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No Man's Sky

No Man's Sky descarga el primer gran parche de actualización

La lista de arreglos y cambios es casi tan grande como el juego; por eso aún no se podía analizar en su totalidad.

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Revistas como Gamereactor decidieron hace unos días no emitir un veredicto definitivo en análisis de No Man's Sky a sabiendas de que hoy 10 de agosto, día de lanzamiento en PS4, el juego recibiría una considerable actualización que cambiaría o retocaría muchos aspectos. Así lo explicamos en el texto de impresiones tras las primeras horas de juego y pre-análisis de No Man's Sky publicado ayer.

El propio Sean Murray, principal autor creativo de la ambiciosa obra indie de Hello Games, advirtió a los interesados en NMS que el juego que se había filtrado y estaban jugando en algunos canales no era para nada definitivo, y que efectivamente el parche de lanzamiento o actualización "Day one" incluiría una gran cantidad de novedades y arreglos. Y no estaba bromeando con lo de "gran cantidad".

Hello Games ha compartido todas las notas (en inglés) de los cambios que efectúa el parche de lanzamiento que se puede descargar a No Man's Sky desde hoy mismo, y queda claro que tras su aplicación no se trata del mismo juego:

The Three Paths - there are now new, unique "paths" you can follow throughout the game. You must start the game on a fresh save, with the patch, as early choices have significant impact on what you see later in the game, and the overall experience.

The Universe - we changed the rules of the universe generation algorithm. Planets have moved. Environments have changed biomes. Galaxies have altered shape. All to create greater variety earlier. Galaxies are now up to 10x larger.

Diversity - Creatures are now more diverse in terms of ecology and densities on planets.

Planets - we've added dead moons, low atmosphere and extreme hazardous planets. Extreme hazards include blizzards and dust storms.

Atmosphere - space, night time and day skies are now 4x more varied due to new atmospheric system, which refracts light more accurately to allow for more intense sunsets.

Planet rotation - play testing has made it obvious people are struggling to adjust to this during play so it's effects have been reduced further...

Terrain generation - caves up to 128m tall are now possible. Geometric anomalies have been added. Underwater erosion now leads to more interesting sea beds.

Ship diversity - a wider variety of ships appear per star system, and are available to purchase. Cargo and installed technology now vary more, and ships have more unique attributes.

Inventory - ship inventories now store 5 times more resources per slot. Suit inventories now store 2.5 times more per slot. This encourages exploration and gives freedom from the beginning. We're probably going to increase this even further in the next update, for people in the latter game phases, and will allow greater trading potential.

Trading - trading is deeper. Star systems and planets each have their own wants and needs, based off a galactic economy. Observing these is the key to successful trading. We still working on adjusting this based on how everyone plays, but all trading values have been rebalanced across the galaxy, giving a greater depth. A bunch of trade exploits were uncovered and have been removed

Feeding - creatures now have their own diet, based on planet and climate. Feeding them correctly will yield different results per species, such as mining for you, protecting the player, becoming pets, alerting you to rare loot or pooping valuable resources.

Survival - recharging hazard protection requires rare resources, making shielding shards useful again. Storms can be deadly. Hazard protection and suit upgrades have been added. Liquids are often more dangerous

Graphical effects - Lighting and texture resolution have been improved. Shadow quality has doubled.

Balancing - several hundred upgrades have had stat changes (mainly exo-suit and ship, but also weapon), new upgrades have been added.

Combat - auto aim and weapon aim has been completely rewritten to feel more gentle in general, but stickier when you need it. Sentinels now alert each other, if they haven't been dealt with quickly. Quad and Walker AI is now much more challenging, even I struggle with them without a powered up weapon.

Space Combat - advanced techniques have been introduced, like brake drifting and critical hits. Bounty missions and larger battles now occur. Pirate frequency has been increased, as well as difficulty depending on your cargo.

Exploits - infinite warp cell exploit and rare goods trading exploit among other removed. People using these cheats were ruining the game for themselves, but people are weird and can't stop themselves ¯\_(シ)_/¯

Stability - foundations for buildings on super large planets. Resolved several low repro crashes, in particular when player warped further than 256 light years in one session (was only possible due to warp cell exploit above).

Space Stations - interiors are now more varied, bars, trade rooms and hydroponic labs have been added

Networking - Ability to scan star systems other players have discovered on the Galactic Map, increasing the chance of collision. Star systems discovered by other players appear during Galactic Map flight

Ship scanning - scanning for points of interest from your ship is now possible. Buildings generate earlier and show up in ship scans

Flying over terrain - pop-in and shadow artefacts have been reduced. Generation speed has been increased two fold (planets with large bodies of water will be targeted in next update)

Writing - The Atlas path has been rewritten by James Swallow (writer on Deus Ex) and me (Sean Murray). I think it speaks to the over-arching theme of player freedom more clearly now. Early mission text has been rewritten to allow for multiple endings.

Por si no fuera suficiente, el equipo también está trabajando en otras actualizaciones disponibles próximamente. Por ejemplo añadirán la posibilidad de construir bases o grandiosos cargueros espaciales. Los gráficos también deben mejorar con suavizado anti-aliasing temporal y una nueva tecnología de renderizado en la nube.

Con todo el juego debe ir mejorando respecto a su estado de salida, y en base a nuestro pre-análisis de NMS también esperamos que mejoren la carga de elementos y el sistema de control.

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