A team that weathered its launch and turned out one of my favorite games of the generation. That first launch into space in VR is going to be a uh... it's going to be a moment for me.
People who got to play the new version actually saw the "Rocket League in NMS" in action during the preview event. This PS Access video describes everything they experienced, although Elle wasn't the one to play and you can see she was a bit jealous of missing out :PI feel like the topic is a liiittle misleading compared to what he actually said in the video. He said someone could create a Rocket League type system with logic I guess. It's not something that's already in there.
I haven't played this game in quite a while, but with the current updated version of the game, is the game algorithm able to create the truly giant creatures seen in the original trailers?
People who got to play the new version actually saw the "Rocket League in NMS" in action during the preview event. This PS Access video describes everything they experienced, although Elle wasn't the one to play and you can see she was a bit jealous of missing out :P
So is this paid DLC or is it free with existing copies of NMS? May need to dig out my old copy...
I'm hoping the new features within the Nexus will help make this a reality. Would be really cool to have a universal "home planet" that's constantly growing and changing.The thing i find fun to think about, is if every player in the new update decided to settle on a single planet and make their home base with their own piece of land, the size of the planet would support it and it would be completely possible. And im talking every player. This already exists with the galactic hub but because it take so much work and knowledge to get there its just a small fraction of players.
You could always just play the big updates a few weeks after they're released so you don't have to deal with buginess. Maybe that would be unacceptable, I dunno.and it will introduce the next 100 annoying and gamebreaking bugs
seriously, cool when people like this game...i find it awful and still far from rockstable, at least the last big update there were so many broken things, straight up to corrupting save files and stuff like that is unaaceptable, regardless how many things they add to this boring game.
and no wonder they are still supporting it, every time they release a big free update it generates sales and therefore cash. i don´t see the "big turnaround", the game was boring Day One and is boring now.
I'm tempted to maybe purchase this again, digitally though since it's on sale, just so I can always have it on my co sole without word of disc swappage. Also, a secondary reason would be so that I could give Hello Games more money
I'm glad you mentioned that. I hadn't pulled the trigger yet, but I was concerned about that save file issue. But knowing what you said, then it's golden, it's as good as bought. One less disc indeed, increasing my laziness output by at least 5%.I did just that. I was hesitant because of Sony's nonsense on the PS4 where disc versions of a game are sometimes treated as different games than the download version, rendering save files incompatible between the two, but luckily there were no issues with No Man's Sky. One less disc to worry about!
Cool.and it will introduce the next 100 annoying and gamebreaking bugs
seriously, cool when people like this game...i find it awful and still far from rockstable, at least the last big update there were so many broken things, straight up to corrupting save files and stuff like that is unaaceptable, regardless how many things they add to this boring game.
and no wonder they are still supporting it, every time they release a big free update it generates sales and therefore cash. i don´t see the "big turnaround", the game was boring Day One and is boring now.
and it will introduce the next 100 annoying and gamebreaking bugs
seriously, cool when people like this game...i find it awful and still far from rockstable, at least the last big update there were so many broken things, straight up to corrupting save files and stuff like that is unaaceptable, regardless how many things they add to this boring game.
and no wonder they are still supporting it, every time they release a big free update it generates sales and therefore cash. i don´t see the "big turnaround", the game was boring Day One and is boring now.
I love NMS, but thats still relatively small. I want like a Dune sized sand worm, huge flying whales that cover the sky and what not. I guess that would go against the current algorithm though and they would need completely new animations/size to make that work as you cant just upscale the current ones for a decent effect.
I love NMS, but thats still relatively small. I want like a Dune sized sand worm, huge flying whales that cover the sky and what not. I guess that would go against the current algorithm though and they would need completely new animations/size to make that work as you cant just upscale the current ones for a decent effect.
Never heard about why the worms weren't in the game, very sad.I honestly don't know, they have Freighters in space much larger than those animals but those aren't animated so it's not a good comparison.
I believe they said they removed those sand worms because they weren't fun. Someone may correct me on that.
