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Tankbuster posted:the game is less interested in doing political analysis than it is in doing woowoo stuff in a sci-fi skin. Tbh bethesda has generally been better at the latter than the former. That's totally fine, if the dlc makes the proc gen system better and adds storylines that go in a more event horizon direction than a star trek direction, and is free, that would be a big improvement infernal machines posted:Again, I point to "unnamed crew members who are unused are deleted from the universe". A disposable workforce. Does it actually mention anywhere in the game that they're supposed to go away after a while if you don't assign them, or does it really seem to be a bug? They're never very good anyway Inspector Hound fucked around with this message at 21:12 on Dec 23, 2023 |
# ? Dec 23, 2023 21:09 |
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# ? Jun 10, 2024 07:47 |
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You get a corresponding tutorial message when you recruit unnamed crew so it seems to be intended (they probably don't want to have to keep track of potentially infinite actors).
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# ? Dec 23, 2023 21:16 |
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orcane posted:You get a corresponding tutorial message when you recruit unnamed crew so it seems to be intended (they probably don't want to have to keep track of potentially infinite actors). Infinite actors? No Infinite half-eaten sandwiches? Yes
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# ? Dec 23, 2023 23:25 |
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Sites like Forbes should not review videogames.
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# ? Dec 24, 2023 02:11 |
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Some fresh gamer poop has dropped: (mans1ay3r has dropped a new video) https://www.youtube.com/watch?v=_bW3I9MQyvg
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# ? Dec 24, 2023 02:59 |
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Such painful wasted potential in this game. I wanted to love it, did love a few parts (3-4 good storylines that everybody else liked). Ship building is everything i wanted and more, i love that in space you can see your crew walking around in the ship. I love that you can not only walk around in the ship while flying, but add custom window locations. This, added to the fallout mechanics, should have been all i wanted in a game ever. Ng+ is a great way to get the missed content in later fun throughs. Then they tried to be Elite and failed, instead of trying to take all their content and saying it was in 2 solar systems. Then they tried to be NMS and failed, faceplanting hard trying to pretend they had more than 4 live planets of content, and maybe 10 dead planets, and cataloging it was worth more than 20 minutes of play. Base building so shameful, after the perfect ship building. People are right that there aren't enough conversation options that are different or interesting, too.
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# ? Dec 24, 2023 08:39 |
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https://twitter.com/ShitpostRock/status/1739212636691349731?t=Ec9EILlIyjFTNI2JVq_jEw&s=19
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# ? Dec 25, 2023 13:32 |
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lol the grandma
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# ? Dec 25, 2023 13:53 |
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E: nvm the source was a speculative post on reddit
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# ? Dec 25, 2023 15:38 |
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what did you post?
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# ? Dec 25, 2023 23:41 |
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A reddit poster said that the story of the shattered space dlc is going to be focused on house varuun and a second serpents crusade. This is based on some in game graffiti afaict
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# ? Dec 25, 2023 23:51 |
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Anime Schoolgirl posted:this procgen stuff was definitely a trial for a possible return to the to a daggerfall-esque procgen model for TES6 since that game is basically a direct sequel to daggerfall I've been noodling around in Daggerfall Unity lately and honestly, if they just gave me a procgen sandbox with a sufficient number of quest variables I'd probably be happier with TES6 than whatever story Bethesda cooks up for it. Most of what makes TES games fun is the "go here, kill dudes, take and sell their stuff" loop anyway. Go whole hog on that, maybe make the overworld cells able to procgen one of a few dozen overworld set piece encounters like necromancers or bandits or whatever. I'm pretty confident that game would sell like hot cakes.
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# ? Dec 26, 2023 00:20 |
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Bethesda should run away screaming from proc gen after the reaction to Starfield.
