No Man's Sky 6.0: Voyagers Update - Create your own colossal, fully furnished, completely bespoke Corvette-class starship in No Man's Sky VOYAGERS - and invite your friends on board.

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Cybrwind

True & Honest Fan
kiwifarms.net
Joined
May 26, 2023
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Patch Notes:

6.0 Patch notes​

Corvette-class Starships​

  • Added a new class of starship, the Corvette. Corvettes are large, fully bespoke ships with furnished interiors, capable of accommodating multiple passengers.
  • A lightweight tutorial for assembling your first Corvette will activate upon first collecting a Corvette module or interacting with the Corvette Workshop.
  • A large catalogue of snappable structural and decorative modules is available for Corvette assembly, including habitation modules, hulls, wings, engines, windows, accessways, weapons, reactors, shield generators, connectors and decorative peripherals.
  • Corvette modules can be unearthed from salvage containers buried on worlds across the universe, as well as discovered in Derelict Freighters.
  • Modules can also sometimes be retrieved from defeated pirates, freighter cargo pods, crashed freighter crates, frigate expeditions, or received as rewards for completing missions.
  • Structural Corvette modules are collected individually in the inventory and spent directly when assembling a Corvette.
  • While standing within a Corvette, specialised furnishings and a selection of base decorations can be installed in the ship's interior.
  • Internal modules can be installed without limitation, but require resources to construct.
  • Habitation modules ("habs") form the main living area for Corvette-class starships. Habs are available in three distinct classes: Titan, Thunderbird, and Ambassador, each with its own sci-fi aesthetic. Installed furnishings reflect the style of their hab, and multiple habs placed adjacently are automatically linked with doorways.
  • Multi-storey Corvettes can be assembled with the installation of internal stairways.
  • Several installable Corvette modules have practical functionality, such as the Living Wall, Nutrition Unit, Refiner Unit and Mission Radar.
  • A number of Corvette modules are linked to technology upgrades, automatically improving the Corvette's stats alongside its appearance.
  • Corvette Workshop terminals can be found aboard the Space Station. These terminals provide an interface through which collected Corvette modules can be assembled into a pilotable, habitable starship.
  • The terminal also provides access to a shop for purchasing basic Corvette modules, and a barter interface for trading advanced Corvette modules.
  • The Corvette Workshop can store a draft Corvette, allowing work-in-progress edits to be saved and returned to at a later time.
  • A nearby cache will collect any overflow of refunded Corvette modules if there are too many to store in the player's inventory.
  • The Corvette benefits from an especially powerful pulse drive, which moves faster than single-occupancy ships.
  • Corvettes can autopilot to space stations, discovered planets, and mission destinations.
  • Corvettes can also be set to autopilot along the current flightpath.
  • Corvette accessways are accompanied by a specialised teleporter, allowing the ship to hover above especially mountainous or difficult terrain, while passengers beam themselves to and from the planetary surface.
  • Added support for multiple physics worlds, enabling players to travel stably and walk on foot around fast-moving Corvettes.
  • Spacewalking is now a fully supported mode of navigation, allowing players to leave their ships (or freighters) and use their jetpack to fly among the stars.
  • Added a number of Corvette-specific visual effects for engines and landing.
  • Added new audio effects and ambient environments for Corvettes.
  • Added specialised camera handling for piloting Corvettes and navigating their interiors.

Corvette Multiplayer Missions​

  • Added a Corvette-based mission board, allowing players on board the Corvette to register as mission crew to co-operatively complete objectives in the local system and earn rewards and standing.

Corvette Expedition​

  • Expedition Nineteen, Corvette, will begin shortly and run for approximately six weeks.
  • Rewards include new posters, decals and titles, the vigilant jetpack trail and plasma starship trail, an exclusive deadeye cannon module for Corvettes, and the unique Mecha-Mouse robotic companion.

Skyborn Exosuit and Jetpack​

  • Added the 5-piece Skyborn Exosuit to the Appearance Modifier, including armour, gloves, boots, legs and torso customisations.
  • Added the Skyborn Jetpack to the Appearance Modifier.

Twitch Drops​

  • A new package of Twitch drops will begin shortly. Sign up and connect your platform accounts on the Twitch Drops page, then tune in to Twitch to earn exotic base parts, high-tech starships, fireworks, appearance modifications, and more.

