Steamをインストール
ログイン
|
言語
简体中文(簡体字中国語)
繁體中文(繁体字中国語)
한국어 (韓国語)
ไทย (タイ語)
български (ブルガリア語)
Čeština(チェコ語)
Dansk (デンマーク語)
Deutsch (ドイツ語)
English (英語)
Español - España (スペイン語 - スペイン)
Español - Latinoamérica (スペイン語 - ラテンアメリカ)
Ελληνικά (ギリシャ語)
Français (フランス語)
Italiano (イタリア語)
Bahasa Indonesia(インドネシア語)
Magyar(ハンガリー語)
Nederlands (オランダ語)
Norsk (ノルウェー語)
Polski (ポーランド語)
Português(ポルトガル語-ポルトガル)
Português - Brasil (ポルトガル語 - ブラジル)
Română(ルーマニア語)
Русский (ロシア語)
Suomi (フィンランド語)
Svenska (スウェーデン語)
Türkçe (トルコ語)
Tiếng Việt (ベトナム語)
Українська (ウクライナ語)
翻訳の問題を報告
Good point. It also messes with the level of immersion you experience, which is a fundamental game design characteristic. The game originally felt rather pointless, and still struggles with some things feeling pointless. It's getting better, but it has a long way to go.
... to the center of the universe and beyond
Do agree they seem to be an exercise in pointless though.
Game does need alot of work, but honestly think people are too hard on the sentinel system.
I don't think it's a bad system, I just wish they were a bit more original and didn't steal the idea from GTA... I mean it's pretty obvious.
Best thing you can do now is carry a save point with you, and if you get the threat countdown to 0.0 but the red blocks don't disapear, you need to find a place to drop your save point and reload.
Once you do that, things are back to normal.
You are not supposed to fight the Sentinel. You're supposed to avoid annoying them in the first place.
GTA: Oh no the cops... let me go fast for like 2 seconds turn a couple corners and I'm good.
NMS: Oh no the cops... let me press A for like 2 seconds and fly in one direction and I'm good.
What is so F-ing hard about this?
It's like you guys never played one of the most popular video games in history and completely ignore the simple mechanic that's been re-used in video games ever since they made it.
Even if you get into trouble you just jump in your ship and fly around for literally 60 seconds. Done.
It is pretty easy to just stop mining when a drone comes over, arrange your inventory for 10 seconds or so until it gets bored. Mine from farther away, they investigate the rock, or whatever, but don't see you.
If you want to fight them, for a quest or in irratation, do it near a building, step inside and wait out the counter. (or reload if bugged as earlier in thread.)
If you get in your ship dont go into space until the alert is gone, unless you want to fight their ships, fly around in atmo.
Shooting at depots is completely broken.
After playing 500 hours of NMS (I enjoy playing a game with no goals and just mindly grinding) I notice that its a hollow experience of a game.
Literally same 6-7 missions repeating over and over, trading is easy to do and repetitive without thinking or taking risks, the lore is kind of cool but very fragmented and difficult to follow, rng rules 99% of the game, lack of variation in EVERYTHING.
Only threats are the Sentinels and even on Survival they are so damn easy. Same wave after wave, as in there isn't even any variation in how they attack. You know EXACTLY what is coming next EVERY DAMN TIME.
The game is very rigidly designed, which tells me the main creative force behind the game is a programmer. The game needs a creative mind who doesn't design the game based first and foremost by formulas. The entire game is basically code with a gui. It isn't a creative idea, designed with the mind, then put into code.
This is what is hurting NMS right now.
2.That's wrong.
3.They do.
Sentinel behaviour depends on the planet chosen to land on. Land on a planet with calm sentinels they won't interfere. Land on a planet with frantic sentinels you can expect trouble and must spend time dealing with them.
Shooting at any sentinel will bring others. They have a set time, indicated on screen, that shows how much time remains before they will call heavier reinforcements. They are more vulnerable if you have your multi-tool set up effectively. Sentinel armour is weaker from behind.
If you aggrevate them, then your rage/hatred meter flag increases (top right of screen little red dots) and this in turn raises your chance of being spotted by them.
They will sense you if you are within their range. A large thin white crescent appears on screen if they are near to the left or right of your position. If you have been spotted they turn red and the markers too. If you drop out of range the markers show a question mark because their line of sight has lost you.
Once you are out of range wait for your rage/hatred meter to return to normal (zero). This may take up to 30 seconds and is a countdown that appears in orange on screen.
If you have less rage meter red dots then the orange alert meter will be less than thirty seconds.
Best thing to do is not to aggrevate them to begin with. Before attacking anything just quickly do a sweep scan to see where they are and in which direction they are moving. If attacking a manufacturing facility door with a grenade, do it when walkers on sentinels are facing in the opposite direction, get inside quickly. If they are alerted it will be minor and they will soon lose interest.
You had to intentionally try to avoid killing the wingman in order for the reinforcement clock to time out and have a couple more drones spawn. Kill the wingman and the two in the second wave (which weren't armored), and yer done. Collect resources and go about your business.
Same routine for the higher levels. Deliberately avoid killing them in order to force the sentinels to level up. Kill the walker at level 4 and no more sentinels would spawn on that planet forever or, rather, until you exited and reloaded or left the planet. But you could mine stuff or collect grav balls until your stacks were full in complete peace and safety.
Yep, they're intentionally more difficult now. When a drone "goes blue" just whistle and pretend to admire the landscape while you casually walk away. Otherwise, really no big deal.