Random Thoughts – Randocity!

No Man’s Sky: Benefits of Organic Frigates

Posted in advice, howto, video game by commorancy on January 1, 2023

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NMSlogoAs a follow-on to Randocity’s How to Get the Living Ship in No Man’s Sky article, you may be wondering what the difference is between an organic frigate and a technology frigate in No Man’s Sky. Yes, it ties into the Living Starship. Let’s explore.

How To Get an Organic Frigate

If you haven’t played through the Leviathan community expedition and received The Leviathan frigate, you may be wondering how to get more organic frigates if you’re starting a fresh game. Yes, you can get more organic frigates (and better ones too). To obtain an organic frigate, you’ll need to obtain certain key items:

  • Dream Aerial
  • Anomaly Detectors

To be complete, we’ll need to step back further. You’re also going to need to grind No Man’s Sky until your character has picked up enough items and unlocks to allow for use of the above items. These additional items and unlocks include:

  • Have a ship outfitted with a Hyperdrive (and fuel) and Pulse Drive
  • Enough Tritium to refill the Pulse Drive
  • Enough Fuel to fill the Hyperdrive (you’ll hyperdrive jump to find each organic frigate)
  • Obtain a Freighter
  • At least 100-500 million units on hand. The more you have, the better. You need this to buy the organic frigates.

Getting a Freighter

Obtaining a freighter is relatively easy. You’ll simply need to jump into enough systems to find one in distress. After the ensuing space battle is completed by you, the captain will allow you to purchase that freighter. Note, the first freighter you come upon will be free, at least as of this writing.

Meaning, it’s worth waiting until you find at least an A-class or S-class freighter before accepting it. An S-class freighter is well worth waiting for because your frigate expeditions gain a HUGE bonus every time you send your frigates on expeditions. Picking up a free S-class freighter is the best option here. However, any freighter will work with organic frigates.

S-Class Freighters

I’ll be honest here. S-class freighters are relatively rare to find, but if you’re diligent enough by jumping into many different systems, you’ll eventually happen upon one. If you’ve already picked up your free freighter earlier, you’ll be required to buy an S-class freighter… and they’re typically exceedingly costly. Some S-class freighters can cost around 330 million units. Some even more than that. On one of my sessions, I found an S-class freighter that cost 13 million units, but it had very few slots and technology open. That meant I had to grind for many, many Salvaged Frigate Modules and Cargo Bulkheads to unlock everything on that freighter. Though, it was well worth it.

It doesn’t matter the number of slots opened or the amount of technology unlocked on an S-class freighter. It matters that it is simply an S-class freighter. If you find an S-class as cheaply as I found mine, buy it instantly. Don’t hesitate. The frigate expedition bonus is well worth the amount of grinding required to unlock the rest of the freighter. In fact, that bonus will help you do that via your frigate expeditions.

Dream Aerial and Technology Frigates

Circling back around, to get the Dream Aerial you’ll need to buy a number of “standard” technology frigates. In fact, you’ll need to buy enough technology frigates to be able to run 3 star missions from your freighter’s expedition board. Once you can run 3 star missions, there’s a chance a Dream Aerial will be found by your technology frigate expeditions. You can always dismiss frigates later. Once you have the plan to build a Dream Aerial, you can then locate your first organic frigate (or second, if you’ve run the Leviathan expedition), which then unlocks the ability to find more via Anomaly Detectors.

Once you have a Dream Aerial built, activate it, then use the pulse drive to obtain your first (or second) organic frigate. One down, ~29 more to go.

Anomaly Detectors

After you have your first organic frigate from the Dream Aerial, you can delete the Dream Aerial device. The Dream Aerial is only useful once to obtain your first organic frigate. From here, you’ll have to rely on Anomaly Detectors to obtain the rest of your organic frigates for your fleet.

To obtain Anomaly Detectors, you’ll need to perform a bit of grinding in the game. First, find a dense asteroid field. Second, begin destroying the asteroids non-stop, avoiding the random ships also roaming the field. Once you’ve destroyed enough asteroids, the game will award you an Anomaly Detector. Rinse and repeat until you have as many Anomaly Detectors as you need.

You’ll use up one Anomaly Detector to locate each organic frigate you wish to find. If you want all 30 frigates to be organic, then you’ll need 29 Anomaly Detectors if you didn’t play Leviathan, 28 if you did. That means grinding through an asteroid field until you have enough detectors.

