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StackDuckets 最近的评测

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Cookie Clicker, but without the depth.

Ingenious monetization, but not worth anyone's time.

This became a phenomenon because people are bad at math.
发布于 2025 年 5 月 19 日。
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总时数 183.3 小时 (评测时 36.5 小时)
Playing for the first time on PC in 2021, this feels too buggy to recommend. Even without the bugs, I'd probably be on the fence: there are too many little annoyances that distract me from enjoying what could be a decent procedurally generated space exploration game.

First, the bugs. Nearly 5 years in, I'm surprised how many bugs I've run into in just a few days of play. Every game session has ended with the game hard-locking, often after alt-tabbing despite running in Fullscreen Windowed, necessitating a full reboot. I've gotten stuck in my ship unable to leave or fly around. I've had missions get bugged so either scanning doesn't work or quest markers don't show up or quest objectives don't get completed. Portable items used in missions often become non-portable requiring either destroying them or restarting the game. I've had my inventory button perpetually default to my ship inventory and get stuck that way. I've had enemies get stuck in the ground or clip into structures in ways that I can't fix (ie kill them). I, myself, have clipped through space stations and fallen through the world a few times, dying in the process. The Pulse Drive is usually not usable near planets or space stations, but about 5% of the time it bugs out and works anyway. The games portals sometimes show me only the portals I've been to and the ones in my system. Other times I see portals for a whole ass-load of people I don't know and can't travel to as the worlds usually don't download. Though when those portals do work, the structures on the other side don't render. Did I mention every session ends when I quit after the game locks up?

There are other bugs that I've encountered, but I'm not going to nitpick every graphical glitch or hiccup. It's procedurally generated on a massive scale and those issues are bound to happen. On the other hand, there are some head-scratching usability decisions by Hello Games that I just can't stop thinking about.

When it comes to item management, items stack in your inventory spaces. But some vehicles/containers allow certain (unmarked) items to stack higher than usual! Instead of giving vehicles/containers *more* inventory spaces or allowing certain items to take up fractional item spaces, you'll frustratingly find items that don't move, space for space, between your Exosuit and another inventory. Furthermore, not all inventories work the same way! Your Exosuit and various vehicles all have inventories that you can stack, rearrange and organize to your hearts content. But try to build a base and you'll find *chest inventories* don't let you do any of that. You can one-click-move items in and out with the game auto-filling container slots from top to bottom, but there's zero ability to rearrange and organize already containered items. In a game that has so many moving pieces and items to keep track of, you want to create predictable item behavior, not whatever this is.

Playing on PC almost requires significant control remapping and I'm just not sure how Hello Games managed to land on the control scheme they did. By default, flight controls are set up for players with a controller and a thumbstick that snaps back to center. Flying M+K with the default scheme is maddening. Detecting and painting target locations while moving on foot requires WASD + holding F to detect and also holding E to paint a target, which is at best uncomfortable. The number keys, by default, don't do anything. They don't even select the different firing modes for your Multi-tool (that's cycled with G). You *could* set them up manually (if you can find the setting) to switch between *different* Multi-tools when you get them which won't happen until several hours into the game and isn't all that useful even then. Until then those are just wasted buttons. Scanning on foot requires pressing C. Scanning in a vehicle equipped to do so requires you press X to open a menu and then select the type of building you're scanning for and then click to confirm! Why do this?! Lastly, when in an inventory, you'll need to press E to extract loot from certain items. Q, E, A, and D also toggle between your different inventories and the pages of items therein. Venture a guess how often the game knows you're pressing E to extract and not E to change inventories in the following scenario: you've moused over the item you want to extract AND it's displaying the tooltip prompt reminding you it's 'E to Extract'?

It's not a high percentage.

I can't leave without mentioning the Sentinels. Having not progressed the story very far, to my knowledge Sentinels are a robotic galactic threat, everyone pretty much hates em and they're no good/very bad. They come in a few sizes, with the smallest ones patrolling planets in varying density and, like the cops, will come harass you if they think you're up to no good. Attack and kill the sentinel(s) and they'll call for backup.

Indefinitely.

Like, actually forever. There is no securing an area. There's no winning a fight. The fight only ends when you disengage and let the alert timer run out. Most modern games have, for good reason, shied away from endlessly spawning enemies except as a means to disincentivize the player from some action. Here, however, sentinels will just *attack you* when they catch you doing one of the only actions that matter in No Man's Sky: collecting resources from a planet. For some resources, the game just spawns a bunch of sentinels as soon as you've started collecting and will keep spawning them, wave after wave, until you back off and disengage. This feels bad! For new players, every fight escalates until you can no longer hold your own. Collecting resources can pull you into these 'unwinnable' fights which feels like a waste of time. There's no sneaking around and evading the sentinels while you collect certain resources. There's no sense of accomplishment by beating a tough enemy. There is only fighting them until you're dead, run away, give up, or maybe until there's only one left alive that you can ignore while you gather your space cactus or whatever. This feels unintended and it's a pretty near-sighted implementation of never-ending enemies. Why not have a wave-cap that increases with the Sentinel Presence rating of each planet? Because eff you, that's why.

Forgetting the bugs, the odd interface decisions and, now that I think about it, a whisper thin newbie onboarding experience and what is No Man's Sky really? It's the monumental vision of galaxy-scale procedurally generated content with a few billion worlds to explore and gameplay that ... kinda falls flat. The technology may be impressive, but at the end of the day, you have to look at a vertical slice of the game. What are you actually spending your time doing? You're exploring surprisingly similar-looking planets to collect resources, occationally doing a little (unsatisfying) fighting, and you're crafting materials to expand your toolkit. It's gameplay that sounds better as bullet points on the back of a box than it is to actually play.

"You can mine asteroids for precious metals!"

"Buy any spaceship you see and trick it out with custom parts!"

"Explore a galaxy, system by system, planet by planet! Fly to, land on and explore worlds seamlessly!"

But those actions quickly feel insignificant and tedious. The possibilities are broad, but the content is sadly shallow. No Man's Sky falls into the same trap so many open world games fall into: unimpactful exploration. There's a hecking lot to explore but not a whole lot to actually see or do. Hello Games executed on a wild vision, but I'm left wondering when I get to the real fun part. Collecting resources and crafting kept me humming along just fine for a few hours, but I'm now certain there isn't anything else coming. If this is it, it's a no for me dawg.

And then I remember about the bugs. Major Yikes
发布于 2021 年 4 月 29 日。
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