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CLAM DOWN
Feb 13, 2007




I like spaceships and can't wait to fly this one!!!!!

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NoNotTheMindProbe
Aug 9, 2010
pony porn was here
Does Starfield have a river though?

steinrokkan
Apr 2, 2011



Soiled Meat

NoNotTheMindProbe posted:

Does Starfield have a river though?

It probably doesn't have anything that would meet the full list of arbitrary criteria of what constitutes a real River in the minds of goal post moving Star citizens. But then, nothing does

Kegluneq
Feb 18, 2011

Mr President, the physical reality of Prime Minister Corbyn is beyond your range of apprehension. If you'll just put on these PINKOVISION glasses...

NoNotTheMindProbe posted:

Does Starfield have a river though?

Unironically the thing I'd be most excited to see, assuming it is proc gen and responds to variable weather conditions (and even more so if terrain deformation is actually a thing in this).

Edit:

steinrokkan posted:

It probably doesn't have anything that would meet the full list of arbitrary criteria of what constitutes a real River in the minds of goal post moving Star citizens. But then, nothing does
Excuse me I'm a goalpost moving NMS player

John F Bennett
Jan 30, 2013

I always wear my wedding ring. It's my trademark.

Kegluneq posted:

Oooof. The separation of space/planetside is probably justifiable from a performance perspective - entering an atmosphere is tough for pop up in NMS and this has lots more polygons - but it's still disappointing. Planets look a bit like solid blocks of colour suggesting that land/sea divisions aren't generated until you land. I wonder if sky boxes are similarly vague? If your base has a view of three moons, will they be roughly where you can find them within space? And is interplanetary travel also behind a loading screen?

Edit: I thought I might have just missed this, but there was no adverse weather shown at all was there? That's hopefully something that'll be shown off properly later because that's a pretty glaring absence.

I wonder if you can actually fly 'toward' a planet, will it get closer as you approach? There will be an invisible barrier obviously, wonder how that will work.

I also assume that, since you have to 'press X to land', the game will teleport you to a suitable location. But will that location be randomized, or will it be an actual persistent location on the planet where you clicked? Many questions, only Todd knows.

Kegluneq
Feb 18, 2011

Mr President, the physical reality of Prime Minister Corbyn is beyond your range of apprehension. If you'll just put on these PINKOVISION glasses...

John F Bennett posted:

I wonder if you can actually fly 'toward' a planet, will it get closer as you approach? There will be an invisible barrier obviously, wonder how that will work.

I also assume that, since you have to 'press X to land', the game will teleport you to a suitable location. But will that location be randomized, or will it be an actual persistent location on the planet where you clicked? Many questions, only Todd knows.

Presumably you'd just bounce off the upper atmosphere (or burn up on reentry??).

For the landing, it would surely be the latter. I'm assuming even proc gen planets would have mission markers or points of interest, and flying overhead then landing 50 miles away would be incredibly annoying.

Barnum Brown Shoes
Jan 29, 2013

You know, the last space game I really enjoyed was Freelancer. Wish I was getting more of that kind of vibe.

queeb
Jun 10, 2004

m



i hope this triggers at least some kind of a space game resurgence. its been kinda lacking in that area lately from big developers.

John F Bennett
Jan 30, 2013

I always wear my wedding ring. It's my trademark.

Agreed, I've had enough of this fantasy stuff (until TES6).

The Titanic
Sep 15, 2016

Unsinkable

Kegluneq posted:

Oooof. The separation of space/planetside is probably justifiable from a performance perspective - entering an atmosphere is tough for pop up in NMS and this has lots more polygons - but it's still disappointing. Planets look a bit like solid blocks of colour suggesting that land/sea divisions aren't generated until you land. I wonder if sky boxes are similarly vague? If your base has a view of three moons, will they be roughly where you can find them within space? And is interplanetary travel also behind a loading screen?

