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

  • Want to keep track of this thread?
    Accounts can bookmark posts, watch threads for updates, and jump back to where you stopped reading.
    Create account

How do you think Starfield will turn out?


  • Total voters
    1,007
It is absolutely a post-apocalypse, and the game’s writing is coy and evasive about that fact. It suffers from the typical Fallout shit of there being way more criminals than marks, depicts a very sparse human population, and doesn’t make any logistical sense at all. Why haven’t the UC or FC gone around demolishing and salvaging all these old outposts? Why are there so many of them in the first place, and so far from actual conflict zones? You’re supposed to be an explorer, setting foot on planets where no one has ever been, and most of the planets in the game have not only already been visited by humanity, they are covered in military outposts taken over by pirates, just to give you something to shoot at. There was an interesting concept here, but it feels like they made a completely different game from what they intended, just to appease ADHD kids who complain if they don’t get into a gun battle every five minutes.
It's insane how we are supposed to be explorers but damn near all the planets you go to (Maybe all?) are littered with signs of human activity.
 
It's insane how we are supposed to be explorers but damn near all the planets you go to (Maybe all?) are littered with signs of human activity.
Well, in lore Constellation are seen as a joke because they're space explorers that haven't actually found anything new in years. Could the game be telling us something?
You know, the lack of exploration turns me off much more than the lack of polish, wokeness, bad writing or essential NPCs everywhere. You can't make a game where you have a load zone every few seconds, or one where you can't even land on a planet you also cannot explore. If they lacked the resources or Gamebryo couldn't handle it, they should have scrapped the game and done something else.
I think this obvious marketing lie hurts more than anything.
 
High security dung pile encountered in the wild
View attachment 5406980
Just give me the magic lock pick that just about every other Bethesda game has. I'd love to know the dev story of how they wound up with such a horrificly implemented, poorly scaling, time consuming system this time around. The payoffs for lock picking are wildly uneven most of the time but I get good loot often enough that it is annoying to ignore chests when I start to get lockpick fatigue.
There's a mod that'll run a console command to make the digipick minigame extremely easy. Not a full skip, but it's easier than stock.
 
If you can't have a full out evil playthrough then you've failed as an RPG.

Also money makes no sense. On one hand bribes are considered exorbitant at 2-5k credits but a ship costs 400k. The economy has no sense of proper scale IMO

Economy in games have never been their forte. In TES, its always just gold gold and more gold with little variation. In Fallout 3/4/76, its caps but its not explained what backs the caps as a currency (F1 explained the water merchants backed up the currency. F2 used golden coins backed by an actual gold reserve and NV may have brought caps back but it did have an in universe explanation for it while also bringing other currencies with different values...of course the Legion one was worth more cuz it wasnt a fiat currency by that point, lol). Its just something you gotta roll with it in Bethesda games and make up your own headcanon.

I didnt expect them to have Starfield be any different
 
Parvati is an Indian name, I'm pretty sure she was supposed to be Indian, not a nigger
her voice actress being a mix of asian and white helps confirm that. Which brings up another reason she's a qt3.14 imagine taking the lady from HAWP back in the early youtube days as your sidekick in space. Where she has to do what you say because of the implication
 
her voice actress being a mix of asian and white helps confirm that. Which brings up another reason she's a qt3.14 imagine taking the lady from HAWP back in the early youtube days as your sidekick in space. Where she has to do what you say because of the implication
Had to look up HAWP; holy shit, Anthony was even cucked out of a Wikipedia article!
 
By far the thing that rubbed me the wrong way the most is the reddit snarky "ironic" Marvel quippy dialogue that every fucking npc has. It's really bad, almost Borderlands tier.

This is so weird because I'm replaying Skyrim right now and it's a pretty somber game. Fallout 3 and 4 are also pretty serious in tone.

I don't understand why it's been dialed up 200% here. Did all the boomer and gen x writers finally die/retire and millennials are now in charge?
 