Gameplay and Quality of Life​

  • Implemented support for rebinding controls on console.
  • Rearranged a number of input bindings in the controls menu for improved usability.
  • Added a graphics option to adjust the strength of blurring / light scattering on distant objects in underwater environments.
  • On PC and MacOS, added text translations for system-level dialog boxes (for example, when the operating system reports a graphics driver error).
  • Improved the visibility of the "Switch Base" control, for selecting which base to edit while within the perimeter of multiple planetary bases, or within both a planetary base and a Corvette.
  • Added the ability to copy and paste No Man's Sky Friend Codes on PC and MacOS.
  • Improved the appearance of several dialog boxes on the boot and pause screens.
  • Added “scroll on hover” functionality to a number of UI buttons that could overspill in non-English languages.
  • Improved the mouse scroll speed in the base building menu.
  • Increased the number of planets featuring buried ancient bones.
  • Increased the number of planets featuring buried salvageable scrap.
  • Salvageable scrap containers are no longer guarded by corrupt Sentinels.
  • Prevented Echo Locator hint notifications from appearing when a harmonic camp was already locally marked, or while within the perimeter of a camp.
  • Improved the system for displaying the estimated remaining time to a destination on HUD markers, resulting in much more accurate time estimates and tick-down speed.
  • The landing pad readout at the Space Anomaly now indicates where your ship is docked, and accurately reflects landing space availability.
  • Robotic creatures now lay metal eggs.

Rendering​

  • Added support for NVIDIA DLSS4. Deep Learning Super Sampling is a revolutionary suite of neural rendering technologies that uses AI to boost FPS, reduce latency, and improve image quality.
  • Added support for PlayStation® Spectral Super Resolution (PSSR), improving image clarity using AI-enhanced resolution, for ultra-high definition and incredible detail.
  • Added support for Intel Xe Super Sampling (XeSS) 2, which uses machine learning to deliver higher performance with exceptional image quality.
  • Implemented moment-based order-independent transparency (MBOIT), improving the appearance of translucent surfaces, especially when overlapping.
  • Added localised "hero lighting" for the player character, improving their appearance in darker environments.
  • Improved the rendering and lighting of 3D objects such as the player's ship, Multi-Tool and jetpack on the inventory screen.
  • Improved the appearance of glowing distant objects.
  • Improved the rendering of semi-transparent mesh particles.
  • Improved the appearance of cloud shadows, making them denser and more dramatic.
  • Improved the visual stability of heavy air effects, resolving some flickering issues.

Bugfixes​

  • Fixed an issue that could cause multiple NPC ships to land at the same dock.
  • Fixed an issue that could cause creatures to teleport onto terrain when navigating underground caverns.
  • Fixed an issue that could cause some sections of Autophage staffs to remain visible when the player entered a short-range teleporter.
  • Fixed an issue that caused the "Open Building" button on a Settlement building to be incorrectly greyed out, even when available.
  • Fixed an issue that could cause some frigate fleet log entries to be omitted from the final list if the frigate expedition was very long.
  • Fixed a rare timing-specific issue that could cause uploaded cross-platform saves to be displayed in the wrong UI style when backing out of the Cross-Save Manager.
  • Fixed an issue that caused some Station Core text to appear in the wrong dialog box style.
  • Fixed an issue that could cause terrain to appear visually corrupted on lower-end systems.
  • Fixed an issue that could cause distant objects to flicker in Virtual Reality.
  • Fixed an issue that prevented fishing lines from rendering correctly in multiplayer.
  • Fixed a rare issue that could cause player names to appear as "..." in multiplayer.
  • Fixed a number of rare multiplayer crashes.

Abandoned Mode​

  • Added the Mech Hardframe parts to the technology research trees in Abandoned Mode.
  • Fixed an issue that prevented learning the Creature Pellets recipe in Abandoned Mode.

Optimisations​

  • Implemented occlusion culling on Xbox Series, PS4, and PS5, significantly increasing framerate in indoor environments (such as in caves and planetary buildings).
  • Implemented multi-threaded rendering on PC, significantly improving CPU performance, notably in VR.
  • Implemented a significant performance optimisation on mature saves with a large number of completed or active missions.
  • Implemented a large number of performance optimisations across multiple game systems, including the handling of HUD markers, the physics of static objects such as buildings and rocks, audio, the Analysis Visor, particles, and components that trigger animations or state changes in response to player actions.
  • Improved the CPU performance of planetary creatures navigating across terrain.
  • Implemented several memory-saving optimisations related to large textures and data table loading.
  • Significantly improved load times when loading saves near large planetary bases.
  • Further reduced the number of shaders used by the game, improving load times.
 
NMS gone gold in 2016, and is still in development..

"Gone gold" refers to a stage in the development of video games where the game is considered finished and ready for release. This term indicates that the master copy is complete and has passed certification, allowing it to be manufactured and distributed.

notgold.webp
 
The best part is how Starfield is acting like they're the #1 space game out there. Their fucking Twitter and the like are goddamn hilarious.

I've played Elite: Dangerous, and Starfield.

NMS blows them out of the water.

Anyway, here's a little tip for some of you.

You don't have to grind to build your ship. You can set your game to Creative Mode, make your corvette, then change back to normal mode.

And the mods? Nobody really bothers AFAIK.
 
The best part is how Starfield is acting like they're the #1 space game out there. Their fucking Twitter and the like are goddamn hilarious.

I've played Elite: Dangerous, and Starfield.

NMS blows them out of the water.

Anyway, here's a little tip for some of you.

