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https://www.nomanssky.com/2021/11/expeditions-revisited/
The game is really designed for players who come up with their own goals. There are a few "missions" but nothing like you might expect with an RPG.
I'm playing for the first time in some years and enjoying the story changes along with the progression changes and all that jazz.
Only hard goal is achievements, really.
I mean, my fear is it will get boring with no goal and achievements.
Oh nice gate keeping. Wouldn't want to defile the real games that indies are known to be. Goals and achievements are for AAA peasants.
For example, establish a base in all 256 galaxies. That's a tough goal if you can only use 62 parts per base (16,000 part total limit). It is doable, just rough. You could make this a goal.
You could also set your own goal to set foot on at least, say, 500 planets per galaxy. Bonus for discovering everything a planet has to offer. If you'd achieve that you will have visited 128,000 unique planets.
Collect the best S-Class ships (you can have a total of 9, so choose wisely) and max them out with equipment.
Unlock the entire tree of blueprints for things to build, and unlock all technological upgrades. Plus, build each part in that tree and equipment items at least once. Does not apply to consumables you always need, such as Launch Fuel or Warp Cells.
There's no limit for your creativity concerning your goals or challenges you may set for yourself. That is the spirit of a real sandbox. And that is why I like this game so much.
Wide and shallow features also limit your sense of progress and achievement: Combat is a joke, it takes 15 minutes for an AI to kill another, and it takes 5 seconds for you to kill one. NPCs is a pea shooters which doesn't pose challenge unless you are using stock ship and defeat the purpose of combat in this game. There's no point upgrading the ship and min-maxing the build for combat, it's has no use. Trading is broken: you can dump 9999 items to a station and rebuy them back, and get a lot of profit that way. There's no more incentive to find better trade routes, or better money income anymore. Base building: There's no use for defense system, it's not like some people will raid your base and you have to protect it. Not to mention that, NMS's optimizations sucked, they never optimize their models, results in HIGH poly base tiles. This takes a toll on graphic cards, to the point that other games with higher graphic settings like Elite Dangerous at High, perform MUCH better than NMS on low. Here's an example and yet to be fixed:
https://steamcommunity.com/app/275850/discussions/0/2850173019345001990/#c2850173019345113792
Too... much... tris! And imagine that's only ONE tile of basebuilding. Okay, now imagine using around 40-60 for just a base, not counting other stuff you put, your vehicle, etc. I wished they done better, or slowly fix this, but it has been years and not even single progress been made public. So I think they will never will do this.
This game feels like minecraft in space, except that, multiplayer is buggy and very limited, but it has good scenery and graphics. This game has no goal, and only intended for you to chill around, and relax yourself in this game. If that wasn't your intention, just stay away from the game. However, if you come here to relax and chill after a day's work, then this game is for you.
It may be a big, wide, sandbox, but it does have plenty of built-in achievements (if you are referring to the "badges" you can earn).
For ex:
Case on Elite Dangerous
Player sets a goal on owning FDL (Fer-De-Lance, the "best" medium-sized ship for combat purpose)
When the player gets the ship after a lot of money grinding with smaller ship, he felt he just got an achievement as he finally reached his goal. He sets the goal further to properly equip the ship, he grinds again to fully upgrade the ship. As he finishes again, he felt that he achieved something great. Etc.
other folks can't hold a controller well enough to use it so they use kbd/mouse... some people's hands are too small or too large to hold some controllers well, too... so there are various factors that play into which method someone uses...
aside: for some there is also motion movement factors that come into play... i can always tell a mouse player because of the "snap or flick turns" being made as they look around... with a controller you have slower smoother turning which some can handle a lot better than the snap or flick turns...