I am still playing Valheim, off and on. I haven’t felt the need to write about it though, considering how many other bloggers are filling space with their survival narratives. How many times do you need someone to talk about taking down the 2nd boss and (initially) struggling in the Swamp biome? For a minute there, even I started to wonder whether we all entered some kind of writing prompt class and had to elaborate on the same Youtube video of someone else playing Valheim.
What I have come to understand though is that all of us playing the same game and making progress in roughly the same timeframe really puts a mirror to us as gamers. Blog posts by their very nature do this all the time, of course, but when the base experience is so austere, we can’t hide in the minutia.
In examining my own narrative though, I keep coming back to… annoyance.
The above is a map of my adventures, starting from the 2nd boss who was like two major islands away. Which is fine. Having them so far away serves as an enforcement mechanism to engage with better boats and creating portals. Which highlights how you can’t take ore with you through portals, and oh you still need to explore the Black Forest to sweep dungeons for the necessary cores. And since you drop everything on death, you have to really be on point when exploring or else you’ll have to build a new boat and sail all over again, so make sure to stop and drop a portal every so often.
The real non-fun happened after killing the 2nd boss though.
The Swamp biome is fine. It’s oppressive and dark and tough to navigate and does a real good job of highlighting how much you do not belong there. The prep work necessary before venturing in (Poison Resist, etc) is precisely the sort of things that make survival games so addicting. If you never bothered to learn what the Wet debuff means on a practical level before, you sure as hell are paying attention now. The desperate struggle to flee while both Wet and Cold, spending what precious Stamina you have left zigging and zagging to avoid Draugr arrows in your back, all while you watch with dread as Poison ticks your remaining HP away is something that I think all of us experienced in our bones.
The non-fun for me was how it took more than 5 hours of “exploration” to find a Swamp biome that even had a Sunken Crypt in the first place. I found Swamps, yes. But Sunken Crypts with their Scrap Iron is the only real reason to ever set foot in one. What I found instead were crypt-less Swamps and a world seed that is apparently 90% Plains, which is a biome two ahead of where I should be. And so I sailed and sailed and slapped portals as far apart as I dared, knowing that dying too far out would likely put an end to my playing Valheim at all.
Then this happened:
With portal “Swamp 5” I finally located a Swamp biome that actually had Sunken Crypts. Three of them. All within sight of one another. And within one such Crypt I got a read that the 3rd boss was… right next door. Next to another 3-4 Crypts.
Now, perhaps it would be too much to ask that every Swamp has a Sunken Crypt. Too formulaic. On the other hand… come the fuck on. Legitimate Swamps 1-4 were not legitimate enough, eh? I keep thinking how much my perception of the game would be different had I discovered a Sunken Crypt in the first Swamp biome I went to. Then again, maybe not, considering how I’ve clocked another 3-4 hours of “gameplay” finding and exploring Mountains that contain no Silver.
“Okay, you just don’t like exploration.” I mean… maybe? I can agonize for hours and hours in 7 Days to Die or ARK where is the ideal place to create a base. Because that sort of thing actually matters in those games. Valheim is about creating shanty towns next to resources and then portaling everywhere or white-knuckle sailing back to “home base” with a hold filled with ore. Really reminds me of Starbound and No Man’s Sky in that way – “home” is all but an abstraction, a loading screen at the end of an ever-expanding portal chain. The only real anchor in Valheim are carrots, beets, and beer, as those take a few game days produce. But, again, those be located at the ass-end of the world for all it matters.
In any case, I do not consider Valheim’s present state to be a particularly compelling argument for “exploration.” Am I literally “traveling in or through an unfamiliar area in order to learn about it?” Yes. But if procedurally-generated emptiness is what floats your boat, allow me to introduce you to No Man’s Sky, (vanilla) Starbound, and another small indie title called Minecraft.
There doesn’t have to be a treasure chest behind every waterfall, but if there are never any chests or my progress through your game is dependent upon a 10% chance of a randomly-generated waterfall spawning a chest 5% of the time, well, fuck you.
Perhaps I am being too harsh. I talked about ARK a lot before, but I sure as hell wasn’t using standard settings that would require 10 real-world hours of unconscious dino-sitting. So perhaps I uncover the Valheim map a bit via cheats (or view my world seed map) and at least note the next 5 mountain ranges of adequate size so I stop spinning my oars in the wrong direction. Because I have no problem collecting 500 whatever to do the next thing. But I have a huge problem spending the time going to the place where the whatever is supposed to be, and finding that the princess is in another castle, in a different game, and have fun playing through it all over again.
