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L_C_Scipio

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  1. Here's the notes for the day 1 patch. I'm getting the game on Tuesday but sadly probably can't play until Saturday. Can't wait! Update 1.03 Sean Murray | August 7, 2016 Update 1.03 When we went gold five or six week ago, we posted on twitter, and literally every reply was like “hope you are going on a nice holiday!”. Some of us have, but I didn’t want to, not yet. I pictured myself somewhere staring out the window thinking about this game I’ve been working on for five years. We’re under a pretty intense spotlight right now, and hopefully it’s easy to imagine how hard it would be to switch off from that, or how deeply we care about people’s first impression of the game. In fact most of us were back here the day after we went gold, working on this update. We’re already proud of what we put on a disk, but if we had time, why not continue to update it? Hello Games will continually update No Man’s Sky this way. This is the first of many. It will be available on Monday for press for review once it exits submission, and on launch for public on PC and PS4. We expect future updates like these to continue to be free. For 99.9% of people, all you have to do is install the update before you begin to play. If you had an early copy somehow, your save game will technically work post update, but you will miss out on new content and experiences if you don’t delete your save before updating (should be obvious why from notes below). We highly recommend deleting your save if you have played before updating your game (we won’t do this in future, but it’s a day zero update). Servers will be wiped on Sunday and again Monday in the lead up to launch. Beware these notes contain some spoilers. Here are some things our little team has been up to over the last four or five weeks: ◾The Three Paths – there are now new, unique “paths” you can follow throughout the game. You must start the game on a fresh save, with the patch, as early choices have significant impact on what you see later in the game, and the overall experience. ◾The Universe – we changed the rules of the universe generation algorithm. Planets have moved. Environments have changed biomes. Galaxies have altered shape. All to create greater variety earlier. Galaxies are now up to 10x larger. ◾Diversity – Creatures are now more diverse in terms of ecology and densities on planets. ◾Planets – we’ve added dead moons, low atmosphere and extreme hazardous planets. Extreme hazards include blizzards and dust storms. ◾Atmosphere – space, night time and day skies are now 4x more varied due to new atmospheric system, which refracts light more accurately to allow for more intense sunsets. ◾Planet rotation – play testing has made it obvious people are struggling to adjust to this during play so it’s effects have been reduced further… ◾Terrain generation – caves up to 128m tall are now possible. Geometric anomalies have been added. Underwater erosion now leads to more interesting sea beds. ◾Ship diversity – a wider variety of ships appear per star system, and are available to purchase. Cargo and installed technology now vary more, and ships have more unique attributes. ◾Inventory – ship inventories now store 5 times more resources per slot. Suit inventories now store 2.5 times more per slot. This encourages exploration and gives freedom from the beginning. We’re probably going to increase this even further in the next update, for people in the latter game phases, and will allow greater trading potential. ◾Trading – trading is deeper. Star systems and planets each have their own wants and needs, based off a galactic economy. Observing these is the key to successful trading. We still working on adjusting this based on how everyone plays, but all trading values have been rebalanced across the galaxy, giving a greater depth. A bunch of trade exploits were uncovered and have been removed ◾Feeding – creatures now have their own diet, based on planet and climate. Feeding them correctly will yield different results per species, such as mining for you, protecting the player, becoming pets, alerting you to rare loot or pooping valuable resources. ◾Survival – recharging hazard protection requires rare resources, making shielding shards useful again. Storms can be deadly. Hazard protection and suit upgrades have been added. Liquids are often more dangerous ◾Graphical effects – Lighting and texture resolution have been improved. Shadow quality has doubled. Temporal AA didn’t make it in time, but it’s so close ◾Balancing – several hundred upgrades have had stat changes (mainly exo-suit and ship, but also weapon), new upgrades have been added. ◾Combat – Auto Aim and weapon aim has been completely rewritten to feel more gentle in general, but stickier when you need it. Sentinels now alert each other, if they haven’t been dealt with quickly. Quad and Walker AI is now much more challenging, even I struggle with them without a powered up weapon. ◾Space Combat – advanced techniques have been introduced, like brake drifting and critical hits. Bounty missions and larger battles now occur. Pirate frequency has been increased, as well as difficulty depending on your cargo. ◾Exploits – infinite warp cell exploit and rare goods trading exploit among other removed. People using these cheats were ruining the game for themselves, but