This is so weird because I'm replaying Skyrim right now and it's a pretty somber game. Fallout 3 and 4 are also pretty serious in tone.
Bethesda hired modders to write NPC dialogue and it shows. The 3DNPC author in particular, who admittedly wrote some good stuff (and a LOT of shit stuff too) got picked up and he is your typical soy swilling lefty marvel faggot. It's also why every NPC has piles of dialogue about nothing and feel compelled to spill their whole lives out for you almost unprompted.

If I was Bethesda I would have hired Someguy2000 to write my NPCs but he would have caused every faggot on the internet to lose their minds. Would have been glorious.
 
Bethesda hired modders to write NPC dialogue and it shows. The 3DNPC author in particular, who admittedly wrote some good stuff (and a LOT of shit stuff too) got picked up and he is your typical soy swilling lefty marvel faggot. It's also why every NPC has piles of dialogue about nothing and feel compelled to spill their whole lives out for you almost unprompted.

If I was Bethesda I would have hired Someguy2000 to write my NPCs but he would have caused every faggot on the internet to lose their minds. Would have been glorious.
Someguy2000, Th3Overseer, Vicn (Vigilant quest mod dev) any of these would have been a better hire than the fucking Interesting NPCs guy if they wanted someone who could write interesting characters.

Someguy and Th3Overseer are probably too edgy and Vicn can't speak or write English though.
 
This game makes so many bizarre design decisions, and I WILL cry about them:
  • Why place the ancient, newly discovered artefact sites right next to established settlements?
  • The way the module door logic within ships works creates instant mazes, I just want to build a comfy little corvette.
  • The amount of very very basic fetch quests is insulting, having a complete side quest be 70% loading screens isn't respecting my time.
    You being sent to Neon to fetch a cocktail plays out the following way: 3 lines of dialogue, undock(load), jump to Neon(load), enter the shop(load), buy the drink, leave shop(load), jump back(load), dock(load), another 3 lines of dialogue.
  • There is apparently no method of compensating the issue of generating the same random location multiple times right after each other.
    This was my breaking point, getting the same Abandoned UC Listening Post 3 times back to back. Same enemies, same layout.
  • For the outpost mechanics they took the Fallout 4 settlement system and removed everything remotely interesting. People placed in them do nothing besides slight stat bonuses and the new building options are far to simplified. Building settlements in space and having people use them seemed interesting and they should have taken some ideas from mods like Sim Settlement. Give us a reason to stop by besides collecting our gathered resources.
  • Space is vast and empty, the game plays it's hand very quickly when it comes to space encounters, some are marked on the map at the start,
    and some are random radiant quests (help x fight off y...). After getting the same gravity on gravity off cargo ship dungeon twice it loses the gimmicks appeal real quick.
  • A big one for me is the way the game handles the story. We get presented with a lot of interesting ideas and events with no meat on the bone.
    It very often feels like a story drive-by, with the player being there as either and errand boy or a walking camera unable to really affect anything, or creatively choose a path for ourselfes.
    The worst offender for me is the quest where you have to steal an artefact from an eccentric scavenger captain, you have this really well designed ship full of antique objects with this really unique character. You can talk to the crew, pay some to find out ways to the vault, sweettalk the captain and so on. It presents multiple options to solve this quest but they all lead to the same point, violence. You need the captain to open the artefacts container, you can either take his tour around the ship and then beat him up, or just kill everything on the ship, stealth or using the info you bought from his men will lead to a fight either way.
    It sucks having these interesting places and characters and not letting us think of ways to solve an issue besides kill or persuasion.
    The whole Starborn and Space Magic stuff is to me really uninteresting we get enough info to be confused but not enough to be hooked. The idea of the Hunter and Emissary being people from multiple different universes but playing the same role over and over again whilst they fight each other alongside whoever has artefacts feels so unnecessary.
    There are no aliens, but there are, but they are humans, but there were(?) ancient aliens who built unity and the artefact. We also have AI and a snake worshiping religion that fucked off some time ago that seems technologically superior to the rest of the galaxy but they feel like red herrings at best.
    The absolute highpoint was the abandoned NASA station, knowing that earth is inhospitable and then finding out why and how was far more interesting than this Marvel multiverse fluff.
  • Main and side characters feel bland and not well thought out, the best are probably Sam, Andreja and Stoud. With most others being one dimensional at best.
  • Combat is fighting the same 4-5 different types of humans or 2 different robots with alternate paint-schemes. Zero G combat is neat though.
 