Right as my interest in My Time at Portia was ending – sadly, before the end of the game proper – I started hearing about a major update to No Man’s Sky. Called Origins, this particular update seemed mainly focused on reseeding the universe with new planets with more extreme terrain/plant/animal possibilities. Having missed the past couple of other major updates, I decided to go ahead and jump back in with a fresh character.
Some 40-odd hours later, I have hit that same existential wall the last time around.
Almost all of the particulars of the game have been improved. Base-building restrictions have been lifted across the board. The once-ubiquitous Sentinels are now just policing fun on certain planets. The UI has been improved… to an extent. The various avenues to raise cash have been widened. The Nexus has been made into a multiplayer hub of sorts, and its vendors allow you to bypass quest-restricted tech if you wish.
And yet… it’s still missing something. And it might be something dumb like “challenge.”
Some games are not meant to be challenging. No one is going to play My Time at Portia while looking for a Dark Souls experience. In this regard, No Man’s Sky is very obviously tilted towards a chill, Explorer player-type. Sentinels are robots that used to patrol every planet and turn aggressive when you started mining resources in front of them. As mentioned, they no longer exist in every world. For the vast majority of your gameplay, the weather is going to be your biggest foe – one defeated by pressing two buttons every few minutes, consuming resources you can buy in bulk at nearly every space station.
Which, again, fine. Whatever. It’s a chill, exploring game.
But things get a little crazy once you start flying around in space. At some point, your ship will be scanned by hostile pirates, who will disable your ability to escape and start trying to blow you up. While you can again survive just about anything by recharging your shields with elements purchased by the thousands, you can also equip your ship with missiles, laser beams, a space shotgun, and all manners of similar things. Regardless, this is decidedly a less chill, exploring experience.
After a while, the dissonance in the game between space combat and terrestrial combat became too great for me. See, your Multi-Tool can also receive a number of upgrades to add a shotgun, laser cannon, a grenade launcher, and so on. But when would you ever use it? Attacking Sentinels is periodically required to progress the storyline, and bigger and meaner ones do end up showing up. But under all other normal circumstances, there is no challenge whatsoever once you are on a planet.
Where are the pirates or mercenaries on the ground? Where are all the hostile wildlife? You will see the same half-dozen varieties of hostile plants on every planet across the entire universe. But nothing in the way of meaningful challenge. About the closest you get is “the Swarm,” which puts up a decent fight when you try stealing their eggs. Facing them on every planet would be silly, but that kind of thing might justify having anything more than the same unupgraded rifle you build from a quest 50 hours prior.
Again, No Man’s Sky doesn’t have to head that direction.
The problem for me though is the existential crisis that hits mid-game, in which you question what it’s all for. In my fresh save, my character has 45 million Units and a B-class ship with about 28 slots. The normal drive would be to search for an A-class or S-class ship to buy, and then upgrading those further while simultaneously upgrading my own suit and Multi-Tool. There are several mechanics in the game now that allow you to pursue those goals in measured (read: grind) fashion.
But… why? I mean, sure, “why do anything in a videogame?” In No Man’s Sky though, progression is basically bag space. Can you equip weapon mods that increase damage or clip size? Yes. Do they have 5 rarities and slightly randomized number ranges? Also yes. Does any of it matter at all? Absolutely not. You can go 50+ hours without shooting a damn thing, even accidentally. Oh, unless you’re flying through space, in which case we’re actually playing X-Wing sometimes.
I think the devs might eventually get there. Last time I played, all the alien NPCs stood or sat in the same spot, never moving. Now they move around and make the space stations feel, well, actually populated. Slap some helmets on them and give them guns and maybe shoot me planetside on occasion and we’re in business. Or ramp up the aggressiveness of hostile fauna on some of the planets. Think ARK. At least on some planets, anyway.
I’m not looking for challenge challenge, at least not in No Man’s Sky. Actually, I would love a 3D Terraria/Starbound experience if I’m being real. That might not have been what everyone signed up for in this game though. Perhaps add another game mode? But it should be Game Design 101 that if you add a Chekhov Shotgun, you should craft encounters in which a shotgun is necessary.
It was once said:
“A delayed game is eventually good, but a rushed game is forever bad.” -Shigeru Miyamoto
These days, we have this:
“All of the games like this… It’s not how you launch, it’s what it becomes.” -Todd Howard
There are a number of interesting articles out this week, including this one, which covers a candid interview with Todd Howard regarding (among many other things) Fallout 76. Specifically, how he and the entire team knew it was going to be a widely panned shitshow… but released it anyway. Because eventually it could be made better.
…and it has. Even if you were hostile to the idea of a Fallout survival game in the first place, it is undeniably in a better state than before. It may still not be your cup of tea at all, but it’s better.
