No Man's Sky

No Man's Sky

Ver estatísticas:
Katifer 3/out./2018 às 9:15
Finished Atlas Path, Everything Destroyed and Gone?
Hello everyone. I have searched and scoured and cannot find info on this. I just completed the Atlas Path questline (I think?) and I got booted to a new galaxy. Every single technology I have is damaged so I finally fixed enough to get off the ground. I went to the nearby space station and I cannot warp back to my base. It doesn't appear to be there. I need cadmium to fix some technology, but cannot warp to a red system because my drive is damaged. What gives? How do I get back to my old galaxy? Euclid I guess it is? I am on PS4 so I cannot go back to an old save.
< >
Exibindo comentários 1630 de 43
Katifer 3/out./2018 às 11:53 
Yes, exactly! Like a, "once you make this decision, you cannot go back," warning.
Poofer 3/out./2018 às 11:54 
They do though.
Katifer 3/out./2018 às 11:56 
Escrito originalmente por Poofer:
They do though.

I guess I totally missed it. I logged on yesterday and thought maybe I'd work on finishing out this quest and ended up one step forward, ten steps back.
Poofer 3/out./2018 às 11:58 
If you just rushed through the dialog with the Atlas interfaces (they do get tedious), you most likely did pass the 2-3 warnings about being at the point of *no return* and that you need to decide to either remain where you are or create a new simulation (galaxy), this very much leaves clear that everything will be "deleted" (it's not really deleted, just hidden).
Anga Hakuna 3/out./2018 às 12:20 
Escrito originalmente por FoolishOwl:
Honestly, HG should revise things to make the consequences clearer. Like, you know, a big flashing, "Are you sure you want to delete the galaxy? (y/N)"

I'd prefer a phrasing such as, "You cannot return to this galaxy after leaving it. You also cannot move your Base to the new galaxy. Do you want to leave this galaxy? Yes / No"
goldengoose7 3/out./2018 às 12:21 
Escrito originalmente por Poofer:
Escrito originalmente por goldengoose7:
Playing without frequent backup saves is a VERY bad idea. On PC there is really no excuse for not doing it.

This is a perfect example of why you should ALWAYS SAVE and BACKUP before you do anything in the game that involves something significant. That way, if things go south, you can just reload the backup save and make a better choice.

Switching Galaxies would be at the top of that list of reasons for backing up before proceeding.

Live and learn I guess.

He's on ps4.

Odd they would be posting on the PC Version Steam forums, but in this case it doesn't matter because...

The PS4 allows for both USB Stick and Cloud Backups of Save Files. I own a PS4 Pro and used the same backup regimen there for my PS4 version of NMS as I do on my PC version.

No good reason or excuse for not taking advantage of such a safety net. Especially when it comes to this game.

Última edição por goldengoose7; 3/out./2018 às 12:24
MechWarden 3/out./2018 às 12:34 
Good story writing is a lot harder than people assume it is. It is easy to find mistakes, especially from the outside, but making something that is well written is both an art and a science. There are a ton of factors to consider, and getting any one of them wrong could ruin the whole thing.

No offense to them, but since I know that HG is an indie team, I kind of expect flaws in the story. I've mostly ignored the flaws, and found what was there pretty interesting and has potential. Just like the game, it will take awhile polish it into something they want it to be.

(spoiler-ish story/lore stuff)
I do like the Artemis quest line, in that it is there and has a decent plot... not exactly a shining endorsement, but it helps give some lore and helps explain somethings about what is going on. But it does feel odd, since many of us are used to either a silence protagonist or full on acted out characters, and can easily miss the fact that much of the text is in 1st person narrative... but all in text boxes. I'm so used to voice acting and cut scenes that reading it all just dampened much of the intended impact.

I like the Remembrance Terminals, and found it interesting on what direction it was heading, but now it is locked out after reading it all, and that is really disappointing. On top of the fact that it can over turn what people assumed about the game, which can be bad if executed wrong; and I'm pretty sure it isn't done exactly right either. I think much of the talk is in the Spoilers forum, so that's why it isn't mentioned here.


I don't mind the contradictions, and to an extent I actually like nicely paired contradictions, but if being used on a general audience with varying mindsets, it better be done in a very tight way to deliver a clear and satisfying point. Building a base and getting established should be properly paired with foreshadowing and hints about it going away as a player goes along, that way when the 'big surprise' comes, it isn't out of nowhere; on top of giving them time to come to terms with a key decision point in the game. But that also requires being really clear with the message too. The problem I see with the current narrative delivery is that it is easy to skim over those darn text boxes. As a dyslexic, it really takes awhile to read them, and just doesn't have anywhere near the impact as it would if done with a more multimedia approach, like in so many other games.

