Wishes and Wants

I wish we could assign the slots in our backpacks.
All carbon in these slots. Ferrite in those. I have to reorganize my pockets on a regular basis. Not too big a deal but I like things to be arranged a certain way.

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Iā€™m of mixed opinions on this. I move stuff around a lot, but itā€™s because I start accumulating more of one type resource than I originally planned, run our ov room in one area, etc.

So if I were to reserve a slot area for a type of resource, Iā€™d have to changing how which slots were reserved for what.

Some have suggested a menu choices of groupings to include alphabetical, by resource type, manual, and more.

With the way I play, manual would still be my choice.

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I want the next best thing.

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Yes. I understand. Since I do a lot of building, I prefer the materials for that be kept neatly together. And I would like it to be optional. More like ā€˜lockingā€™ an element to a slot with other slots being left unlocked.

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Great. First everybody complained we didnā€™t have enough space, now that we have a whole hammerspace universe in our pocket, weā€™re getting trouble with lack of organisation. While Iā€™m still waiting for the inventory difficulty setting ā€œThe way it was at the effing start!ā€ :rofl:

I mean, inventory filters are kind of standard these days, so they could at least do thatā€¦

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Yep. And I very rarely use more than half because I do not like scrolling down to see all my inventory

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Iā€™d be happy with an auto sorter, that groups by type and then alphabetically within a type.

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I would also like to also be able to select a slot and assign what that slot would be.

I like the auto sorter as well and it has its perks but our inventory is so large that it wont solve the larger issue for me either.

If we could chose what each slot would be for, I would assign the slots waaaay at the bottom for all the common resources that I have an abundance of such as oxygen, carbon, etc. and all the things that I usually want to throw away at the top, such as mordite and other things that come from creatures that I accidentally killed while fighting sentinels :sweat_smile:

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I now want a way to upgrade my skiff and for a planetary scan to show if a planet has bodies of water.

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Iā€™ve never really had a wish or a want for a mod before but I was talking to friends about nuzlocke rules for pokemon games, or those weird ones where things change or get random af after every level or battle etc, and it got me thinking.

Iā€™d love to see a Mod (purely from an artistic standpoint, I donā€™t think it would be too fun to play mechanically) for No Mans Sky where you start with NMS 1.0, and every jump (or 3rd, or 16th, make it scalable?) the game updates itself with the next patch.

You could do this manually with great pains and it would make for one of those fun things Twitch streamers try but a mod that just automagically transforms the game before your very eyes would be cool.

I think of it as purely a historical archive style mod. A journey through the ages of NMS.

Obviously nobody will look forward to warp jumping into Next or Beyond and having their Tech Trees desimated but itā€™ll be all part of the experience :wink:

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I have been thinking about end game scenarios and enemies and I think it would be the best time to introduce the only hostile AI NPC with their own weapons/Multi-tool the game has to date. Like if they ever do introduce hostile npcā€™s with multitools, I would like for it to be just a one-off, for the very specific vibes Iā€™m about to pitch to you all. (Lore also seems to imply the races donā€™t bother even trying to kill or mess with travellers, because they just come back/return, everyones given up on that millenia ago, they just like to steal our shit if theyā€™re pirates)

I just think the idea of a Traveller Corrupted by glass, hunting you down across the stars, would be fitting for the lore and all thats come before. It would have to be Null since theyā€™re part of the Abyssā€™s plan and that would be a super fulfilling wrap around to where we left things off with them in Atlas Rises.

The first and the Last, it just makes sense.

Just picture yourself searching a derelict like you always have, taking a break from your adventures to just change the pace a little, unaware of a recent unlocked condition via your most recent story progresison. You just passed it off as Fluff, oh cool iā€™m being ā€œhuntedā€.

You donā€™t notice the sound of the other ship touching down on the outer hull above youā€¦ You think you hear footsteps but you brush it aside as the ambient background track throwing up some clattering sounds.

It takes a while for your brain to register what is even happening as the shadow crosses through and into the doorway, the figure following it has a multitool outstretched and its gaze locks with yours as it turns towards you and opens fireā€¦

Your Nemesis has found you, incapacitate them and retreat.

It could even come with some mechanics to make it less intrusive or interesting. Some form of countdown, or perhaps a friendly reminder from Telamon now and then that weā€™ve been here a while and our position might be compromised, maybe we should move on to a new system etc. Ignoring these warnings will increase the chance of the nemesis randomly spawning in nearby and making its way towards you. Maybe even specific actions could cause this invsible timer to increase or decrease.

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I donā€™t think Light No Fire will contain any reference to No Manā€™s Sky at all. I think they will be completely separate, independent games.

Not only do I think thatā€™s what will happen, but I would very much prefer it that way. I think Light No Fire woul benefit greatly from being an entirely different entity.

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And if you fail to take appropriate actions, when you reach the back of the derelict freighter, you think you hear gears grinding. The atmosphere in the freighter begins to change and suuuuckkkkā€¦out you go thru an airlock, looking back just long enough to see NULL as the hatch grinds to a close.

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Is this reply in the right place? Nobody talking about LNF in here that I can see :eyes: Unlessā€¦ *gasp * Show yourself, Autophage! Be known to us!!

Probably saying something cool back to them like ā€œOh Null you didnā€™tā€ because itā€™s a die hard movie in space now.

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Oh dear. My brains have finally turned to custard. I was replying to an entirely different post. Iā€™m not even sure how that happened.

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Iā€™ve done this more times than I can probably rememberā€¦ You open a reply in one thread, decide not to reply but donā€™t discard correctly. The little blue bar follows you to the next thread and then you donā€™t realise the text box youā€™re typing in is not for thread youā€™re currently viewing.

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@Polyphemus ā€“ I totally agree. Let Light No Fire be a fantasy RPG that has a completely different feel (engine and some common coding notwithstanding).

Iā€™m not an RPG fan oy, but something different appeals to me. Of course, Iā€™m also hoping for resource, difficulty, and threat adjustable sliders akin to the ones added to No Manā€™s Sky. (That had been one of my submissions to HG.)

Admins ā€¦ Feel free to move this and Polyā€™s post to a LNF topic. :grin:

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Why? I think this would be a very bad idea to have Light No Fire in no way connect to No Manā€™s Sky and its lore. We need to correct those thoughts now. The massive hand reaching for a crimson orb says you are wrong. And leaving out the juicy lore of No Manā€™s Sky would be the reason I and many others would instantly question where the corrupted thoughts like that came from.

I think Light no Fire will heavily connect to No Manā€™s Sky. Maybe there is a possibility that Time dilation is a thing within LNF, and it could allow for temporary visions to upgrade things beyond the inhabitantsā€™ current understandings. Like dreams while sleeping or instant consumable elixirs to see what can be created from visions of beyond.

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I know youā€™re joking, but youā€™re also doing it so subtly that itā€™s kind of scaryā€¦ I hope we donā€™t get another overblown hype machine for LNF as we did back in 2016ā€¦

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We will just have to wait and see. Patience.

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