people are weird and can’t stop themselves ¯\_(シ)_/¯ ◾Stability – foundations for buildings on super large planets. Resolved several low repro crashes, in particular when player warped further than 256 light years in one session (was only possible due to warp cell exploit above). ◾Space Stations – interiors are now more varied, bars, trade rooms and hydroponic labs have been added ◾Networking – Ability to scan star systems other players have discovered on the Galactic Map, increasing the chance of collision. Star systems discovered by other players appear during Galactic Map flight ◾Ship scanning – scanning for points of interest from your ship is now possible. Buildings generate earlier and show up in ship scans ◾Flying over terrain – pop-in and shadow artefacts have been reduced. Generation speed has been increased two fold (planets with large bodies of water will be targeted in next update) ◾Writing – The Atlas path has been rewritten by James Swallow (writer on Deus Ex) and me. I think it speaks to the over-arching theme of player freedom more clearly now. Early mission text has been rewritten to allow for multiple endings. I grew up reading Carmack’s .plan files for Quake, so it’s fun to be writing one of my own Next up we’re adding the ability to build bases and own giant space freighters. Temporal AA and my new cloud rendering tech should be coming soon too. It will really change the game again, and enhance it visually. This universe we’ve built is a pretty large canvas, we’ve got a lot of ideas. This is the type of game we want to be. Love, Sean
  2. You guys hear about the guy that paid $1,300 for an early copy of the game, and now Hello Games says, "Actually there's a day one update that's changing the game substantially, and by the way we're resetting the universe before launch".
  3. There's a major rework coming up as far as how the Void and prime parts work. Not much is certain right now but a guy on Reddit analyzed what was said and came up with the following: There is a lot of confusion regarding DE’s explanation of the new void system. I understand why, the description was confusing as hell. Many important details were glossed over, and the ad lib method resulted in viewers misunderstanding things we did receive answers to. I’ve rewatched the clip in its entirety at least half a dozen times, and five times that in aggregate, rewinding over and over to parse every line. I even have it up for reference as I write this post. I’ve picked up on some details that were lost in translation. So let me set aside some of your concerns. Here is a link to the clip in the devstream. First, a transcription of the entire clip. Steve: So this is what’s going to happen with blowing up the void. Before I ramble about it for a second, let me just say that our players should be patient with us and relax, and if they hear something doesn’t sound good, we’re always open to your feedback. If we do royally screw it up, we’ll improve it, which is the way we’ve worked on this game for the last three-and-a-half years. So, this is a change to how crafting stuff out of the void is going to work. Rebecca: Getting stuff. Steve: Getting stuff out of the void, yeah. It kind of acts like a crafting system. There’s these quantum projections which are the Orokin technology of 3D printing. The rewards are going to be tied to this projection. What you have to do is, when you get one of these quantum projections, you’ll have to look for a void tear in the solar system somewhere. Some of those will be on the void maps you’re used to, and thankfully some will be in maps you’re not used to. It has a bit of gameplay to it which we’re not quite ready to show. If you find that void tear and fight the things that erupt out of it, that will charge up your quantum projection. Then you can come back onto your ship and reveal what it is. Rebecca: What’s interesting about this, as someone who’s done all my own void grinding, is… Your keys all still matter because we’re going to be taking a lot of the rewards out of them, making sure that every key has stuff on it of course. You’re going to be able to see the drop tables for them in-game. So you don’t need to go to that forum thread anymore, say “What does T1 exterminate drop? Oh, there’s 17 things there.” Steve: It will also helps us take those projections and narrow down what they can create. So you can have a very focused void grind. Now it can be very focused on what you want rather than kicking at a huge, huge drop table. Rebecca: All your keys will matter, by the way. Steve: All your keys will matter because they’ll get converted into projections. So don’t worry about getting rid of your keys right now, they’re actually good to have. The other interesting thing is to reduce the RNG pain, when you take a projection and charge it up to manifest the item, if it isn’t what you want - or even if it is what you want - there’s this residual that comes in. How the residual works is it’s basically thanking you for doing this even if you didn’t get what you wanted. You plug this into your next void projection to increase the chance of rare stuff coming out of it. So it’s like the shavings of that crafting process that you can use to improve the results next time. Which basically takes the grind and plateaus the pain out of it because you can use those things repeatedly to bias it and improve it. Rebecca: [opens the codex to the Grineer Elite