51 hours in. I will say that the game does have some redeeming qualities here and there, particularly the music and sound design. Inon Zur's soundtrack is excellent. The gun sounds and environmental sound effects are fantastic. Ship engines sound powerful, and the takeoff and landing sequence, despite its repetitiveness, never really gets old because of it. Hell, even the doors inside ships sound cool and have neat animations where they split and fold into the overhead.
- ship builder is neat, saving money up money to do cool designs
- outpost building is here if you are into that I guess.
I built a monster of a ship. I was disappointed that the largest you could build ships in this game was 40 meters in any dimension. Understandable, due to the limitations of the landing pads in the game, but still. I'm used to playing Starmade and Space Engineers and building ships out of thousands or even millions of blocks that are hundreds of meters long (I once built a ship in Starmade that was 900+ meters long and 14 million blocks), and this business of snapping prefabs together is definitely a downgrade from that.
Starfield snaps ship habs together with corridors and ladders and it can be a chore to try and get it to make an auto-layout that isn't utterly schizophrenic with the ladders. If the ships were any larger than this, they'd be mazes and impossible to navigate.
The UI has some things that are just plain inexplicable. For instance, why is there no "Build New Ship" button? In order to build a custom ship, you must first buy or steal and register one to use as a mere token to enter the ship builder, and then delete all the parts. Very irritating.
The UI in general in this game has too much unpleasant tabbing back and forth through bullshit console-ized radial menus. Also, ship targeting is bound to the context-sensitive action button, which is extremely retarded, and if you hold it down too long, you will stand up from your seat mid-dogfight. Unbelievable.
Direct comparison to X4, which was made by 6 Germans in a basement, all of this is done in real time. Cannot fathom who at bethsoft thought this was good design. I've seen a lot of cope about how this is an RPG, and not a space sim, but man it feels bad and very lazy.
It would be nice if they added space station building in a DLC, and an actual economy with fluctuating prices. Then it would literally
be X, in some small way.
Banning modders from removing their mods
They just did that because they wanted to implement an instant mod compilation install feature in Vortex, and they didn't want modders to break the "Collections" by removing their mods from the site. Selfish of them, but also understandable.
I have now just entered a straight up repeated dungeon. As in the exact same thing as a previous 'abandoned mining outpost'. Nothing changed, same enemy locations as well, so much for even unique dungeons. This is part of the main quest even, and its the same dungeon as a prior main quest location as well.
Just like Empyrion: Galactic Survival. There are a limited number of hand-built POIs and they're just randomly generated on the map in different positions wherever you land. It's not true procedural generation of buildings or anything like that.
The game allowed me to break into a ship that had landed, a ship worth nearly seven figures with retardedly huge cargo space, and steal it while the owner was in its bathroom taking a dump.
I don't care what anyone says about Bethesda games, this sort of unscripted, dumb fun is why I play them.
I boarded a landed Ecliptic ship and it took off into orbit right after I entered it. I went up to the cockpit, threw in a grenade and then swept up the survivors with
an old Mossberg. Unfortunately, I'd forgotten that I'd taken a quest to carry passengers to Freestar space. So now, I had three farmers sitting around in the cockpit of a ship I'd just stolen, right next to the bodies of the Ecliptic mercs I'd just killed. None of them commented on the corpses at their feet, and they happily paid their fare for the Space Uber. Top-tier Bethesda shenanigans.
He said Starfield is a loading screen simulator and isn't really open world.
Engine limitations. This shit is still running on the Morrowind Engine/NetImmerse Gamebryo (a.k.a. Creation Engine, which is a code fork of Gamebryo with expanded features and a fancy renderer). Everything in these games is broken down into cells, and having an arbitrarily large, topologically correct sphere world, like Kerbal Space Program or Star Citizen, is probably well beyond what this engine can handle. However, since this is still basically Gamebryo, that means it will still have all the advantages of that engine, such as the piss-easy content authoring, where anyone with a 3D modeling program and a .nif exporter can shove their asset into the game in a matter of minutes.
People's reactions to Starfield are very, very similar to the way people reacted to Fallout 3, Skyrim, Fallout 4, et cetera, when they originally came out. When those games launched, they were buggy piles of shit, and the community was like, "Thanks for this turd in a brown paper bag, Bethesda", but everyone just gobbled Todd's turd anyway. "Hmm, let me just take one more bite. One more. I'm not sure yet if this is a turd." And then, years later, after installing all the community-provided bug fixes, texture packs, titty mods, armor, weapons, quest packs, houses, and other stuff people made for free, they were like, "Skyrim has always been amazing." No, it hasn't. Uninstall all your Skyrim mods and your ENB and take a walk around that miserable world with the blue cast over everything and the characters with parsnips for faces. Skyrim was always shit. It took a herculean effort from volunteers to make the game playable. I anticipate that the same thing will happen here.