Edit: I thought I might have just missed this, but there was no adverse weather shown at all was there? That's hopefully something that'll be shown off properly later because that's a pretty glaring absence.

I'd say probably don't expect that level of accuracy. The skybox might have 3 moons but it's probably just the "on planet" version of that and not necessarily linked to anything in the space scene.

Additionally because there's no landing on the surface, the planet itself is likely a 2D height map proc gen which makes coding stuff like the physics, etc, much easier. You don't need to build out an unnecessary gravity system to work around a sphere.

They can also use their tested and true world building tools and roll with it, supplementing the proc gen stuff with hand placed locales as they wish.

I don't think it will be a big deal at all, especially if they do something like "oh fire on your ship blinds you!" Or cloud cover that masks the loading screen and transition from space to the flat planet and then you just fly above the surface of the flat planet.

I also wouldn't even care if it just popped up a world map and I clicked an area to land and I just landed there in a cinematic.

Unless there's something that's going to happen while flying, like getting in a sudden dog fight or something on the planet, traipsing around the planet is just a time sink to when you land and go do stuff. Let's just get to the doing the stuff faster. :)

The Titanic
Sep 15, 2016

Unsinkable

queeb posted:

i hope this triggers at least some kind of a space game resurgence. its been kinda lacking in that area lately from big developers.

Considering UE5 just effectively unlocked polygon counts for static mesh and world building functionality, I have a feeling a lot of devs are salivating at the mouth to start going crazy with that technology.

Unfortunately it is probably not going to look as good in space since distances and such, so I have a feeling UE5 making ground-based games more exciting from a graphical standpoint is going to further push back games involving purely space ship type settings.

Though stuff like dead space or games set "in space" where space isn't necessarily the main thing you interact with are still very much in the map I bet.

I guess we'll see. :)

Au Revoir Shosanna
Feb 17, 2011

i support this government and/or service

The Titanic posted:

Unless there's something that's going to happen while flying, like getting in a sudden dog fight or something on the planet, traipsing around the planet is just a time sink to when you land and go do stuff. Let's just get to the doing the stuff faster. :)

they haven't shown any in atmosphere flight that wasn't a cutscene so it's probably not happening

my guess is ship flight is going to be restricted to instanced zones in space with more or less static skyboxes and some kind of ftl drive cutscene/loading screen for actually moving around in system

Jack Trades
Nov 30, 2010

https://youtu.be/hFcLyDb6niA

Back Hack
Jan 17, 2010



I’ll see your lie and raise you a “It just works.”

https://www.youtube.com/watch?v=YPN0qhSyWy8

StarBegotten
Mar 23, 2016

I assuming the way landing anywhere on planets/moons will work is that

1) you pick your spot you want to land on
2) Landing cut scene
3) Game generates a square procedural map of a set size for you to explore build from biomes relevant to that planet.

There don't seem to be vehicles in the game you can use, so as long as the edge map is farther away than you can walk to without running out of air then you would never know its finite and doesnt stretch across the whole surface of the world.

Not sure how they might limit your movement on an Earth like world with a breathable atmosphere, I am sure there will be some gamified reason for it though. ;)

I assume the map is then going to have either pre-made or procedurally generates dungeo...cough... I mean bases and other points of interest based on the planet type.

I am also going to assume that you will be able to find from logs or conversations particular landing sites/co-ords that are more hand crafted affairs.

Perhaps they might throw in the possibility of different kinds of ship scanners being able to find particular types of landing sites, like ones rich for mining, pirate bases, etc.

I also think making landing and taking off cut scenes is the right one, as the it seems they are going for the 'Rocket into orbit' thing from the ship designs.

This means that you would be glued to your chair due to G forces anyway plus the ascent into orbit would be automatic anyway as you would have to achieve the correct velocity and vector to make it into a successful orbit.

So even if it were 'real time' you would just be sitting there doing nothing for 3 or 4 minutes.

Bad Purchase
Jun 17, 2019




if i don't have to complete a kerbal launch minigame every time i take off or land on a planet, what is even the point?