Lancer entry] You can see right now you’ve got your Lancer and you can see the three tiers of mod drops. There’s the rare which is gold, the uncommon and the common. The projections are going to work kinda the same way. So if you were looking for an uncommon part and not a rare, you can put those uncommon residuals into it to skew it and get what you want. Steve: There are more steps and there’s more gameplay [compared] to doing what void grinding is right now. Void grinding is play the same thing over and over and [et infinitum]. This one is: get the projection you want, go seek out this void tear… [Rebecca interrupts: Which is always going to be active.] ...play this custom gameplay which is this interesting escalation. Rebecca: It’s actually immersive and crazy and it’s gonna be awesome. Steve: It’s cool and interesting. And then you crate it back to the ship and reveal it. There is a type of banking you can do. Those void tears go into buckets and those are different difficulties, we’re calling them T1 through T4. So if you’re a hardcore player and you’re awesome at T4 survival, you’re still gonna be able to have that experience. And to a limited amount, you’ll will have banked some of that void energy to use in this process. So if you’re waiting for an update, and maybe there’s a reward you’re interested in that’s not out yet, go play some void tears and build up that energy. So when it comes out, you can go get that projection and go for it right away. Rebecca: What’s also interesting is now you can go to those lesser used maps. Maybe not a lot of people spend time on Europa, so a void tear could happen there, and you could be interacting with different enemy types and different maps so you’re getting a bit more of the map diversity that WF offers. Of course, if you’re someone like me who’s, “How do I get my argon now that you’re taking away the void?” The void is now just gonna be an essential part of the map. There’s no keys required to play in the void. You can just go there now at your leisure to get argon and other void - like if you want to do the puzzle rooms in there, you can just go to the void. Steve: The ducat system is not changing. So the result of this quantum projection, even if it’s something you don’t want, keep it and sell it for ducats. Baro may be coming in and selling those projections directly. Although we’ve made the system more complicated, in my opinion because a lot of people are engaging in this, it’s going to be a lot more interesting. There’s going to be a lot more choice and variety for them. Rebecca: It’s immersive and tactical too. Right now you’re running that key, you’re in the tileset, and then you get an end-of-mission reward. Now you’re interacting with the void tear itself, you have to play it. Steve: And you’re using work you did last week to bias the results. You’ll feel a little more control over the RNG. But it’s still RNG. Scott: And the resources are tradeable? Steve: Yes, I believe so. Like I said, confusing as hell. It’s slightly clearer with the verbal stumbling cleaned up (you’re welcome, DE). But let’s dissect it. Projections: What are they? Think of a projection as a blueprint for a part. Blueprint Prime. But rather than requiring a set of items in order to “craft” the part, you seek out something called a void tear. Completing this objective will ‘charge up’ the projection, and reveal it. This turns the current void grind into an item identification process, similar to getting rare unidentified items in lootgrind RPGs. But instead of using a scroll, you run a mission. (Technically how it already works. Except before, the part magically poofed into your hands out of thin air. Now it magically poofs into your hands out of thin air with context.) Projections: How do I get them? We don’t have a clear answer to this question. Some assume that they will be obtained from void tears (unlikely imo), or conventional void missions (likely imo). Since identification is tied to the projection itself, that frees up the entirety of void mission tables, so it’s a possibility. My guess is that they will be awarded from normal star chart missions, similarly to how keys are awarded now. Projections: What can I get from them? Each projection has multiple possible rewards sorted into three rarity tiers: common, uncommon, rare. All of the potential rewards will be visible to you. You can bias the result in favor of one of the three rarity tiers using residuals (see below). This is all we know for sure. DE’s description seems to indicate there are differences in projections’ tables, but we don’t know if the possible outcomes are rolled on obtain, or if there are different types. One thing no one is talking about is the possibility of projections being identified as things other than just Prime parts. I fully expect Forma on the projection tables. But there may also be Vandal/Wraith parts, or extremely rare mods. Residuals: What are they? Residuals are an item, a residue, leftover when identifying a projection. There are three types: common, uncommon, rare. Residuals can be poured into a projection of your choice, presumably irreversibly, to bias the identification in favor of a common, uncommon or rare result. There is a cap on how far you can skew the result. This is part of what DE means when they say that the grind is more focused on getting what you want. Residuals: Where can I get them? By identifying projections. You