3xperimental (Steam)

New Steam Experimental update

Do not expect Patch Notes, as this appears to only be a change in the executable.

3 Likes

When it comes to multiplayer, im not sure if HG is doing it already but they can always just priority pair players on servers who have similar settings? The combinations dont need to be exact but within a simple range that allows a little bit of mixing up too such as:

Easy mode players get paired with incredibly easy and up to medium difficulty players.

Medium difficulty players get paired with easy and hard mode players

Hard mode players get paired with medium difficulty and up to the hardest possible settings.

If those players arent available then they can just be paired with whomever after that.

3 Likes

Yeah, grouping players in some way sounds plausible. I didn’t think about this new side effect on multiplayer at all at first…

If you’re in a mission together with someone who can harvest much less/more, or is never/always attacked, are not all missions then basically auto-completed by the group member that has closest-to-creative mode settings?

On the other hand, I would not want to disallow mixing of levels either, because NMS is probably the game that attracts people who care the least about competitiveness. I can picture situations where players purposefully team up despite uneven difficulty settings — parents and children, experienced and newbie, playing with friends who have motor or sensory disabilities etc.

Yup, it makes a difference whether it’s by mutual choice (one friend enjoys fighting and the other excuses himself), or if someone laughs all the way to the bank while I work for their free reward.

5 Likes

If my settings are for example infinite crafting, infinite ammo, higher hazards, higher life support drain, more attacks, loss of inventory on death, endless sprinting, free squadron slots — is that now easier or harder, or am I forever alone because it’s incomparable?

I just had a (half asleep) vision! :rofl: Procedurally generated difficulty icons!!11!!

Do you know what a radar chart is? It’s a way of generating shapes that can be compared; it represents different properties different and similar properties similarly. Here an example comparing cities by 4 economic properties. Similar shape here means that the economy is similar, extreme peaks or distortions show that a city is stands out in that aspect.


I was picturing such a chart as our icon, and the compared properties would be perhaps how much a player gains (gathering yield, variety in stores), loses (passive life support drain, battle damage etc), challenges (number of active attacks ), and inventory size… :innocent:

6 Likes

Huh, what’s up with oxfordshire? Bunch of rich old dudes??

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Old money. Very much so.

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Well, there are only a limited amount of quicksilver mission types. So matchmaking would only have to look at perhaps 2 or 3 settings depending on the type of mission.

So, for example, eliminating dangerous fauna… One person’s crafting and life support drain or cost to craft items probably wouldn’t effect the other player’s enjoyment of the mission since all you need are players to pew pew pew with. Having similar settings relating to the mission would be the focus while the rest of the settings are ignored as the other players probably wouldn’t even notice them. Plus once you get back to the nexus most people leave the group so that ends the experience with that group right there unless you want to keep going with them but my experience is that most people drop off and start a new group to go on a new mission.

A mission relating to building a base would pair players up with similar(or close) settings related to crafting/building. The rest of the settings aren’t as important as the other players probably wouldn’t notice that they are taking more or less damage or doing more or less damage than themselves since it isn’t the focus of the mission.

Of course you will still get occasional mismatches but when is matchmaking in multiplayer ever perfect anyways?

4 Likes
5 Likes

What are supercharged slots?

1 Like

You can now hunt for ships and MT with these slots. They bump up the stats on whatever you place in them. My plasma launcher is already powerful enough but my Boltcaster could use some stat bumping.
I checked my current MTs and found they had some supercharged slots already. Here are some examples.
Without supercharge


With the supercharge

Without

With

My S class MT has 3 supercharged slots

3 Likes

Experimental Branch 18/10

  • Added an “Unread” icon to new entries in the Collected Knowledge catalogue of the information portal.

  • Fixed an issue that could prevent the save summary text from appearing correctly on the final save slot in the list.

  • Fixed a memory issue affecting time-based missions.

  • Fixed an issue that could prevent the technology slot purchase screen from offering more than 30 slots in some rare circumstances.

  • Added an option on the inventory page to temporarily expand large inventories and view them without the need to scroll.

  • Clicking an inventory filter a second time will now disable that filter.

  • Fixed a visual issue that caused some customisation banner options to appear in the wrong place in the UI.