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I'm glad you mentioned that. I hadn't pulled the trigger yet, but I was concerned about that save file issue. But knowing what you said, then it's golden, it's as good as bought. One less disc indeed, increasing my laziness output by at least 5%.
Do we know how VR will work with exocraft? I don't think they have a cockpit view yet (at least the Nautilon doesn't).
Never heard about why the worms weren't in the game, very sad.
Maybe they could have made them non aggressive instead. Just would have been cool having them in.
Do we know how VR will work with exocraft? I don't think they have a cockpit view yet (at least the Nautilon doesn't).
Yeah exactly, have them only attack if they are attacked and it would all be fine. You shouldn't be able to take them down easy so it makes sense.For real, why do we have to fight them, if anything it'd make me think wow I don't want to go near that. If they catch me off guard out of nowhere then hey, they caught me slippin'.
Would they just appear and disappear out of the ground? If not do you expect something that large to leave gigantic tunnels. What if you stay in one place for ages, would the world beneath you just be eaten away because of one? Or would it be a scripted path that each one was on in a loop? If it's appearing and disappearing from the ground then what if you dig away at that part and build a ceiling above you and wait?Yeah exactly, have them only attack if they are attacked and it would all be fine. You shouldn't be able to take them down easy so it makes sense.
Most of what you have said is of no consequence since according to that interview they already had them working but felt they were too difficult to take down and weren't fun.Would they just appear and disappear out of the ground? If not do you expect something that large to leave gigantic tunnels. What if you stay in one place for ages, would the world beneath you just be eaten away because of one? Or would it be a scripted path that each one was on in a loop? If it's appearing and disappearing from the ground then what if you dig away at that part and build a ceiling above you and wait?
You say non aggressive but what would you do for collision for something that size? Just a little nudge out the way? What if you're in the tunnel when you collide?
I seriously don't get the fascination with the sand snakes, years later. They looked great on the horizon in the trailer but I don't know how people expect them to work and be enjoyable at that scale and speed when you're actually close to them. I absolutely get why they were cut.
Yeah, lack of orbits hurts the most as a space fan.
I'm asking you how you envisage them working though, as you maintain it would be enjoyable.Most of what you have said is of no consequence since according to that interview they already had them working but felt they were too difficult to take down and weren't fun.
However there are tonnes of people who would still think that their inclusion would have been fun because they are cool designs, bring some diversity to the animal types and just generally are a cool idea in fiction.
I mean it sounds like the fundamentals were done but they decided they couldn't get them to a fun stage they were happy with so I have to take them at their word but even if I came across a random planet with them and got murdered by them, that would just add to the adventures nature of the game.
Worms work as a mining tool and just go through the earth, they go about their business unless attacked and will then come after you.I'm asking you how you envisaged them working though, as you maintain it would be enjoyable.
I'm not saying I wouldn't enjoy it I'm raising the issues I foresee with it, like:Worms work as a mining tool and just go through the earth, they go about their business unless attacked and will then come after you.
I would enjoy that being in the game, you might not but each to their own.
Even though I'm missing out on some fantastic exclusives I am so happy I invested in Oculus Rift instead. I think now is as good time as any to finally give this game a try.Played PSVR today for the first time in months and I can't wait for the VR patch.
But, the technical state of the VR mode will determine if I stay in it and play it on PS4 Pro or if I play the update mainly on the stronger Xbox One X.
PSVR games can heavenly vary from low res garbage, which was a reason I never bought Tetris Effect, because the demo turned me completely off, one of the biggest VR disappointments I had, to native res and a really good looking picture, to games like Bound which even has super sampling on the Pro with the VR headset and it looks so ridiculously sharp and native that it drops your jaw to the floor. You can't believe how clean it looks.
So I really hope it's at least native. Please, please don't be low res garbage. 😥
For a game about screenshots, having more variability of the horizon is enough. Not to mention the feeling of scale watching a planet pass overhead. I still vividly remember creature phase in spore and the gas giant passed by how small I felt.Orbits would be a nice thing to have, but I don't really know if they'd add anything significant enough to offset the potential issues and performance overhead they'd introduce.
