Starfield - Bethesda's new space IP: will probably be full of fun and easily trackable bugs

How do you think Starfield will turn out?


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I really can't be bothered to care about a DLC to a game I will probably never play. This shit should have been part of the game day one, it's painfully obvious Varuu'n were going to be a major faction and cut at the last moment.
The only exposure I will get out of it will likely be the inevitable MATN video and maybe the Patrician one if he's going to bother making a followup to his 9 hour epic. If anybody here actually plans on trying the DLC out, do feel free to let us know if it completely overhauls the entire game and makes installing a 100GB+ 70$ game worthwhile.
Speaking of which, it should be pointed out that Outer Worlds had two DLC packs, which could be compared to how Fallout New Vegas handled it's DLC as far as quality is concerned. Watch Shattered Space get mogged, once again, by Tim Cain's game even in that department.
 
I don't even get why they need Spacers or Crimson Fleet.

It looks like there are new types of Varuun Zealots so just make the rest of the enemies aliens?
 
If the enemies were aliens they'd have to get creative and come up with why the aliens would want to shoot at us, and we can't have that because it'd take away from the devs' dilating time.
 
If the enemies were aliens they'd have to get creative and come up with why the aliens would want to shoot at us, and we can't have that because it'd take away from the devs' dilating time.
They already have enemies that shoot at you though. The Varuun Zealots.

Unless they're going to re-establish the weapon preferences to enemy factions, there's really nothing that differentiates Spacer, Ecliptic, Zealot and Crimson Fleet besides their armor.
 
Zealots actually do have unique weapons but only like 1 out of 50 ever seem to spawn with them (well, not counting the knife, anyway).
 
Zealots actually do have unique weapons but only like 1 out of 50 ever seem to spawn with them (well, not counting the knife, anyway).
That's what I'm saying. At launch, Varuun only used their unique Particle Beam weapons. Crimson Fleet used their unique ballistic weapons, Ecliptic used lasers and Spacers used a mix of everything. (it's possible this extended to friendly factions too with New Atlantis using Allied Armaments and Freestar using Laredo, but I didn't pay enough attention to notice nor am I going to do the research now)

At some point they patched it so everyone used everything instead of having a specific weapon type. I still have no idea if it was supposed to make it harder or easier to find the Varuun particle beam weapons, but I'm convinced it had to do with that because they're the best weapons in the game.
 
Zealots actually do have unique weapons but only like 1 out of 50 ever seem to spawn with them (well, not counting the knife, anyway).
The pain blade, another useless melee weapon that you can loot when you never play melee throughout the entire game.
I wish the loot system was based on the type of enemy and the perks that you have unlocked. Nothing more annoying than looting a legendary weapon and it's just another fucking knife.
 
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Bethesda put out a deep dive video on Shattered Space today:
(archive)

In this video they mention handcrafted content, and don't say anything about procedural generation. Maybe Bethesda started noticing the popular criticisms of Starfield's design.
hey devs? stop using hand crafted you are making souless corporate slop not fucking bread
 
The pain blade, another useless melee weapon that you can loot when you never play melee throughout the entire game.
I wish the loot system was based on the type of enemy and the perks that you have unlocked. Nothing more annoying than looting a legendary weapon and it's just another fucking knife.
Do enemies not just drop the crap they're using? I played so little and it's been so long that I genuinely cannot remember. This is rudimentary.
 
Do enemies not just drop the crap they're using? I played so little and it's been so long that I genuinely cannot remember. This is rudimentary.
It depends, I think it's based on RNG too. Same thing with the clothes that you might be able to loot, 90% of the time you can't get what they are wearing.
 
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Do enemies not just drop the crap they're using? I played so little and it's been so long that I genuinely cannot remember. This is rudimentary.
I'm pretty sure they'll drop whatever weapons they are using

But as far as their armor goes, it's random if what they are wearing is lootable. They'll also have other shit randomly on them. So maybe they'll have some legendary RNG bullshit weapon on them that they weren't using, or they might just have like a fucking ham cube.

I THOUGHT Fallout 4 was like this, but it's been so long since I played I might be misremembering.
 
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Fallout 4 was their last game where you could take everything a NPC had on him, including the clothes and armors, leaving the person with his underwear.
Huh, I wonder what game I'm thinking of cause I swear when I first played Starfield I was thinking that I was annoyed with the system with another game already so it was extra annoying to see it again.
 