None of this is particularly ideal for anyone though. As consumers, we should not be offered half-completed games riddled with bugs and half-baked design philosophies. On the developer side, while they do indeed get cash for a half-completed game, they also get (well-deserved) bad reviews and negative press for releasing a shoddy product.
The thing is… this method appears to work. As pointed out in the Ars Technica article:
The examples are almost too numerous to list. There are the games like Evolve, Paragon, Battleborn, Artifact, and Lawbreakers that were never able to turn things around after moribund launches. Then there are titles like Rainbow Six: Siege, For Honor, Final Fantasy XIV, and Bethesda’s own Elder Scrolls Online that have found long-term success despite some early troubles. Right now, Bioware’s rough launch of Anthem seems to be sitting on the razor’s edge between these two possibilities.
The other two poignant examples listed earlier in the same article are Diablo 3 and No Man’s Sky. While we can quibble over whether No Man’s Sky is any better conceptually than it started, the game is undeniably a huge success now, with each content update pulling 100,000 concurrent Steam users. In other words, it did not crash and burn – the poor initial showing was only a flesh wound. And Diablo 3? The game that launched with literal P2W in the form of Real Money Auction House? Blizzard was punished with… 30 million copies sold by 2015.
And, really, at what point does it all end up sounding like sour grapes? I had to look back, but apparently the Diablo 3 RMAH was removed back in March 2014. Are we still mad five years later?
I mean, the RMAH was absolutely a terrible idea and Blizzard should have known better and we’re all so terribly disappointed in them. But if someone asked you whether they should play Diablo 3 today, is the RMAH really something you would legitimately bring up? What’s the statute of limitations on poor game design that no longer even exists in the current game?
It’s a struggle, I know. If you buy/play/enjoy Fallout 76 or No Man’s Sky or Diablo 3 or anything else today, you are indirectly supporting the (usually) same people who screwed up these games the first time around. “How will they learn, then?!” Well… they did learn. As evidenced by the game getting better. It will probably not prevent them from releasing a half-baked mess with their next game, but that may simply be the unfortunate reality at this point. We can hope that by delaying our purchase until the game is fixed – instead of preordering or Day 1 purchasing like a chump – the devs get the memo on what stage of completeness we are willing to accept. On the other hand, giving them money later on kinda justifies the whole “Release Now, Fix Later” approach.
And on the third, mystery hand? Taking a principled stand is exhausting when you could just sit down and play some damn games. If it’s fun now, play; otherwise, don’t.
The development redemption arc of No Man’s Sky is perhaps one of the best gaming, dwarfed only by Final Fantasy 14. Insane hype followed by a PR disaster as the game cratered, was meme’d, and then… practically born again. I would not say that No Man’s Sky has become some wildly successful game – it apparently sells well with each update – but the fact that it was not abandoned altogether is an immense testament to the will of devs wanting to make things right. And it is undeniable that the game is better than it has ever been before. The Beyond Update slated for this summer, for example, is set to introduce VR support and 16-person multiplayer. Yes, multiplayer that was advertised to exist years ago. But still! It’s getting closer to that original vision and potential.
Reading some of the latest updates regarding Fallout 76 is giving me similar redemption vibes.
For example, you may have read about how there is a PvP mode now. What you might not know is that they have eliminated the “slap” damage from the non-PvP mode, essentially giving people the PvE mode they always wanted. Granted, you can still get shot defending/attacking a Workshop or if you don’t have Pacifist mode turned on, but it’s immense progress.
Also immense progress? Player vending machines. Set one up in your camp, power it, and it’ll highlight your camp on the map for everyone to see and visit. Not only will this give you a means to sell your useful items and Legendary gear, but also give you a reason to make your camp look cool. That’s classic Show & Tell! I have a perfectly functional mountaintop base currently, but now I have an immense desire to relocate to a more convenient location and rework my entire camp.
Oh, and did you read about the Purveyor? Basically you can now scrap your unused Legendary gear for Scrip, which you use to purchase random Legendary items. At first, I was not particularly excited about such RNG layering, but then I started thinking about the current state of affairs. In the old system, you… tried to farm Legendary mobs for random drops, then get pissed every time a 3-star wood armor dropped. Now you can farm those same mobs and Legendaries and eventually earn a second chance to roll the dice.
Or, you know, sell the useful-but-not-for-your-build Legendary items in your vending machine for Caps instead of Scrip. Then use Caps to purchase your dream drop from someone who rolled differently. Or go farm Caps yourself and buy other peoples’ crap Legendaries and scrap them for Scrip to fuel your own rolls.
Are there still issues? Of course. Some are clearly bugs, such as not being able to inspect 3-star Legendary items in vending machines without the owner nearby. Others might just be terrible design decisions, such as being unable to text-chat other players on PC. And were is a “Sorry” emote?
