Corvette Expedition 19

Maybe we voted overwhelmingly in favor of the Atlas.

We were never given the results of that decision were we?

And we were still left hanging where Ariadne is concerned.

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Quite the opposite. I think that, for a long time now, HG have been considering what they need to put in LNF. I think the idea is developed to a point, then it’s adapted to fit into No Man’s Sky. They do this to see if it can be made to work in the context of a larger game, and over a number of platforms.

It’s a relatively risk-free strategy. If it all goes horribly wrong, they can just shrug their shoulders and say “Well, it was only a free update - nobody had to pay for it”.

But that’s just what I think. I don’t actually know. All I actually know about Light No Fire is from a two-minute video from 2023 - which is by now probably hopelessly out of date.

As for the corvettes - in single player, they’re very buggy. I think it will be a challenge to fix them. However, in a busy multiplayer situation, they’re an absolute disaster - and I’m not sure they can be salvaged without a complete ground-up rework.

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I have to say, this update has produced the largest rounds of patches to date, in a quick succession and many of them, did not work. Some partially worked.

But the fact they have not even revisited the freighter collision shows how focused they are on the elements affecting the expedition. I think these bugs have their full attention. I believe it is testing their mettle.

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LNF rambling

I’ve been thinking about it the last few days, we have a new section for Light No Fire pre release discussion given to us by oldgods.

I have a feeling we’ll get a new trailer before the year is through and I believe they plan to release the game AFTER the no mans sky ten year celebrations, they might even lead into its release over a series of months and celebrations (I can see it releasing towards the end of a year in the autumn months.).

The story of no mans sky has also been a story of the games development hidden in the subtext.

While the void mother and escaping the death of the atlas is a good narrative I’ve also felt it’s been a metaphor for what they’re building next and this being that was once a home planet (a single planet :eyes:) for the korvax, is rebuilding itself, or you could say it’s a pretty big project hello games are working on.

And we are helping the void mother grow, all our interactions with her expeditions and well, everything about expeditions, has been providing network data and player behaviour to help them build a better light no fire while in-game we are helping the void mother grow and be reborn.

I’m not saying no mans sky and light no fire will be connected from a story standpoint, (there will most likely be nods, references and Easter eggs at the least) I just mean the subtext of void mother, the hidden tale of game development, is about light no fires development and what it represents for the studio.

It gets even funnier when you think about how these games will both be competing for server space at HG and there you will see the true battle of the Atlas and Void Mother take place. A battle of player numbers :stuck_out_tongue:

buggy corvettes (but not corvette buggys)

Touching on buggy corvettes, I haven’t had too much trouble with them and had relatively good stretches were none of the bad things happen. I have seen common bugs too that I have personally not experienced, like I’ve seen people’s ships sideways at the landing pads etc.

For the first week I had no problem walking the landing ramps on and off the ship, this week walking on to a ramp has proved impossible, I phase through it and get bounced away.

It makes me think of when we first got our 3d avatars and the ability to have friends on freighters and how, even though the corvettes are buggy, they aren’t that buggy.

I remember every attempt to warp with someone on a freighter resulted in a crash for about a month, taking multiplayer missions from a freighter (no nexus or QS yet, the first version of MP missions) also resulted in a crash, someone looked at you on the freighter? You wanna bet that’s a crash.

I guess having gone through that experience and steering away from freighters for a long time as a result, the fact corvettes even get off the ground without losing half of its parts is incredibly impressive to me.

I reckon they’ll have this smoothed out sooner than the early MP freighter days.

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Sitting in the space station at the final rendezvous yesterday, I watched the chaos unfolding around me. There were invisible ships with invisible pilots, invisible ships with visible pilots, invisible pilots with visible ships. Two, sometimes three, ships occpying the same space, sometimes visibly, and sometimes not.

Trying to edit a ship under these circumstances was fraught. The game couldn’t decide whose inventory the parts should come from, or which ship they should go to.

The game engine appears incapable of processing all that complexity fast enough. If that’s the case, it’s a machine limit - no amount of tweaking or optimisation is going to fix it.

