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.
Cyber Monday now behind us, it is time to take stock.
First, I did not buy a PS4. The loss of the +$50 Gamestop/+$60 Kohls gift cards was simply too great, psychologically. Well, that, plus I could not find a normal $200 PS4 deal to save my life. There was a slight chance of some late shenanigans involving Office Depot selling $100 Gamestop gift cards for $80, but why go through all that trouble – especially having to go outside – if none of the $200 deals are around? Having said that, apparently Gamestop sells Amazon gift cards, so one could imagine someone going through the hassle of stopping by multiple stores in order to achieve a 20% discount at an online retailer.
Second, I have been playing No Man’s Sky and it has consumed my life. I’m 30 hours deep already.
Third, I did end up buying a phone. Specifically, the Moto G5 Plus from Amazon. I waffled on the Honor 6X because ~$150 seemed like a lot for +1GB RAM and +16GB space over my current 5X. Well, the G5+ comes with 64GB internal memory and 4GB RAM straight up. Yes please. I played the holiday pricing game a bit too close though, and missed the $180 deal for a new phone, so I settled for an Amazon Warehouse resell for like $160. There aren’t supposed to be any scratches on the screen itself, but you never know until it shows up.
Finally, I took all this week off. No particular reason, other than I had to use time lest I lose it. My original plan (beyond normal IRL errands) was to give FF14 it’s one last huzzah before they take another $15 from me. While it’s still possible, No Man’s Sky makes it unlikely. We’ll just have to see how the rest of the week goes.
Things are shaping up to be an expensive August, games-wise.
Tomorrow August 12th we have No Man’s Sky releasing. I won’t be there on Day 1 for multiple reasons, the primary of which this is one of those games I need to see other people play first. The premise? Super cool. But what about the gameplay itself? I am not especially an Explorer type, so if the moment-to-moment fun isn’t there, I’m going to be disappointed. Or not, having not actually purchased the game yet.
August 23rd is the surprise (to me) release of Deus Ex: Mankind Divided. Kinda snuck up on me there. As I mentioned last year, this one is a Day 1 purchase, Day 1 Embargo tags be damned. At the time of this writing, DLGamer is offering a preorder for $42, which approaches the point at which it almost doesn’t matter that it’s a preorder. I’m expecting Human Revolution 2.0 and anything more than that will be gravy.
Finally, August 30th is Legion, of course. As I have mentioned in the past, I am buying Legion at some point. Whether that point was going to be halfway through the expansion for half price as I did with Warlords of Draenor, or earlier, I had not decided. Note the past tense there. I have been very impressed with the Audio Dramas (or specifically the transcripts), the Harbinger series, the Illidan thing, and so on. While I understand that those things often bear no resemblance to in-game experiences, it is enough to get me excited just the same. This is the first time since Wrath, really, that I feel like there is a narrative worth exploring here.
Okay, so maybe there are only three games in August I’m looking at. Still, it has been months since I’ve felt the need to buy something Day 1, and now there are three options coming out.
No. The answer to a question in a headline is always no.
I was made aware of the “Fandom is Broken” article from a Twitter push notification, which immediately reminded me that I should really delete the app. Then I read the article. Which starts off with, of all things, a “lesson” from the Mass Effect 3 ending debacle.
“This isn’t really a new thing – way back in 2012 I named Annie Wilkes the Patron Saint of Fandom after the childish, ridiculous uproar over the ending of Mass Effect 3. What I couldn’t have known in 2012 was that the Mass Effect uprising was just a preview of the main event; that tantrum happened under the auspices of being a ‘consumer revolt,’ which would be the same kind of language behind which terrorist hate group GamerGate still hides. And in the years since Mass Effect 3 it seems as if the crazy has been ramping up, and as the wall dividing creators and fans gets ever thinner with each new social media platform the number of voices being raised has grown.
The article gets worse from there, with a meandering diatribe vaguely conflating consumer entitlement with the rise (?) of Twitter death threats to game/movie/etc creators. But by far, the most puzzling element of the article is this part:
The corporatized nature of the stories we consume has led fans – already having a hard time understanding the idea of an artist’s vision – to assume almost total ownership of the stuff they love. And I use that word ownership in a very specific sense – these people see themselves as consumers as much as they see themselves as fans. This is what the “Retake Mass Effect” movement was foreshadowing. They see these stories as products.
Of course these games/movies/books have been products. They have always been products. If there has ever been an inflection point at which “artistic vision” meant anything, it died the moment the creator cared about the people who consumed the art at all. Focus groups? PR departments? Franchise opportunities? All of that calls into question “artistic vision,” decades (if not centuries) before Twitter ever became a thing.
And, really, let me take a moment to say how much of a bullshit weasel-word “artistic vision” is to begin with. It conjures into being a sacrosanct defense that apparently renders the artist immune to criticism or critique. One should not point out the many plotholes of the original Mass Effect 3 ending, because apparently the half-assed nature of it was intended. And how do we know it was intended? Because the artist released it like that. So, ispo facto, that’s the vision. If you think it’s bad or could have been better, you’re entitled!
When Bioware released the expanded endings, however, that apparently isn’t “artistic vision,” so tainted was it by the unruly demands of the unwashed masses. Or maybe Bioware was just embarrassed enough from being called out on their bullshit and decided to finish what they started. Or maybe Bioware was just concerned about future Mass Effect: Andromeda sales.
That there is the rub, of course. Fans are more connected to creators these days not because of the means and mediums, but because the creators make themselves more available. And why do they do that? Because they want that feedback, they want to foster that investment, because they want to stoke the engines of the hype train to ever greater levels. Sometimes that works. Sometimes that doesn’t, as the creators of No Man’s Sky are seeing, as the hype train is late pulling into the station.
In any case, it is regrettable that death threats are being thrown about. Nobody really deserves those, and anyone who sends them should be punished accordingly. But… they are also largely unavoidable these days. If 99.99% of a given, million-strong fandom are perfectly rational people, that still means there are 100 people spewing bile directly into your Inbox. Which is a lot of people! And as long as Twitter continues being a platform basically dedicated to consequence-free instant abuse, I don’t know what the solution is.
I can tell you what isn’t the problem is though. It’s not the fandom.