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# ? Dec 26, 2023 00:44 |
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NeurosisHead posted:I've been noodling around in Daggerfall Unity lately and honestly, if they just gave me a procgen sandbox with a sufficient number of quest variables I'd probably be happier with TES6 than whatever story Bethesda cooks up for it. Most of what makes TES games fun is the "go here, kill dudes, take and sell their stuff" loop anyway. Go whole hog on that, maybe make the overworld cells able to procgen one of a few dozen overworld set piece encounters like necromancers or bandits or whatever. I'm pretty confident that game would sell like hot cakes. This would loving suck lol
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# ? Dec 26, 2023 00:50 |
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Flowing Thot posted:Bethesda should run away screaming from proc gen after the reaction to Starfield. Procgen is a tool like anything else. Most of the trees and rocks and foliage in previous games were placed with procedural generation and nobody batted an eye. I wonder if they had more ambitious plans to have full scale dungeons that were procedurally generated but it didn't pan out and they had to scramble to make the static POIs we have now.
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# ? Dec 26, 2023 00:55 |
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Tiny Timbs posted:This would loving suck lol That might not be great, but they really did the bare minimum with procedural quests and locations in Starfield. It wouldn't suddenly make it a great game, but some intelligent randomization of the bases and a little more flavor (think of something like encounters in FTL) would've gone a long way I think.
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# ? Dec 26, 2023 00:59 |
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I mean the thing is did anyone but the 100% completionist freaks actually go to all the dungeons and locations in Skyrim? Like they don't need to do some this is games going to have a map 8X larger than fallout 76 or whatever. Fallout 4 had a fine map size, just have a map that size and have the larger team make everything more unique and immersive. Don't need giant cities, just have the NPC react more to stuff the players done and quest lines. A smaller more lived in feeling world is far better than a super large dead feeling one. While the writing let down a lot of skyrim and fallout 4 the locations usally did look pretty nice. The dungons were really the only part that too me sometimes felt a bit repetitive, maybe only having 1/2 the amount and spending more time on making each of them feel like a unique special location you really want to explore, rather than just a place with generic enemies you go through just to get to the loot box at the end or whatever.
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# ? Dec 26, 2023 01:02 |
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If you bounce around for long enough in the same playthrough in Skyrim you'll probably hit most or all of the caves just looking for stuff to keep leveling up; I think the point of the random quest system was to get you to check it all out eventually e radial? Radical
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# ? Dec 26, 2023 01:08 |
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Rinkles posted:That might not be great, but they really did the bare minimum with procedural quests and locations in Starfield. It wouldn't suddenly make it a great game, but some intelligent randomization of the bases and a little more flavor (think of something like encounters in FTL) would've gone a long way I think. Yeah it’s just like, I know storytelling and writing isn’t necessarily BGS’ strong suit but paring it down even more to deliver “[Bert the Elder] wants you to [kill] [11] [crabs] near [abandoned mine]” isn’t going in the right direction. Starfield has the good stuff in it. It has clever little stories, quests, and encounters. It needed more, which they didn’t get to do, and it needed oversight to tie things together into interesting world building, which they didn’t do.
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# ? Dec 26, 2023 01:15 |
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Inspector Hound posted:If you bounce around for long enough in the same playthrough in Skyrim you'll probably hit most or all of the caves just looking for stuff to keep leveling up; I think the point of the random quest system was to get you to check it all out eventually Stuff respawns so fast in Skyrim that hunting down new caves to loot wasn't really necessary anyways (and half the skills didn't need a hostile opponent to grind). Radiant quests could sometimes point you somewhere new but in my experience didn't do it enough to make that reliable, it was mostly a way to let you continue your faction roleplay after you've finished their quest line.
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# ? Dec 26, 2023 01:19 |
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yea radiant quests prioritizing undiscovered locations seems like a real no-brainer. I guess nobody at BGS has a brain
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# ? Dec 26, 2023 01:27 |
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dr_rat posted:I mean the thing is did anyone but the 100% completionist freaks actually go to all the dungeons and locations in Skyrim? Like they don't need to do some this is games going to have a map 8X larger than fallout 76 or whatever. Fallout 4 had a fine map size, just have a map that size and have the larger team make everything more unique and immersive. Don't need giant cities, just have the NPC react more to stuff the players done and quest lines. A smaller more lived in feeling world is far better than a super large dead feeling one. I wonder if bragging about huge map sizes is going to go the way of bragging about graphics. We're past the point of diminishing returns in my opinion, it's not really impressive any more unless you've got something else to back it up
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# ? Dec 26, 2023 01:42 |
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If you want Daggerfall 2, Light No Fire may be just the thing.
