Thus far, I'm alone in my little corner, which suits me just fine.
However, due to "lack of imagination" I haven't named very many of the fauna I find.
I do scan as much as I can - flora, mineral, and fauna - but inspiration just doesn't hit.
Also, I haven't named any of the planet-based waypoints (like the little outposts etc), any of the planets, or even the systems (all two of them) that I've visited.
For example, I found something that was the .4m tall version of an Ewok crossed with a Moonkin.
Due to "being tired", I wasted that opportunity. Le sad. Oh well.
However in more recent discoveries I've named a handful of things (especially the predators) according to the planet name + a general description.
Like my current planet is Dawly - and I found a bunch of horned/crested creatures with jackal and wolf features that happened to have armadillo-like backplates, so they became, respectively, Dawly Crested Jackaldillo and Dawly Horned Dilowolf.
Almost sounds like I named Pokemon![]()
Saw reports on Reddit that Sean/HelloGames tweeted the PC patch should be available today via Steam and GoG, and PS4 patch "when it's approved".
Last edited by Mileron; August 18th, 2016 at 07:02 AM.
I saw this in a post on Reddit about someone responding to the "should I get this game" question.
I know I'm over 10 hours.Originally Posted by reddit
P.S. I tried shooting down the door of a manufacturing center which made the local robo-constabulary very upset. But after taking down 8-ish other robotic sentries I ended up getting stomped on by a two-legged walker AT-AT-like mechanical walker.
http://nomansskymods.com/ Has many graphics changing mods. Along with mods for UI/icon changes.
The whole "Steam gives a refund within 14 days and the title has been played less than two hours" must be new, because a couple years ago I tried to get a refund on Borderlands2 due to it making me violently physically ill, and they refused repeatedly.
I guess I don't know what these people expected with this game. The game isn't anything other than what it was said to be. You go to a planet, you find a bunch of randomly generated animals, mine a bunch of shit, upgrade your stuff, and move on. Here's the thing, when developers don't mention much of a story line in my experience that means there isn't much of one. The developers pretty much said that. This game is exactly what I thought it was. A pretty sweet tech demo and a great starting point but I think a lot more can be done with this technology. It's only a matter of time before somebody with a lot more money and resources takes this starting off point and creates the game everybody wants, even if they did delude themselves into thinking this was it. That said, I'm not sure you'll ever get rid of the repetition in this game.
Fuck you. Every time Sean Murray talked about the game the scope of the game went further and further into his fantasy land of what the game should be. Do you remember his interview where he talked about PVP battles among the asteroids, or multiple players sieging somone elses space station.
Sean Murray was the hype man that went off the rails and promised features that got people hyped, but were no where near what the final product turned out to be.
The No Man's Sky Hype Dilemma -- Kotaku
It’s become clear, a week after the launch of No Man’s Sky, that the much-hyped space game has not lived up to many players’ lofty expectations. But whose fault is that? Does it matter? And how could the backlash have been avoided?
Critical assessment of the game’s achievements aside—go read Kirk’s excellent review if you want one of those—it’s apparent that No Man’s Sky didn’t deliver on at least a few of the promises made by director Sean Murray and his crew at Hello Games. For years, Murray had declared that in the unlikely scenario that two players ran into one another on a planet, those players would see each other’s avatars. On launch day, No Man’s Sky players immediately found out that wasn’t the case. Murray has not addressed this. He didn’t respond to a request for comment on this story, and the company has not responded to several requests for clarification on this issue.
Earlier this week, one Redditor drew a lot of attention with a large, detailed post that compiled a variety of Murray quotes leading up to the game’s launch. “Where’s the No Man’s Sky we were sold on?” the Redditor asked, pointing to various features that never actually made it into the game, from minor (radio chatter) to major (the ability to play the game without gathering resources). The Reddit post is scattered and unnecessarily nitpicky, but the point it makes is hard to ignore. What happened to all of Murray’s claims?
It’s not just press quotes—the video footage designed to sell us on No Man’s Sky tells an equally rough story. Early trailers for No Man’s Sky, like the one we saw at E3 2014, appear to show an entirely different game. What’s the deal?
Murray and his company haven’t addressed any of these questions, but if I had to guess, the answer is pretty simple: Things changed. Things were cut. Hello Games is a remarkably small team. There are roughly 15 of them. Even after months of sleepless nights and 16-hour work days, they still didn’t have time to finish everything they wanted to get in the game, so those promises were lost along the way.