How to use Anomaly Detectors

To use Anomaly Detectors, it’s nearly identical to the Dream Aerial. Activate it, then zip into pulse drive and wait. From here, you’ll see many “Rare” deep space objects appear. Ignore them and do not drop out of pulse. Instead, in 15 seconds they’ll timeout and disappear, then another will appear. Eventually, you’ll see a Whalesong. This is the one you want.

Drop out of pulse at the first sign of Whalesong and pick up your organic frigate. Organic frigates come in classes C through S, but most are likely to appear as C-class (the least costly). Typically, a C-class organic frigate might cost ~8 million units. However, an S-class organic frigate might set you back 53 million units. Be sure to have enough units on hand before performing this step. You don’t want to see Whalesong only to find you don’t have enough units on hand to buy the frigate.

Note, you may occasionally find an organic frigate that you’ve bought does not appear back at your freighter. This is a known bug. Ignore that system and don’t try to pick that frigate up again. Some organic frigates are bugged and won’t appear at your freighter even after you’ve paid for them.

One Organic Frigate Per Star System

You can only obtain one organic frigate per star system via Anomaly Detectors. This means you’ll need to hyperdrive jump to an unexplored system and use your Anomaly Detector again there. This means you’ll need a hyperdrive on your starship or freighter so you can jump into various new systems to pick up another organic frigate.

Abandoned systems may not produce organic frigates. I’d suggest caution when attempting to locate an organic frigate in an abandoned system.

30 Slot Limit

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No Man’s Sky offers a maximum of 30 frigate slots. Once you reach your 30th frigate, you can’t buy anymore. If you locate an organic frigate, but find the game won’t give you the option to buy it, you have reached the maximum number of frigates you can own. You can check the number of frigate slots consumed on your freighter’s bridge at the fleet management console.

You can also check how many frigates you own by number using the Multi-tool scanner when inside of your freighter. Simply activate the Multi-tool scanner (pointing it at your freighter) and it will quickly show you your fleet number at a glance. This also means you don’t have to visit your management console to manually count your fleet size.

Always make sure that you are under the 30 slot limit and that you have enough units before venturing out with your Anomaly Detectors. Anomaly Detectors are hard enough to find without wasting them because you didn’t have enough frigate slots or units.

Benefits of Organic Frigates

You might be wondering what the difference is between an organic frigate and a technology frigate since they appear to do the same thing. Yes, both are very, very similar in what they do. However, organic frigates offer two very important differences over technology frigates, at least as of this writing:

  1. Organic frigates don’t break that I’ve found. Meaning, you’ll never have to venture over onto them to repair them (as of Waypoint). I’m assuming an organic could die, but I’ve never had one do that.
  2. Organic frigates offer benefits that can’t be found with technology frigates. Organic frigates can discover organic items such as Spawning Sacs and Psychonic Eggs. These items are not located by technology frigates! If you own a Living Ship, these extras are very important.

Spawning Sacs and Psychonic Eggs

No Man's Sky_20221231183305These items are quite useful to the Living Ship. Spawning Sacs add inventory slots to the Living Ship in the same way as Storage Augmentations add slots to technology starships. Spawning Sacs are rare to find and can only be found by using S-class organic frigates on frigate expeditions. Psychonic Eggs extract into useful technology additions for the Living Ship, much like buying Starship modules from vendors at space stations.

Psychonic Eggs are not the only way to obtain Living Ship modules. You can also obtain them through random, but occasional pulse drive travels between worlds in a star system. You don’t need to consume anomaly detectors to find these. They’ll randomly appear while in pulse drive. Psychonic Eggs, however, give you the ability to unlock these at will rather than waiting on random encounters.

No Man's Sky_20221231183217Unfortunately, you first need open slots in your Living Ship before Psychonic Eggs can become useful. That requires Spawning Sacs. In rarity, Spawning Sacs are probably the rarest items you’ll encounter, with maybe the exception of the white and gold guppy Exotic ship. Sending out 20-30 frigate missions, you might see 2 Spawning Sacs.

Note that you must send out S-class organic frigates to even have a chance of them finding Spawning Sacs. That means leveling up your organic frigate fleet to S-class before you’ll have any chance at receiving Spawning Sacs.

I didn’t begin seeing Spawning Sacs as a frigate expedition rewards until I began sending out S-class organic frigates. Even then, these Sacs are relatively rare spawn rewards.

