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Ilmoita käännösongelmasta
One of the main purposes of the huge world is so that you will rarely find a planet discover by someone else, and if you do it will probably be pretty cool.
For every human being on earth, there are 250 billion planets. So don't worry about them running out.
No Man's Sky is a first-person, open world survival game. Players take the role of a planetary explorer in an uncharted universe. They are equipped with a survival spacesuit with a jetpack; a "multitool" that can be used to scan, mine and collect resources as well as to attack or defend oneself from creatures and other entities while on a planet; and a spacecraft that allows them to land and take-off from planets and travel between them and engage in combat with other space-faring vessels.[6] With this equipment, the player is then free to engage in any of the four principal activities offered by the game: exploration, survival, combat, and trading.[7]
The player-character can collect information on the planets and the lifeforms and other features of these planets to upload to The Atlas, a galactic database as depicted in the game's cover artwork, which they are paid for with units, the in-game currency.[8] Units are used to purchase new survival gear, tools, and spacecraft with more powerful abilities and defenses, allowing the player to explore more of the universe and survive in more hostile environments.[9] Such upgrades can work in synergistic effects; the scanning feature of the multitool initially starts as a short-ranged directed beam, but can be upgraded to have much longer range, spanning all directions, and locating minerals and other resources buried in the ground.[6]
The player's ability to explore planets is only limited by the range of the hyperspace jump engines of their current spacecraft and how much fuel that the craft presently carries.[8] The player is able to view a galactic map to plot courses between systems, which is updated as other players upload their findings to the Atlas.[8] Numerous features in the space between planets exist, including ships and fleets belonging to various factions which may be hostile to the player or which the player may wish to engage in space combat.[10] The player's actions influence how the faction treats them in future encounters; for example by helping a faction win a space battle against a rival one earlier, they may in turn help protect the players from a different faction later.[11] The player can attempt communication with non-player characters (NPC) from these factions using a dialog tree interface, but this requires them to learn the aliens' language, for which a simple word-for-word translation exists, leaving the player to wildly guess at the start.[12] By frequent communications with that faction, as well as finding monoliths scattered on planets that act as Rosetta stones, the player can better understand these languages, and can gain favour from the NPC and its faction for trading and combat.[12][13][14] There are also various space bases where the player can engage in trading of resources and goods in a free market system, with one such base existing in every planetary system so that players always have the ability to buy fuel to make hyperspace jumps to other systems.[8] The player is able to use resources they have collected to craft new goods, though they are required to determine the recipes for these on their own or to purchase from vendors. This can enable players to collect rare elements found in a remote part of the universe and craft them to make highly desirable goods that they can sell. Such stations also sell new equipment to the player with rotating stock.[15]
Taking resources from a planet or harming the lifeforms on it causes the player to gain a "wanted level" similar to that of the Grand Theft Auto series, attracting the attention of self-replicating robot-like Sentinels that patrol the planets. Low wanted levels may cause small drones to appear which may be easily fought off, while giant walking machines can assault the player at higher wanted levels.[6] Similarly, hostile actions towards the alien factions cause aggressive responses based on a comparable scale, ranging from being intercepted by one or two scout ships, to becoming the target of entire armadas. The player-character can die in a number of fashions, such as by sustained damage from a toxic or oxygen-less planetary environment or extreme temperatures, attacks from dangerous lifeforms or Sentinels, or being destroyed in space combat with the space-faring factions. If the player-character dies, they will respawn near their spacecraft if they died on the planet surface, or will respawn at a nearby spaceport if they died in space combat; in either situation, they lose all information that they have not yet uploaded to the Atlas and other resources collected since, but retain all of the gear they have already acquired.[7][16]
Procedurally-generated universe[edit]
A typical planet in No Man's Sky includes procedurally-generated flora and fauna for the player to discover and observe.
