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I really don't think the economic side was considered or planned out when making NMS before release, and HG had to put something in, or people would wind up short circuiting the fun by grinding Dynamic Resonators between NPC ships and the station's market terminal, or the equivalent (and people still try to do to this day).
Like most other things in the game, the money gaining thing seems incomplete. It is much better than it originally was, by far, but it is just a few steps short of feeling 'right', if people know what I mean. If the economy stuff is going to be part of the journey, it should be addressed better.
My guess is this was all too neat and tidy, and they didn't maintain it for long. Typically of games in that genre, one path tends to be a lot more appealing than the others. In the case of NMS, exploration (combined with survival) was *much* more interesting to the designers than the other two aspects of the game. Since then, they've added base-building; as an extension of the survival mechanics, it pretty thoroughly overshadows trade.
Abso-f-in-lutely "they shouldn't worry about HOW we play" I wish I had said that. Stop changing stuff to make us behave a different way. Like farming, why change the growth rates? I rarely stood over my plants andd harvested everytime they fruited but I could if I wanted too. Why change things like that. Make the game better not that it isn't good now but I am a little underwhelmed by animal and planet diversity they could bump that up, a color filter doesn't really make for a different planet, also things like dirt filling in bases and being on a planet listed as having unrelenting cold and the temp storms are 266 degrees farenheight ...no not negative. or my ship lands buried in the dirt when I teleport to a base or the base I renamed won't stay renamed, or the stuff I'm refining just disappears. How bout you get all that fixed and THEN start screwing with us on the other stuff or how about NOT screwing with us lol
Whew! guess you hit a nerve lol but all that said I still enjoy this game [/quote]
+1 sick to effing death of devs from all games trying to change the behaviour of their players. Nerf this cos its too easy, nerf that cos its too effectual, nerf something like selling frigate fuel??? WTF is wrong with selling frigate fuel. Now, a player like me that sends tons of frigate missions has to struggle every other freaking day to find enough dyhhdrogen jelly and tritium -- I ain't gonna farm it, fgs, I have 30 frigates - they're thristy, Im not spending six hours in near orbit shooting asteroid fgs. But now that they nerfed frigate fuel its takes dang near that long to find haulers carrying tritium and stations selling dyhro or the other way around whichever. Such bs sometimes with devs controlling ppl, HG wanted a game that everyone could find something from but now they're like, oooo no massive money making so everyone else has to suffer fgs
Spent 250mil today, changing freighter seed from the sentinel dreadnought type thingy to the small star destroyer type thingy. The dreadnoughts seem to be bugged to ♥♥♥♥. Couldnt hang around inside for 15 minutes, fps dropped to sub 20.
Can't agree with this. As an extension of the tech and crafting blueprint system, it would be pretty easy to implement a shipyard that sells blueprints. i.e
*This example assumes that the unit cap is increased from 2(32) to 2(64). Until the unit cap is increased / or if it never happens, just focus on the categories in terms of what this idea is. Prices would be dependent on the unit cap, obviously.
- Ship tech slot: 2.5 billion units
- Ship inventory slot: 1.5 billion units
- Freighter tech slot: 3.5 billion units
- Freighter inventory slot: 2 billion units
- Container inventory slot: 1 billion units
- Extra container: 4 billion units
- Freighter Hanger space: 10 billion units
- Freighter Frigate capacity +10: 15 billion units
- Ship Model Blueprint Cosmetic (Hauler): 3 billion units
- Ship Model Blueprint Cosmetic (Explorer): 2 billion units
- Ship Model Blueprint Cosmetic (Fighter): 4 billion units
- Freighter Model Blueprint Cosmetic: 10 billion units
- Freighter Model Blueprint Cosmetic (Unique): 15 billion units
- Ship Class upgrade blueprint: 8 billion units
- Freighter Class upgrade: 20 billion units
- Super Freighter Blueprint: 1 trillion units (mats required to build)
You could do tons with the blueprint system already in place, whether it requires build mats or not.
My suggestion was to put in an in-game mechanic that would allow players to use units or unit-based goods to adjust (over time) star system conflict and economy levels. Sure, you won't make a profit doing this, but you might make where you decide to hang your hat a nicer and more convenient place, and have the satisfaction of knowing you are responsible for it. Since star systems are numbered in the quintillions, its not like you're gonna run out of potential projects before you run out of patience.
Over time you would need to replace addons as they fail, and ultimately replace/completely repair the device...ship, tool, or base part. The trade value would also need to decline as things get older.
While the Devs seem to want to go the other direction based on Beyond, making it harder to earn credits and nanites in the first place would also provide some relief from being overwhelmed in wealth. I like the ideas around buying/building space stations as long as there is some risk so it does not become another mega revenue trap. Maybe pirate takeovers or battle repairs would create some balance.
They could make everything "forever" if you are playing creative so folks have an option.
I would like to add a major caveat: Players should not be allowed to adjust systems they have not registered a unique first discovery of. This should prevent griefers from coming into a system and crud it up for a player who is trying to make a home to their liking (good or bad).
All of the ships you find or buy in the game are used.
What if there was a shipbuilder on the stations that would custom build a ship for you with a price to match.
Choose a hull, wings, engine, color, slot counts etc, but be prepared to pay through the nose compared to the random ships.
You'd still be constrained by what the game currently allows, you'd just be able to choose how it's combined rather than searching for a random combination that you like.
For instance if you choose a hauler hull, only hauler wings and engines could be added. Not shuttle wings. And your general slots could go to 48 if you're willing to pay, but your tech slots would still be capped low like they are for haulers.
This would allow people to spend tens or hundreds of millions to get exactly the ship they want. Maybe billions for freighters.
- costly, to be a money sink
- allows people that hate micromanaging to spare wire and power chores
- allows to decorate a bit some planets without spending a lot of time at it
- with an opt-in 'allow to sell' in the workshop or base contest event with modest prizes it won't cost too much to get some content (from the POV of Hello Games)
However, it also stimulates me: So I still have to add 3 starships and all the money needed to get 60 more frigates (and figure out how to repare a broken frigate instead of sending it out ;-). I also still want to make a great base, starting from scratch. etc. etc
Have you done all that? Have you gotten all the medals for pirates destroyed, alien colonist encounters, planned zoology scanned etc. ? Oh, what fun you must have had... All of you.