Page 341 of 341 FirstFirst ... 331337338339340341
Results 5,101 to 5,108 of 5108

Click here to go to the first staff post in this thread.
Thread: The No Man's Sky Thread

  1. #5101
    Yeah the pirates feel pretty contrived. They can be 'gamed' along the lines of noticing when your 'pirate warning counter' starts ticking down, then flying down to a planet or to a space station (which ever is closer) asap, which 'resets' the pirates arrival time trigger, and gives you plenty of time to get from A to B.

    It would be much nicer to have more 'organic' and natural feeling spawns, but then ED also suffers from this pretty badly.

  2. #5102
    I've been keeping an eye on NMS, contemplating on whether I should buy it or not,
    but after watching Obsidian Ants video on the 1.3 update I decided to buy it.

    I've been searching for this thread with no success, but now that it popped up again,
    I hereby subscribe to this thread so I can gradually read through thousands of posts
    when I get the time to do so.

    Thanks 'ol timer for helping me make a decision that I don't regret.

    Too bad NMS don't support 3 monitors without stretching the image though.

  3. #5103
    Originally Posted by BACKER #-4112 View Post (Source)
    Too bad NMS don't support 3 monitors without stretching the image though.
    Agree. I've been using 3 monitor view in ED for a while, and it's really cool. So I tried it in NSM, but bleh, no good. Too bad, since there are such great views sometimes to look at.

    One player's grind is another player's game.

  4. #5104
    I think with NMS, its just a case of give it some time. There could well be visual things like more res choice, perhaps even VR later, who knows.
    That said, don't hold me to it though.

  5. #5105
    VR would be awesome.

    One player's grind is another player's game.

  6. #5106
    Atlas Rises Patch 1.38

    New save system
    • You will now be presented with 5 save-game slots (each of which can be used for any game mode). Your existing saves will be mapped into these slots
    • Selecting an empty slot will start a new game, allowing you to then pick which game mode to play from the mode select menu
    • There are now two sub-slots for each save-game - one for auto saves, one for manual saves
    • Starting a new game with no existing saves will take you directly to mode select

    If you experience any problems with the new save system, be sure to let us know!

    Improvements & changes

    • Made the temperature range of dead planets more varied
    • In-flight weather effects now vary in strength based on height
    • The Analysis Visor can now be used to scan farm plants and see the remaining growth time
    • Analysis Visor can scan ships to determine their class, type and value at a distance
    • The Analysis Visor can be used to see the approximate distance of resources discovered with the Scanner
    • Added error message when no outpost is found by the economy scanner
    • Added the ability to skip black bars when discovering a planet or solar system
    • Prevented the cursor being reset to the center of the page as you switch between pause menus
    • Trade outposts now provide hazard protection
    • Added a chance for pirates to spawn earlier than usual when a player warps into a certain systems, to add more variety to exploration and trading
    • Galactic map now respects user mouse sensitivity settings
    • Galactic map now respects user control inversion settings
    • Prevented trade terminals having a negative quantity of stock
    • Made trading terminal stock values replenish over time
    • Separated stock levels for trading posts and space stations in the same system
    • Lush biomes in survival mode now occasionally exist without an aggressive sentinel presence
    • Reduced cursor UI slowdown when using a pad
    • Improved NPC ship target selection in space battles, prevented them reacting to accidental player fire
    • Added exotic ship audio for AI and NPC ships
    • Added ability to transfer items to and from containers in your base or freighter
    • Added tooltip text to explain the planet icons on the discovery page
    • Added ability to sell items from ship cargo slots at terminals
    • Storms on humid/lush planets are no longer toxic; humid/lush planets now have a chance of their rain being very hot. Note: no new storms have been added, and the frequency of storms has not been adjusted. Humid planets that previously had freezing rain storms in 1.3 have had that storm type changes to heated rain.
    • Added ability to transfer items from cargo slots during maintenance interactions
    • Improved trading by giving NPCs independent stock levels
    • Made NPCs who give directions refer to a wider spread of locations
    • Added ability to rebind the discard key

    Bug fixes

    • Fixed an issue where some delivery missions would continuously tell players to visit other systems
    • Fixed an issue where the requirements to complete some missions could change as you spoke to NPCs
    • Fixed scaling issues with creature feeding icons
    • Fixed an issue where mining units would occasionally incorrectly produce Heridium
    • Prevented mining units being placed inside each other
    • Fixed an issue where base parts, including storage containers, built outside the base building radius in unlimited building mode would not be transferred when the player moved to a new base
    • Fixed an issue where storm-prone planets could be labelled as ‘Mild’. Storm frequency has not been adjusted - the text should now more accurately describe weather conditions.
    • Fixed an issue where the terrain manipulator audio would occasionally continue after terrain editing completed
    • Fixed an issue where the terrain manipulator hologram would remain in one location after subtracting from the terrain
    • Fixed an issue where the terrain manipulator would occasionally create longer lines than intended
    • Fixed an issue where the ship crosshair would appear at incorrect times
    • Fixed the Upload All button on the discovery page not deactivating after being used
    • Corrected button prompts in the ship combat wiki
    • Restored Spectral Class to the galaxy map text
    • Prevented users occasionally falling outside the trading post platform when exiting their ship
    • Prevented traders from attacking pirates which are far out of their range
    • Fixed an issue where NPC ships would stop outside the entrance of freighters and space stations in systems with no trade routes
    • Fixed an issue where smaller freighters and containers could not be destroyed
      Corrected Roamer and Rover inventories appearing incorrectly in the transfer window
    • Added protection to allow the Mind Arc step of the Artemis story to be completed even if a player deletes their base
    • Fixed issue where a blue eye icon would occasionally appear over the crosshair
    • Fixed an issue where the Space Anomaly could remain in the player's home system indefinitely
    • Fixed an issue with dismantling tech on ship compare screens not correctly destroying the tech
    • Fixed an issue where unbinding a key would exit the control menu
    • Fixed an issue where selecting a new key binding could accidentally result in it being set to a mouse button
    • Fixed an issue where the Space Anomaly mission had no objective text in the log.
    • Fixed an issue where some players who should have been able to restart distant missions were unable to do so
    • Fixed an issue which could cause excess stacked inventory items to be lost


  7. #5107

  8. #5108
    It seems that with the latest update (1.38), SLI is now functioning, and better FPS has been reported:

Page 341 of 341 FirstFirst ... 331337338339340341