Technology Frigates vs Organic Frigates

Because of all of the above, I strongly suggest filling out your frigate fleet with organic frigates. It’s a little more time consuming, but if you have a Living Ship and want to outfit it fully, you’ll need organic frigates to do this. Because organic frigates find all of the same stuff as technology frigates, but even more, it’s worth replacing your technology frigates with organic frigates in the long run.

Feeding Organic Frigates

One additional thing that’s been added is the ability to feed your organic frigates. However, you don’t need to feed them constantly. Instead, this feature adds a feeding slot that allows you to modify the stats of your organic frigate depending on what you “feed” them. By feeding the organic frigate with certain foodstuffs, you can modify the stats of each organic frigate.

This is something that cannot be done at all with technology frigates. Whatever stats a technology frigate has, that’s what it remains. If you want something better, you buy it. With organic frigates, you can spend time crafting unusual foods and feed them to each organic frigate to see how the stats change.

Note that some foods reset stats and some foods boost stats. Because it’s random, you won’t know what a food does what until you feed it to the frigate. After that, you’ll know. Also, what works with one organic frigate won’t work with another. Meaning, if you feed one frigate bread and it gains 20 to exploration, that doesn’t mean all frigates will respond this same way. You’ll need to trial-and-error your way to find the best foodstuffs to see the stats you’re wanting for each individual frigate.

For example, if you want to boost Combat stats on a specific frigate, you’ll need feed it a variety of foods until you find the right combination. I will say, though, that you should limit feeding your organic to basic foods. Don’t go overboard producing the rarest of cakes as it is typically overkill. Simply feeding the frigate Cake Batter might afford the same response as feeding it the cake itself.

I always recommend trying basic food components before spending time building expensive and time consuming cakes and pies. Organic frigates don’t yet have picky palettes and stats can be boosted with simpler crafted food items, like sugar, batter, pie crust and so on.

Leveling Up Organic Frigates

One question that has surfaced is how to level up less than S-Class organic frigates to S-Class. Don’t worry. They do this all on their own. All you need to do is send them out on expeditions. It doesn’t take long to see a fleet of S-Class organic frigates. It takes maybe 10-20 expeditions to see a C-Class level up to S-Class. This leveling up system works with both technology frigates and organic frigates. Admittedly, organic frigates seem to level up at a faster rate than technology frigates.

This ultimately means it will take a little bit of time to get your organics up to S-Class to begin seeing those ever elusive Spawning Sacs. Though, you may see Psychonic Eggs appear as rewards long before your organics reach S-Class.

Subject To Change

Because No Man’s Sky is an ever evolving game, due mostly to Hello Games continual meddling of it, the rules defined in this article may change with a major update in the future. For example, even though organic frigates don’t seem to become damaged or die on missions now, a future update could make this change possible. This might mean that your organic frigates could potentially die or become injured in a future update. Right now, it’s not possible. Please keep this in mind if you’re reading this article a year or two from when this article was written.

Organic Frigate Gallery

To end out this article, here’s a small gallery of images from my fleet:

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Oh, and Happy New Year to everyone reading. Please feel free to leave a comment or question below.

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No Man’s Sky Review: What are Expeditions?

Posted in botch, video game, video game design by commorancy on July 27, 2022

No Man's Sky_20200306074944What exactly are No Man’s Sky Expeditions? Simply put, they are extended gameplay tutorials. Let’s explore.

Early Tutorials

Sometime around the year 2000, game designers found that it was simpler (and cheaper) to include a small intro tutorial in the game than producing an expensive and time consuming instruction manual. The purpose of a tutorial is to show the gamer how to use basic game mechanics to accomplish various tasks. It’s easier to do this interactively than trying to explain it in a written manual, which ultimately no nobody really reads.

In games like Call of Duty, these tutorials show you how to use the weapons, learn the button controller layout, such as stealth moves and so on. These tutorials began as simple introductory systems. These tutorials typically occur outside of the game’s normal play mode. Some games force tutorials to be completed, which prevents you from progressing into the game’s normal play mode until you complete all of the necessary tutorials.

However, game developers quickly realized the problem with these locked tutorials. Gamers weren’t happy with this forced intro system which tested a gamer’s patience before they could actually begin playing the main game. Gamers simply wanted to get into the meat of the gameplay immediately and couldn’t while locked into completing a silly, but long tutorial session.

Worse, many of the tutorials produce situations that ultimately never materialize in the game. It’s really frustrating to teach a gamer a specific technique which is never useful once actually in the game. The Titanfall game is guilty of forcing such a tutorial system, which also taught techniques never used in the game. What was the point in teaching a useless technique?

