No Man's Sky [PS4, PS5, XO, XBSX|S, PC, NX, XGP]

They may not have added a Pro VR patch, but the fact that they're still working on adding features is encouraging. Maybe they're waiting to settle down on some of these additions before working on something that touches the whole game, so to speak.

I can't believe sentinels will bring more reinforcements with 2.60. Supposedly reloads are faster, but come on. This doesn't sound aimed at (bad) controller FPS gamers (like me). If they can't add KBM support, maybe throw in some gyro aiming a la the Steam controller for fine aiming adjustments.
 
Tried VR. It’s impressive even in low res, but the res is so laughably low that I can’t even read the text of something I’m scanning. It’s like 240p Youtube low: completely illegible. Very, very cool, though. And teleporting really speeds up movement, which is a nice bonus.

I’m frequently distracted from the game long enough for my controller to sleep. I get a network disconnected message when the game resumes from standby. When it does, occasionally the pointer focus falls on the screen behind the “no controller” “network connection lost” warning, so I have to hope the “okay” button doesn’t fall directly over something clickable in the hidden but active menu/pause screen below. I think I hit on the same bug in VR, but this time the controller network dialog was completely hidden. I had to restart the game.

The nav icons are borked in that they’re always visible, even with something (the planet, a ship) obscuring them.

I’m only listing these here because of the flammenwerfer coincidence. If Hello Games is lurking, hi and fix these bugs (except for the one that lets me nab the flamethrower, at least not until I find all the portal symbols).
 
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they still have not fixed the no HUD mode in VR where sometimes a big black rectangle appears in front of view and never goes away until you put back HUD ON, that has been like this since the VR release last August.
 
Tried VR. It’s impressive even in low res, but the res is so laughably low that I can’t even read the text of something I’m scanning. It’s like 240p Youtube low: completely illegible.
Is this on PSVR?

I'm tempted to buying the game again on the PC so I can play it on the 1440*1440 / eye of my Lenovo Explorer, but then again the PS5 is coming and so is PSVR2 and I'm guessing the game will be even better then.
Not that Hello Games don't deserve to be paid twice for the game, because I feel like they do.
 
Is this on PSVR?

I'm tempted to buying the game again on the PC so I can play it on the 1440*1440 / eye of my Lenovo Explorer, but then again the PS5 is coming and so is PSVR2 and I'm guessing the game will be even better then.
Not that Hello Games don't deserve to be paid twice for the game, because I feel like they do.
I’m in the same boat and was going to ask the same question lol
 
Yup, the whole game is playable on PSVR, and it’s pretty amazing despite the low res. (There’s even a newer retail version of the game with the Beyond update on disc that touts VR on the cover, though the original disc will also update to the latest version.) But scanning things on the planet is hard to do when the HUD scanner info is illegible. I only tried it a little while, not enough to even get the scan (L2 equivalent) button working, but how would you scout the trading post parking lot for S class ships if you can’t make out the info box?

We’re hoping NMS gets a PS5 update, and maybe then a PS4 Pro upgrade, but the lack of the latter is strange.
 
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Holy crap. It looks like a totally different game.