will receive a token of residuals every time you do so. Apart from that, residuals will also be awarded for completing void missions. Steve implies that higher-level and endless missions (namedropping T4 survival) will be extra rewarding. Perhaps they will drop in stacks scaling with difficulty, similarly to cores. They may even be awarded by star chart missions, but we don’t know that for sure. (Edit: Thanks to /u/God_is_a_cat_girl for correcting me here. Steve is referring to a resource used for identification, not to residuals. So, we don't know where else residuals can be obtained.) Void Keys: Where do they fit in? Short answer? They don’t. Void keys are gone from the game. Steve: All your keys will matter because they will be converted into projections. So don’t worry about getting rid of your keys right now, they’re actually good to have. Rebecca: The void is now just gonna be an essential part of the map. There’s no keys required to play in the void. This is a hugely important detail that many people misunderstood, because of an earlier quote: Rebecca: Your keys all still matter because we’re going to be taking a lot of the rewards out of them, making sure that every key has stuff on it of course. You’re going to be able to see the drop tables for them in-game. The confusion is understandable. But here’s the gist: void keys are being removed from the game. Keys you own will be transformed into projections. So as soon as the update drops, players with many keys will have a healthy store of projections to start with. Void Tears: How is this different from a tower mission? Here’s the awesome part. The two have nothing in common. DE doesn’t go into detail about how void tears work, but a lot can be gleaned from surrounding statements. Steve describes void tears as an “escalation”, and that “killing the things that erupt out of it” will charge up your projection. I was going over the information again yesterday afternoon and suddenly it clicked, my eyes went wide, and everything made sense. “Void tear” does not describe the mission itself, but rather an additional objective present somewhere on the node. Think vault runs. You find the door, grab the corrupted mod, then complete the mission objective. Except with tears, you find the portal, commit genocide on its population, then complete the mission objective. Void tears are ordered T1-T4 in difficulty, and Steve has said on a previous devstream that they will move around the star chart. In the very brief moment that Steve shows us the World State menu, we see the level associated with void tears: 20-30 for T1; 30-40 for T2; 40-55 for T3; 55-70 for T4. (Note: This applies specifically to the enemies which emerge from the void tear. I contrasted the levels of nodes Steve briefly hovered over, and their levels are identical to the current star chart. For those complaining that T4 tears are going to be too hard: keep in mind that T4 tower missions have a 3x modifier to enemy damage/health/shields/armor. This is the reason T4 is often bullshit, and it should not be assumed the same modifier will apply to tears.) What does all this mean? Two very big changes. First, Prime parts are no longer pursued in a closed session. If you are playing public, you will be joined by others, and there are no restrictions on joining like the ones designed to prevent key abuse. Secondly, you’ll be doing your grinding on many different nodes. Void fatigue is officially gone. Rejoice. Obviously a lot could go wrong, and there will be oversights. So be realistic. But also do rejoice that there will be far less monotony. The Void: So what’s the point of tower missions now? Conventional void missions no longer require keys to access, you can go there freely. That also means they’ll be open to public. (Chill. Just set it to invite only, or solo like you always do anyway. Nothing has changed for you. Yes, you, the one I’m talking to. You know who you are. Cool it.) Steve has said that void tears can also occur on void nodes. Prime parts can presumably no longer be obtained there, however Steve said that they will drop residuals. (See earlier struck out text.) I assume they will also award Forma and projections. So there is still incentive to go there. But it’s not the focus of endgame anymore. Void tables may be populated with entirely new things as well. We’ll have to wait and see. The New Grind: What will I be doing? Anything and everything. Tears could open up on sabotages, assassinations, archwing missions, defenses, survivals, spies, anywhere on the star chart. You’ll actually be playing the game the way it was meant to be played, instead of spending all your time on a handful of nodes. Tears will move around the star chart, and generic missions will rotate periodically. The high level of T4 tears means they’ll be amazing for affinity, too. When you’re not identifying projections, you’ll be collecting residuals. But even then, you won’t be restricted to specific void missions. You can go wherever you want, and experience the content you personally enjoy with no keys to get in the way. It’s a bold new solar system, Tenno. Get hype. Sauce: https://www.reddit.com/r/Warframe/comments/4pa86k/the_new_void_system_an_indepth_analysis_or_you/
  4. Cool, I found that option. It's been about two years since I last played it but I was sure I remembered a customization screen from the main menu. That must have been BF3 though.