If you hate the entire idea of Fallout 76 or what it represents, then okay, no updates will likely improve the game for you. But it is undeniable that the game has improved, in subtle yet significant ways. That player vending machine thing practically carves out an entirely new endgame by itself, nevermind the Diablo-esque Legendary gambling endgame now. And nevermind the continued release of dungeons and new events and so on.
There will be people who say that Bethesda deserves no praise for making (baby) steps to correct an initially poorly-developed product. I agree, for the most part. Yet I must say that the game is in a wildly better state than it has ever been, and I am looking forward to how much better it can become.
I had been having an issue in No Man’s Sky where I did not know how to retrieve my prior base. The internet said there should be a quest in my log to fix the issue, but didn’t see it. The internet also said you can find a “base computer” in the wild by going through a very tedious process of scanning planets, moving your ship, scanning again, etc. I eventually abandoned that latter endeavor after a few hours, and wrote the whole thing off as a loss… then found the quest in my log. Base restored.
Of course, the base was mostly broken nonsense, but I at least retrieve my materials. Now begins the long journey in finding a new planet to set down roots on. Or continue using my Freighter, that the devs just gave away for free to everyone at this stage of the story, as a mobile base. Glad I didn’t grind the 50+ million credits that they cost before I left.
I had been having an issue in Fallout 76 where right-click was not letting me look down the scope of the gun. The internet said the issue was with a mod, specifically Better Inventory. I had already deleted that mod and the custom .INI file though. I also uninstalled the whole game and reinstalled, without a fix. Given the 55 GB install size, that was a serious time investment.
After a while, I stumbled upon a Reddit thread mentioning that as part of some update or another, your custom .INI file was copied over to a My Documents subfolder in addition to it existing in the normal game folder. Lo and behold, there it was, complete with a call towards a mod archive that no longer existed. How that specifically and only affected the right-click function of guns, I have no idea, but deleting it resolved the issue.
Both these issues were show-stoppers for me, and would have led to me abandoning the games forever if I had not been so damn stubborn. It remains to be seen whether either game will ultimately be worth my time playing in a “fixed” state, but it’s interesting nonetheless how precarious one’s gaming experiences can be even with “simple” issues. At every stage of troubleshooting, I was reminded of the other dozen or so Good Enough games that work out of the box.
Coming back to a game can be incredibly daunting. Coming back after it has gone through several updates can be more concerning still.
Then there’s No Man’s Sky.
The No Man’s Sky meta-narrative is inspiring in its own way. In the beginning, the game was hyped beyond belief (and reality), the designers actively lied about features, and it was the go-to example of a failed game. Over the years though, the same designers have… stuck to it. Update after update has improved the gameplay experience, and now it is very close to completely resembling the product that was promised in the first place. While some may decry giving the company any praise for fixing what ought not have been broken in the first place, their dedication towards making things right is completely unexpected in the current gaming environment.
The problem is that so much has changed between the various patches that my 50+ hour character may as well have been erased.
The main culprit appears to have been NMS’s “Next” patch. There was a major overhaul in the crafting system, or upgrade system, or both, or something. Basically, all of my upgrades and enhancements were turned into “Obsolete Technology” that I had to scrap for upgrade currency. Which would have been slightly okay on its own, but now I have no idea how anything works anymore. Which resources are important have changed, all of the planets in the galaxy have changed, and my previously-existing base appears to be lost entirely/”archived” somewhere. While there have been a few prompts to check the Codex here and there, otherwise there is nothing resembling a tutorial on solving the “Dude, Where’s My Base” situation.
Slightly perturbed, I decided to spend my limited free-time patching up Fallout 76 instead. There have been several feature patches there too, resolving some long-term Quality of Life issues and introducing some new quest content as well. Everything was looking good… until I realized I could not aim-down-sights anymore. Right-click and nothing happened. With a melee weapon equipped my right-click would Block attacks like normal, but no scopes apparently.
Kind of a bummer when you are a Rifle build.
Near as I can tell, this problem might be related to mods. Deleting the mod file and removing the Custom.ini did not fix anything, nor did reboots or verifying file integrity. So, I’m typing this up while waiting for another 55 GB install to complete. [Edit: this didn’t fix the issue either]
Both experiences are giving me time (literally) to reflect on the situation though. Blizzard spends an inordinate amount of time trying to make the transition from lapsed to paying subscriber as easy as possible, to the extent of not changing systems that desperately need fixing. It’s hard to see value in that approach when you are actively playing the game, as all that occurs is basically stagnation for the sake of people who aren’t even customers. But if I weren’t so starved for survival-esque experiences, my first five minutes back into No Man’s Sky would have ended with an uninstall.