For game developers, it’s easy to sympathize with that. Many took to Twitter to scoff at the Reddit thread. Some called it “entitlement.” One tweet, by game designer Forrest Dowling, drew a fair amount of attention from the game development crowd. “Dev lesson: avoid talking about anything that’s not locked in your game,” Dowling said. “Aspirations become promises once stated.” Other developers chimed in to point out that cases like No Man’s Sky are why big-budget game companies tend to have such controlled PR messages. If PR is running everything, there’s less risk of a game dev making ambitious claims that reflect what they hope to accomplish rather than what they have accomplished.
Dowling’s perspective is interesting. He’s been in AAA development, as the lead level designer on the much-hyped BioShock Infinite, and he’s now an independent developer, having just released The Flame in the Flood. So I reached out and asked for more of his thoughts on the subject.
“My reaction to the reddit post was a feeling that in some ways it was a predictable outcome, and that there’s a lesson to be learned there for developers who haven’t had the benefit of learning about PR and marketing from experienced professionals in the field,” Dowling said in an e-mail. “I felt it was worth calling out in that context because those are areas where indies are often less experienced and I felt like it was a good object lesson as to why larger developers are often very controlled with their statements in interviews and press. I also felt really bad for Sean and the Hello Games folks... I can’t imagine how draining seeing that sort of post would be about seeing something you just spent the last 5 years working on.”
It’s easy to see why any game developer would feel for Murray and crew. There’s a sort of fraternity among people who have worked on games—been in the trenches, as they like to say—and making games is a difficult, iterative process that can lead to drastic changes even in the final months of a dev cycle. Game developers know what it feels like to have cool ideas, talk about them, and fail to execute.
Yet how do you draw the line between creative excitement and false promises? When a developer makes claims about features in their game, how can video game fans tell if they’re guarantees or just hopes? Many have drawn comparisons between Sean Murray and Peter Molyneux, who infamously promised features that never came to fruition, sometimes telling the media about game mechanics before he even told his staff. Is that fair? Is it false advertising?
Taken further, is it fair to say that the developers of No Man’s Sky lied to fans?
“I think the idea that people have been lied to implies a level of cynical intent that I would have a hard time imagining any developer who’s passionate about their work engaging in,” Dowling told me. “I’m sure there are people in the world who will overtly lie about what they’re selling to make a fast buck, but I think those people are rarely found among people who’ve poured themselves into something for years. I do think it’s advisable for a developer to clarify cut features if those features have been presented publicly or advertised, which is a good reason to be careful about what you share.”
Over the past few days Kotaku has received a fair number of emails asking us to call attention to that big Reddit post, mostly from fans who feel aggrieved. They feel like they have been lied to. Some feel like they’ve spent $60 on a game that didn’t deliver what its developers said it would.
“I am not aiming for a witch hunt,” said one Kotaku reader who asked that I not name him. “I am not out to reduce Sean / Hello Games to a sobbing ruin. I do play No Man’s Sky myself and see the huge potential it has. I also do believe that many gamers would actually be (somewhat) understanding if HG came out and said ‘Well, sorry, we simply couldn’t get it done until August. Tiny indie developer and all that. 24/7 crunch. Shame on us. But all of it is still in the works. We will add it piece by piece. Promise.’”
That’s been the frustrating constant. Silence. Since No Man’s Sky shipped, Murray and Hello Games have been silent about these complaints. They’ve been silent about the lack of player interactions. They’ve been silent about the list of missing features. They’ve addressed many of the bugs and crashes, but not much else.
It’s that silence that has angered fans more than anything else. I certainly hope the lesson for game developers here isn’t to stay quiet or lean on strict PR-controlled messages for their games. If anything, they should have the opposite takeaway. Have to cut cool features you’ve talked about in the press? Fine! Video games change. We get it. The solution isn’t to stay silent about it, but to explain to fans why they can’t, say, see one another when they’re on the same planet. Or why the No Man’s Sky described in 2014 looks so much different than the one we’re playing in 2016.
