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If you have a map for a sentinel pillar, you can use it to quickly find the pillar and just shut them down. You don't have to fight the sentinels at the pillar even, just immediately use the terminal to shut them down and they all blow up.
If you have no map though, the only way to shut them down is to fight all the waves and defeat the walker. That will also shut them down, and reveal the location of a nearby pillar. If there's a good reason you want to spend time on the planet, this is the route to go if you have no map when you first arrive.
I refuse to leave any planet go unscouted when exploring systems that have not been explored before, and I play on survival/permadeath where aggressive sentinel planets are more common.....so I have to do this alot. Fortunately the glass dropped by sentinels also has a chance to give a map, so I get maps pretty regularly.
If I have something specific to do on the planet, I will try to get it done and if I attract their attention I will run in a long loop back toward my ship. They usually give up at some point.
As long as you don't run into more on your way back to your ship you can get in and move along. Otherwise, you have to repeat the loop.
If they are killing you before you can complete your task, you may have to seek better protection and firepower.
The AI Mech (Minotaur) seems to be one of the best buddies to have with you if you choose to fight them. The downside is there are several waves of worse and worse sentinels before you get a break. Some players enjoy that...not me.
A: have your ship fueled and available
B: do what you need to get done
C: do not wipe out the first wave
D: head to space and summon the anomaly as soon as possible.
There are easier, safer ways to farm sentinels for glass.
That's exactly what I do if there's some reason that I have to deal with them.
Whatever they are doing, they are doing right, it started off as a massive failure and it's starting to head into a good direction.
Thanks for speaking for every gamer, everywhere. You saved millions of fingers from having to type billions of words. It's a shame that all of humanity doesn't know it has a single spokesperson, though. You should put out a press release.
On another note, I don't find it annoying.
Note that no one is saying that it's become challenging or interesting, just that it isn't annoying. Which is entirely in line with my original statement.
Amazingly, it helps to actually pay attention to what people write.
That's basically nothing compared to all the other posts praising the game, AND the increase of concurrent players over time ranging in the thousands, which is orders of magnitude lower than the number of extra total players which have been gained by the game's constant updates.
Also, it seems like you're contradicting yourself, you said the game wanted to be challenging to attract a new crowd, and it failed, and now it's just annoying, therefore it shouldn't try to get challenging to attract a new crowd.
That's a non sequitur, if they failed to attract a new crowd because it's still not challenging, then they need to double down on the updates and difficulty to add some real challenge, which still mean they are going in the right direction.
That being said the premise itself is wrong, as the game actually is attracting a new crowd, so whatever they are doing, they should do more of it as it's growing the playerbase steadily, what they shouldn't do is create more of what made the game fail in the first place, which is basically everything it used to be.
PS: Keep in mind that the normal trend for games is to have a launch peak, and then die off, forever, getting a few peaks here and there during new DLC releases, but very rarely ever growing, slowly, their playerbase.
Moreover, big launch flops like NMS are better left alone to die, like most companies do, the ones who do try to save their games very often fail, it's almost impossible to save a game with a bad launch, specially one with one of the worst launches in history like NMS, the fact that the game's growing and getting good reviews over time doesn't just show the devs are doing a good job, and that the game's heading into a good direction, it shows the devs are godlike developers, and that they are heading into a great direction instead.
I'm fairly sure game design courses will take this as a case study to show students how to deal with these situations in universities in the future, as this will be a historic victory for gamedev.
The idea of fighting off ever increasing waves of enemies isn't exactly new in game design terms, the most famous iteration is a core aspect of one of the most successful gaming IPs of all time, GTA, are you really asking whether or not that is considered good design?
You could argue that sentinels could use more content, just like they have added recently, but it's weird to ask whether or not it's good game design, obviously it's one of the best ideas in gaming as a concept.