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No Man's Sky Cosmos

nomanssky.com

131–140 of 287 posts

Re: No Man's Sky Cosmos

#131

Earlier quoted context omitted.

I agree with you in principle, but "nobody cares" clearly isn't true given the steam review history.

Yeah, imagine the reviews if it would've been what was promised from the get go.

It has a Steam Review Score of 84%. What are you talking about?

Re: No Man's Sky Cosmos

#132

Earlier quoted context omitted.

I still think it's a remarkable success story and they can and should be incredibly proud of what they've built. But this vision of what is meant by cosmic depth and expansiveness seems to tragically miss the point. Compare it to even our own solar system where even so much as a new high-res photo of the hexagon storm on Saturn comes with stunning new and specific detail, or the "heart" on Pluto, we're practically am…

What do you think people want a true space exploration game to feel like?

Depends on which they want more. True space or true game.

Re: No Man's Sky Cosmos

#133

Earlier quoted context omitted.

Are you sure that you've played it recently? They added an actual story, a huge quest hub, unique items, tons of stuff to do really. I'm quite overwhelmed with the amount of things to do and I don't typically enjoy sandboxes.

Not OP, but my main issue is that after visiting a few systems and a bunch of planets, you kinda saw everything the procedural generation has to offer, and visiting planets becomes boring quickly, at least for me. There are differences, and as someone mentioned there are some unique planets for sure, but for the most part they all look samey. Wildlife is also just walking/flying around doing nothing. This takes away…

Visiting planets is just a very small part of the overall game. That was more the first NMS.

Wildlife for example you can train as pets, mounts or milk/harvest.

Once you get access to the Space anomaly the game opens up more and if you are social you will find outposts, pet arenas, race tracks and dog fighting/pvp zones. Ship building and freighters.

The latest update appears to allow groups to control areas of space.

All games eventually get boring but there is plenty in now.

Re: No Man's Sky Cosmos

#134
post #5

It's amazing how, every time i come back to NMS, the whole thing feels like... nothing. It's a very cool and ambitious project, but there's fundamentally nothing substantial to it in terms of gameplay. It still feels to me, a decade later, more like a very very impressive tech demo than a video game

I was just about to say this. I have a lot of respect for the dev team but man is it so not my type of game. I wish somehow the complexity of eve could meet a game like this. I would sell a kidney for that

It will be interesting to see if the new space station takeovers will be PVP or just chill feature. It seems to suggest they can be owned by groups.

Re: No Man's Sky Cosmos

#135
post #5

It's amazing how, every time i come back to NMS, the whole thing feels like... nothing. It's a very cool and ambitious project, but there's fundamentally nothing substantial to it in terms of gameplay. It still feels to me, a decade later, more like a very very impressive tech demo than a video game

NMS's art-style is low-detail, but highly aesthetic. It can look amazing at times, but only when you're looking at grand cinematic vistas. It rarely looks good in closeups. This parallels the game's systems in many ways.

NMS is a technically impressive game. You can build a custom-spaceship, either with the in-game editor or by importing one from outside the game, dogfight in it, land on alien worlds, etc. and that's just one of the loops. However, the spaceships you build aren't simulated physical objects. They don't even feel as substantial as styrofoam fins tacked onto a model train. There's no real challenge to flying them. They all just float through space like nothing.

The game has dozens of ways to progress, finding resources and earning cash. They're all so easy to break that you have to consciously resist doing so. Craft a few donuts and you're rich. You don't have to worry about finding buyers for your obscenely high-end pastries. The market board will buy anything at the listed price. Game breaking bugs that trivialize finding resources have been left in the game forever because the developers were afraid that some people might be upset if they actually had to grind for resources. Why what is, ostensibly, a single player game with multiplayer support tacked on even has grind mechanics is another valid question.

I log into NMS occasionally, but my big problem with it is that it's gameplay devolves into a sequence of grinds that are all optional. The things that should offer a challenge (e.g. ship combat) don't. Every play session becomes a case of, "Where do I find this stupid mineral I need to build an upgrade that will make what's already too easy even easier?".

