. The number, IIRC, just stems from it being roughly 2^64, so using 64-bit numbers, that's the maximum number of combinations you get.
Although I also think it doesn't matter that much whether it's really 18 quintillion planets, due to the fact you already mentioned.
I'm not suggesting that it does exist in the gaming world. That said, there is some pretty impressive procedural tech in other industries, and there's some pretty promising recent research that has been done into procedural terrain generation based on things like plate tectonic simulations.
I think it's interesting that Sean talked about this being next-gen tech when it really seems to working at the same basic Perlin noise filter level that other sandbox games do. I guess I'm mostly disappointed that for all the big "maths" talk that Hello Games talked, there's nothing super revolutionary in terms of terrain generation. I don't really totally buy that the tech "definitely puts the game above the majority that try to design large-scale terrain" either. The impressive thing about the procedural tech on show is the fact that there's 18 quintillion of these planets. Whether or not you think it's worth it to explore 18 quintillion of the same bumpy-ish planets is a matter of taste of course.
I'd like to see pictures of anything that actually match the appropriate scale of a mountain or canyon. Because all I found are what could be called big hills and deep valleys.In my experience so far, the planets are plenty varied.
I've only been to 2 systems and already I've had a planet with massive (and I do mean massive) mountains and multiple huge, deep Grand Canyons with lush forests when you get to the very bottom of them.
I've also had The Arctic Planet. It was like 75% water, only broken up by rocky, snowy islands.
I guess what you find is just your luck on a given night's play.
The biggest thing for me is planets not spinning nor orbiting around their star. This was talked about a lot and seemed to be something Sean Murray was rather proud of, then axed silently.
IIRC, he said that playtesters got confused having to account for planetary rotation and how it affected waypoints or some such nonsense.