  • Fixed an issue that could cause framerate loss while browsing large freighter inventories.

  • Fixed an issue that could cause entries to disappear from the Plaque, Monolith or Abandoned Building pages of the Collected Knowledge catalogue.

  • Fixed an issue that could cause players to fall through the floor of their freighter when loading in very specific locations.

  • Fixed a number of visual issues with inventory slot purchasing.

  • Fixed an issue that could cause the base building tutorial to fail to progress past the “Powering the Base” section.

  • Fixed a rare issue that could cause mission events involving base NPCs to point to the wrong system. This recovery will take place upon visiting the incorrectly marked system.

  • Launch Fuel canisters now always fully recharge the Launch Thrusters, even on harder difficulty settings.

  • Added additional fuel information to the “Summon Ship” error messages.

  • The chance of technology being broken by incoming damage now scales with the current strength of your shields.

  • The Save Point blueprint is now available for research aboard the Space Anomaly.

  • Fixed an issue that caused some players to have inaccessible slots when viewing storage container inventories on their freighter.

Now that the Steam app on my phone has changed, I cannot seem to get a link to post here…if someone knows how, let me know. Clicking on the link in SMs tweet, sends me thru the Steam app now. Had to switch to PC to get a link

This is nice


There is now a little expand icon for both the tech and cargo slots

7 Likes

They also updated the * for locked difficulty to an actual lock icon.

5 Likes

another update but no info yet

3 Likes

Experimental Branch 19/10 :link:

  • New visuals have been added when reloading a save from within the game menus.
  • Fixed a number of networking issues.
  • Increased the amount of time the information portal displays the preview of unread guide entries before cycling to the next entry.
  • Fixed a number of instances of untranslated text in Journey Milestone guidance missions.
  • Fixed an issue that caused the collision box for the Industrial Pallet to be too big.
  • Fixed an experimental-branch only issue that caused the inventory page not function correctly in VR.
  • Warp Hypercores will now always fully charge the ship hyperdrive, even on the hardest fuel settings.
  • Bases now show the difficulty settings with which they were created.
  • Fixed an issue that prevented the “Missions Done” stat from being displayed correctly in the Korvax section of the Journey Milestone page.
6 Likes

Bases show difficulty …believe this is featured bases only.

Seems like minor bugs…might be getting ready to wrap up 4_05 to public

3 Likes

Speaking of difficulty levels, I have never paid any attention to it but, why is there a rank letter beside our name on our banner which can can only be see while in the appearance modifier?

2 Likes

Experimental Branch 20/10 :link:

  • Fixed an issue that prevented the “Missions Done” stat from being displayed correctly in the Korvax section of the Journey Milestone page.
  • Fixed an issue that caused some Journey Milestone guidance missions to incorrectly report the milestone as complete.
  • The value and quality of items found in crashed freighter storage containers has been increased.
  • Fixed an experimental branch-only issue that caused the inventory page to be missing in VR.
  • Fixed an experimental branch-only issue that caused players who moved their saves back from the experimental branch to the live version of the game to have their supercharged slots replaced with broken slots.
  • Fixed a rare issue related to saving the game while the disc was busy.
  • Fixed an issue that allowed inventories to be expanded beyond the intended limit for their C/B/A/S class rating.
5 Likes

glad that was finally addressed

5 Likes

Totally agree, as it had been around even prior to Waypoint. Just too bad it is only partly fixed. See: Starship upgrading slots to max amount - #2 by DevilinPixy

3 Likes

Exp patch just pushed. I cannot get a link because I am on my phone which opens in the Steam app which gives me no way to copy a link :unamused:

Experimental Branch 02/11 :link:

  • Story summaries for the various NPC base specialists have been added to the Collected Knowledge page of the information portal.
  • The Living Ship now uses the correct inventory labels.
  • Fixed a number of issues that could cause inventories to be scaled or scroll incorrectly.

  • Fixed an issue that could scramble information important to modders.
  • Fixed a number of memory issues related to FSR 2.
  • Fixed a number of multiplayer game invite issues that affected Xbox platforms.
  • Fixed a PC-only issue that could cause network settings to be unavailable without explanation.
6 Likes