It depends, I think it's based on RNG too. Same thing with the clothes that you might be able to loot, 90% of the time you can't get what they are wearing.
Yeah I remember the clothes thing and all the nonsense about not being able to strip down corpses.
I'm pretty sure they'll drop whatever weapons they are using
So maybe they'll have some legendary RNG bullshit weapon on them that they weren't using
This is the kind of crap that should have been ironed out even before playtesting. Legendary <enemy type> should only spawn with legendary <weapon type correlating to enemy type> and in this case should also do the time honored Bethesda tradition of equipping their highest value gear so you know what the heck they even have.
 
This is the kind of crap that should have been ironed out even before playtesting. Legendary <enemy type> should only spawn with legendary <weapon type correlating to enemy type> and in this case should also do the time honored Bethesda tradition of equipping their highest value gear so you know what the heck they even have.
I shouldn't say they *never* equip it. I haven't played in a while so I could be wrong.

But I don't recall ever finding a legendary weapon on a corpse with some weird ass ability and not being surprised by it.
 
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Actually I don't know if there's one for that for Fallout 4.
Look into your heart

You know.

Edit: I guess they released a beta update yesterday.

Features
  • Creation Kit: The automated process used to create models for Distant LOD is now available
General
  • General performance and stability improvements
  • Resolved an issue that limited the number of loaded creations to 255
  • Lighting changes and enhancements have been made throughout the game
  • Made several visual improvements and bug fixes for weapon models
  • Improved player headtracking when exiting dialogue
  • The player's camera should no longer be jostled when jumping
Gameplay
  • The Annihilator Particle Beam damage-over-time effect no longer affects Companions
  • Robots and Turrets will now take damage from EM weapons
  • Crafting: Addressed an issue with The Boom Pop! Dynamite recipe
  • Elite Crew: Autumn Macmillan no longer repeats herself when asking about her sister
  • Addressed an issue with Crowd behavior near The Well elevator in the New Atlantis Spaceport when combat is initiated
Quests
  • Brownout: Addressed an issue with progression after speaking with Joyce Osaka in New Homestead
  • Due In Full: Addressed a rare issue with The Delinquent Space Ship appearing
  • Eye Witness: Player can no longer enter the destroyed ship on the spaceport landing pad
  • Hostile Intelligence: Addressed an issue that could cause the door to the Security Office to be inaccessible if they fast travel away and wait during this quest objective
  • In Memoriam: Addressed an issue that could prevent progression during the "Speak with Sarah" objective that takes place near the waterfall
  • In Memoriam: Fixed an issue that could prevent the objective "Proceed to Cassiopeia I" from completing if the planet had been visited previously
  • Leader of the Pack: Addressed an issue that could prevent the Ashta Alpha from being aggressive
  • Legacy's End: Addressed an issue that could prevent interaction with Delgado if siding with SysDef
  • Legacy's End: Released Crimson Fleet prisoners will no longer target Ikande after obtaining weapons
  • Managing Assets: Addressed a rare issue that could prevent Tomo from appearing at Paradiso
  • One Giant Leap: Fixed an issue that could cause incorrect music to play during the Unity Scene
  • One Giant Leap: Addressed an issue with Audio that could occur during the credits
  • One Small Step: Resolved a rare camera issue that could occur if the first Crimson Fleet ship in the tutorial is boarded
  • Revelation: Addressed an issue with Quest Target consistency in the final encounter
  • Rook Meets King: Dmitri Moldavski will now respond as intended if Austin Rake is killed during the encounter
  • Rook Meets King: Addressed an issue where one of the Ragana crew was using the incorrect weapon animations
  • Rough Landings: Fixed a rare issue with Milena Axelrod's ship to appearing
  • The Best There Is: Addressed an issue that could prevent Huan from moving to the Jade Swan after the first meeting
  • The Best There Is: The Jade Swan is now accessible if the player still has the "Search and Seizure" quest active
  • The Best There Is: Addressed an issue that could make the UC Vigilance difficult to locate because it was very far away
  • The Showdown: Resolved an issue that could cause the door to the Strikers Hangout to remain locked
Locations
  • Akila: Updated some textures in the Slums
  • Akila: Resolved a collision issue with bunk beds
  • Deserted Biotics Lab: Fixed missing panels on the exterior floor
  • Lair of the Mantis: Resolved a minor texture issue that could appear on some panels
  • Londinion Steam Tunnels: Fixed collision in an area that could allow players to get out of bounds
