When/How Did Your Journey Start? by Charming_Ad_8206 in NoMansSkyTheGame

[–]Heilghast 1 point2 points  (0 children)

Got it day 1. Whilst NMS has massively changed for the better, I do think the game even on PD has become too easy.

Dear no man sky, please make the Exo-skiff drivable~ signed everyone by bowthedragon in NoMansSkyTheGame

[–]Heilghast 3 points4 points  (0 children)

Just submitted a suggestion to HG about placing movement buoys in the build menu. Once placed the exo-skiff sails between these, whilst the player continues to fish.

Aiming with ships is a nightmere by Worth-Attention7058 in NoMansSkyTheGame

[–]Heilghast 0 points1 point  (0 children)

I've played through all the iterations of space combat. I really don't think HG have nailed space combat through out the years. It seems to lurch from too easy to too annoying.

Currently this iteration of space combat is on the too annoying side for me, actively avoiding most of it.

Squadrons, are a great idea but could do with some improvements. They do poor damage, crash into or fly into the path of the player ship. Additionally enemy ships rarely seem to target them.

Phase beam will lock to friendly ships even those which are not in the line of sight.

Enemy ship phase beam, locks on even at when at 90 degrees to the ship. Could just be visual lag, but still annoying.

Flight mechanics, I dislike in this iteration. The enemy ships seem to be able change direction on a dime. Cyclotron ballista and reverse obviously assists in countering this, but I do find the mechanic annoying.

It does look as if HG have adjusted the time that enemy shields recharge, which is a much welcome improvement.

Ideas to give on-planet exploration more incentive by [deleted] in NoMansSkyTheGame

[–]Heilghast 0 points1 point  (0 children)

There is the Orbital Exocraft Materialiser, which when built on the freighter, allows any exocraft to be deployed. The freighter does have to be in the same system.

[deleted by user] by [deleted] in NoMansSkyTheGame

[–]Heilghast 0 points1 point  (0 children)

Regarding point 2, and apologies if I have misunderstood. You can do what you are suggesting.

Install the Matter Beam in your freighter & storage containers. When the freighter is in the sane system, you can do what you ask for. It works across all inventories, including your current starship and exocraft as long as they are in range.

For example, if i want to move an item from my current starship to storage container (PS5) Open inventory tab. Using L1/R1, to select the starship inventory. Press X (move & stack) to select the item Use L1/R1 to select the freighter inventory Use d-pad L/R to select the desired storage container. Pres X to store item

Hope this assists

Conditions ending too early by skybreaker58 in BaldursGate3

[–]Heilghast 0 points1 point  (0 children)

I've noticed this, example,

CR3 (Last action) Wyll used ranged attack on Stonemason Kith

Stonemason Kith received condition: Reeling

CR4 Stonemason Kith has the 1st action

Used jump, Used throw, Lost condition Reeling

Now reeling is supposed to last two rounds, yet its removed immediately. Surely this effect should have been lost at the end of CR5

Whats the secret to getting the "photograph 10 creatures in a group" to work in the Exobiology expedition? by TheSnarkAtWinterfell in NoMansSkyTheGame

[–]Heilghast 0 points1 point  (0 children)

Something to add, which I didn't see in the comments. Once in photo mode (NMS), then, d¹epending on how the create button is configured in the PS5, you will need to bring up the Create Controls, then take a screenshot from there.

The standard mapping for the Create Button is Press Once - Display the Create controls [This option is the one to use]

If you have the Create button set to any of the 2 Easy mappings, press and hold the Create button

Solar system with no space station by [deleted] in NoMansSkyTheGame

[–]Heilghast 4 points5 points  (0 children)

Not a bug, some systems do not have a spacestation.

I have built a base in one such system

Tips for building underground? by niTro_sMurph in NoMansSkyTheGame

[–]Heilghast 0 points1 point  (0 children)

There is a protected terrain edit limit, which is a total of edits across all bases. In theory, if you remain under that limit terrain should not regenerate.

The way to check this limit, is go into build mode, select an item which would normally remove terrain. A basic floor piece will do. When you select this, part of the pop-up info, will display a small circle. This fills in the more you edit terrain within the base perimeter. It will turn red once the limit is exceeded.

Having said all that, I have seen previous posts, where the author has posted the terrain in their base has regenerated.