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# ? Dec 26, 2023 01:44 |
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DarkHorse posted:I wonder if bragging about huge map sizes is going to go the way of bragging about graphics. We're past the point of diminishing returns in my opinion, it's not really impressive any more unless you've got something else to back it up I'm banging on the screen yelling "crowd sizes" but no one is listening
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# ? Dec 26, 2023 01:48 |
hawowanlawow posted:yea radiant quests prioritizing undiscovered locations seems like a real no-brainer. I guess nobody at BGS has a brain Skyrim radiant quests were not great, but they did genuinely send me to the occasional location I missed or overlooked. Fallout 4 though, I think they programmed it to specifically send you right back to areas you just cleared out, just with enemies respawned. Made exploring on your own feel counter productive since you'd just get sent there anyway to reread.
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# ? Dec 26, 2023 01:50 |
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Khanstant posted:Skyrim radiant quests were not great, but they did genuinely send me to the occasional location I missed or overlooked. Fallout 4 though, I think they programmed it to specifically send you right back to areas you just cleared out, just with enemies respawned. Made exploring on your own feel counter productive since you'd just get sent there anyway to reread. The nemesis system from shadows of Mordor might be neat (note that I have not actually played SoM)
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# ? Dec 26, 2023 03:39 |
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isndl posted:Procgen is a tool like anything else. Most of the trees and rocks and foliage in previous games were placed with procedural generation and nobody batted an eye. That's not what I mean and you know it.
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# ? Dec 26, 2023 04:01 |
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DarkHorse posted:The nemesis system from shadows of Mordor might be neat (note that I have not actually played SoM) Shadow of Mordor and its sequel Shadow of War are two of my favorite ps4 games, they have excellent combat, the nemesis system works great and can surprise you sometimes, they're like Assassin's Creed meets Arkham (another series that's just the bees knees). It would work great in a game like Starfield-- that bounty you took down an hour ago? He managed to survive, and he's back for revenge. Adoring Fan betraying you would be an actual game of the year moment
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# ? Dec 26, 2023 04:16 |
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I feel like wishing for a Bethesda game to have the nemesis system is a bit of a monkey's paw because part of the reason it worked in the Mordor games was the combat gameplay loop was really good in a vaccuum and nearly every skill point was about adding and improving combat abilities, so having some enemies that show up that are immune to one ability but weak to others meant you had a reason to actually switch things up, even if you were leaning on some specific combat flows normally. Starfield's combat and difficulty scaling (on foot, anyways) begins and ends with "shoot them in the face" and "the hard ones have more health" with nearly every skill point and ability just being "do more damage" or "interrupt your opponent's damage", so what would the nemesis system even look like, "your bounty hunter has returned and they're immune to shotguns now"? Starfield already feels like a weird spliced game that's got one foot in "fun FPS RPG with a good story" and the other in "expansive exploration base-builder", where they didn't commit fully to either and the result is literally half of each split down the middle, so I don't think adding more random features would help without revisiting how they decided to do combat from first principles
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# ? Dec 26, 2023 06:42 |
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dr_rat posted:I mean the thing is did anyone but the 100% completionist freaks actually go to all the dungeons and locations in Skyrim? Like they don't need to do some this is games going to have a map 8X larger than fallout 76 or whatever. Fallout 4 had a fine map size, just have a map that size and have the larger team make everything more unique and immersive. Don't need giant cities, just have the NPC react more to stuff the players done and quest lines. A smaller more lived in feeling world is far better than a super large dead feeling one. Their fallout/skyrim dungeons are unique. They largely had two out of three tilesets for the most part - either skellington barrow/icky mucus/dorf fort. Inspector Hound posted:If you bounce around for long enough in the same playthrough in Skyrim you'll probably hit most or all of the caves just looking for stuff to keep leveling up; I think the point of the random quest system was to get you to check it all out eventually The best radiant quests were the thieves guild one because they had been designed with proper constraints, led you to places that you otherwise wouldn't go, were integrated very well into the story and led to bespoke story missions.
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# ? Dec 26, 2023 07:04 |
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DarkHorse posted:The nemesis system from shadows of Mordor might be neat (note that I have not actually played SoM) Didn't they manage to lock that behind copyright? I remember that being talked about around that time, and haven't really seen any copy cats since.
