Re: No Man's Sky
Posted: Sun Aug 13, 2017 12:58 am
Much obliged, all -- thanks.
Baile nam Fonn wrote: ↑Mon Aug 14, 2017 8:57 amStill feels like a giant quest to get more inventory space.
Hi,Baile nam Fonn wrote: ↑Mon Aug 14, 2017 8:57 amI've played several hours of this update now. Here are a few unorganized impressions:
- But flying under arches and things is still out, and the old clunky hand-holdy-ness is still conspicuously there.
Talvieno wrote: ↑Wed Aug 16, 2017 7:10 amIt's essentially "You are not allowed to crash your ship, ever, and we'll stop you from doing it if we have to". Things like landing for you, or slowing your ship down automatically if you're too close to the ground, or even stopping it entirely and putting it into a hover, or gaining altitude by itself if you're heading towards a mountain. That sort of thing.
I'm pretty commited to simracing nowadays, but this here is the only thing I'm looking forward to when I revisit NMS in the future. Thank you for the review, BaileBaile nam Fonn wrote: ↑Fri Aug 25, 2017 8:28 amI just started fooling around with exocraft yesterday.
Overall I'm really impressed with this less new addition to the game, and it serves for me as a welcome release from the bonds of first-person perspective.
The handling, animation & effects, and vehicle physics felt surprisingly excellent to me, since Astroneer's hapless rovers were my frame of reference.
The boost, jump, upgrades and mining/combat turrets all work together to make an intuitive, satisfying whole.
(In fact, a third-person flight mode for the ship with similar control scheme would more than make up for the infuriating omission of m&k cockpit freelook.)
And the ejection seat bug is one of those delightful darlings that I hope they let live.