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

How do you think Starfield will turn out?


  • Total voters
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I'm skeptical of the gameplay loop.

They touted "1000 planets." Skyrim had 343 discoverable places and Fallout 4 had 412 locations. That means this game would be more than the size of their last 2 games. These discoverable places though were mostly bandit camps and abandoned areas or caves. Are you telling me that these planets are now individual maps? Like one planet is the shop planet and the next is the random planet for some loot and so on. If not and there are like 10 things per planet (and God forbid, stuff in space to dock and explore), shit is going to be copypasted to levels it would make Ubisoft blush.

If anyone thinks that this will have 1000 explorable planets worth a shit, you are buying the sweet little lies again.
 
You say that but paid mods and console mods have damaged modding to an extreme degree. A lot of the heavy lifters(script extenders, etc) are no longer involved in the community and have turned away directly because those things. Plus you need to add all the people who are now employed by game studios and are under contract not to be involved. The Racemenu guy works at EA now.
SKSE and RaceMenu got updated for Anniversary Edition, so I can only assume the RaceMenu thing is recent news. Paid mods and console mods are extremely old news and pretty definitively didn't affect modding that much, hell the Nexus mod deletion spat affected modding much more than paid mods and console mods did.

IDK if this has been posted/reposted, but this archived 4chan link that I found on reddit with some title saying that it confirmed what was revealed today might be relevant to those who want to know more.
The plot sounds extremely fucking stupid, holy shit. Bethesda really can't make good main quests. And yep, I was right. Based on that post, no flying ships in atmosphere.
 
IDK if this has been posted/reposted, but this archived 4chan link that I found on reddit with some title saying that it confirmed what was revealed today might be relevant to those who want to know more.
>There is a cult faction who believe that Jesus/God came from the stars and are looking for his real birthplace. You can join them.
Is the writer of this plotline Mormon?
 
Took a peek over on the Star Citizen reddit page and oh boy they're freaking on about this, say what you want about Todd but atleast he delievers the goods, what the fuck has Chris Roberts deliever all these years?
I like how the Starfield presentation started with a robot and the player getting out of the ship without everything blowing up.
 
It's laughable that anyone's supposed to be impressed by the "1000 planets", or any other open-world game with yet another bland largest map ever. Who gives a shit?
 
I'm skeptical of the gameplay loop.

They touted "1000 planets." Skyrim had 343 discoverable places and Fallout 4 had 412 locations. That means this game would be more than the size of their last 2 games. These discoverable places though were mostly bandit camps and abandoned areas or caves. Are you telling me that these planets are now individual maps? Like one planet is the shop planet and the next is the random planet for some loot and so on. If not and there are like 10 things per planet (and God forbid, stuff in space to dock and explore), shit is going to be copypasted to levels it would make Ubisoft blush.

If anyone thinks that this will have 1000 explorable planets worth a shit, you are buying the sweet little lies again.
I think it's far more likely that most of the gameplay / story will be centered in just handcrafted planets, those being hubs and such. With the rest being procedurally generated resource dumps like No Mans Sky. Maybe including some handcrafted areas plopped into that procedural shit in a kinda weird way.

Basically the natural end point of Bethesda's dungeon boner.

Might be a little :optimistic: but it's a guess. For all I know they might be even more empty than launch NMS.
 
I'm skeptical of the gameplay loop.

They touted "1000 planets." Skyrim had 343 discoverable places and Fallout 4 had 412 locations. That means this game would be more than the size of their last 2 games. These discoverable places though were mostly bandit camps and abandoned areas or caves. Are you telling me that these planets are now individual maps? Like one planet is the shop planet and the next is the random planet for some loot and so on. If not and there are like 10 things per planet (and God forbid, stuff in space to dock and explore), shit is going to be copypasted to levels it would make Ubisoft blush.

If anyone thinks that this will have 1000 explorable planets worth a shit, you are buying the sweet little lies again.
Well Todd promised there will be 200 endings for Fallout 3.
 
I suspect some of those 1000 planets are gas giants with no way to land on them, and others are tiny barren rocks. You have to find which planets have interesting stuff on them. The empty ones will get stuff put on them in dlc.
 
Seems like Twitter is shiting all over this
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Fallout 76: Space Edition! Fork over $70 for a buggy mess made in an engine likely older than you are!
Creation Engine 2 isn't the same engine, it's a heavily derived fork. There's a lot of things in here incapable of being in the past iterations of the engine. Now how much left over code is still in the game, who honestly knows at this point. The entire point of modifying an engine is to get things such as features and the core gameplay to work for your game you're creating. All of the bugs and issues of a typical Bethesda game are the faults of Bethesda and its why many mod bug patches come out fixing all the woes of a typical Bethesda game.
 
SKSE and RaceMenu got updated for Anniversary Edition, so I can only assume the RaceMenu thing is recent news. Paid mods and console mods are extremely old news and pretty definitively didn't affect modding that much, hell the Nexus mod deletion spat affected modding much more than paid mods and console mods did.
There is a difference between porting the existing code to another version of a same game and actually implementing it for a new game. AE is special edition with all the paid mods included. All that was really needed was hunting for the new memory locations, that was done every time they forced a mod marketplace update. RaceMenu was then trivial to port to AE as it uses skse.

I'm not saying it's impossible that modding rebounds after the disaster that was Fallout4. I just know multiple people with 10k+ hours in the CK and they have fully soured on Bethesda game modding. It isn't unicorns and rainbows anymore.

A factoid of sorts: the reason why the scriping in bethesda games is so buggy is because artists and scene designers wrote the majority of them with minimal support. There are core scripts which have comments within about the author not fully understanding what certain things do. This is why the settlements system had to be rewritten by the SimSettlements guy and why a majority of the skyrim systems have been rewritten.
 
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