I do like the idea of a terminal prompt asking to delete things, and maybe have 2 or 3 related confirmation messages so it is clear that it is for real, and can still back out at any point.
Última edição por MechWarden; 3/out./2018 às 12:37
japp_02 3/out./2018 às 12:37 
@OP,
I have not read every post here, but that you have finished storyline and been sent to another galaxy doesnt' quite mean you have finished the Atlas. So go on with it...Unless you have already finished it before.
Última edição por japp_02; 3/out./2018 às 12:38
FoolishOwl 3/out./2018 às 12:45 
Escrito originalmente por Poofer:
If you just rushed through the dialog with the Atlas interfaces (they do get tedious), you most likely did pass the 2-3 warnings about being at the point of *no return* and that you need to decide to either remain where you are or create a new simulation (galaxy), this very much leaves clear that everything will be "deleted" (it's not really deleted, just hidden).
Plus, the experience of computer games is that you're presented with problems, and you take actions to solve the problems. It's really counterintuitive to reach the end of the story, and see a big shiny red button, and not just assume that you're supposed to press the big shiny red button and fix the big problem. The dialogue that suggests that pressing the big shiny red button will *not* fix the big problem is so at odds with conventional expectations about a game narrative, that it's hard to blame people for not understanding it.

Escrito originalmente por Anga Hakuna:
I'd prefer a phrasing such as, "You cannot return to this galaxy after leaving it. You also cannot move your Base to the new galaxy. Do you want to leave this galaxy? Yes / No"
My wording was flippant, of course, but it does call for doing something that sticks out as different.

There's also the very important consequence that moving to another galaxy will mean you can't directly interact with players in this galaxy, which is *very* important now that they're emphasizing implementing multi-player features.
MechWarden 3/out./2018 às 12:51 
Not moving out of the first galaxy is one main reason why I don't move on. Unless I know that there are more (and better?:steammocking:) people further up the line, I'm going to piddle around in Euclid for awhile.
FoolishOwl 3/out./2018 às 12:52 
Escrito originalmente por MechWarden:
Good story writing is a lot harder than people assume it is.
One of the biggest challenges is to understand the medium you're working in.

Arguably, a shortcoming of games as a storytelling medium, is that with the strong emphasis on player agency, it's difficult to tell a story about recognizing the limits of agency; typically, either the gameplay is at odds with that narrative, or else you're suddenly pre-empting the player to wrap up the story, which is jarring. I think the NMS approach is an interesting one, and one of the better efforts I've seen, but it's not completely successful.
Katifer 3/out./2018 às 13:06 
Escrito originalmente por goldengoose7:
Escrito originalmente por Poofer:

He's on ps4.

Odd they would be posting on the PC Version Steam forums, but in this case it doesn't matter because...

The PS4 allows for both USB Stick and Cloud Backups of Save Files. I own a PS4 Pro and used the same backup regimen there for my PS4 version of NMS as I do on my PC version.

No good reason or excuse for not taking advantage of such a safety net. Especially when it comes to this game.


Good to know, thanks! I had no idea I could do that.
MechWarden 3/out./2018 às 13:18 
Escrito originalmente por FoolishOwl:
Escrito originalmente por MechWarden:
Good story writing is a lot harder than people assume it is.
One of the biggest challenges is to understand the medium you're working in.

Arguably, a shortcoming of games as a storytelling medium, is that with the strong emphasis on player agency, it's difficult to tell a story about recognizing the limits of agency; typically, either the gameplay is at odds with that narrative, or else you're suddenly pre-empting the player to wrap up the story, which is jarring. I think the NMS approach is an interesting one, and one of the better efforts I've seen, but it's not completely successful.
From what I understand, not a lot of people are as proficient with using videogames as a story medium as they are with printed medium. Not to say there are none! There are some really well made games out there that just make it look so easy... and people try to mimic what they see on the surface and wind up falling flat on their face.

I ran into something about how there are very few opportunities for narrative and dialogue into a
videogame , giving a really low words per minute rate compared to other things, since it is fundamentally different than say a movie or TV show. Sure, there can be action in both, but one is scripted and sculptured for the allotted time slot, while the other tbe action can last as long as the player is able and willing, with much of the actions obviously unscripted.

HG does have a good handle on things, but for me, I can see the seams in the system, and it is quite limited in its ability. It is a limitation I'm used to seeing in games made in the 80's and 90's, which I can deal with (and maybe done on purpose to fit theme), but I'm not sure if others will accept that nowadays; thanks to there being so many flashy 3D games with voice acting and all.
clannagh 3/out./2018 às 16:38 
As far as I know you still get all the resource from your old base in the previous base salvage container.
Poofer 3/out./2018 às 16:42 
Escrito originalmente por clannagh:
As far as I know you still get all the resource from your old base in the previous base salvage container.
Only if you delete the base, only one base and only half the resources afaik.
< >
Exibindo comentários 1630 de 43
Por página: 1530 50

Publicado em: 3/out./2018 às 9:15
Mensagens: 43