Lgndary Thoughts - Sean Murray Still Needs To Be Held Accountable

I wanted to have a quick word on my videos before I get to the Lgndary Thought. The most previous video that I made, "When Will Sony Launch The PS5", is the only video that I can even remotely consider a success. It is currently sitting at about 700 views (which is more than all of my other videos combined), and has even garnered some comments and a few new subscribers. It is also the video that I worked the hardest on, and I think that shows. So I just want everyone to be aware that, instead of making a video every single week just for the sake of making a video, I would like to put in a little bit more effort on the videos themselves as well as the topics I talk about. Thanks again for your support, and be sure to give it a watch if you haven't already!

Happy Friday everyone! Sorry for being absent last week, I have started taking some classes online and am still getting adjusted. I’ll try to be more active in the future. For today, I decided to write a Thought about a Studio Founder, video game developer, and a liar. Welcome to Lgndary Thoughts!

As some of you may have already guessed, the liar I am referring to the founder of Hello Games, Sean Murray. Hello Games is best known for their most recently released title, No Man’s Sky. An ambitious game that failed to live up to a lot of the promises that Murray made for it before launch. But saying that it didn't live up to expectations might be the understatement of the year. Because Sean Murray took every opportunity he could to get up on stage at big gaming events, and do interviews, and even be a guest on Stephen Colbert’s talk show. And when he was talking about No Man’s Sky, he was constantly, and consistently lying on a level that has rarely been seen in the video game industry. 

That may seem like an exaggeration, but it is the truth. Sean Murray lied about choices that players could make in No Man’s Sky, he lied about how planets and solar systems would work, he lied about how the wildlife would work, and he lied about plenty of other features too. He even did all of that lying very boldly. He wasn't sly about those features, he didn't give vague answers that could be taken in different ways, or misinterpreted. He lied. Boldly and brashly.

The biggest of his lies was, of course, the claim that No Man’s Sky would feature multiplayer.  Murray did say that, due to the scale of the game, it would be incredibly unlikely for players to find each other in-game, but he did state that it was possible. To this day, I am convinced that he was so high on his game that he truly felt that no players would ever actually meet up, and nobody would ever be able to call him on his bullshit. 

But we know that isn’t true. Very quickly after launch, two players did meet up on the exact same planet, and they could not see, or interact with each other at all. And when called out on this massive lie, Sean Murray simply remarked how incredible it was that two players would be able to find each other in the massive universe of No Man’s Sky. 

Sean Murray’s behavior, before and after launch, was disgusting, and to this day he is not owning up to it. Instead, he is playing the victim card in an attempt to dodge questions about why he lied so much leading up to No Man’s Sky’s launch. 

For those that don’t know, it was recently revealed that Hello Games received bomb and death threats in the months after No Man’s Sky’s release. Now, this doesn’t really need to be said, but I’ll say it anyways. Bomb and death threats are bad. There is no circumstance where they are acceptable. And the few gamers who constantly make threats like these are a problem that should be dealt with.

But that is a separate conversation that needs to be had. Those threats do not, and should not erase from history the level that Sean Murray lied about his game. He still owes everyone that bought No Man’s Sky an apology, as well as an explanation. And he needs to be held accountable for his actions. 

The fact that No Man’s Sky has just recently been updated to include multiplayer doesn’t change any of this either. It is so ridiculously frustrating that so many people are ready to forget everything he did because some fans went too far, and because the game eventually got an update to include a feature promised at launch. All this does is encourage developers to blatantly lie about their game, because they’ll never truly be held accountable. 

Plenty of game developers lie, stretch the truth, or exaggerate about their games. But what Sean Murray did was beyond the pale. He lied over, and over, and over again. And to this day, he is still refusing to own up to his abhorrent behavior. I refuse to support him, or Hello Games until that changes, or he leaves the studio. And I encourage everyone to do the same.

No Man's Sky free update coming this summer

Details are sparse at the moment

No Man's Sky - Patch 1.38 Out Now

Here's what it does:

New save system

  • You will now be presented with 5 save-game slots (each of which can be used for any game mode). Your existing saves will be mapped into these slots
  • Selecting an empty slot will start a new game, allowing you to then pick which game mode to play from the mode select menu
  • There are now two sub-slots for each save-game – one for automatic saves and one for manual saves.

