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번역 관련 문제 보고
That said, I have to disagree. To my eyes, it looks like we have the most diversity we have ever had in the game as of Origins. There are some practical limits given that there are 18Q planets. I do want to play the game, not just be told how cool it would be if my machine could run it.
First it would be extremely speculative since the only reliable examples we have as of now are in the solar system (outside of it only a few hypothetic exo-planets have been spotted trough very difficult spectrophotometry methods) and so you hardly make a generality with such a small sample.
Second a good half of those planets would be gaseous planets where you cant even land, or for those who have a telluric core..... the pressure at the surface is high enough to make it
rain diamonds and turn hydrogen into a metallic from..... Good luck with your exosuit....
Third a few of them would have weather so devastatingly hostiles that nothing would be able to stand on their surface for more than a couple minutes before being wrecked by the temperature, pressure, corrosiveness and apocalyptic winds. What the game now call "extrem weather" is a freakin' joke compared to the real thing.
Fourth statistically there wouldnt life anywhere.... as far as knowledge go, life only exist on earth for now and everything else is just speculation and fantasy.... and earth isnt present in NMS.
The biomes the game offers as of now are probably more varied and surely more welcoming than reality. Even landscapes have been greatly improved to add some variety....
Though what I think lack the most is to have different biomes and landscapes type on each planet. Bascially you can land anywhere on a planet, you will have the exact same landscape, excpetion of oceanic region compared to continental ones. They could probably easily improve this too....
but yea, after a while, I get it, a cave is a cave. A planet is a planet. A critter is a critter. Its the 1001 monsters flip-book come to life. Either this works for you or not.
Despite of this, I find that since Origins there is a lot more variety in planets, especially the color palette and more elevated regions with beautiful panoramas. I wish the water worlds were like in Subnautica, but here too we can see the difference from hand-crafted worlds and PG.
That's a massive amount of combinations possible. Those finding planets boring lack the patience to really get out there and explore.
Source: Extensive datamining and 1000s of hours in game.
Edit: Fixed BB code.
Be nice if they brought back the man-eater predators in some world's oceans. Those were awesome. They made exploring underwater a little exciting.
I get that they probably kept it simple to make exploring there a little quicker and certain.
Same with caves, they are pretty standardized. I would like them to bring back the little crab predators on occasion in caves. At least with the caves they have those pockets where the land flora grows down there which does kind of mix things up a little.
My take on the loss of man-eating predators is they spawn in late sometimes and especially survival and PD players get miffed when they get one-hit killed by something that wasn't even around when they jumped out of the ship.
I did not play pre-next, but I saw some videos and some pictures of what it was like and it's really interesting.
This very well may be a good point! It is hard for us to know for certain because exoplanet astronomy is still in its infancy, and we don't have an exceptional variety of celestial bodies in our own solar system. Yes, if we include all the moons in the outer planets, there is some "variety," but it is all variety of the same type: lifeless, inhospitable and barren. If we count ALL the moons and minor planets in our Sol system, how many have anything except "rocks" (and many do not even have rocks)? ONE
Maybe this was the fundamental design "mistake" HG made, but they clearly made it for good reasons, i.e., GAME PLAY. They made every world "playable" to some extent and that does create a feeling that everything is the 'same," even though in specific permutations their algorithms methodically adjust things so that there is as much variety as possible.
As far as I can tell, one can land on basically any celestial body in this game and: (a) find materials to survive; and (b) find materials to refuel one's ship; if not also (c) find 'adventures,' meaning something 'distinctive' (buildings, plants, animals, artifacts, ancient ruins, outposts, etc.,etc.). A more "realistic" game world would very likely be one which would have the distinct capacity to strand players MOST of the time, and that would likely have generated a great deal more complaint than a game world where almost every world can be survived and escaped by harvesting materials on its surface.
It is what it is, and this is not meant to be a criticism, but rather more of a philosophical reflection on the games overall design. A design which sought to make world's feel even more "different" than they currently feel would almost assuredly result in an even more cartoonish and unsatisfying experience for everyone. A design which sought to make worlds feel "realistic" would be one in which players would constantly be stranded on drab, boring, lifeless worlds with only handful of mineral types to "discover" and nothing more.
All this to say: it seems to me they found the sweet spot and while no game is ever perfect, this one seems to have done the best it could with the overall vision it sought to pursue.