  5. Ok, thanks. I must be thinking of BF3.
  6. Isn't there a way to customize your loadouts without being in a match? Could have sworn there was... Or am I going crazy?
  7. L_C_Scipio

    Mod Swap!

    Does anybody use the Unairu focus? I've got a lens I have no use for.
  8. https://store.playstation.com/#!/en-us/best-of-e3-sale/cid=STORE-MSF77008-BESTOFE3SALEPS4G%7C%7Cname~asc Some pretty good deals in here. The sale goes through June 21. I'm thinking about picking up Battlefield 4 again ($5) and maybe Diablo III ($25).
  9. New trailer just released, as well as a release date of February 28, 2017. Looking really good!
  10. Thanks for posting this. I've been thinking of making Banshee my next frame. Specifically, I'm interested in pairing Sonar with a precision, high damage weapon, like my go-to gun, the Vectis. I feel like with the right build I can one-shot all the things.
  11. I think the exploration is the main draw. You get to see places that, most likely, no one's ever seen before...and most likely, no one else ever will. I can spend hours in Minecraft just walking around. What's around that river bend? What's over that hill? I have to go see. And if I see a cave...I can't help but go check it out. Sure, the gameplay loop is pretty much going to be, collect resources to improve your ship and gear so you can go somewhere else to collect more resources to improve your stuff so you can go farther and collect more stuff... But really, Warframe is the same way, just with slicing things to little bits along the way. Farm resources so you can build better guns to farm harder areas for resources so you can build even better guns to farm different resources so you can build better guns to farm... Etc. I can definitely understand why people think NMS will be boring. I expect I'll get bored after a while, put it aside, then come back a few weeks later and get sucked back into it. But the idea of going places just to see what's there is too appealing. You can also spend all your time as a trader, for instance, or be a space pirate. There's combat if you choose to engage in it. Sean Murray, the developer, often refers to it as a survival game. A big part of what you'll be doing is just trying to stay alive. What keeps popping into my head though: "To explore strange new worlds, to seek out new life forms and new civilizations.. To boldly go where no man has gone before." I can't wait.
  12. No Man's Sky has been delayed. From Sean Murray: "The game really has come together, and it’s such an incredible relief. As we sit an play it now, and as I watch playtesters every day, I can finally let myself get excited. We’re actually doing this. However, as we approached our final deadlines, we realized that some key moments needed extra polish to bring them up to our standards. I have had to make the tough choice to delay the game for a few weeks to allow us to deliver something special. After a short delay, No Man’s Sky will launch in North America on August 9, in Europe August 10, and in the UK August 12." I don't know about you guys but I'm really excited. I've got the game pre ordered so the delay is pretty disappointing.