Tutorials Today

Today, game developers still use these in-game tutorial systems in various forms. Rarely are these tutorials forced, like in the above example. Many games allow you to skip the tutorials entirely, but they allow you to revisit any of the tutorials later if you want to learn a specific move, understand a mechanic better or simply hone skills around specific mechanics.

The best of all worlds is when a game developer chooses not to force a tutorial, but allows the player to skip them and revisit them later if needed. If tutorials are required, then the game developer should offer up a reward for completing them… as is done in the No Man’s Sky Expeditions.

Since most games have settled on standard controller layouts and many use similar mechanics, most gamers can easily fall right into a game within a few minutes, being required to learn only a few new concepts specific to that game.

No Man’s Sky has taken Tutorials to a New Level (aka Ways to Improve)

With the introduction the Expedition idea in 2021, Hello Games has turned long, but very basic tutorials into a gameplay mode, for better or worse. It is a gameplay mode that sees gamers earn rewards for all of their other game saves, but only after enduring very basic tutorial concepts.

Personally, I’d have preferred if Expeditions could be played on our existing game saves rather than cluttering up our game with a bunch of new saves, each used for a separate expedition. It’s a waste of space on our PC or console… space that we can’t get rid of easily because those saves earned the rewards.

More than this, I’d like to see expeditions offer us more than the simple, basic tutorials. Instead of teaching us basic concepts like using a portal, flying our starship, using hyperdrive on our freighter or installing technology modules, I’d prefer adding much more advanced features added to the expeditions that eventually get added into our normal play after the expedition is over. Basically, Hello Games should use expeditions as a preview mode for new features that eventually get rolled up and unlocked for our regular saves. As for these tutorials, the vast majority of players aren’t playing No Man’s Sky for the first time. We already understand all of these basics in abundance. That we must endure a somewhat condescending tutorial gameplay mode just to get some very basic rewards is quite time-wasting and insulting.

I’d have preferred a system that turns No Man’s Sky on its head, like allowing us to test out new features before being fully release to all game save modes. As an example, pick a planet and setup a PVP area. Then flatten that area and allow players to use a new unique vehicle to enter a new arena tournament. This allows full on competitive PVP on a specific planet. More than this, allow normal save players (not part of the expedition) to visit and spectate if they choose not to play the expedition. Simply spoon feeding us basics to collect a few low-level rewards seems mostly pointless. Instead, design brand new creative uses of the game engine, worlds and environments… then allow players to use those new areas in completion of an expedition. Better, use expeditions as a pre-release area to entice gamers to want to see what’s new and what’s coming.

Another example. Most worlds have large cave systems. Enable some kind of “egg hunt” in the caves of a specific world. Once you collect all of the necessary items and turn them in, you’ll get your expedition reward. This might require a new technology to be equipped on the scanner to allow searching for underground cave hollows. As it is now, it’s almost impossible to locate caves, thus a new technology must be added to the Multitool to allow for locating hollowed areas underground. Such a new Multitool feature would be an excellent use of an expedition to test this tool and get player feedback.

Now, I’m not advocating for expeditions to become strictly beta test areas, but pre-releasing fully working, but unreleased ideas allows Hello Games to understand if a feature is a hit or a bomb.

No Man’s Sky — 2016 Version

When No Man’s Sky (NMS) arrived in 2016, it had no tutorial. Gamers had to learn to play by doing. That’s fine, too. I find that tutorial systems take some of the fun out of learning the mechanics of the game and how far you might be able to take those mechanics. Tutorials teach you a straight-and-narrow approach for an individual mechanic, but it does not at all teach you the ways of using those mechanics in creative and unique new ways… ways that the developers might not have intended or, indeed, understood.

No Man’s Sky Expeditions

Let’s get into the meat of this review. What exactly is an expedition? To make an analogy, an Expedition is to No Man’s Sky as a Season is to Fortnite… mostly. More than this, an expedition is simply an extended tutorial for No Man’s Sky.

There are a number of pluses and minuses to expeditions and that’s what this article intends to uncover. Before we get into the advantages and disadvantages, let’s understand deeper what an expedition further is.

Extended Tutorial

Yes, a No Man’s Sky expedition is effectively an extended tutorial. That’s pretty much it in a nutshell. Hello Games takes you on a long-winded, convoluted journey by teaching you how to use, obtain and unlock features in No Man’s Sky in each expedition in an extremely detailed tutorialized way. Along the way, this very long extended tutorial will unlock a few exclusive items such as decals and decorations and an occasional piece of technology. These are both a plus and a minus.