I’m not even sure there’s a middle path anymore. Games require you to learn their arbitrary, sometimes non-intuitive systems in order to succeed. It is hard enough trying to remember which buttons do what after a year or two, and then you add the possibility of previously accumulated experience no longer being useful (or actively bad)? You might be worse off than a brand new player at that point. In fact, I am worse off, because my patience for relearning tasks is immensely low – if I am to spend time learning something, it may as well be a new thing.
Right from the start, let me say that No Man’s Sky is often intentionally vague in order to engender a sense of wonder and discovery. In that respect, the following Quick & Dirty guide might constitute spoilers because I will be explaining some of the game systems as they exist in version 1.38. If you feel like that might take away from your enjoyment of the game, by all means, stop reading.
For everyone else, let’s roll.
1. Land on planet
2. Collect resources
Seriously though, in the beginning, do not worry too much about anything in particular. A large part of this game comes down to Inventory Management, and you are never given enough space to collect all the things. If something seems like a super-rare thing, trust me, it’s not. You will find a planet with tons of it later on.
What you will want to keep an eye on though, at all stages of the game, are the following:
- Plutonium: It costs 50 to lift your Starship off the ground.
- Zinc: Basic way to recharge your environmental protections, once crafted.
- Thamium9: Primarily for recharging Life Support, but used in Farms later on.
You will always want to keep a stack of those elements handy at all times, at every stage of the game. Once you get a decent Unit (e.g. cash) stream, all of them can be acquired quickly and in bulk by visiting a Trading Post on a planet in any economically successful system. We’re talking buying 1500+ at a time for like 40k Units. Much faster than farming, especially with Thamium9.
Walking, and even Sprinting, seems really slow and never gets much better.
The better way to get around is to Melee+Jetpack. Basically, start walking in a particular direction and press the Melee button (Q on PC) and your Jetpack (Space on PC) at the same time. If done correctly, you will surge forward a few steps, and meanwhile that faster momentum will carry over onto your Jetpack. For best results, start Sprinting (Shift on PC) before the Melee hit and you’ll be able to traverse wide swaths of the world, as long as your Jetpack lasts.
How Do I Upgrade X?
Personal Inventory: Drop Pods can be found on every planet, and are specifically searchable by building a Signal Booster. Enter the Pod and purchase the additional slot. Each Drop Pod is only usable once.
Keep in mind that there are three different player inventories. The General Inventory can contain both items and tech upgrades. The Technology Inventory can contain only tech upgrades. The Mass Inventory can only contain items, but at Starship-level stack sizes, e.g. 500 elements, or 5 items per slot. While the General Inventory is cheaper to expand at first, if you place too many tech upgrades in there, you are simply limiting your ability to store goods later on. Luckily, you can scrap tech upgrades and rebuild them when you unlock additional Technology Inventory slots.
Starships: You do not upgrade Starships – you buy new ones or fix ones you find.
To buy a Starship, you need to go up to one that has landed somewhere, like at a Space Station or Trading Post, talk to the owner, and then choose Buy Starship. At that point, you can see how many inventory slots it has, what techs might already be installed, and so on. If it looks good, and you have the cash to cover the difference in price between your current ride and the new one, it’s yours. The sale is not final until you take off though, so you have some leeway in attempting to move over inventory that might not have fit, or that you forgot to move in the first place.
Note: you do not get a cash refund for buying a lower-priced ship, so don’t bother.
The alternative method is to find a crashed Starship on a planet and then claim it. This method can allow you to significantly leap-frog any sort of Starship progression, insofar as you can find and claim a 48-slot Starship way before you would ever have enough Units to purchase one outright. The catch is that crashed Starships have broken inventory slots that can only be repaired via increasingly higher numbers of Units; the first slot might cost 33k to fix, but ten slots later the cost will exceed 1.5 million. The result ends up about the same, e.g. it costs X amount to fix everything, but this nevertheless allows you to “upgrade” your ship as money allows rather than needing a bulk purchase.
Finding crashed ships in the first place can be tricky though, as the “traditional” method involves discovering Communication Towers, solving a logic puzzle, and hoping it leads to a crashed ship. Alternatively… just fly around a planet and spam the 1 key, which is basically “target nearest ship.” While you will sometimes tag NPC ships flying around, especially near Trading Posts, this method otherwise allows you to comb a rather huge portion of the planet’s surface while flying around. If something pops up on your radar, fly down and take a peek.
Multi-Tool: Similar to Starships, you only ever find new ones.
While you can get new Multi-Tools from Monolith or creature interactions, the more common method is simply finding them out in the world in display cases. Curiously, these display cases still require you to “purchase” the new Multi-Tool, even when it doesn’t make a whole lot of sense.