3.0 PATCH NOTES

PLANETARY GENERATION
  • New planets have been created in most star systems.
  • Planets can now generate much more varied terrain, including mountains four times larger than anything previously possible.
  • Terrain generation for existing planets has not been affected, and player bases have not been reset.
PLANETARY VISUALS
  • Planetary terrain rendering has been significantly improved.
  • Planetary colour diversity has been significantly increased.
  • Planetary lighting diversity has been significantly increased.
  • Large numbers of new plants, rocks and other objects have been added to each planet type, over doubling the available diversity.
  • In addition, scorched planets have a chance of becoming volcanically active.
  • Lush planets also have a chance of becoming marshlands or swamps.
  • Every planet has a small chance of becoming infested with bizarre alien growths.
  • This generation change has been done in such a way that no existing planet will have its fundamental type or hazard changed.
  • PC players with planetary visual quality set to ‘Ultra’ will see grass and other decorative props rendered out to larger distances.
  • A number of issues have been fixed that could cause patches of grass and other objects to pop out of existence when close to the player.
ATMOSPHERIC VISUALS
  • The visual quality of cloud rendering has been significantly improved.
  • The pattern of clouds seen on a planet from space now matches the environmental conditions on the planet.
  • During storms, cloud coverage now increases and darkens.
  • Cloud coverage levels are now procedurally generated and vary from planet to planet.
  • Cloud coverage levels now vary over time.
STAR SYSTEM VISUALS
  • Additional stars have been added to the universe.
  • Some systems now have binary stars.
  • There is a rare chance for a system to have ternary stars.
PLANETARY FAUNA
  • A large number of new, highly exotic creatures have been added to the universe.
  • Some uncharted systems may contain planets that are populated by rare cybernetic lifeforms.
  • The diversity of insect and flying life has been increased.
  • The behaviour and animations for flying creatures has been significantly improved.
  • Flying and swimming creatures can now flock together.
  • Creature generation has been reset. However, previous creature discoveries are now noted in the ‘Extinct’ section of the Discoveries page.
  • New cooking products have been added, reflecting the range of novel meats and other sustainably harvested ingredients made possible by the new creature types.
PLANETARY WEATHER
  • New weather and other atmospheric events have been added.
  • Planets may experience shooting stars and meteor showers. Distant meteor showers are beautiful, but it is advised to avoid standing at the impact site.
  • Lightning may now strike during storms.
  • There is now a rare chance that tornadoes can form during a storm.
  • Some extreme temperature worlds may experience firestorms, where the very surface of the planet may erupt into flame.
  • Anomalous planets may now experience strange gravitational events.
  • During storms, the Exosuit can now take advantage of the extreme conditions: superheated temperatures can be processed into improved jetpack efficiency; freezing temperatures prevent Mining Beam overheating; high radioactivity increases mining yield; dense toxic gases can be recirculated for additional stamina.
PLANETARY BUILDINGS
  • Previously empty planets now have a range of abandoned and/or ancient buildings.
  • New colossal planetary archives have been added to the building generation.
  • The archives contain the historical and literary records of the Gek, Korvax and Vy’keen.
  • The archives are also home to a large number of NPCs and shops.
  • The archives contain mapping stations that reveal the presence of nearby ancient ruins.
  • Valuable ancient artifacts may be exchanged at the archive. The presented artifact will be swapped for a different item, and this cultural exchange will be rewarded with standing.
SANDWORMS
  • Some planets are now home to colossal worms. Watch your step.
TRADERS
  • Trader ships now occasionally land on the planet’s surface.
  • These traders sell a range of exotic goods, including black-market upgrade modules.
  • The scrap dealer found about space stations will now exchange pugneum for rare or exotic contraband items.
USER INTERFACE
  • The game’s interface has had a total visual overhaul, including the boot flow, all in-game menus and screens, and the Analysis Visor.
  • The space station and planetary base teleporter UI now match the interface used on the Space Anomaly.
  • The teleporter interface now more consistently shows screenshots of the target base.
  • The teleporter interface now displays information about the system or planet being warped to, such as weather or system economy.
  • The Discoveries page now displays more information about where to find creatures. For example, locational information and active times of day are now listed.
  • The Discoveries page now allows filtering of star systems based on inhabitants or solar class.
  • Systems may now be hidden from the list of discovered systems.
  • The Discoveries page system / planet view now displays more accurate information about player bases.
  • A local information guide has been added to the mission log. This guide displays detailed information about your current planet or star system, as well as tracking the progress of your discoveries.
  • Planetary base markers now display the name of the base.
  • Deleting a base from the base computer now has a warning element to help prevent accidental deletion.
  • A number of places in which the UI did not respect disabling press & hold have been fixed.
  • Fixed a number of visual issues with the display of information on the Galaxy Map.
  • The number of items in an inventory stack is now displayed in the popup header.
  • A depth readout has been added to the player HUD when underwater.
PHOTO MODE
  • New photo mode filters have been added.
  • Photo mode controls over fog and cloud density have been fixed and improved.
  • Photo mode controls over vignettes have been fixed.
  • Photo mode control over FOV has been fixed and improved.
  • Photo mode control of depth of field has been improved, with separate controls for focal depth and distance.
  • Photo mode now captures stormy conditions accurately.
  • Photo missions from the mission board now offer more assistance in locating an appropriate planet to take a photo.
CRAFTING AND ITEMS
  • A number of lesser-used crafting products have been removed from the game.
  • A smaller number of new crafting products have been added to replace them.
  • The number of specialist survival products have been reduced. The stack size for the remaining survival products has been increased.
  • The stack size for Glass has been increased.
  • A range of new buried items have been added to planets. These can be found and processed to reveal a range of exotic and interesting new items.
  • Fixed a number of issues with items being in the wrong place in the Catalogue.
MULTI-TOOL UPGRADES
  • Multi-Tools can now be upgraded at the Multi-Tool technology merchant aboard most Space Stations.
  • New inventory slots can be added, up to a maximum size for the current class. These slots cost a large number of units.
  • Multi-Tool class can also be upgraded for a significant amount of nanites.
  • Multi-Tool Expansion Slots allow the addition of an inventory slot for free. Find these upgrade circuits while exploring planets.
PORTAL INTERFERENCE
  • Portal interference for conventional portals has been removed. Players may explore freely.
  • After going through a portal, the return portal will remain active until you leave the planet. Your previous system is added to the list of available destinations at the space station teleporter.