It’s potentially different in the anomaly - the anomaly has instancing, space stations do not. The anpmaly can limit the number of visitors to a specific session. At the moment, the anomaly is having problems, too - but they could possibly be managed by limiting the number of corvettes allowed in at any one time. Space stations and planetary locations don’t have that luxury.

There’s a reason the game won’t let you build huge bases, or many bases in close proximity. There’s a reason settlements have a limited size. There’s a reason NMS doesn’t have cities. It’s to do with complexity, and processing resources - the game can only handle so much.

Corvettes are complex. Put too many of them in one place, and the game can’t cope. And I can’t see an obvious way round it.

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Having spent quite some time in the automotive industry & having had the painful experiences of dealing with a particular American sports car by the same name, I found this comment rather amusing.

I recently joked to a mechanic as to ‘how lovely’ it was that he had a Corvette in his workshop & the look he gave me suggested I had better run. I had a quick look at the vehicle in question and it was an horrid mess of wiring looms spread all over the place like to toddler’s plate of spaghetti. I was glad it wasn’t my problem.

Sorry, didn’t mean to hijack the topic but the whole Corvettes being glitchy thing has been amusing me since the update dropped.

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I had a corvette when I was in my early 20s. This being England, however, it wasn’t a car - it was a water heater in my flat.

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Did it blow & leave you in tears.

I think that’s what they usually do :laughing:

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So what you’re saying is the corvettes are working as designed? That’s great news! Everyone, stop submitting bug reports, it’s actually all just a part of the experience.

The attention to detail at Hello Games is incredible. :wink:

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well from a non network mode, there have been some bugs, but I am impressed how well it works. I think they allow people too much freedom, and the complexity should actually be reduced.

But I think they need to rework landing areas to make them make more sense. having just a blue landing pad on Freighters I hope is a place holder.

I would remove the number of landing pads in stations from four to 1, comes in lands and then takes your ship below deck to park in a special instanced zone for you to build etc.

I mean the build experience is clearly built on the Frieghters new build system, which I am all for.

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To me, this seems to fit as it makes it seem the Corvette has joined the fleet and is moving along with the rest of the fleet. They too also have the teleporters now and it makes sense. But then, I am weird.

The Corvette is working quite well for me without interior decor. Yes, there is an issue with the ramp. But, those issues seem to come and go and cease upon a restart so there must be a solution.

I am wondering, since the boats in LNF require a crew, and this crew may be NPC, if we will see the crew staions (ag guy, mechanic guy etc…) added to the build menu for the Corvettes.

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My doubts, right from the first look at the corvette situation, have been about size. You tell NMS players “build whatever you want” and they will exceed all practical limits. All these builds that show up in pictures are very cool, but what do they look like docking at a station?

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Id be surprised if the boats dont have a Skelton to help ensure npcs can use them.

I’d be shocked if they were full custom raft type building.

I dont want NPCs in ships myself..we have freighters for that. and we can have alot more in freighters then we do. Ideally like to keep the ships kinda small, just a few rooms. Nothing crazy.

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Thing is, SM has already said that the boats in LNF will need crews. And that either means persuading and retaining real players (very big ask), or using NPCs.

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I give it a week before somebody live streams themselves defying whatever Sean Murray may have intended by this and solo crossing an ocean in a raft by themselves, by hell or by glitched water.

You lay a claim like that out there on the internet and it will challenge you on it day one :wink:

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:waving_hand: oh yeah. That is how I play. Gotta go where I am not supposed to. Do what I am not supposed to…

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Odd. My expedition doesn’t seem to have ended. In the past, I’ve completed the goals, signed back in at the anomaly, and that was it - the mission was over.

In this case, I’ve completed all the goals, but the expedition remains open. I have returned to my regular save, but I can go back to the expedition any time for the next 6 weeks.

Have I missed something?

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There should be a button somewhere that says to end or finalize the expedition.

Since I used a new save, it popped up for me as soon as I claimed the last reward.

Did you miss claiming a reward somewhere?

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I don’t thinkk so. I checked twice, and there are no more buttons I can press. Everything seems to be complete. It just won’t end.

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