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# ? Dec 26, 2023 09:26 |
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Ursine Catastrophe posted:I feel like wishing for a Bethesda game to have the nemesis system is a bit of a monkey's paw because part of the reason it worked in the Mordor games was the combat gameplay loop was really good in a vaccuum and... Stealth archer was overpowered but the other reason to go for it every time is that melee combat is terrible. Going at someone with a sword felt like beating a mannequin with a plastic bat. At least in Skyrim you got a kill-cam. You didn't even get that in Oblivion. Your were rewarded with an akward ragdoll after getting them to say "Oof!" and " Nya Arrrrg!" enough times. The Morder games are a little dated themselves being Batman combat, but years beyond what Elder Scrolls calls a fight. I really want to know how ES6 is going to handle that. I can't imagine it being that same thing when it comes out in 2027 or so. It just can"t be.
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# ? Dec 26, 2023 13:53 |
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Ursine Catastrophe posted:I feel like wishing for a Bethesda game to have the nemesis system is a bit of a monkey's paw because part of the reason it worked in the Mordor games was the combat gameplay loop was really good in a vaccuum and nearly every skill point was about adding and improving combat abilities, so having some enemies that show up that are immune to one ability but weak to others meant you had a reason to actually switch things up, even if you were leaning on some specific combat flows normally. Starfield's combat and difficulty scaling (on foot, anyways) begins and ends with "shoot them in the face" and "the hard ones have more health" with nearly every skill point and ability just being "do more damage" or "interrupt your opponent's damage", so what would the nemesis system even look like, "your bounty hunter has returned and they're immune to shotguns now"? I think people also forget that the entire Mordor games were built around the Nemesis system (and the first one by accident). It's not something you can just plug in to another game to make it better, if you take the Nemesis system out of Shadow of War there isn't any game left.
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# ? Dec 26, 2023 14:25 |
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Alchenar posted:I think people also forget that the entire Mordor games were built around the Nemesis system (and the first one by accident). It's not something you can just plug in to another game to make it better, if you take the Nemesis system out of Shadow of War there isn't any game left. It literally did get plugged into Skyrim in a really cool way https://www.nexusmods.com/skyrimspecialedition/mods/65136
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# ? Dec 26, 2023 15:04 |
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Tiny Timbs posted:It literally did get plugged into Skyrim in a really cool way Sorry I should rephrase; it'll absolutely make an already good game better, it won't do anything to fix a fundamentally boring game.
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# ? Dec 26, 2023 15:07 |
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Can’t argue with that
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# ? Dec 26, 2023 15:17 |
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Flubby posted:Stealth archer was overpowered but the other reason to go for it every time is that melee combat is terrible. Going at someone with a sword felt like beating a mannequin with a plastic bat. At least in Skyrim you got a kill-cam. You didn't even get that in Oblivion. Your were rewarded with an akward ragdoll after getting them to say "Oof!" and " Nya Arrrrg!" enough times. The Morder games are a little dated themselves being Batman combat, but years beyond what Elder Scrolls calls a fight. I really want to know how ES6 is going to handle that. I can't imagine it being that same thing when it comes out in 2027 or so. It just can"t be. Ha! Of course it's going to be almost the same exact combat system as Skyrim with maybe a few things tweaked or made even simpler. Hoping for something different from Bethesda is just silly. They're the McDonald's of game studios. No matter how much advertising or spin they put on it, a McDeluxe is just a quarter pounder with mayo and lettuce on it.
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# ? Dec 26, 2023 23:11 |
DarkHorse posted:The nemesis system from shadows of Mordor might be neat (note that I have not actually played SoM) Yeah, TED is absolutely a world where that system could work. Don't think Bethesda could quite handle it even if they did get the rights, and they have never even tried to figure out how to make combat fun, but the system itself could add a ton to the experience.
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# ? Dec 26, 2023 23:40 |
Edit oh you clarified right after
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# ? Dec 26, 2023 23:43 |
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# ? Jun 10, 2024 07:47 |
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The danger for Bethesda really is Avowed. That game doesn't even have to end up being good, it just has to land with core combat gameplay that does something imaginative and different that exposes Bethesda a bit and they'll struggle to keep people's attention for TES6.
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# ? Dec 27, 2023 00:18 |