https://www.nomanssky.com/origins-update/


Tommy McClain
 
If anyone’s diving back in and want a couple of easy money tips (assuming they still hold):

(1) If you find a very valuable crashed ship (like a high capacity hauler that sells for tens of millions), build your base there. It’ll respawn periodically. Assuming you repair all the empty general cargo slots (don’t bother with tech slots or occupied general slots [weapons, shield, hyperdrives] other than pulse drive and launch thruster), you can sell it for (IIRC) 70% of the buy price at the space station. You don’t get cash but trade commodities and elements (e.g., activated emeril) that you can sell or convert to more useful elements. Because of this, you’ll need to have about 5 to 9 free suit cargo slots to hold the scrap.

You’ll also get random ship upgrades for every working one, which you can sell at any upgrade merchant for nanites or just use or your ships. This last item is good with alien ships that are relatively cheap but always S class and thus yield S class upgrade modules.

If you’ve built a base and teleporter, you don’t even need to fly to a space station. Just make sure the ship you want to sell is active (either call it via the quick menu or just get in and out), and teleport to a space station. Remember to remove any useful material (e.g., tritium, silver, gold and platinum from shooting asteroids) from ship cargo first. You don’t get it automatically.

(2) The system economy is relatively basic. If you crash the market by selling a lot (1000+?) of an item that a trade computer already offers, you can then immediately buy it back for ~70% off. Early game, that means mine a bunch of cobalt from the stalagmites in caves and find a trading post that sells cobalt, sell yours with the sell menu, then switch back to the buy menu and buy their stock (yours plus whatever they had to begin with) at far less than you sold it. You can do this once per star system per I think 1-2 days, so if you want to make money quickly you’ll need a hyperdrive to jump around. Also, you get better prices on planets (trading posts or individual trade terminals) than at a space station, but you have to fly there.

Early game, cobalt is readily available to be mined. Later, when you find chlorine and can build a synthesizer, you can easily make a lot more chlorine by combining it with oxygen. IIRC, 1 Cl + 2 O2 = 6 Cl. Get yourself a few 9999 Cl stacks, find a system that sells Cl, and you’re set. You can also multiply cobalt by combining it with oxygen to make activated cobalt. You get more to sell, but it takes time to convert and there are fewer places that sell activated cobalt. But fly around with a a couple stacks of Co, activated Co, and Cl, and you’re covering a lot of bases no matter which system you fly into.

With this much money, you can easily buy whatever elements you need rather than having to mine them. I bought a stack of like 80 drop pod coordinates at ~100k each to max out my suit to save on some inventory management. I still manage inventory with a fully maxed suit....

You can also use the money to buy any ship you want, though it isn’t really necessary to shell out big bucks for S class ships. B or A will serve you well, given enough upgrades. My most useful ship was a 30+ slot B fighter: the maneuverability and firepower of a fighter with the cargo space of a hauler, and not that expensive.

(3) If you’d prefer not to game the game’s systems, then mining cobalt (pure drudgery), extracting salvaged data from buried tech modules (always located near one of those smoking, blue-lit sparking damaged machinery pods on the surface, or just visor scan for them) at 50k a pop, or (double spoiler, I guess, if you enjoy discovery) harvesting storm crystals at ~200k a pop during extreme weather are the most lucrative endeavors in increasing profitability. The last gets much essier with suit upgrades.
 
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Excellent, looks like a lot better draw distance and more dense. I've been playing a lot of NMS lately and really enjoying it. Base building has been frustrating though.
 
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