If you’re thinking you would like to jump into the latest expedition, understand that it really only serves to teach you, in an almost condescending way, how to do extremely basic things in the game. When you complete a single phase milestone, the game unlocks certain rewards.

For example, in Expedition 8 (the current expedition running as of this article), visiting another player’s Freighter (a milestone), the game will give you a full Atlas Pass set, 5 million units and unlock all of the Portal glyphs. Nevermind that you have to find a random gamer, team up with them in a group, then hop aboard their freighter. Other player freighters don’t appear in multiplayer. They only appear after you’ve explicitly teamed up with another player. A hassle, to say the least. Why HG couldn’t have improved the game to allow all active gamer freighters to be visible and visitable without teaming up is unknown. That would have been an exceptional improvement to the game.

Almost all of the items that a phase milestone unlocks can usually be had without a phase milestone. It’s that if you perform a specific milestone, you’ll unlock them more quickly and easily in one step. The exceptions here are the expedition exclusive rewards. You can’t easily see which one these are, but you’ll know if you’ve played No Man’s Sky before. In effect, think of an expedition as a way to cheat your way through the game in just a few weeks simply by following the extended tutorial. By cheating, I mean that you get “sets” of basic items unlocked, like the Portal Glyphs, simply by doing a fairly simple thing. In a “Normal” game, it would take you way longer to get these Portal Glyphs.

On the flip side, however, the “new” exclusive Expedition rewards require extensive hoop-jumping exercises before the game unlocks these. If it’s an old mechanic, one thing unlocks the entire set. If it’s a new mechanic, expect to spend hours and hours jumping through burning hoops to unlock a couple of silly decals.

Advantage: Milestone Rewards

As mentioned just above, each phase milestone issues various rewards, most are standard while a few are exclusive to the expedition. While this is technically an advantage, it’s also a disadvantage because the game teaches you to get the basic items simply by performing basic milestones. With exclusives, you can only get these by performing a milestone. With the basics, you can get them by performing the milestone (the fastest way) or by doing standard in-game play (slower). While this is considered mostly an advantage, it honestly teaches the gamer the wrong way to get the basics if you intend to play using a “Normal” save. In other words, to get the basic rewards in a non-expedition save, you’ll have to do a whole lot more work by following the originally designed and intended method. There are no “expedition shortcuts” available in a normal game.

Disadvantage: Crap Rewards

Likewise, the primary disadvantage of expeditions is that they offer fairly crappy exclusive rewards. What I mean by that is, for example in Expedition 7, the final “big” reward was collecting the Living ‘Leviathan’ Frigate for your frigate fleet. While this frigate is unusual in its looks, it’s really nothing special as a frigate. It doesn’t have any features that are more unique than any other frigate you can find in the game. It’s a living frigate, but beyond that skin on the ship, it offers little unique benefit. In fact, it’s not even really a great frigate in and of itself. I have way better frigates in my fleet than this “reward” frigate.

What that means then is spending 6 weeks working your way through achieving 40 different milestones, each taking a substantial amount of time to complete. Then, only to be rewarded with something that isn’t substantially better than what you can buy with a couple million units. You can spend 6 weeks getting this “reward” or you can spend 6 weeks or less gathering enough units to buy several regular frigates, not just one.

That’s not say that the unique rewards, such as decals, aren’t somewhat interesting, but it may not be worth spending 6 weeks to complete an expedition that’s effectively a basic, but very extended tutorial.

Advantage: Rewards collected on other saves

Since the introduction of the Quicksilver shop in the Anomaly station, Hello Games has added the ability to collect expedition rewards for all of your game saves. So long as you play through an expedition, it will unlock unique rewards during that expedition. Thus, your other game saves can also collect those rewards, such as the Leviathan Frigate. That’s cool and all. Again, is it really worth spending 6 weeks just to unlock this reward for another game save?

Disadvantage: Starting Over

Starting any expedition, you must start a brand new game save. This means starting No Man’s Sky over from scratch with a minimally configured Exosuit, Multitool, Starship and, if given, a Freighter. It also means spending loads of time again collecting resources, units and nanites. It further means you need to collect salvaged data so you can, once again, unlock all of the unlockables at the Anomaly station and it means spending loads of time finding, then unlocking features in the Exosuit, Starship, Multitool, and Freighter.