Improvements & changes

  • Made the temperature range of dead planets more varied
  • In-flight weather effects now vary in strength based on height
  • The Analysis Visor can now be used to scan farm plants and see the remaining growth time
  • Analysis Visor can scan ships to determine their class, type and value at a distance
  • The Analysis Visor can be used to see the approximate distance of resources discovered with the Scanner
  • Added error message when no outpost is found by the economy scanner
  • Added the ability to skip black bars when discovering a planet or solar system
  • Prevented the cursor being reset to the center of the page as you switch between pause menus
  • Trade outposts now provide hazard protection
  • Added a chance for pirates to spawn earlier than usual when a player warps into a certain systems, to add more variety to exploration and trading
  • Galactic map now respects user mouse sensitivity settings
  • Galactic map now respects user control inversion settings
  • Prevented trade terminals having a negative quantity of stock
  • Made trading terminal stock values replenish over time
  • Separated stock levels for trading posts and space stations in the same system
  • Lush biomes in survival mode now occasionally exist without an aggressive sentinel presence
  • Reduced cursor UI slowdown when using a pad
  • Improved NPC ship target selection in space battles, prevented them reacting to accidental player fire
  • Added exotic ship audio for AI and NPC ships
  • Added ability to transfer items to and from containers in your base or freighter
  • Added tooltip text to explain the planet icons on the discovery page
  • Added ability to sell items from ship cargo slots at terminals
  • Storms on humid/lush planets are no longer toxic; humid/lush planets now have a chance of their rain being very hot. Note: no new storms have been added, and the frequency of storms has not been adjusted. Humid planets that previously had freezing rain storms in 1.3 have had that storm type changes to heated rain.
  • Added ability to transfer items from cargo slots during maintenance interactions
  • Improved trading by giving NPCs independent stock levels
  • Made NPCs who give directions refer to a wider spread of locations
  • Added ability to rebind the discard key

Click here to read the rest of the story...

No Man's Sky - Atlas Rises Trailer

Update out now

Here is a look at what this patch adds:

  • 30 hours of branching story and deeper lore
  • Procedurally generated guild missions
  • Much deeper interstellar trading
  • Star Systems have varying wealth, conflict and economies
  • Overhauled Space combat controls, weapons and AI
  • Portals stargates enable quick travel
  • Terrain manipulation for more complex bases
  • New farming and mining interactions bring increased depth
  • Increased biome variety and Rare exotic biomes
  • Analysis visor & discovery improvements
  • Galaxy map and many other UI improvements
  • New S Class ship designs
  • Low altitude flight and the ability to crash your ship
  • Crashed Freighters to salvage on planets
  • Joint exploration

No Man's Sky Update On The Way

Hello Games have sent out the above message informing players that a free update is on the way for No Man's Sky. 

There is no other information available now regarding the update, but I will be sure to post the patch notes when they are released. 

No Man's Sky - Patch 1.12 Out Now

Check out the patch notes below:

  • [PC] Following reports of some people experiencing issues with the game while unsupported mods are installed, we’ve added mod detection which will show a warning screen on loading when mods are detected. A mouse click or button press will dismiss this screen. We have also introduced a new method for mod installation which should prevent player’s games from breaking when a new update is released. For details please see the ‘DISABLEMODS.TXT’ file in the \GAMEDATA\PCBANKS folder.
  • [PC] Allowed remapping of the build menu and quick menu commands to support Azerty keyboards.
  • [PC] We’ve enabled a temporary workaround for the SLI issues people are experiencing. If you are running in SLI, please disable TAA and the game should run. We are looking into a more permanent solution to this issue.
  • Fixed an issue which, in some rare cases, prevented NPCs from giving you mission critical dialogue.
  • Fixed a bug which could cause core items to be transferred from exosuit inventory to starship inventory.
  • Fixed a number of rare crashes (if you continue to experience crashes, please send a crash report and include your crash dumps).
  • [PC] Fix for monitor detection on PCs with 3rd party remote desktop or screen sharing applications.
  • [PC] Running the game via the .exe file should no longer give Steam Init errors.
  • Fixed an issue where underwater buildings could spawn without doors which in rare cases would mean the NPC missions could not be completed. (Note: If you are still being pointed to missing facilities during the NPC questlines, you can either claim a new base and re-build the NPC terminal, or if you have a Freighter, remove the NPC terminal from your base and rebuild it in the Freighter. The NPC should then give you new coordinates. We are still working on a more permanent fix for this issue).

No Man's Sky - Foundation Update Trailer and Patch Notes

The patch notes for this update can be found below:

General Gameplay

  • Fixed technology becoming instantly fully charged when repaired
  • Fixed ship appearing on incorrect pad in space station after loading
  • Added interactable objects that required certain tech to collect
  • Added shootable objects that require certain tech to mine
  • Rebalanced resource availability and technology charge requirements
  • Fixed initial game flow - where travelling to space too quickly after visiting the monolith could prevent the first atlas station notification appearing
  • Prevented player being prompted to scan for buildings before leaving the system after visiting the monolith
  • Prevented laser and melee attacks while in space from attempting to edit terrain
  • Improved calculation of resources received when mining terrain
  • Renamed Signal Scanners to Signal Boosters
  • Signal booster objects updated to search for playable bases, suit upgrade pods, and mineable resources
  • Removed signal booster from being distributed on terrain, as player can now build them
  • Improved accuracy of environment detection, fixing cases where it rained inside caves
  • Fixed galactic waypoints not loading correctly across saves
  • Removed atlas pass v1 requirement from doors in stations
  • Suit upgrade pods are no longer spawned in stations
  • Suit upgrade pods can now only be used once
  • Fixed collision in anomaly that was causing issues when exiting larger ships
  • Increased the number of different NPC character models generated per system
  • Fixed the game always remaining in day time for players who began their save prior to patch 1.03
  • Fixed a potential crash in foliage instance renderer

Click here to read the rest of the story...