Why place the ancient, newly discovered artefact sites right next to established settlements?
It is *very* obvious at this point that fuel and grave drive jump distance played such a more important role at some point, and they completely scrapped it to make everything move at lightspeed so I'm sure that they made it so all artifacts spawn near the established settlements to further this.

It's really weird, too, cause there is dialog in the game at one point where Vlad says something to the effect of "You better be ready, the rest of these artifacts are in deep space" or something, and then they just aren't. In fact, I'm pretty sure in my second playthrough seed I had two artifacts pop up in the same system. The only one that ends up being in Deep Space is the final one for the final fight, and it's not even in *deep* space, just like a little bit further than normal so that you MIGHT need a Grav Drive upgrade or poitns in one of the skills.

It honestly makes me wonder if it was a Microsoft mandate or something. Todd Howard did seem a bit apprehensive/dissappointing in the interviews where he admitted they scrapped fuel consumption and stuff.
 
I started the Ryujin questline and completely forgot that I did the FreeStar mission related to Hope earlier. As soon as I entered the building they started shooting at me. I looked on the Internet and apparently if you only kill those who shoot at you, you're fine. Great job Bethesda.

Also what the fuck is that?

BTW thank you AMD ReLive for fucking up the audio recording at the end. Very nice.
 
Finished the Freestar Ranger quest last night and.. wow, what the FUCK happened there. Did I miss some deep lore that made any of the bad guys motives' make sense? Like I get what they were going for, a mash up of Firefly's setting and a western story about industrialists and confederate hold outs but fuck they fumbled it. UC wanted to do Aliens and succeed in giving me a minigun, a squad of Space Marines and a robot who had Asimov's laws replaced with 'Suffer not the xeno to live'. The FC? Jesus. Was the FC originally supposed to lose the war but the script ended up being a little too Lost Cause-y?
 
And that went through the same complaints of a smaller world and dumbing down the experience compared to its forebear.

In twenty years it'll be Starfield's turn for nostalgia.
Yeah I'm sure everyone will remember the awesome soundtrack like Morrowind....oh wait....or the ability to cross the map without loading screens every five minutes....oh wait....I could go on but Starfield couldn't hold any of the TES games jock. At best it's marginally better than FO76
 
High security dung pile encountered in the wild
View attachment 5406980
Just give me the magic lock pick that just about every other Bethesda game has. I'd love to know the dev story of how they wound up with such a horrificly implemented, poorly scaling, time consuming system this time around. The payoffs for lock picking are wildly uneven most of the time but I get good loot often enough that it is annoying to ignore chests when I start to get lockpick fatigue.
I hate the digipick system. It's not fun to waste digipicks on a locked crate because the game decided to not give me the right symbols.
At least in The Outer Worlds the system is simple, you press a button and it's done.
 
I hate the digipick system. It's not fun to waste digipicks on a locked crate because the game decided to not give me the right symbols.
At least in The Outer Worlds the system is simple, you press a button and it's done.
It does give you the required symbols, you just have to click on the symbol you want to use on the right. It's extremely bad UX since I didn't even know you could click and switch the shape until near the end of the game because of how the UI is designed, so the entire time before that I was trying to solve them using the shapes in the order it auto selected and failing a lot of the time.
 
Back
Top Bottom