Orbits would be a nice thing to have, but I don't really know if they'd add anything significant enough to offset the potential issues and performance overhead they'd introduce.
Maybe set some parameters that the worms can only go to a specific depth and can reuse already created tunnels to prevent them from taking away the entire planet, something like that I'm sure could be put in place.I'm not saying I wouldn't enjoy it I'm raising the issues I foresee with it, like:
Do you expect something that large to leave gigantic tunnels. What if you stay in one place for ages, would the world beneath you just be eaten away because of one? Or would it be a scripted path that each one was on in a loop?
You say non aggressive but what would you do for collision for something that size? Just a little nudge out the way? What if you're in the tunnel when you collide?
I'm trying to understand how you see them working with a little more depth because "giant worms burrowing" sounds great on paper but unsure of how the practical side of it would work.
All we have to go on is the interview provided saying they were too hard to fight and as such wasn't fun so anything else is pure speculation so I'm basing my opinion on the information provided.The sand worm thing is always amusing to me. It's like one of the objectively coolest things you could possibly add to this game and they've already obviously had prototypes since PRE-2016, so you think maybe if it was feasible/fun/worthwhile in any way they would have found a way to include them by now. "Just make them not hurt the player" haha do we really think they didn't try that immediately? It's a concept that simply doesn't work for NMS, for whatever reason.
For a game about screenshots, having more variability of the horizon is enough. Not to mention the feeling of scale watching a planet pass overhead. I still vividly remember creature phase in spore and the gas giant passed by how small I felt.
Eh, I would actually look at the dev team's track record these last 3 years. If they could make it work, they would have. I don't think it takes much imagination to come up with any number of cold hard game dev reasons why they might not work, or are simply not a good fit. Like if you just zoom in on any single piece of what would be bare-minimum expected with the inclusion of "sand worms" the technical complexity becomes pretty apparent, very fast. Burrowing through the entire planets? Ok now planets need to know about huge sand worms and their AI routines at all times. What happens when they breach the ground, is there a big gaping hole? Does the planet "remember" that? What about any structures/creatures/players in its path? That stuff is constantly moving so if you were to put "safeguards" in place the AI computation would be pretty expensive. I think you underestimate the amount of memory/caching tricks NMS employs to make its scale possible.All we have to go on is the interview provided saying they were too hard to fight and as such wasn't fun so anything else is pure speculation so I'm basing my opinion on the information provided.
True orbiting.Hang on, when we're talking about orbits do we mean planetary rotation about its axis or orbiting its host star? I always assume orbit mean the latter but the former seems more feasible and would give the effect you want over a more realistic timescale.
Does it really matter? They said early on they had planet rotation working but people kept getting lost so they removed it. Star Citizen has it and it doesn't add much imo.
Whatever issues you can think up they must have figured out, because they were in the game at one point, so does it really matter how any of us theorize they might have implemented them? They weren't removed because they did or didn't create tunnels or any other kind of problem like that, they were removed because they were too difficult to kill and Hello Games felt that didn't create a fun gameplay experience. Anything else is speculation on our part, the actual factoid that we have is that they had them working in the game but removed them because they weren't fun. Unless someone brings it up with Hello Games again we're unlikely to ever have answers to your questions. ):I'm not saying I wouldn't enjoy it I'm raising the issues I foresee with it, like:
Do you expect something that large to leave gigantic tunnels. What if you stay in one place for ages, would the world beneath you just be eaten away because of one? Or would it be a scripted path that each one was on in a loop?
You say non aggressive but what would you do for collision for something that size? Just a little nudge out the way? What if you're in the tunnel when you collide?
I'm trying to understand how you see them working with a little more depth because "giant worms burrowing" sounds great on paper but unsure of how the practical side of it would work.
I don't think it's odd to discuss it because what developers have in mind for an implementation is wildly different from what others might have and I'm interested to know a little more depth behind the equivalents of "but it would have been great" to see the thought a little more scoped out.Whatever issues you can think up they must have figured out, because they were in the game at one point, so does it really matter how any of us theorize they might have implemented them?
QFT