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File: code.jpg (217 KB, 1920x1080)
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This is a thread for No Man's Sky. I've got this portal code as sort of a meetup place. If anyone has other codes they want to share, please do. Remember to check your network settings if you don't want others to break your stuff if you decide to share your survival base.
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>>1962075
So, to start things off, what are some of your favorite planets that you've visited? And what's your favorite ship that you found/built?
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>>1962176
i only got started recently so i have no idea what i'm doing
i found a planet that's all mountains with vertical slopes and it was miserable, nothing but birds there
i was going to build a small base and a portal in every planet i visit just in case i need to visit back later, but the inventory juggling is such a damn hassle that i don't wanna bother anymore
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>>1964802
the more i play, the more i'm disappointed. there are glaring and reproducible bugs (e.g. disappearing refinery items) that have been there since day 1 apparently and a lot of the features are a total mess and don't have a cohesive system-wide design behind them. it's like playing an indie space exploration game with 60gb worth of mods sideloaded, all developed by separate modders.
i think power generation is emblematic of this game's systemwide problems
>your sci-fi exploration game's industrial devices function without electricity and it's breaking your immersion?
>here's a power mod that adds solar panels and burner generators!
>oh but it doesn't support some stuff like vehicle pads, that's WIP
>also here's another modder who added a SUPER electricity generator that works off of exploration mechanics, how cool is that?
>oh but he forgot to add power poles to route that power back to your base, that's WIP
>are those electrical wirings from all those mods making your base look ugly? here's a wire-be-gone mod that turns your wires invisible!
no cohesion, no system. the entire dev cycle seems to be going from post-it notes of "what if this was in the game" and straight to code.
if this is the "much improved" state of things then it must've been truly fucking awful at launch.
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>>1962176
love some of the rainy planets I've found but it's a shame they almost always have extreme storms every 5 minutes
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>>1975186
too bad the geographic variety isn't too good
once you've seen one "lots of hills and the occasional penis cones" geographic archetype, you've seen them all.
water worlds would be very interesting if it weren't for the fact that you need a ton of materials to build above waterline if you can't find any shallow waters and underwater bases are constantly plagued with marine life constantly ending up inside the prefabs
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>>1962075
Where the anons at? I came to the coordinates.
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>>1975836
I don't think it's too bad. Just when I think I've seen it all I find a novel planet nothing like what I've seen. It might seem this way since I think planets in the same systems are likely to have similar features. Still haven't seen the new worldgen from the "worlds update," supposedly adds a lot of variety but it's locked to endgame star systems (retarded)
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>>1966717
The electrical system was clunky and retarded from the start. Just once I'd like them to devote an update to cleaning up old content instead of adding new shit, but no dev ever seems to do that.
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>>1964802
>in case you need to come back later
It's possible you might need to, but then maybe not. There are trillions of planets and moons out there with similar features, so it's better to keep looking around for a better planet that has S-class stuff on it.
>inventory juggling
Yeah, though it's a survival game so it's a part of the experience. I would try to manage resources by dividing them into basic categories, this game it's: crafting components, crafted items, non crafted trade goods, mods / upgrades, navigation charts, navigation and salvage data, portable items, and food though I might be missing some things like ship parts. But at the end of the day, I would try to keep the stuff I need on me on me, a stack of tritium and warp cells in each ship I owned, and sort the rest out.
>>1966717
>bugs
Yeah, things like items disappearing from refineries have been a long- standing issue and I don't know if it'll ever be fixed. With that said there have been long standing issues that have been fixed, so I'm not sure if it'll ever be fixed but I wouldn't count it out. Also I've used exploits whenever something has disappeared and it's something that can be done without something like console commands.
>electrical system
It works fine if you use the EM generators. It's fluky with solar. Get the survey upgrade on one multi tool and get enough salvage data to unlock the generator.
>>1975836
This is also an issue, though due to the way players have built up bases on planets it may never be changed. I've got one Base on a planet that has changed biomes twice but the terrain is largely unchanged.
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>>1962176
I haven't played in a long time came back to find my old base planet turned to a stormy drab shithole but I've found some other cool ones to relocate to including this one that is similar to my old base with bubbles and pink glowing grass, but it has yellow skies during the day.

I love what they done with the freighter it makes it really convenient jumping around and scanning the entire system and once, calling exocrafts anywhere, huge storage, teleporter, etc.

Previously I just kind of explored but I've been banging out the questlines... Did Artemis, atlas, the metal one, got a good settlement going, and working on getting my first living ship, set up extractors for different key resources. I've been checking the anomaly teleporter for bases in different galaxies too. just made a base in #256 and #130. They've done a lot of great stuff with the game and it's been fun rediscovering it but there are some things I wish had more depth or variety.
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>>1990352
My bubbly planet btw
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I have the white power ranger ship
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I like this planet with green grass and glowing shrooms

and this other one is really purple during the day with cool orange colors lighting up the night sky



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