“I do find this whole episode to be pretty sad for everyone involved,” Dowling said. “No one likes being disappointed, no one likes to disappoint others, and this whole thing seems like another instance of players and developers finding themselves in adversarial positions. I don’t think it’s a situation that’s healthy or enjoyable for anyone involved, and it’s incumbent on everyone to do what they can to avoid finding themselves in similar shoes.”
I also liked TotalBiscuit's take on how the Hype train went so far off the rails with the help of the company's own hype man...
Jesus, no need to take this so personal. It's just a game. Christ.
And no, I don't remember those interviews where he promised that stuff because I remember him saying the game is so big you are very unlikely to ever actually run into another human in the game. If that's the case, I wasn't looking at this game as a place to attack other people's space stations. How would you ever get enough people together to do that if you are never going to meet them?
Last edited by Dramadon; August 20th, 2016 at 01:26 PM.
I liked AngryJoe's video on this. He shows video segments from Sean Murray interviews where he flat out lied about Faction wars and other mechanics that don't exist.
Over 20 hours in now
By trial and error (ie me getting stomped) for the steel reinforced doors, just power through it. Should take two clips of boltblaster ammo, walk in the door and hide around the corner, the sentinels lose interest. Otherwise, you need to kill each wave of 3 sentinels before their timers run out (at which point they call for reinforcements) - I use the mining laser to kill them rather than the boltblaster
With the railgun upgrade for the mining beam and a couple other damage/mining upgrades for it too, I can take it down with four solid pulses of the laser.
However most of my problems with taking down those doors stems from the way the sentinels spawn at a certain distance from you when they are triggered.
Example:
I stand at a decent range away from the door. 2-3 seconds' walk.
I pulse the first two shots at the door, burning about half of its strength away before the first sentinel attacks.
However, when they spawn, at least one will spawn inside the superstructure of the factory itself, rendering it incapable of being attacked, thus ensuring an escalation from trio of flyers to the scout dog to the walker.
So I modified my method to standing at the door, burning it down, stepping inside, and thus causing the sentinel force to be deactivated 3 seconds later. Drawback: no titanium.
My latest "Attack the Factory" is to take out the first couple sentinels (and the third, if it's able to be targeted) and finish taking down the door then stepping inside. Win win.
NO MAN'S SKY (Honest Game Trailers)
I'm torn. I think people are too keen to abscond responsibility over their own self-inflated hype, particularly when they don't understand how game development works, but I'm also not sure some of these "promises" were ever really feasible. It isn't a lie if it was a cut feature that was being worked on at some point before it is even a product, but I have a hard time imagining a procedural game simulating astral physics, for example. I actually had never seen some of these Molyneux inspired interviews. In the early stages of development he would barely talk about it at all, except to talk about the how procedurally generated content works.
When they first showed this game, I actually thought it was going to be a tablet game. The impression was so strong that I've tried to find information to back it up several times, assuming that Sony's involvement is what elevated the project. It's part of why I've continually complained about the price, and why I'm not surprised at how it turned out. Though, I'm not even sure it fully meets my own, much lower, expectations.
Honestly, I'm not sure how many of the hyped features even matter. The core needed to be better. The first two minutes of that Angry Joe video seems spot on, from what I've seen. If they had nailed that, less people would have gotten that spark of irritation that ignited the rest. Possibly. Maybe. Oh who I'm kidding, this is basically Icarus in game form.
P.S. The UI is very similar to Destiny's. This amuses me, because as far as hype and disappointment goes, this is the Destiny of 2016.
It's new as of a year or so ago. It was a pretty big news story, as far as video game news goes. People were debating the merits and drawbacks for months.
He also points out that the hype train was out of control well before Sean Murray actually started talking about the game. The messaging for this game has been bad, but I don't think you can lay all the blame at his feet. Pretty good analysis at what happened overall.
Last edited by Wool; August 25th, 2016 at 03:25 AM.
I'm up to a 48 slot exo-suit, a 29-slot ship, and I've had a 24-slot Multi-tool for over a week now (thank you Vy'keen!)
Now I can start building my credit-base for the eventual hopeful purchase of a bigger ship to tweak the crashed ship spawn.
Regarding mods, the only one I've installed so far was the one to remove the view filters. Makes the game a bit easier to play for my colorblind ass.
Also, I've been drooling over the ship seeds posted in the mod subreddit.
While I'm not crazy enough to want to try to edit my ship seed just yet, at least it's possible.