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That is why a lot of inquisitive idiots get bored very quickly because they never bothered to suss things out for themselves.
You cannot use that as a way to justify the meta of how this game functions at a core level, that's on par with characters in the metal gear solid games smacking a hole in the 4th wall and talking to the player through Snake.
As silly as that is, at least in those games they made a point of making the player as knowledgeable about how to interact with the game as possible.
It's one thing to make the GAME itself worth exploring and figuring out, but that's not a justification at all for how you interact with the mechanics of it.
That's like saying "this game is supposed to be challenging, so we'll make the controls as ♥♥♥♥♥♥ as possible" - instead of implementing challenging elements into the actual gameplay itself. It's like building a car with a lot of impressive features, but making the documentation or layout for said features unnecessarily cumbersome.
Nobody is going to want that except similar autists who don't differentiate gameplay from the user interface.
What I'm trying to say, since you didn't seem to decipher it, and I thought I was being clear. Having a curiosity about the gameplay is one thing, having curiosity about obtuse, poorly thought out mechanics and interface are another.
I have plenty of patience for a game that has depth, I have zero patience for a poorly, and inconsiderately developed interface and mechanics. That's not where I want my challenge from, I want it contextually in the game, not in a patchwork meta of half thought design decisions.
I often find that the devs, even with the newer features, seem to add complexity for the sake of complexity... without finding ways of making it fun or interesting.
An example of this would be the new "Living Ship" update. The quest line to obtain it was long, confusing, tedious, and fundamentally not fun. First, buy a "seed" using quicksilver. Then pulse drive around until contacted by an alien ship. Then go to a planet and experience frustration trying to find a specific location using their terrible coordinate system, which is the only means of finding a specific planetary location. Then, gather materials and get a part of the ship. Then wait 24 real, actual hours for the part to mature. Then repeat that whole process 5 or more times. Then ultimately get a ship that is randomly, procedurally generated and disappointing because you didn't like how it turned out. To upgrade this new ship, you have to randomly pulse drive around space and just... wait... to run into random anomaly encounters. If you want another shot, that's a week of boring, irritating quests to repeat.
The developers just seem to lack a fundamental understanding of how to design fun and engaging game systems. It's not about just "make cool looking thing", "make players do busywork to obtain cool thing." So many of the gameplay choices in No Man's Sky feel ultimately pointless and empty.
Lots of people not reading or capable of reading in this thread.
The point I was making is that there was no warning that removing the base computer would remove architecture you placed down.
There's absolutely no way you can make a logical assumption about that. My point is that was an entirely arbitrary decision made by the developers which they didn't fully explain.
I wanted to leave existing architecture up and move my base computer to a less awkward place, there's just no reason why that should destroy anything put down by the player.
That was just my point, when they made certain features they didn't fully think through how new players would interact and test certain features, and leaving them to make destructive changes that weren't disclosed beforehand is just very very sloppy game design.
Trying to imply that it's part of the "survival" element of the actual game is not an excuse.
That's great but you missed my point, which was the devs dropped the ball hard when disclosing to players their highly arbitrary logic behind certain mechanics.
You need a base computer to build a base. So it makes sense that deleting the base computer would delete your base.
I'm really glad that at least somebody in this thread understands what I'm saying and frankly, agrees with me.
I'm just going to say it, it feels like this game was made by people who absolutely did not grow up playing games, like basically just some people who one day decided "I'm going to make a game even though I don't play them at all".
I'm just saying that among most people who play games from my generation, there's almost this shared consciousness about what makes a game intuitively functional, and the devs for this game fundamentally lack that. And I honestly wonder if it's because they didn't grow up playing them themselves.
To build, but to remove if the computer itself is, no that's not intuitively evident.
I've played many games in the past that allowed you to construct using a certain deployable interface where the architecture you place persists afterward.
Also, get into modding and you'll start seeing all sorts of wacky stuff. There was a comment someone found in the code that said 'This needs to be 1 or the game breaks. We don't know why.' And there are misspellings everywhere, like the bane of my existence: MAINDORR. I love the game and appreciate the work the developers do, but they are really sloppy.
Anyway, that's how I think about it when I see stuff that is completely messed up and makes no sense.
Sorry man, just stop. It's embarrassing. 95% of the things you said in this thread are common sense and discovered by experimenting
And this game has one of the better guides (tutorials) than most games of this type I played
Autistic linear thinking is what I'm describing as the design impetus behind this game.
The entire reason why I'm frustrated with this game is because it forces you down an extremely restrictive and linear set of actions without offering you better context for what the causality of those linear outcomes are.
Arbitrary logic is what I'm criticizing here, there's nothing intuitive about post-hoc rationalizations when there are plenty of arguments against them.
Not wanting to have your time wasted by testing the boundaries of the game's mechanics is not "hand holding", are you ♥♥♥♥♥♥♥ serious?