In the case of Expedition 8, this “tutorial” is all about the newly introduced Freighter features. I’ll specifically discuss Expedition 8 more below. This means that Expedition 8 is effectively a very long tutorial to teach you how to unlock rooms in your freighter and build them. As a tutorial, it’s really basic. There’s a huge disadvantage to Expedition 8 in and of itself and I’ll also discuss that below.

After about the 3rd time going through an Expedition, the entire having-to-start-over thing gets very old. Being plopped down in a system with hazardous planets and being forced to forage for resources on these annoying planets is at once, time consuming and yet very, very pointless. If you choose to join an Expedition, that’s where you start.

Hello Games needs to figure out a way for us to import our character and at least one starship from a previous save into an Expedition save so we can start off with our suits and ships unlocked. Unless the goal is to tutorialize our way through the Exosuit and the Starship, then give us the ability to import those things that make no difference to the Expedition. Why make us continually start over from the beginning when it isn’t needed or relevant? It’s pointless and actually a severe disadvantage to expeditions. It also makes an expedition take way longer than is necessary.

Disadvantage: Slots

When starting over from scratch, that means minimal slots unlocked on the Exosuit, Multitool, Starship and Freighter… with the Freighter being the most difficult to unlock and the Exosuit being the most expensive. You can wait through achieving milestones to unlock some Exosuit and Multitool slots or you can buy your way into unlocking them.

During Expedition 8, I needed my Exosuit slots unlocked much, much faster than the milestones were offering. There were simply not enough slots given on the Freighter or Starship or Exosuit to proceed. I decided not to wait and paid 6 million units to buy 72 Drop Pod Coordinate Data, which I randomly found at a single Trade Terminal vendor.

I’d already paid to unlock all of the “General” slots by visiting space stations and the anomaly station. These slots are relatively cheap to unlock with the most expensive costing around 220,000 units. The only slots left unlocked are the incredibly expensive “Cargo” slots. I could spend a million or more units to unlock 1 slot at a time (after the first two or three) or I can pay 6 million units and chase down Drop Pods on a planet. I chose the latter.

I found a suitable anomaly “mushroom” planet, which has perfect weather and few sentinels. Then, I went to work with my trusty Signal Booster. Just craft this bad boy and drop it on the ground. Then use it to locate a Drop Pod using one of the purchased Drop Pod Coordinate Data items each time. Rinse and repeat. I did this maybe 45 times or however many slots were locked. It’s also way faster to do it this way than hyper traveling to system after system to unlock them at new space stations.

After I finished unlocking all Cargo slots, I proceeded to unlock the remaining Technology slots. That left me with 26 unused Drop Pod Coordinate Data items. I sold them back for 3 million units. To unlock almost every single Cargo slot and half of my Technology slots cost me around 3 million units all told… way, way cheaper than purchasing Cargo slots from a bunch of newly discovered space stations. In fact, if I had paid at space stations, I’d have spent maybe 20-50 million in total to unlock all of the Cargo slots. No. Using Drop Pod Coordinate Data is the cheapest and fastest way to unlock Cargo slots… and, it can be done on one single docile planet. In my case, unlocking that number of slots took me around 2 hours of real time. It’s pretty monotonous and repetitive, but once it’s done you don’t need to do it again.

Expedition 8: Polestar

Let’s review this latest expedition. With Expedition 8: Polestar, Hello Games has introduced some questionable new additions to the Freighter that really offer no added value to the game or to the freighter itself.

To reiterate, these new freighter room additions really add no substantial value to the overall game. In fact, the building additions dumb down parts of the game so much as to take the game in a completely wrong direction.

Building and Freighters

Building in No Man’s Sky has always been about using a construction kit and then placing specific technology objects wherever the player chooses. It’s a creative and rewarding endeavor because the player can use these objects in creative and interesting ways. The construction kits offer basic room designs that can be placed in unique layouts, including upper and lower floors.

Unfortunately, Hello Games has taken a huge step backwards with this latest freighter update. Gone is the basic room construction kit in the freighter and in replacement we get dumbed down and stupid single purpose rooms. Worse, though, is that these single purpose rooms are unconfigurable. Meaning, you must plop the room down as a whole as is. Gone is the empty room where you can place technology objects creatively. Now it’s just a single purpose whole room. Nothing creative at all about that.

