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No Man's Sky

A filter for scans would also be nice. I find sometimes the screen gets cluttered with things I'm not looking for.
 
Planetside, there are little metal teepees /\ that you'll see periodically, you can buy new suit slots there (they go up 10,000 units for each new slot). I believe you have to scan an animal (L2 on PS4) before you can interact with them. Scanning them will tell you if the animal is belligerent or not.
I have not seen any tepees but I will look out for them. I can launch but want to look around more and set more credits via gold. Any way to get warp engine plans on the surface?
 
I've got 14 slots in my multi-tool and all of them are mining upgrades, and 7x power from the mining tool when used as a weapon. That's on top of the 7x beam intensifiers. The only two animals on this planet that are hostile are very easily killed with my mining weapon. So, until I learn what this game is really all about, I'm just flying around gold mining and buying shit. I found if you just fly in a straight line, as close to the ground as you can get, you'll run into all kinds of stuff. I've bought all the extra slots for my suit, so I have a 48 slot suit now. I purchased a 26 slot ship to help me carry all the gold around. So far I've spent about 10 million units on the suit slots and the new ship. I talked to the ship owners of the big ships that land in the trading posts and they want an average of about 12 to 14 million for a ship with over 40 slots. So, now, I'm just a pot smoking gold mining idiot. :guffaw:

If you're really stoned, it's kind of cool just the get close to the ground and watch the ship fly itself and listen to the music. Don't forget to go into your settings and set the pilot view area to 100%.
 
No...... The only game I remember them copping much flak for, mainly because I got sucked into the game was Watch Dogs. That's the only Ubisoft big name title I have bought in recent years. That's also the only one I know of where people blew their stack about gimped graphics and lying trailers..
Fallout 4 and the new Deus Ex got overhyped as well and apparently they both are missing features. The main reason this game gets so much flak is because it's a small company. Bethesda and Eidos can tell reviewers they won't get an early review copy or they will be banned from interviews or panels if they thrash their game too much. Hello Games can't do that...
 
Most recent Patch notes:

It is now easier to scan flying creatures.
Fixed height and weight stats being the wrong way around for creatures.
Gek towers can no longer be interacted with repeatedly.
The 'You have unredeemed items' message will now only show for the first 5 minutes.
Fixed getting 0% charge on Photon Cannon when buying a new ship and constantly being prompted to charge it.
Reduce Suit VO for life support warnings and only do life support VO on 25% and 50%.
Fixed grave being transferred to the new star system after you warp.
Fixed toxic protection 3 (theta) from having the wrong name.
Fixed incorrect marking of sea caves under floating islands.
Turning down music and SFX volume in the options will now work correctly (mutes the VO also).
If you change ship or multi-tool and then revert to previous save the ship should now be the one you had at the time.
Atlas station collision improvements to prevent you from bumping into them too much.
Fix for the stars not being discarded during load/warp (causing duplicate stars).
Bolded the 2 big ones...
 
Have not see the tepees, but have made "friends" with two species of animal. Not certain about more ground exploration, move the ship to another ground point or explore the system as I have no warp drive plans.
 
Alien Languages: How We Talk About Procedural Generation

We rarely interrogate such language, and as a result we are not accustomed to discussing these concepts and thinking critically about whether they make sense in a game. By this I don’t just mean figuring out if developers are making sense, I mean also that as developers we are not good at evaluating whether our claims are sensible before going public with them. Does a sense of ownership over named planets make sense if we are also claiming players are unlikely to meet each other? Does an aesthetic of “true discovery” make sense if we are also claiming every planet is unique and wondrous? It’s not that these ideas are contradictory by definition, but we’re barely even considering the questions at all, much less drawing conclusions about them. We can’t examine these claims for their contradictions, because we lack a shared, well-understood language to communicate in about procedural generation. We are stuck with our own interpretations and mental models and the hope that they match up with the journalist whose article we are reading, or the developer whose game we are following.
 
Does a sense of ownership over named planets make sense if we are also claiming players are unlikely to meet each other?

The above claim is only true if every player moves randomly, like brownian motion. In such a situation, yes the odds of finding a star discovered by another player is the same throughout the universe - and the odds are tiny.

However the game gently nudge players towards the center of the universe. Thus a significant proportion of the players are not moving like brownian motion particles. Instead, they're moving like a drunk person heading home. There still is randomness, but overall there is also a clear direction of movement towards the center of the universe.