How Do I Unlock Y?
AtlasPass v1: Follow the story and it will unlock for you.
AtlasPass v2/v3: Same as above, but you’ll need some achievements.
Farms: It’s the last in a series of quest-chains related to base-building.
Exocraft: It’s one of the first in a series of quest-chains related to base-building.
Blueprints: there are basically three methods. First, randomly as interaction rewards, from talking to people or Monoliths or crashed ships. Second, as rewards for certain Missions. Lastly, bought from Tech traders by using Nanoclusters – each Star Base has a slightly different list that focuses on Starships, Multi-Tools, or Exosuits.
Technically, there is a fourth method, which is via questing. Unlocking specific farming crops requires completing quests from the Farming Specialist in your base, for example. There are also some specific blueprints tied to the Atlas questline and achievements therein, just like with the AtlasPass v1.
What’s the Best Way to Get Units?
Sell things. That’s… basically it.
In the very early game, pretty much your first cash-crop, so to speak, is going to be mining and selling Emeril. You can sell pretty much anything, but Emeril goes for 200-300 Units apiece, is easy to find on many planets (mineral around sinkholes), and isn’t used for pretty much anything else. You can do the same thing with Gold later on, but Gold is used in a few recipes and is usually found on more hostile planets.
Also in the early game, go ahead and sell any weird items you might pick up. Neutrino Controllers, Gek Charms, whatever. While they have functions later in the game – from recipes to increasing Faction reputation – you will find plenty in your travels, and it’s not worth the precious inventory space when you’re slumming around with less than 20 slots.
Later on, you have more options and a few more considerations. Keep in mind though, that whenever you sell something on the market, you will get a worse price the next time you leave the screen. So when selling, do so in bulk.
Missions: these are the Radiant-style random quests you can pick up from the Mission NPC on every Star Base. Each time you successfully complete a Mission, you get faction reputation and the stated reward. If the reward is a Blueprint you already own, you’ll get ~88k Units instead. The other items you receive are a bit esoteric and usually vendor trash, but sometimes can be worth a surprising amount of Units.
No matter what method you end up doing, I recommend filling your Log with Missions at each Star Base you encounter. Many of them can overlap, such that you can fulfill several at once from the same activity (e.g. killing Sentinels, etc), and you can turn in successful Missions at any Mission NPC. Plus, as you move up the reputation ranks, the standard Mission starts awarding 250k Units by itself and the items can be worth several million.
Farming: This is pretty much the ultimate source of Units in the game. The idea is build a base, plant some crops, harvest said crops, and then turn the material into more expensive things that you then sell. Example:
- 100 Frost Crystal + 200 Solarium = Heat Capacitor.
- 100 Cactus Flesh + 200 Star Bulb = Poly Fiber
- Heat Capacitor + Poly Fiber = Circuit Board
- Sell Circuit Board for 1 million+ Units apiece.
If you’re looking for a more in-depth guide, see this Reddit thread. Circuit Boards aren’t the priciest item you can create, or the easiest for that matter, but that’s the basic idea.
Trading: If you have a lot of starting capital, a LOT of free inventory space, an Economy Scanner, and plenty of Warp Cells, you can make some money buying vendor trash from one system at a discount and selling to another at a profit.
Next time you’re at a Trade terminal, look at what items are for sale. At the top of the list are likely some random items with a little green Unit symbol and the text that they are -X% cheaper than the market average. These items have tool tips which then tell you which systems need them more, e.g. will sell for over the market average price. So, buy as many as your Starship will hold, fly over to the target system, and sell them all. Then at this new system, buy the next set of goods, and sell at the next system. Wash, rinse, repeat.
Scanning: this is more of a side-hustle than anything else, but Units are Units. Basically, each time you touch down on a new planet, go ahead and scan as many plants and animals as possible.
With zero upgrades, you only get about 200ish Units for each discovery. With two Scanning upgrades though, suddenly each new plant will give you 20k and animals will sometimes break 100k apiece. I have as yet to find the third upgrade for either Scanner, but I’m looking forward to the boost in income from doing something I was going to do anyway.
Gathering Kelp: While you can grow or purchase pretty much anything you might need for crafting purposes, the exception are Kelp Pods. For these, you need gather them manually, and they only exist on planets with water.
The best way I have found to gather them is using a Nomad, aka hoverbike:
As pictured, drive over the water on the Nomad and use it’s mining laser to collect the Kelp. This method is significantly faster than trying to use the Roamer to drive along the bottom, and much better than the default method of actually swimming around.
