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If anything, I would argue that ships should be decreased to 3. They are problem in the freighter when you have six and realistically no one is flying more than 3 on a regular basis..The rest are just eye candy.
building and saving. It may crash your saved game.
Anyone else chime in> There abosolutely must be some kind of Material cap, else you would have people who never sleep and build Mega bases and then ♥♥♥♥♥ about their saves NOT working.
K
Units - no, unless they bring in multiple billion unit items. 200mil is the most expensive thing in the game, once you get passed 400mil you literally cannot spend it. They actually reduced the cost of freighters by about 90% going from 1.2 to 1.5 updates, so i dont expect this to happen.
Storage - sure, in fact i expect the storage cubes to get expanded since they need to work on them anyway due to their buggy nature.
What could it hurt? They are just variables. This kind of game is about play style. Isn't that the point of sandbox games? I capped units after about 60 hours. First it was my first million, then billion - next would have been 100 billion and so forth, maybe eventually a first trillion. For that save, I wanted to be a mining mogul. It was so much fun searching for hot spots, maximizing mining base efficiency - building a network of farms and watch the money increase exponentially.
All of this I did flying around in my space ship. Buying from space stations. Landing on planets, using upgraded technology to locate rich mine hot spots, then planning and building a mining base, from the power grid to storage to layout. Then I would use the portal system to harvest from all of my bases and finally go to the space station for that big sale. What a rush!
Then after you do that, because of supply and demand, you have to warp to a new system - in your S class upgraded space ship - to sell at a fresh market to get a decent price. This sounds like the essence of a game like this. Flying around space, building bases (for purpose beyond aesthetics, but that which you can do in an aesthetic way - if you wish!), upgrading tech, going through portals to locate new ships that can hold more space to build more mining bases, finding the best systems to sell, searching for hot spots, finding a planet both beautiful and rich in Activated Indium! This is the kind of insane immersion that the Beyond update has afforded us. Until the cap kind of yanks the immersion away - at least for that play style. Play style...this is key in my point.
Personally I sent a message to Hello Games asking for a unit cap increase at the very least. Why should I stop the game that I was enjoying for no reason other than a 32 bit unsigned integer can't count higher than a few billion. Surely its an easy fix. And I say fix because selling a valuable resource and receiving no units is essentially a broken mechanic - whether you think units beyond 400 million are important or not.
in survival its still 500
as for base storage i think its plenty right now to have 10 boxes. the only feature i miss is the ability to drag and drop on existing items in order to switch places like 99% of the other looter games have.
as for credits, i hope they expand on that yeah + add more expensive items in the game.
ships, i can see this being the most likely thing to update out of the 3.
Fair point! Though, asking for a revamped economy is a huge ask compared to changing a simple value cap. The unit cap was pretty much a non-issue before, except for the few pre-'Next' players that managed the old cap and got rolled over to 0. At that time the units value was stored as a 32 bit signed integer which has a max value of 2,147,483,647.
That got fixed with the "Next" update by changing the value to be stored as an unsigned 32 bit integer which has a value of 4,294,967,295, and until now, no one got close to that number of units.
Now that extraction mining has changed the units game, its a thing. I think we will see more and more people hitting the cap. So I agree with you on the economy thing, but that still doesn't justify selling resources and getting 0 for them because the code won't allow it. Pretty big immersion breaker if you ask me. At the end of the day, the issue isn't the units themselves (which most of the posters here seemed to focus on), it goes ....Beyond... that.
NMS is a game of incredible immersion. That's the essence of the game and why it is loved so much. The cap directly affects immersion, breaks it, rather brutally after a climactic climb into the billions, should that be the choice of game-play, and for many it is.
So to answer the OP directly,
Units (broken) - cap breaks immersion and abruptly terminates one play style prematurely
Storage (Okay) - I think 9999 per slot is reasonable, Survival is survival!
Ships (Okay) - I would like to see the ship cap raised to 100 and maybe some new build-parts for hangars in the future to showcase them
And this too!
OP, yes, I hope so too.
Yeah this is known as 'market crashing'. I watched a uTube tutorial on how to do this. I can understand why you stopped. Looks pretty monotonous and tedious to be honest. The guy I watched, though, didn't make anywhere near a billion an hour. I'm guessing that maybe this is possible after many repetitions of filling your inventories and ship inventory, and then selling it off after forcing the 'crash'.
Though, given the time it would take just to land, take off, load up, unload and then warp to a new system. Wirelooms sell for what? 50k each or something (give ot take), not to mention that the most you will see stocked at a station or trade post - and that's in a good economic system - is about 150. I don't really see anyone making a billion in an hour. Care to share your secret?
But the quickest way is if you have a freighter and you don't have all your ships picked, so 5 of 6 is okay, you can stay in one system and sell on your freighter. Depending on the spawn rate and stock of each ship you buy wiring looms from it'll take 3-6 minutes round trip. And depending on your inventory, you can make 50 million per trip. When you sell to a ship on your freighter, it doesn't affect the market, so no resell price drop allowing you to sell from your exosuit and hauler (and freighter if you want to bother with transferring stock).
So, from start to finish. Unload all your inventory on to hauler you use for storage. Have another empty hauler with all it's tech in the tech slots leaving you 48 clear slots. Go to a system and buy all the wiring looms, resell, rebuy, resell... now market should be crashed to about 78-79%. You can leave stock in station. Go to landing pads and buy wiring looms from other pilots. Certain ship types will have better stock (80-150), so just make note which to prioritize. Fill up your inventory, then fill up ship inventory (hit c when buying to put directly in to ship). Fly out a little to the left or right boosting or warping for 3 seconds, then drop your freighter. Land, wait for ships to land and sell all your inventory. Again, certain ship types will give better prices (4-12%). So, if you have a choice, pick the better ship model.