This completely changes the odds of finding a discovered star throughout the universe. At the outer rim of the universe, yes the odds are low. However as you approach the center of the universe, the likelihood of going to a discovered star increases exponentially. In other words, If you're headed to the center of the universe you will definitely find stars and planets discovered by someone else.

We can’t examine these claims for their contradictions, because we lack a shared, well-understood language to communicate in about procedural generation.

Really? The language of procedural generation is statistics and probability. There is this thing called the Central Limit Theorem in statistics which says that when you have seen a sufficiently large number of samples drawn from any random distribution, you start to see commonly occurring patterns (also known as an "Average") appear . 18 quintilian star systems is a sufficiently large number of samples.

Hello Games created the random distribution for generating all stars, planets, animals, plants and resources in No Man's Sky. Because of this, Hello Games knows exactly what the average star system is - mundane and typical. It has to be as it is a natural artifact of any randomly generated system. After all, that is the very definition "average". So instead of showing average stars and average planets as part of it's publicity, they carefully hand picked rare and exotic worlds for use in their marketing campaign. And now it tries to claim there is no well-understood language to communicate?
 
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I got the impression that each world is generated on the fly, and so are the creatures and fauna. Wouldn't that be kind of a milestone if they have managed to do this in a small indie game?
 
I know enough to know roughly how to generate the surface of a planet. At its very basic and highest level, it is just a single math formula. The formula takes two inputs, longtitude (x) and latitude (y) and produces a single output, altitude (z). The simplest formula would be x, y = 0. This would produce a completely spherical planet.

A formula like x, y = sin(x) * sin(y) would produce a planet filled with hills and valleys of identical height and evenly spaced out. To make it look more random, we can inject random numbers into the formula x, y = Rsin(Rx) * Rsin(Ry). Here, each instance of R has a different, randomly generated value. (PS: Opening the link multiple times will produce a different landscape).

Typically, we would would use a sum of several hundred random-sine pairs to form a more complicated landscape. Unfortunately, Wolfram Alpha only allows me to plot the sum of two random-sine pairs, but you get the idea. Each random-sine pair adds complexity to the landscape. So with several hundred sine-pairs, you can generate quite a realistic looking planet surface.

Combine the above formula with a pseudorandom number generator, tie each star system with a unique magic key and you get a planet that looks exactly the same every time you visit it. Hello Game uses some variation of this idea to generate it's planets.
 
I know enough to know roughly how to generate the surface of a planet. At its very basic and highest level, it is just a single math formula. The formula takes two inputs, longtitude (x) and latitude (y) and produces a single output, altitude (z). The simplest formula would be x, y = 0. This would produce a completely spherical planet.

A formula like x, y = sin(x) * sin(y) would produce a planet filled with hills and valleys of identical height and evenly spaced out. To make it look more random, we can inject random numbers into the formula x, y = Rsin(Rx) * Rsin(Ry). Here, each instance of R has a different, randomly generated value. (PS: Opening the link multiple times will produce a different landscape).

Typically, we would would use a sum of several hundred random-sine pairs to form a more complicated landscape. Unfortunately, Wolfram Alpha only allows me to plot the sum of two random-sine pairs, but you get the idea. Each random-sine pair adds complexity to the landscape. So with several hundred sine-pairs, you can generate quite a realistic looking planet surface.

Combine the above formula with a pseudorandom number generator, tie each star system with a unique magic key and you get a planet that looks exactly the same every time you visit it. Hello Game uses some variation of this idea to generate it's planets.


OK interesting. I knew there was maths involved, but thought it would be complicated, and oh hang on that to me sounds complicated :D
 
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Decided to fly around the planet, after typi g some flora and fauna. Finally found an output to get more units. Did a minor ship trade up but cannot find those tepees to get more suit slots. Probably do this for a while. Any chance of getting wsrp drive plans on the planet?
 
@Ronald Held :
You get the hyper drive plans from an alien if you follow the Atlas path and i posted a video about how you can find those drop pods with exo suit upgrades, twice even.
And if you bought a new ship it might even come with a hyper-drive. So now you probably will get a message in the lower right corner about an outpost that you have to visit to get some fuel for the hyper-drive.
 
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