The two games I have been playing lately have been Far Cry 4 and No Man’s Sky. While I can and have played NMS for 3+ hours at a stretch, I struggle to play Far Cry 4 for more than maybe an hour. This is in spite of Far Cry 4 being the more entertaining game on both a micro and macro sense.
On reflection, the reason seems obvious: breakpoints.
Far Cry 4 is technically an open-world game that allows you to run wherever. However, there are definitely a lot of story-based missions that have clearly defined beginnings and endings and checkpoints inbetween. While they are not necessarily spaced far apart, there comes a time at the end of a mission that you begin thinking about how you’ll be spending another 30 minutes sneaking/guns-a-blazin’ through the next one. Why not just hit Save & Quit and take a break instead, eh? The end is as good a place as any to quit.
Conversely, No Man’s Sky is a lot like Minecraft insofar as there are no particular breakpoints. Turning in Missions sounds like a good time… but as soon as you turn them in, new missions appear to replace the old ones. And, oh, this one just requires you to exit the space station and kill one pirate ship. While you’re out there, the planet in the background has the Trading Post destination for that other mission clogging up your log. Ooo, it’s been a minute since you’ve seen a planet with water, so maybe go collect some Kelp Pods… et cetra, et cetra.
This phenomenon is not new by any means. Anyone playing MMOs knows it intimately, insofar as the breakpoints offered by dungeons, turning in quests at a hub, winning a PvP match, and so on.
What has become more interesting to me now, is how these breakpoints affect my perception of the underlying game. Like I said at the beginning, Far Cry 4 is objectively more fun. I know it’s more fun. But when I sit down to game in the evening, I find myself hesitating on the Far Cry 4 icon. If the game is so fun, why can’t I play it for more than an hour? What does it say about a game that I feel somewhat relieved when it’s over, and I boot up something else afterwards?
When I think back on the MMOs I have played, especially with WoW, I recognize that while there were breakpoints in certain content, there were a variety of alternative activities that allowed one to unwind. Raid for two days a week, spend time farming mats the rest. Complete a dungeon, go back to town and look into enchanting your new gear. and so on. Far Cry 4 technically has some elements of that – collecting herbs, selling vendor trash, etc – but obviously the game isn’t exactly designed to give you as full a break as an MMO.
The other interesting thing about breakpoints is how I used to feel like games without them would lead to faster burnout. It seems to make intuitive sense that the longer you leave a candle burning, the faster it goes out. Instead, I feel like all the abrupt starts and stops in Far Cry 4 have decreased the mental shelf life of the game. It is almost as though my mind only recognizes the number of intervals, and not the total length – playing an hour at a time is the equivalent as as playing four hours at a time. This certainly makes sense to me in terms of FF14 as well, when I kept running into content walls that all but required me to stop playing for the day.
Perhaps breakpoints aren’t as good as I once thought.
Syncaine made an astute observation in my prior No Man’s Sky (NMS) impression post:
I’ve never read, this included, anything that suggests the game is actually fun. People point out what is missing or broken, and what is there, but never a series of ‘things’ that are interesting or fun.
As I mentioned in the post itself, I do find the game fun, and have been playing it now for over 60 hours – far longer than most AAA games these days. But… why? What are the fun bits?
In NMS’s specific case, I think most of the fun is derived from the accumulation of things. If you have ever played another survival game like Don’t Starve, 7 Days to Die, or even Minecraft to an extent, and enjoyed collecting 200 pieces of X so you can craft that next upgrade, well, NMS is here for you. Hell, it’s also sorta like herbing in your typical MMO. Run around, press the E button near a node, continue on. Except with spaceships and mining lasers and landing on different planets.
That’s… kinda it, really. Well, assuming you aren’t interested in the background plot.
Let me contrast NMS with two games. First, Starbound. Staround also features procedurally-generated planets, collecting all the things, and a plot that mostly glues the experience together. Starbound is the better game by far though, because combat spices things up and synergizes with the collection of things. In NMS, all you really fight are the Sentinels, which are everywhere all the time, and only ever escalate things if you don’t kill them fast enough. Compare that with Starbound having to dig deeper into a planet for the best minerals, with enemies getting tougher the deeper your go. The gameplay loop in Starbound and the engaging fights are more interesting and fun.
The second contrast would be with Sunless Sea. Procedurally-generated exploration game with a focus on profit from selling trade goods. Sounds pretty similar, right? Sunless Sea also has a mild Lovecraftian vibe and some great narrative. It also completely sucks as a game and feels terrible to play. The nominal gameplay is quite different – FPS versus overhead ship battles – but that is kinda the point. NMS feels engaging in a way Sunless Sea does not, even if they are both games that revolve around exploring and collecting and obtaining cash.