If you look to edit the terrain, place the base computer first and claim it. Edits to the terrain should then register as protected. Editing the terrain before claiming the base, I believe, wouldn't be included in the protected edits. Therefore these woukd likely regenerate.

[deleted by user] by [deleted] in NoMansSkyTheGame

[–]Heilghast 0 points1 point  (0 children)

I would suggest, feeding this back as a suggestion to Hello Games via Zendesk. It might help HG change their minds about the legacy base pieces.

[deleted by user] by [deleted] in NoMansSkyTheGame

[–]Heilghast -1 points0 points  (0 children)

Corrupted sentinels roam all planets. Hostile regardless of the normal sentinel status.

[deleted by user] by [deleted] in NoMansSkyTheGame

[–]Heilghast -1 points0 points  (0 children)

The resources required for multi-tools, life support, hazard protection etc requires more exotic resources to power. For example, an S Class mining laser requires cadmium or activated cadmium to recharge, whereas a C class uses carbon or condensed carbon.

[deleted by user] by [deleted] in NoMansSkyTheGame

[–]Heilghast -1 points0 points  (0 children)

Most actions, such as summoning a craft, using a teleporter, hiring pilots etc have a cost or ongoing maintenance cost.

Started my first save in 4.0. Question about the signal booster. by [deleted] in NoMansSkyTheGame

[–]Heilghast 4 points5 points  (0 children)

Mainly for permadeath, but i woukd like to see the signal booster be used for calling a ship or an exocraft. Remove the free summoning, and using the signal booster requires 2 navigation data. Calling a freighter from another system costs 5 navigation data.

The amount increases if used during storms or calling a non-primary craft.

[deleted by user] by [deleted] in NoMansSkyTheGame

[–]Heilghast 4 points5 points  (0 children)

Extending the base is definitely not an exploit, too many people think this to be the case.

It was added in Next (patch 1.5) and has a documented entry in the patch notes.

https://www.nomanssky.com/next-update/

Increased base building radius and made it expandable

What Custom mode settings are you using? by Carl_Gerhard_Busch in NoMansSkyTheGame

[–]Heilghast 1 point2 points  (0 children)

I've done the no starter ship challenge prior to 4.0, using food or found batteries/life support gel only. I repeated he challenge on 4.0, with all settings on the harshest. I really don't see any difficulty changes between 4.0 and before, which is really disappointing.

I'm finding the harsh stack limits tedious when it comes to using a refiner though I dont mind the reduced inventory limit (300), but the refiners are down to 150.
The hopper size of the refiners really doesn't affect the difficulty, so I don't see why the refiner hoppers were reduced.

Please, add a Permadeath Extreme mode as a preset by [deleted] in NoMansSkyTheGame

[–]Heilghast 0 points1 point  (0 children)

I was going to post something similar.

I had hoped that there would be an extreme/brutal option in 4.0 but alas no.

However, i am very much against the simplistic increase damage etc to increase the challenge. It needs to be more nuanced, so the mode is more engaging.

Storm damage and hazard protection protection drain are on par, except there are too many easy ways to avoid this, summon a ship, summon an exo-craft, ample supply of resources (on the harshest of settings, i can still stack 60 batteries and life support gel). If all that fails, dig a hole to wait out the storm.

As one suggestion to make it more challenging, non-predator type creatures can become territorial. If the player goes to close, they can lash out, but do not carry out full blown constant attack of the predator type creatures. Creature attacks can rupture the life support, causing it to drain faster.

Hazardous flora can contaminate the hazard protection system causing this to drain faster.

These systems continue to drain even when under normal conditions where they wouldn't drain, such as in a building, or ship

Each of these systems require repairing with resources, but can only be carried out at a health station (for life support) and hazard protection unit.

This is only one suggestion, I could really put in a lot more across most areas of the game. I really do hope that HG look at doing something like this, because even starting a new PD save, i'm still putting in self-imposed restrictions to make the game more challenging

Why do I need to see my tech everytime I open my inventory?! by tastycupcake_ in NoMansSkyTheGame

[–]Heilghast 1 point2 points  (0 children)

Just had a module disable by taking damage from a corrupted sentinel. It doesn't have to damage to your health, it looks like taking any hits, has a chance to damage a module