The technology on display in NMS is absolutely impressive, but the gameplay isn't. I'd love to see a fork of this game where they focus on more challenging gameplay with less focus on grinding and sandbox elements. I see the expeditions as an attempt at this, but they don't go far enough.

Re: No Man's Sky Cosmos

#136

Holy shit, they're charging $60 for a 10 year old game that only runs on windows. Not even worth pirating if I have to set up a container with wine, I'd rather spend that time drinking wine.

It's $23.99 on Steam right now.

Re: No Man's Sky Cosmos

#137

What are people on about, there is tons to do in NMS, tons of missions, expeditions, build bases, build a corvet, hunt rate parts, ships, rifles, creatures, manage a settlement, automate crafting chains, find a lucrative trading route, and this new update apps even more things. I'd never consider NMS anything close to empty, there is so much variety in the content

I think people are regurgitating takes from early in the game's development - the game of the last few years is absolutely nothing like the early one and I agree, there is a surprising amount of stuff to do.

I think maybe you're discounting that people have agency and can decide that a game they are playing actively doesn't tick their boxes. I reinstalled it last week and put in about two hours before uninstalling again. Mile wide and inch deep is exactly the way to describe it.

Re: No Man's Sky Cosmos

#138

What are people on about, there is tons to do in NMS, tons of missions, expeditions, build bases, build a corvet, hunt rate parts, ships, rifles, creatures, manage a settlement, automate crafting chains, find a lucrative trading route, and this new update apps even more things. I'd never consider NMS anything close to empty, there is so much variety in the content

There are lots of things to do, but the actual mechanics are for doing them are shallow. The best example of this is the trading system; the way trading works is there are 7 economy types a star system can have, which determines which goods they produce (can buy in large quantities) and demand (can sell for a higher price than at normal systems). Thus the best way to make money from trading is to simply find a loop o…

Well there is piracy and smuggling now. The latter is easy way to make cash with minimal risk.

But if you want to get rich just find a few player farms and harvest. You will make millions in no time.

Re: No Man's Sky Cosmos

#139

What are people on about, there is tons to do in NMS, tons of missions, expeditions, build bases, build a corvet, hunt rate parts, ships, rifles, creatures, manage a settlement, automate crafting chains, find a lucrative trading route, and this new update apps even more things. I'd never consider NMS anything close to empty, there is so much variety in the content

I think people are regurgitating takes from early in the game's development - the game of the last few years is absolutely nothing like the early one and I agree, there is a surprising amount of stuff to do.

FWIW, I was there from the beginning, and stopped fairly quickly (maybe 20 or so hours in).

I hopped back in a couple years later after a few updates, and agree that the quantity of content was pretty big. But the quality was not -- it still felt "empty", and never held my interest long.

Last year, the same thing happened. I hopped back on after a few big updates, probably spent another 10 or so hours on it (I think I started over), and felt like I had explored all there was.

I feel like all the criticisms it gets are valid. I agree that the effort of maintaining a game after 10 years is incredibly admirable, especially since ever update has been free. That's amazing. And the devs should be acknowledged for that.

But the game itself still feels largely empty. The progression feels mostly repetitive without feeling like you're really moving forward in a meaningful way. And, as others have said, the proc gen still feels "vanilla".

I probably won't hop back in after this update. I've learned, by now, that while many praise the new content, it'll probably just feel like more of the same to me.

Re: No Man's Sky Cosmos

#140
post #8

Spent a lot of time in this game… The team is excellent and they ship incredible ambitious work. I really wish they would just focus 100% on Light No Fire.

Part of me is secretly hoping / assuming they’re releasing new features as a testing bed for the changes in Light No Fire. I’m also very hopeful for Light No Fire. *VERY* hopeful, but I have to assume all these updates are for their broader engine. I hope..

I assume as well. I’m concerned that it’s in development hell. Sean mentioned that they’ve been working on it for 7 years.

In hindsight I think the great thing about NMS was that it shipped in such a raw state and they continually improved it based on community feedback.

I have faith though —- they know a lot more from building NMS and managing the community. They absolutely know what a good game feels like.

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