Judging from a quick Lets Play watch, the game is a top down 2D space combat with 3D graphics. You can go down on planets, but it’s a small map and meant mostly to upgrade your ship and repair it. It’s a space game with big focus on combat, but with nothing remotely comparable to NMS, really. Despite the irritating sound effects, I’m actually curious to trying it out sometime in the future.
.kkrieger did that. Not a “real game”, it’s a demo (of a demoscene), a “proof of concept” or a “proof of skill”. Nostalgia Nerd has a very interesting video about it on youtube.
3D models tend to occupy less disk space than textures, as these usually come in at least 2 files: one for the actual colors, one or two more for light mapping (bump map, emission, normals, etc). I don’t know which format NMS uses, but a .obj 3D model with 62k triangles will take around 4.5MB of disk space.
For comparison, this Damaged Helmet in gltf format (which you can see on your browser here) has 15k triangles, a .bin file (the actual 3D geometry) of 545kb and roughly 3MB of textures - The Default_albedo.jpg is the “actual color” and it alone is larger than the .bin + .gltf, at 914kb.
That’s the same problem again, you need hard drive space for all that 3D variation.
Not really. Again, they just need to be smart with what they have. Grassy planet where one third is green grass, another is red grass, another is yellow. No need for any extra stuff to be made, they already have the building blocks. Better yet, mostly grassy planet with patches of radioactive terrain surrounded by desert.
For buildings, just think about player made bases. You can make effectively “infinite” interiors and exteriors with all the stuff players can use to make a base. Write coordinates of “premade” rooms, write some extra lines of code to join specific rooms together and bam, all you needed was less than 10kb of extra text to increase variety.
If you mean mining Active Indium, they nerfed the price hard some updates ago. Using Oxygen + Chlorine for infinite multiplication still works. Another easy-ish way to get money is with a huge plantation of cactus. There’s a recipe that turns 200 into a gel that sells for 50k each.
TLDR > A lot of the repetitiveness isn’t a problem of “Lack of disk space”, it’s just a matter of not making good use of procedural generation. Seeing “the same building blocks in a different configuration” is better than seeing “the same thing”.
the space that they would need on your hard drive to make the game really non-repetitive visually would be out of this world
Not necessarily. You can procedurally generate textures, sounds and geometry, but that becomes a huge CPU hog in a game that already blows CPU usage. But most of the repetitiveness can be “fixed” (read: reduced) without adding more than ~20MB of new textures and geometry.
One of the problems is that there’s no variation within a planet. Every grassy planet is the same mechanically. Sure, one might have bubbles in the air, another might have yellow grass instead of red, but they’re mechanically identical. It’s the only planet type to find starbulbs and minerals with parafinum. No grassy planet has an ice cap, or a desert patch, or a volcano. If you ever need to find cactus and pyrite, you have to go to a desert planet. If you need uranium and gamma weed, radioactive planet. Then you have the caves, which are completely identical in every planet.
Some planets may have bio luminescent plants, which are gorgeous to look at, but because there’s no variation within a planet, you see them everywhere. There’s never a point where you think “This is the spot on this planet”. Because everywhere is “the spot”, so it’s just “the planet”, which can also be found on the next star system.
Save for airless planets, if I’m not mistaken, every planet has the same 3 “trap” plants (man eater, whip, spores in a cave). There’s not even a color change depending on the planet. Same damn plant, same damn damage, same oxygen amount on death, whether on ice or on a volcano.
Another thing that compounds on the lack of planetary variation is the same sin that Starfield did, of every point of interest being the same everywhere. Every market is the same, every small settlement is the same, every infested facility is the same. This one is easy to give more variation, just create some building blocks and chain them together, like how rooms are generated in ARPG games like Diablo or Torchlight. You know how each star system has a different market rating? Use that to calculate the maximum size any one POI can reach, or as a weight to the POI that can appear (small settlements become more common in 1 star system, markets more common in 3 star, etc).
They do the above in a limited capacity with derelict freighters, so it’s not like there’s “no way” to do it or “they don’t know how”.
Yet another thing that breaks the immersion and “want” of exploration: the vast majority of the galaxy is “settled”. Star systems without any alien presence are the exception. What the hell are you even exploring if there’s already someone there with a working teleporter in space, plus several POI dotting every planet?
The inventory has been one of the primary sources of complaints since day one, but despite several major overhauls they haven’t fixed the core issues, just made it slightly less inconvenient to use each update.
Still waiting on them fixing the fucking interaction. Hold E to interact with the thing 5yd behind you instead of the npc right in front.