You don't have to grind to build your ship. You can set your game to Creative Mode, make your corvette, then change back to normal mode.

And the mods? Nobody really bothers AFAIK.
I checked Starfield spaces to have a little fun with them recently, they're all pretty much dead. Shame, there isn't going to be anyone left to bully by the time Outer Worlds 2 comes out and I can gloat that Obsidian made 2 space RPGs better than Bethesda, with a better IGN score to boot.
And yeah, quite literally any space game, even the jankier slav ones, are better than Starfield at what they do. Literally the only thing Starfield has going for it is having so many elements in one game and having poor man's Fallout 4 combat to sweeten the deal, which might only sound exciting to console niggers that don't know what a good space sim is like. Oh, and of course, NMS pretty much wipes the floor with Starfield, but that's a given.
 
The worst part about Starfield, what ultimately killed it, was they might as well called it "Loading screens, the game!"

Having 400 different Pajeet companies making 5 million vertices sandwiches also killed the game.

Oh, and having sassy fat black women all over every city.

holy shit, that game was bad.
 
I think Sean Murray should be subscribed to Internet Historian's patreon considering the amount of good PR he did for this company/game, especially among the gamer chud demographic. The public would be a fraction as aware of the fact No Man's Sky has grinded and turned itself around if it wasn't for that video.

Also my uninformed impression is that Starfield just seems like a more awkward and disjointed version of Fallout 4 but with a plain future aesthetic instead of a retro future aesthetic.
 
Also my uninformed impression is that Starfield just seems like a more awkward and disjointed version of Fallout 4 but with a plain future aesthetic instead of a retro future aesthetic.
There is an 8 hour video out there to disprove that
It is, in fact, MUCH WORSE than simply a shittier version of Fallout 4.
 
Well damn, this looks fucking cool! I always hoped they would make ships you could build yourself. It's been a few years since I last played so maybe I'll give it a shot tonight.

NMS may have been a massive flop on launch, but its basically a whole new game now. It's basically like Minecraft in that it's constantly releasing new updates throughout the years which add new things
 
The 2016 release was basically an alpha, if they just launched the game as it was in 2018 with multiplayer. Then the whole debacle could have been avoided.
In fairness, and while Hello Games certainly fucked up on their part, a lot of the development troubles were based on

A) Sony being shitheads as publishers, per standard procedure

B) People (Mainly jouros) putting words in Sean's mouth

 
I keep hearing "No Man's Sky is amazing now!" after every major patch. Then I try it and it's the same blandly tolerable busywork that it always was.

In principle, it's admirable that they keep adding to the game all these years later, but I'm not convinced it was worth the effort.
 
I keep hearing "No Man's Sky is amazing now!" after every major patch. Then I try it and it's the same blandly tolerable busywork that it always was.

In principle, it's admirable that they keep adding to the game all these years later, but I'm not convinced it was worth the effort.
I think what the game generally lacks is a story mode with handcrafted quests to tie all the mechanics together.

NMS suffers from the same issue as Minecraft and other similar games, if you are more task/goal oriented, instead of a "create your own fun" type of player, these games quickly become boring, since there is no direction or purpose to anything you're doing.

If the devs really wanted to mog on Bethesda they'd introduce main and side quests, and maybe touch up on the combat a bit.
 
I think what the game generally lacks is a story mode with handcrafted quests to tie all the mechanics together.

NMS suffers from the same issue as Minecraft and other similar games, if you are more task/goal oriented, instead of a "create your own fun" type of player, these games quickly become boring, since there is no direction or purpose to anything you're doing.

If the devs really wanted to mog on Bethesda they'd introduce main and side quests, and maybe touch up on the combat a bit.
The risk with going that route is ending up like Starbound, where all the fun of the game is gutted to incentivize doing the shitty story. On the other hand, there are a lot of differences between NMS and Starbound that point to that outcome being avoided (mostly the fact that Hello Games isn't retarded and has a proven track record of adding sweeping changes without destroying the game).

I think the reason why there won't be a story or mission overhaul anytime soon is that Hello Games is more focused and much better at technical development rather than world building and story writing and they're obviously playing into that with NMS. The lore that is in the game is pretty interesting, but it relies on it being sparse and undeveloped to remain that way. If they don't have anyone that can write, it's better off left alone to keep that mystery that people already like alive.

I'm dying for combat additions though. Hopefully next update we get something for that front.
 
I keep hearing "No Man's Sky is amazing now!" after every major patch. Then I try it and it's the same blandly tolerable busywork that it always was.
In principle, it's admirable that they keep adding to the game all these years later, but I'm not convinced it was worth the effort.
if they think it is then i guess they should go for it, it's not like they are in a rush to do a NMS 2 - Electric Bogaloo.
or maybe hello games still under contractual rules to recoup the investment o algo, only they know and they ain't disclosing it, still the 6 number seems to be great for space games as X4's 6.0 update will bring good shit as well, can't really find NMS fun when there are better shit out there with more silicon wafers.
 
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