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Huuuuuuuh... I know the truth... It's so obvious! It's....kkkzzxxxt...
Let's have a game focused on exploration and settlement building
Now let's have an enemy that gets upset when you do the above
Now let's make that endlessly spawning, and calls in progressively more powerful waves without end...
From a story perspective i get why they exist, from a gameplay perspective it feels counter intuitive... it's not that they exist it's that they exist and there is no way to get rid of them, or curb there presence.
1: infinitely spawns
2: stagnates and stops progression
3: progressively grows in power if you try to remove them
4: Will start to spawn and spread as you mine out and gather resouces on a planet making it harder and harder to do anything
I'm not annoyed at there existence i'm annoyed that there are ZERO solutions to the sentinels as a whole. You can't kill them, you cant ignore them, they are for all intents and purposes an Hazard that we can't do anything about...
It'ls not a bad IDEA but not executed very well... and trust me there are a billion ideas on how to make them more interactive without making them annoying little ♥♥♥♥♥ you just have to put up with.
Eample 1: having factories spawn on the planet that need to be destroyed to lessen the sentinel invasion and prevent reinfocements
Example 2: adding a jammer device that when activated prevents reinforcements for a set duration allowing you to deal with the problem.
That's just a couple easy concepts as they are now Sentinels are nothing more then a device to slow you down and annoy you and honestly they kind of ruin the game in many respects. It's not fun to have an enemy that you can't do anything about but run away.
In the meanwhile, there's a mod on Nexus and NoMansSkyMods that reduces Sentinel pursuit time from 60 seconds to 5.
You can read it in the pinned topic on top of the board.
In the lore of the game, the Sentinels travel from another dimension - that's why the spawn without end. My idea is this: What if there was a craftable piece of technology that prevents travel from their dimension? It could be very difficult to construct, requiring components that only drop from the most dangerous Sentinel opponents. You'll have to fight through waves and waves of them just to get a few of the parts you need, but once you have the parts, you can block them from spawning on that ONE world. Provided, of course, that it remains powered.
In a quest line where you would have to fight them, the story could say that it was damaged to justify their temporary existence. Alternatively, the power could have done out. Either way, it can be worked around.
The problem, for me, is that the more beautiful a world is the more aggressive the sentinels are. I enjoy the challenge of fighting, but sometimes I want to just walk around and explore. I want to be capable of fighting them and WINNING.
In my Permadeath game built my base on one of the most beautiful planets I ever found, starting from a cave and working my way up so the sentinels couldn't kill me, and set to work trying to find a world that was actually safe. 80+ hours later and I only found a single safe world, and it was an exotic "fractured" world. For me, it wasn't a challenge to fight them off and survive, so nerfing them would actually make the game too easy for me. Regardless, I created a new game in "Normal" because I got tired of not being able to explore a safe world that was beautiful.
Rather than nerfing them, they should make them harder to defeat, add more advanced versions of them, and then use that challenge to protect a single world from them.
They are pretty easy to overcome....just don't mess with them. Sometimes you gotta use finesse to solve a problem, not your guns. There is always a valid option to avoid them, even when you are on extreme sentinel planet.
And there are planets with almost no sentinels. My home planet lists them as scarce...and I have to actively find a manufacturing center or storage container site to see any. If I choose to take them on, they forget that we were fighting in about 15 seconds if I just run away.