Another old annoyance that will probably remain until the end: stopped firing your weapon for 1 second? Let me holster it down again, sure you won’t mind the extra 400-500ms animation lag until you have to fire that sentinel again!
PS: Oh, and the teleport list! Another thing that desperately needs more information shown and a way to order/filter it.
Your comparison makes no sense. Watching a movie in a theater is much like watching a an actual play or a live concert, it’s a “group experience” that isn’t quite like watching a playback on your TV.
If you divide those 870 over 24 months (2 years), that’s 36 dollars a month. If you spent that money every month on games, you could get 1 or more each month and might luck out and get a HUGE “return of investment” if you calculate it entirely as money / time played. Plus, it’d be hours and hours of entertainment any day of the week, not only “each weekend”. Buying on GOG would also mean you get to “own them forever”.
You pledge to support the development of the game
Please act and reply like an investor instead of a fanboy, then. Just because you want to see the game come through doesn’t mean you have to defend everything RSI does to raise money.
Gave it a whirl. Basically, you can now scrap ships to get their components to create a new ship inside any station. Couldn’t find any merchant within the station selling pieces, so you have to go out and explore, or scrap some of your own ships.
Stations now look slightly different from one another and no longer have those semi-hidden rooms that nobody cared about. Alien vendors now give a discount if you’re at a good standing with their race. Guild “vendors” offer a list of stuff for free, but I don’t get why the prompt is red instead of white. Performance is still mostly CPU bound.
Overall decent update, but the new features don’t warrant playing more than 1 hour.
The irony is how much Starfield copies from NMS, often the bad things and as a worse copy, like scanning stuff on the planet surface, jump range limitation, space “exploration”, shitty performance
All breadth and no depth, still the same. Some 12 different planet types, a number of neat looking anomaly planets that exist only for sightseeing (one of my favorites was a planet where everything is covered in a metallic hexagonal mesh). As I said in another comment in this thread, the game is very repetitive with some activities being needlessly padded out to make you waste as much time as possible (learning alien words, going into derelict freighters to get upgrades)
Yes, though it’s a cheap “new game plus”, without even feeling like a “new game”. Once you manage to get to the center, you’re thrown in a new galaxy in a random planet and have to get back to your ship, only some upgrades you’ve installed on yourself and your ship might break. Yet you can immediately call your freighter and any exocraft.
There’s also Artemis’ questline, with an interesting concept but overall underwhelming delivery.
Story spoilersArtemis is stuck in a simulation, just like you, player, are stuck in one. The whole universe is a failing simulation created by Atlas.
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interaction with other players?
From my experience, which pretty much ended around 1 year ago with the game, player interaction could be summed up to:
finding someone else’s buildings during a community expedition
finding someone else’s buildings in a quicksilver quest
someone giving you free stuff while you’re idling in the anomaly
Apparently there are guilds now? In any case, I never saw anyone looking for group, because the game has nothing that only a pair or trio can do, or do faster/better than a solo player, other than base building
The problem is that NMS is very repetitive and bland. Learning alien words takes for-fucking-ever, finding freighter upgrades is one of the worst time sinks in the game, combat feels more tedious and padded out than that of Everquest, looking for “that one cool ship” or “cool looking weapon” is pure RNG and lucking out on it not coming as a C class, upgrading inventory space is either a system jumping time sink or “planetary exploration” time sink.
Nearly nothing you do in the game gives you a sense of accomplishment and, after 4-8 hours or so after first starting playing, you’re unlikely to look forward to any specific activity because “it’s fun”. There’s a lot “to do” but very little motivation to, like why even bother being the mayor of a settlement?
Even on permadeath the game offers no real challenge once you’re off the starting planet.
Don’t stretch it. Maybe it could be #10 in a top 10, but when you have the likes of Elite Dangerous, Space Engineers, X4, Freelancer, plus little known indies like Empyrion Galactic Survival and Evochron Legends, it’ll hardly be anyone’s top choice.
This kind of talk always reminds me of Josh Strife. If memory serves, if what you’re doing in the game in the first few hours isn’t fun or entertaining, it’s unlikely that it’ll be after 100 hours, because it’s very likely that you’ll keep repeating the same activities for all those hours and beyond. What usually happens is that you just get used to it, plus sunk cost fallacy gets stronger the longer you play.
Even if you gave him a current-day computer to play with (otherwise, even supercomputers of the time would struggle to run UE5), he wouldn’t achieve much, consumer grade computers back then really struggled with 3D graphics. Quake, released in 1996, would usually play around 10-20 FPS.