New No Man's Sky Update Coming Soon

A new patch is expected to hit No Man's Sky later this week. Hello Games has announced the patch on their website, and has also made a small statement regarding the future of the game. Check it out below:

This week Hello Games will be releasing an update to No Man’s Sky. We’re calling it The Foundation Update, because we have added the foundations of base building, and also because this is putting in place a foundation for things to come.

Detailed patch notes will follow, and release will be soon.

Coming from five years of intense development, immediately after No Man’s Sky released the team spent six weeks updating the game with 7 patches across both platforms (the last of these was 1.09 on Sept 24th which you can read about here http://www.no-mans-sky.com/log/). These fixed many of the most common or critical bugs and issues post-release.

In the nine weeks since then our small team has been hard at work on development, testing and certification for the Foundation Update. It won’t be our biggest update, but it is the start of something.

The discussion around No Man’s Sky since release has been intense and dramatic. We have been quiet, but we are listening and focusing on improving the game that our team loves and feels so passionately about.

Positive or negative feedback, you have been heard and that will truly help to make this a better game for everyone.

This update will be the first small step in a longer journey. We hope you can join us.

Thank you,

Hello Games

No Man's Sky - 1.09 Patch Notes

  • The game is now much more robust at recovering corrupted save files.
  • It was possible for players to circumnavigate obtaining the Antimatter blueprint using very specific steps, leaving some players stranded in their second system. This is no longer possible.
  • PC and PS4 galaxy generation more robust during compiling.
  • Exosuit messaging system no longer confuses “on planet” and “docked in station” visor notifications, removing all doubt as to the location of the player’s Starship.
  • Improved framerate when scanning colossal structures such as Space Stations or Outposts.
  • Fix for some terrain resources being indestructible and therefore unmineable.
  • Exosuit messaging system now able to correctly differentiate between resource types. Deposits discovered by scans will now display as the correct element.
  • Gek Factory door manufacturing standards have been improved; they no longer take critical hits from Grenades.
  • Drone vandalism detection improved. Wanted level now increases when destroying Factory doors however powerful the players Multitool may be.
  • Pulsedrive systems now fully offline during warping.
  • Players are no longer able to open crates of any type if their inventory is full, no matter the contents, preventing loss of resources.
  • When interacting with a Terminal, it will print out the players Journey progression. Some strings in this print out where cut-off in Asian languages, these now display correctly in all supported languages.
  • Fixed an occasional bug within the Exosuit system that caused controller prompts to display the wrong button.
  • Changes to player Standing with the Gek, Vy’keen and Korvax now display correctly within the stats menu.
  • Fix for loss of resources when transferring fully stacked items between the player’s Starship and Exosuit in a specific order.
  • Fix for stacking products exploit. Resources salvaged from dismantled technologies now fill inventory slots as expected.
  • Exosuit and Starship messaging system now always displays the correct number of collected resources.
  • Discovery menu improvements, including fixes for incorrectly displayed planet names and creatures displaying as their molecular structure.
  • Discovery menu now supports planets with an abundance of life. Specifically, planets featuring 15 creature types can now reach 100% completion.
  • Multitool Beam Coolant and Exosuit Aeration Membrane upgrades now increase their respective stat wheels as expected.
  • The player can no longer buy multiple products when they do not have enough slots to do so, preventing loss of both the unit cost and the extra products.
  • Japanese localization fixes. Including: scrolling text issues, overlapping prompts in the ship messaging system and Multitool names displaying incorrectly.
  • Fixed clipped text on save game restore buttons in all supported languages.
  • Fixed errant title bar on the menu screen.
  • Player Standing now updates in real time when interacting with members of the Gek, Vy’keen and Korvax races.
  • Minor fix for saves of a duration less than 2 minutes displaying as “1 minutes”.
  • Improvements to various settings within the options menu, including advancements in mouse smoothing and refined gamma settings allowing for increased tenebrosity.
  • Fix for creature generation crash.
  • Fixes to prevent FPS spikes when encountering momentary performance bumps on PS4.
  • Fixed a rare issue where pressing and holding a button would cause the game to crash under specific circumstances.
  • Creature footfall now audibly echos within caves.
  • Fix for perpetual day time if the player updated in a specific order.
  • Bump shader version numbers for patch 1.09
  • Fix for a rare situation where a player’s save could get stuck in a crash loop due to saving at very specific point in planet generation.
  • Improved detection of available PC CPU cores and optimised settings for low-end CPUs with few CPU cores.