Core to No Man's Sky is that its virtual universe, including the stars, planets, lifeforms, ecosystems, and the behaviour of the space-bound factions are all created through procedural generation using deterministic algorithms and random number generators. A single seed number is used to create these features via mathematical computation thus eliminating the need to create each of these features by hand. This enables the game to have a massively open nature: Hello Games has estimated that with their 64-bit seed number, their virtual universe includes over 18 quintillion planets.[17]
Any player is able to visit a specific planet once they know its galactic coordinates, given their spacecraft has the capability to do so, and find the same features as any other player, as these coordinates serve as the seed for the planet's topography, environment, and flora and fauna. This also enables the game to be played locally offline in addition to online, as there is no server-side storage of the universe, with all details being generated on-the-fly as the user plays the game.[10] However, players need to be online to register their finds to the Atlas.[8] Though the player may temporarily alter aspects of a planet, such as by mining resources, most of these changes are only tracked while the player is on the planet; once they leave, or when visited by others, the changes will disappear.[10] Some changes that the player can make that Hello Games considered "significant" are tracked on the game servers; Murray explained that actions like destroying space stations will be tracked, but things like an individual creating holes in a planet are insignificant compared to the size of the planet, and are not stored on the servers.[18] Internal game time also plays a factor, as creatures on planets are able to evolve.[19]
This generation system can create a variety of planet ecosystems, including differing rotational periods, the end-effects of natural erosion, and behavioural cycles for the creatures.[10][19][20][21] The amount of life on planets are factored based on their distance from their local sun, with planets far outside the habitable zone typically being barren of life.[10] Not all stars have habitable planets, but still offer potential opportunities for resources to the player if they can survive its inhospitable atmosphere.[11] The developers aimed for a 90–10 rule, with around 90% of the planets being uninhabitable, and of the 10% that do support life, 90% of those only include mundane lifeforms, making the planets that thrive with a vivid ecosystem rare.[22]
When the player first starts No Man's Sky, they are placed on a random planet at the edge of a galaxy at the edge of the universe, from which point they are free to do whatever they want. The game does not have an explicit goal but does encourage players to attempt to reach the center of the universe through its lore:[10][23] planets located closer to the galactic center have more exotic and hostile environments, with more valuable resources and means to improve one's gear, urging exploration of these inner galactic regions.[2][24] Hello Games' Sean Murray stated that one might spend about forty hours of gametime to reach the center of the galaxy if they did not perform any side activities, but he also fully anticipated that players would play the game in a manner that suits them, such as having those that might try to catalog all the flora and fauna in the universe, while others may attempt to set up trade routes between planets.[25] Because of the size of the game's universe, Hello Games estimated that more than 99.9% of the planets would never be explored by players, and that the likelihood of meeting another player through chance encounters is nearly zero.[12] No Man's Sky does include a matchmaking system that is similar to that used for Journey when such encounters do occur;[26] as described by Murray, each online player has an "open lobby" that any players in their in-universe proximity will enter and leave. Players are able to track friends on the galactic map, and the system maps; to ensure they are able to meet up and explore together.[27] Because No Man's Sky is primarily a single-player game and the chance of meeting other players is very low, Sony does not require PlayStation 4 users to have PlayStation Plus to play the game online.[28]
Through the Atlas, players are credited by name for being the first to discover a planet and other types of information. Players must seek out beacons on planets to access the Atlas and upload their discoveries to be credited for them.[16][29] The player can name their discoveries, within limits set by a profanity filter, and include notes about their discoveries, such as noting a planet having a toxic or radioactive environment.[19][30] Players are able to visit other planets that have been discovered and uploaded to the Atlas, presuming their spacecraft has sufficient fuel and range to reach those planets.[9] On these already-explored planets, players are still credited with in-game currency for documenting the planet and its features to the Atlas, but they are not able to rename the details that the discovering player had been able to do.[6]
Our galaxy, for example, is roughly estimated at around 100-200 billion planets. This game is supposed to have 18 quintillion planets. That should give you an idea.
Now I've had a similar concern. What does it matter if you name planets and animals and whatnot, if no one ever is going to see them? Realistically speaking, it would be extremely rare.
Then again, I'm not convinced the game has any form of actual multiplayer, despite the reports to the contrary. "Rare but not impossible". If multiplayer doesn't exist, then the game could also randomly shake up discoveries, as it seems evident by the "increased collision" in the patch notes. So you might come across someone else's planets or animals (maybe even animal species discovered already, but on a different planet from their original discovered location), but not necessarly in the same place in the vast universe as the originator.
read the HG update page- sean said we can see found systems and scan for player named stuff.
I think some of you guys kinda misunderstood part of my concern. It's great to be able to name something, but what is the point, if nobody will ever find it? There is certain feel of pride, if somebody actually discovers your marks. One would actually feel like a discoverer.
I guess for me personally it would have been ideal, if the systems would be spawned in a tiny bit different for everyone. So when you start to discover, about half the systems are discovered in your path. The game would then have to sprinkle discovered systems in your world, kind of like Dark Souls spawns ghosts of other players who died recently or messages on the floor.
But i guess they went with a realistic approach, which means it will be a very, very lonely universe and im not sure it will be held up by resource grinding for every single function of your ship and as Jim Sterling put it - Lego animals.
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We won't know until we play more, but more than likely that is the case. You WILL find other people's discoveries, as they will yours. They just won't be in the exact same location as you supposedly found it.
Although I haven't decided which is worse, though.
I plan to leave most of them as they are, because I want to save naming for anything really unusual I find, and I imagine I will run out of names with the shear numbers of things to discover :)
1. All planets/systems/critters have "default" random names. If you're too lazy to name them, you can just go with that and get the reward for discovering them.
2. All players indeed should be starting on different planets (although I'm uncertain if its guaranteed to be "different" planets, or if there is just a slim chance).
3. From the star map, there is -no- way to search for a given star/planet. You just see what is nearby.
4. The game will offer to show "nearby" discoveries, and I have actually seen a trail of star systems discovered by another player.