Worse, Hello Games has decided to force the player to unlock these rooms from the freighter configuration area using Salvaged Frigate Modules (a form of in-game currency). Unfortunately, bar none, these modules are the single most difficult items (and currency) to locate in the game world. The only way to obtain them is by random spawn only. The chances of one of these spawning is probably 1 time out of 50, with the odds perhaps even higher than that. Meaning, it’s rare that these will spawn.

They can’t be purchased at all with any other more abundant currency, such as units or nanites. Nope. You must spend loads of time grinding in and around places that may or may not randomly spawn them.

Prior to this latest update, there were limited unlocks that required the need for the Salvaged Frigate Module currency. Since this update, there are many, many new items that now require them. Yet, Hello Games has not improved the spawn rate of these modules or made them easier to locate, making this Freighter update (and this expedition) at best a chore to complete. Worse, few of the expedition rewards offer Salvaged Frigate Modules as rewards. When they do, it’s between one and three at most, when the game ultimately requires around 15-20 of them to unlock all of the rooms, not counting the need for at least that many again to unlock hyperdrive add-ons and other useful freighter features.

When you’re playing outside of an expedition, you could spend several weeks and chase down only a handful of Salvaged Frigate Modules. Yes, they’re that rare.

Hello Games did a complete disservice to us with this update. Not only are these rooms almost 100% pointless to unlock as they don’t increase the freighter’s usefulness (thus wasting Salvaged Frigate Modules), the game itself is worse because of the new dumbed down building system combined with the need for even more Salvaged Frigate Modules to unlock these new features.

Overall, Endurance (the name of the update) is probably one of the crappiest updates Hello Games has dropped for No Man’s Sky.

New Rooms vs Old

Why is it so crappy? Because these new rooms don’t play well with one another, but more importantly, with the older legacy rooms. When you put these new rooms side by side with an older room, there are too many glitches and visual problems. Sometimes, the game leaves huge gaping holes. Yes, it’s that bad.

It’s also crappy because of the dumbed down building. With a game that includes building features, we don’t want single use rooms. We want a construction kit that offers creative building options. By dumbing down the construction in this way, Hello Games clearly doesn’t understand what us as gamers want from a building mode. Though, Hello Games was on the right track with the newest construction kit add-on for bases, these new one-use rooms in the freighter are a huge step backward for the game.

Freighter Improvement?

That’s the question, does this update greatly improve the freighter? No. Why? The freighter’s two main purposes include 1) being a starship garage and 2) launching frigate missions. That’s really the entire purposes of a freighter. With this update, nothing’s changed. The freighter’s usefulness is still limited to those two purposes. It’s far easier to equip your Starship for long distance hyperdrive travel using easier-to-obtain Nanites than trying to chase down rare Salvaged Frigate Modules only to get maybe half the distance with a freighter. No. The way to hyperdrive travel long distances in No Man’s Sky is still by using a starship. You simply cannot equip a freighter to achieve the hyperdrive distances that a starship can when properly equipped with technology modules. Freighters still do not offer enough technology modules in this or any other area.

With Endurance, we are once again forced to run around re-buying and re-unlocking all of the technology we had already spent weeks unlocking for base building. Instead, Hello Games has firmly separated base building from freighter building to the detriment of No Man’s Sky.

Freighter and base building should remain interlocked using the exact same features. If there’s a zone where you can build, all building construction tools should be available in every location. Instead, now we have these stupid one-use rooms that only work on a freighter and which also make zero sense. This change effectively takes the fun of building out of the game.

Base Building

The bigger problem is that, eventually, Hello Games will pull these single purpose rooms down into planetary base building. It doesn’t make sense to support two completely separate build systems. Eventually, Hello Games will want to marry this newer room based build system onto all build zones. What that means is that eventually base building will inherit this single use room concept, doing away with all of the current structures and technology by replacing them with these insipid all-in-one rooms.

For a game with construction capabilities, this really takes No Man’s Sky too far backwards. If you’re planning to take building back this far and dumb it down this much, then simply take building out of the game entirely. There’s no purpose in offering single purpose rooms and calling it “building”. Plopping down a handful of single purpose rooms is not considered in-game building. There’s nothing at all creative about that. Creation comes from construction kits, not from single pre-configured rooms.

This idea as a huge mistake and it is also badly implemented. In short, it’s an extremely disappointing move for No Man’s Sky.

Should I play No Man’s Sky Expeditions?