  13. That first mission (which is defense, not interception, by the way) is a lot harder than it seems like it should be. The closest I got was 6 waves to go... So many Hyenas and Bursas. Now I'm nervous about Sunday's cause I really want those Twin Wraith Vipers (I have a thing for special event weapons). Side notes: 1. I'd forgotten how well Mag lays waste to Corpus. 2. Double Affinity + Affinity Booster =
  14. Get ready Tenno, Proxy Retribution is here from now until May 31 at 2 p.m. ET. This Bonus Weekend includes a Tactical Alert, 50% off Darvo Deals, and Double Affinity all weekend! TACTICAL ALERT: The Corpus Proxy Army is back and it's stronger and faster than ever before. Show no mercy Tenno, intercept and destroy them. Day 1: Friday, May 27 Planet: Tessera, Venus Mission Type: Interception Reward: Orokin Catalyst + 10,000 Credits Day 2: Saturday, May 28 Planet: Martialis, Mars Mission Type: Mobile Defense Reward: Orokin Reactor + 10,000 Credits Day 3: Sunday, May 29 Planet: Palus, Pluto Mission Type: 30 minute Survival Reward: Twin Wraith Vipers with weapon slot for it + 50,000 Credits Day 4: Monday, May 30 Planet: Io, Jupiter Mission Type: 20 Wave Defense Reward: 25 Rare Fusion Cores + 10,000 Credits DOUBLE AFFINITY: This weekend, team up and reap the rewards of double Affinity! You’ll earn twice the Affinity during any Warframe mission you play from now until May 31 at 2 p.m. ET. DARVO DEALS: Save 50% on the following items from now until May 31 at 2 p.m. ET. Primary: Rubico Secondary: Talons Melee: Lacera Syandana: Salix Syandana Prepare yourselves Tenno, Proxy Retribution Bonus Weekend is upon you.
  15. New trailer for this dropped yesterday, more to come at E3. I've been interested since this was announced and I'm excited to see more.
  16. What, inaccurate information on the internet? Surely not!
  17. Have you checked the wiki page on them? It lists their spawn logic, and apparently you can find them during the Uranus boss mission.
  18. None of that bothered me TBH. It never happened in large enough quantities to be game-breaking, at least in my experience.
  19. As you may know, Saryn's component BPs drop from the boss of Sedna. This boss fight sounds like it's going to get significantly harder in the Operation Rathuum aka Prison of Elders update (http://warframe.wikia.com/wiki/Operation:_Rathuum) which should be coming to consoles pretty soon. So now might be a good time to get Saryn parts if you need them.
  20. That's what I thought too but I'll be more specific next time.
  21. How can that be wrong? Out of all the shooters I've played it was by far the most boring. Boring maps, boring mechanics, boring guns. It's my opinion based on games I've played. It's your opinion that the game was great. Neither is right or wrong, that's why they're opinions.
  22. Black Ops was the most boring shooter of all time. They know everyone wants MW2, so I don't understand why they refuse to do it.
  23. Thanks for bringing up the Galatine. I've had one lying around, so I got it out, potatoed it, and put decent mods on it. It's a monster now
  24. As you probably all know, some weapons are used as components in crafting other weapons. If you're into trying every weapon for mastery rank purposes (like me), it's efficient to know what those are, so you don't scrap something you actually still needed (like me). I compiled a list that hopefully someone else will find useful. Note that the weapon being used as a component is consumed, and will be removed from your inventory. Also note that the level of the consumed weapon makes no difference. So, if it's something you don't want to keep, level it first. If it's something you want to hold on to, you'll need to make a new one and be sure to use the new one when you craft. I've listed the component first and the product second: AKBOLTO: Akjagara AKSTILETTO: Aksomati ANKYROS: Ripkas, Tekko ATOMOS: Twin Basolk BOLTO: Akbolto (need 2) BOLTOR: Boltace BRONCO: Akbronco (need 2) CERNOS : Mutualist Cernos CESTRA: Dual Cestra (need 2) DUAL CLEAVERS: Ripkas DUAL KAMAS: Dual Raza DUAL SKANA: Akjagara, Redeemer DUAL ZOREN: Twin Basolk FURIS: Afuris (need 2) GRAKATA: Twin Grakatas (need 2) HIKOU: Panthera KAMA: Dual Kamas (need 2) KRONEN: Boltace LEX: Aklex (need 2) MAGISTAR: Sibear MAGNUS: Akmagnus (need 2) MITER: Panthera NIKANA: Dragon Nikana TIPEDO: Lesion VASTO: Akvasto (need 2), Redeemer VIPER: Twin Vipers (need 2)
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