  • Maheo I: Closed an open gap on the roof of Sonny Di Falco's Mansion
  • Neon: Nyx's Apartment: Fixed an issue with collision in the area
  • Neon: Addressed a collision issue with grated panels in Ebbside
  • New Atlantis: Addressed small areas where water in the lake North of New Atlantis could appear to intersect terrain
  • Stroud-Eklund Staryard: Addressed collision in an area
  • The Clinic: Addressed a visual issue that could appear in Dr. Cassidy's office
  • The Red Mile: Addressed a collision issue under the platforms in the final area
Ships
  • Ship Builder: A new option has been added to the game settings to allow for toggling Flip Merge behavior use
  • Ship Builder: Fixed an audio issue that could occur when deleting a hab
  • Ship Builder: Fixed a crash that could occur when modifying a ship that contained a live mine
  • Addressed an issue that could allow non-sellable ships to be sold to vendors
Vehicle
  • Addressed an issue with Set Active in the Vehicle menu when using a gamepad
  • Fixed an issue with the position of Wheel VFX
  • Addressed an issue with opening the Favorites menu while entering the vehicle
  • Name plates and health bars will now display consistently while in a vehicle
  • Settings for look sensitivity will now affect the vehicle camera
  • Kaiser and Vasco will no longer both sit in the Rev-8 when following the player
  • The vehicle icon will no longer display in interior maps
  • The vehicle lights will no longer be automatically on when loading a save
  • The fast travel distance for the vehicle is now in-line with other POIs and landed ships
UI
  • Xbox Display Settings: Resolved an issue where setting the frame rate target to 60 would automatically revert the priority back to performance
  • Removed a debug string that would display when uploading saves on Xbox to Customer Service
  • Updated the Skills menu to resolve an issue in Large Font Mode for certain languages
  • Resources with long names are now truncated for Large Font Mode when scanning
  • Resolved an issue with Large Font Mode in the Barter Menu when selling higher quantities of items
  • Temporary text will no longer display if you quickly select the "Continue" option from the Main Menu
  • Ship registration costs will now display the accurate amount both on vendors and the hangar menu
  • Addressed Mass display when selling items from ship cargo
  • Skill Challenge pop-ups will now have truncated text instead of shrunken text where applicable
  • Resolved an issue with gravity wells appearing on the Missions Menu when opening it from the Starmap
  • Location names and quest objectives will now truncate properly on the planet map
  • Creations store title displays fully in all languages
  • A message prompt will appear when trying to load a save where a Creation is unavailable on the current platform
  • Weapons will default to their original skin in menus if a weapon skin creation is disabled
  • Addressed an issue with sorting for Best Results in Creations menu
  • Addressed an incorrect notification of insufficient credits when an exceptionally large number of credits are available
  • Ammo counts should now display correctly for values over 100,000
  • The damage popup can now display numbers larger than 4 digits
  • Addressed an issue caused by aiming down sights while pickpocketing a character
  • Crew menu will now correctly display when someone is assigned to the player's home
  • The repair button is no longer visible in the hangar inspect menu
  • Resolved an issue with waiting that could briefly cause unintended text to appear
  • Healing items now preview the amount of health restored
  • Storage containers will now have their weight updated when all items are cleared from them
  • The ship marker in the scanner will display at the correct location when docked at a space station
  • Crafting completion confirmation prompt will now be spaced correctly for longer titles
  • Tunneling creatures will no longer show their nameplates or quest targets when tunneling
  • Scanner Anomalies can now be a landing target while piloting a ship in orbit
Audio
  • Increased center channel audio usage for surround sound setups
  • Addressed an issue that could cause power allocation audio to play repeatedly while the engine system is damaged with one power allocated
  • Ecliptic Mercenary voices now use the same filtering in all languages

Basically a bunch of bug fixes, but I am going to laugh if the new new lighting changes they implement break photo mode that they just fixed last month after the first new lighting changes were added.

I'm mostly posting this to laugh at the people on reddit who were sure that this "big update" before the expansion would be some huge POI overhaul that would save the base game.

Although I did recently see a discussion where they are questioning why there ever was a Colony War when they seemingly don't use their own planets that much, let alone the 1000 other planets in all the other systems Bethesda felt was necessary. So some of them are waking up.
 
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