It depends. For Expedition 8, I’d suggest not. The Freighter additions are ultimately pointless and useless. With the exception of one thing, the Singularity Drive. This drive might be worth playing through to get this. Unfortunately, to get this drive, you have to play through Phases 1-4 and parts of Phase 5 to unlock it. There are still questions surrounding this drive, though. Since it’s a Singularity Drive, that means it likely uses the same jump mechanism as a black hole. When you traverse through a black hole in No Man’s Sky, technology ends up breaking once you emerge.

This means repairing technology after using a black hole and likely after using the Singularity Drive. I’ve stopped using this mode of travel because 1) it’s too random, 2) it doesn’t really get that much closer to the center and 3) technology breaks after using it. Traveling through a black hole is like circling a drain. You pop a teeny bit closer to the center, but you’re still just circling. It takes hundreds of hops through a black hole to get you even the tiniest bit closer to the center. It’s really, really pointless and it means repairing lots of technology with wiring looms along the way.

Outfitting your starship with the longest light year jump distance is really the best way to get to the center of the galaxy. It also avoids the broken technology problem each time you jump. I really despise it when Hello Games insists on breaking technology on the ship after using a jump technology. It’s such a complete waste of time and resources.

Also keep in mind that the Polestar expedition is entirely designed as a tutorial to teach you about these pointless freighter add-ons. Since the freighter itself isn’t drastically improved by these additions, I can’t recommend playing Polestar. Play if you like, but don’t expect great things if you do.

I also find that the rewards from the expeditions don’t match the time and energy expended to get through the milestones. While the rewards are “nice to haves”, they’re not ultimately required to play the game. That’s partly because Hello Games knows there’s no other way to get these rewards other than completing an expedition that eventually ends and may never return.

That means that if you never play a single expedition, you’re locked out of those expedition rewards. You can’t unlock them in any other way than by playing the expeditions. Ultimately, that means that the rewards offered by playing an expedition must ultimately remain inconsequential to any other game saves you may already have. This is why most of the rewards consist of posters or decals or other cosmetic items to decorate your base, with only one or two rewards being even moderately functional items.

Completed

[Updated Aug 6, 2022] I’ve recently completed Expedition Polestar. I didn’t complete the “Optional” milestone because it is a pointless multiplayer exercise that does nothing to help this expedition succeed; with its reward of 5 million units, unlocking of 16 glyphs and Atlas Pass set. The extra units are actually the most useful portion of this milestone, but units can be had in so many better ways than this. Unlocking the portal glyphs and the Atlas passes are entirely pointless as they are unneeded.

After completion of Expedition Polestar, there are still a large number of unresolved problems. The first problem is that while Starship Hyperdrive plans are unlocked, the red, green and blue drives are not! This means that your Starship is limited to yellow star systems only, forcing you to unlock all of the drives for the freighter ?!?? This also means that even though you have completed the expedition, the game is still nowhere near close to a “normal” save game mode. Secondarily and more importantly, the base computer remains locked with no way to unlock it. This precludes any base building after completing Expedition Polestar. Worthless!

I don’t know if the lack of unlocking these items was a simple oversight on the part of Hello Games or if they’re intentional. Either way, the left over save is pointless. Not only can you not build bases after you’ve completed this expedition, you can’t mine for resources on planets. This means you’re stuck using your crappy multitool alone to continue to gather resources from resource piles on planets. A complete waste of time and effort.

Some may think that these plans might get unlocked after the expedition clock times out weeks later, but I doubt it. If it hasn’t unlocked by the end of the expedition as part of the expedition, it’s never likely to unlock for that expedition save.

If you’re thinking of playing this expedition with the intent you can continue to use this game save after, you likely won’t want to. Even the biggest reward, the Singularity Drive, is more of a gimmick than it is useful. I wouldn’t suggest playing this expedition strictly for the Singularity Drive. It’s really not worth it for that. In fact, it seems Hello Games has been giving us ever crappier rewards (and saves) for each successive expedition.

To be honest, this is not only the single crappiest update for No Man’s Sky, Expedition Polestar is the single crappiest expedition to date. There’s nothing really of value to be had from these Freighter additions. In fact, these additions are so bad as to take the game back to a worse state than before the update… not just from a bugs perspective, but also from the single-purpose room building that Hello Games has now foisted onto us. There’s really very little that’s redeeming about this expedition overall.

Recommended: No
Stars: 1.5 out of 5
Play Value: 1.5 out of 5
Overall Rating: 1.5 out of 5
Overall Comment: Don’t play expeditions unless you really enjoy condescending tutorials that take forever and offer mostly pointless rewards.

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