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Permadeath would be a challenge, but I've found I end up playing too defensively in any permadeath games, and then the games take forever to progress. It does work, but not that well. That and the game crashing every so often kinda rips out of or the immersion a permadeath mode created. A pirate liaison mode might be a fun alternative though.
One of the major schisms is the player base is between those who want more "challenge" and those who want the game to stay "chill". HGs has tried adding different difficulty settings to satisfy both, but the hard settings are more annoying than challenging.
Mainly I love the multiple story/quests you can start and easily run with simultaneously almost forever. This game does the multiple main quests thing quite well. And that somehow keeps me coming back to just explore and explore the randomness.
You can basically keep your starship shields forever charged
Getting upgrades to your exosuit health/shield is really easy.
Having a max stack of 9,999 by default means you'll pretty much never have to manage your inventory in most situations. Which is why I like to limit it to 500 per stack.
Picked up the golden vector on a new custom save and figured I was good to go for combat. Got my tail kicked and was not expecting that key systems would take damage. I had to call in the anomaly to get away after losing all my offensive systems and had no repair kits or mats to fix them.
Once you understand the new parameters of the harder modes (challenge sliders), it still not super difficult. As always, the major bummer is if you do die...you either lose everything in your suit/ship inventory or your save goes away. Those are pretty big bummers if you die, but that is the main reason those modes are challenging. You have to play carefully even after you feel pretty buff.
Also I think they had heavy drug users in mind, as well. And we all know how those types can't handle much struggle, either.
I think the reason for this may be that NMS is content-rated PEGI-7, and difficulty-wise it's balanced for 7 year olds. Another explanation is HG going for casual player money, and when we say "casual players" we mean "people that generally suck". And I bet that financially this strategy has worked well.
I don't judge people on how well they manipulate pixels.
I judge them by IQ.
A buddy was asking me last week if/how I enjoyed the game, and I had to warn him about the psychedelic graphics filters.
Eh, it is what it is; I do wish there was more baseline challenge and threat, but since there isn't... wish they would fine tune building and make it better.