In the comments, Helistar mentioned that they would just “stick with ETS2 for the time being.” I had to Google the acronym, which is apparently Euro Truck Simulator 2. My first reaction was to scoff. What does driving trucks and selling cargo for cash have to do with flying around space… and selling cargo… oh. Well then. There you go.
If none of the above clears anything up for you, then No Man’s Sky is not for you. It technically really isn’t even for me. There is something there though, some half-formed game system I can’t quite describe, which is compelling. Or, perhaps as Zubon would describe, “compelling but not entertaining.” But I’m weird in the fact that compelling is automatically entertaining for me.
Before its release in August 2016, the hype train for No Man’s Sky was insane. Something like 17 trillion different planets in a vibrant galaxy full of procedurally-generated lifeforms. Do anything, go anywhere! Reality hit people hard, including me, even though I did not buy the game at release.
I did buy the game a week or so ago though, and I can say that after a year of actually substantive updates, No Man’s Sky is almost ready for its debut. Mostly.
The first hour or so of gameplay is not that great, and can be worse depending on the randomly generated planet you start on. The vast majority of planets have hostile weather that necessitates the constant recharging of suit protections, driving you to seek shelter in your ship or a cave or farming Zinc from plants. Your ship needs Plutonium to lift off the ground each time, and your Life Support systems can only be charged with Thamium9. And you have to juggle all of these competing element requirements with a micro-inventory that gets worse before it gets better.
That’s really the summary for the game: No Man’s Sky gets worse before it gets better. Mostly.
After getting a few upgrades here and there, especially getting a better ship, the game opens up tremendously. You still need all the survival elements, but you have the space and cash to stockpile a few stacks. Then there is the forward momentum that comes from the primary quests, assuming you did not choose to free-roam. Things progress quite nicely, especially after unlocking your base and assorted goodies like Exocraft, e.g. vehicles.
Here’s the thing though: the core gameplay loop is incredibly tiny. On each non-lifeless planet, there will always be the following: Life Pods, Habitable Buildings, Trade Posts, Crashed Ships, Monoliths. All of them will look the same, although there are a few different types. All of them will be randomly scattered around, but the scattering itself will be very uniform across the entire surface of the world. By all measures you can actually fully upgrade your Exosuit before leaving the original planet you spawned on (assuming you somehow got the cash).
Planets are literally the size of real planets, but everything you could really ever need on any individual one of them will exist within 10km of wherever you land. Each star system has a Space Station, and each Space Station is set up exactly the same way. You can accept “missions” from an NPC there, and these missions are essentially Radiant Quests ala Skyrim. Kill X number of Y, collect Z resource, kill some space pirates, deliver this item, etc. As you increase your reputation, more lucrative quests unlock, which feature harder to find Z resources, or tougher pirates.
Some of the gameplay elements remain half-baked. Early on, you will find many rocks that contain Deuterium, which you are unable to mine. After unlocking Exocraft, e.g. vehicles, you can finally mine them. I was pretty excited… up until the moment I realized Deuterium is only used for Exocraft upgrades. Once you install the ones you want, the element has no purpose anywhere else in the game. The same applies to another element that comes from “raiding” (read: blowing up) protected silos. Why would you ever mine Deuterium or raid the other element again? It not being used for anything other than the thing it was needed for seems comically short-sighted.
It’s not obvious at first, but No Man’s Sky is more of a game about economics than anything else. Each plant or creature you scan gives you Units. Some elements exist only to be mined and sold as vendor trash. Completing missions gives you Units, and unlock better missions that grant more Units. Some of the base-building requires specific elements, but for the most part its Iron which is everywhere. Pretty much the biggest reason to have a base at all is so your can start a Farm, which lets you “grow” special elements. That you then turn into unusable-but-very-sellable items. So you can eventually buy a Freighter for 186 million Units… to have more inventory space. For Units.
I’m at over 50 hours at this point, and I have no idea why I still find this fun, but I do.
The key, I think, is to temper your expectations. This is not Minecraft in space. This is not 3D Starbound/Terraria. I’m not even sure if it’s all that good for Explorers, given that procedurally-generated terrain/plants/creatures generally all look the same after a while. That said, I do find the Primary quests to be interesting, and I very much enjoy the ability to just fly around and do whatever. Want to stop what you’re doing and warp to a different star system? You can. Want to just make a bee-line to the center of the galaxy? Go do that. Want to make the perfect farm so you can mass-produce Circuit Boards and sell them for 1 million Units apiece? Yeah, I’m on it.
No Man’s Sky has gotten a lot of updates since release, and it seems as though more might still be on the way. I ended up buying my copy for $20, and at that price I feel like I got my money’s worth already. In a few months, it might even be cheaper with more content and better gameplay loops. We’ll have to see.