John F Bennett
Jan 30, 2013

I always wear my wedding ring. It's my trademark.

StarBegotten posted:


I assume the map is then going to have either pre-made or procedurally generates dungeo...cough... I mean bases and other points of interest based on the planet type.

I am also going to assume that you will be able to find from logs or conversations particular landing sites/co-ords that are more hand crafted affairs.


I really hope most planets will just be desolate and empty, and not be filled with non-sensical random encounters. Just some scenery for taking pretty pictures and building a base. Here's Todd confirming that there will be a lot of planets with nothing to do :

Todd Howard posted:

"We’re also careful to let you know that’s what [procedural content] is. So if you look at space, you know there are a lot of ice balls in space, so that was one of our big design considerations on this game is, ‘What’s fun about an ice ball?’ And it’s OK sometimes if ice balls aren’t- it is what it is.

We’d rather have them and say yes to you, ‘Hey, you can land on this.’ Here are the resources, you can survey it, and then you can land and spend ten minutes there and be like, ‘OK, now I’m going to leave and go back to the other planet that has all this other content on it, and I’m going to follow this questline.’

"So we’re pretty careful about saying, ‘Here’s where the fun is, here’s this kind of content,’ but still say yes to the player and, ‘You want to go land on that weird planet, check it out, and build an outpost, and live your life there, and watch the sunset because you like the view of the moons there? Go for it.’ We love that stuff."

Honestly this sounds like a pretty good deal to me so far.

FishMcCool
Apr 9, 2021

lolcats are still funny
Fallen Rib

John F Bennett posted:

I really hope most planets will just be desolate and empty, and not be filled with non-sensical random encounters. Just some scenery for taking pretty pictures and building a base. Here's Todd confirming that there will be a lot of planets with nothing to do :

Honestly this sounds like a pretty good deal to me so far.

I think so too, but completionism is a disease, and those affected by it won't be able to refrain from scanning every square inch of every single planet for no good reason and accept every radiant quest while complaining loudly that it isn't enjoyable.

Popete
Oct 6, 2009

This will make sure you don't suggest to the KDz
That he should grow greens instead of crushing on MCs

Grimey Drawer

FishMcCool posted:

I think so too, but completionism is a disease, and those affected by it won't be able to refrain from scanning every square inch of every single planet for no good reason and accept every radiant quest while complaining loudly that it isn't enjoyable.

This is a Bethesda game, nothing is going to stop people from saying how awful the design and writing is well they have 300+ hours logged on Steam.

Lexorin
Jul 5, 2000

They really need to make it clear that there are a lot of nothing planets out there and not just bowing to their marketing team jerking off over big numbers. Like, more so then they have been. I know they don't want to have to explain this poo poo in a commercial or whatever, but it's disingenuous to say "There's 1000 planets to explore!" without also saying "and most of them are poo poo!".

Still buying it, I just think they're setting themselves up for backlash. Or maybe no one will give a poo poo? Who can say

Popete posted:

This is a Bethesda game, nothing is going to stop people from saying how awful the design and writing is well they have 300+ hours logged on Steam.

That's prolly the most salient point. I have hundreds of hours in all of their games, so I can't see this as being any different.

Lexorin fucked around with this message at 17:22 on Jun 15, 2022

Popete
Oct 6, 2009

This will make sure you don't suggest to the KDz
That he should grow greens instead of crushing on MCs

Grimey Drawer
I think they've been pretty clear about it, look at Howards ice ball comment above. Most reasonable people are going to hear "1000 planets" and presume that means mostly proc-gen and understand that the majority of them are just going to be resource/mission grind sinks.

William Bear
Oct 26, 2012

"That's what they all say!"
My open questions after the gameplay preview and subsequent interviews:

1. How big will planets be? I'm assuming not actual size, but will they be a few square miles, hundreds, or thousands?

2. How open will the environments be? In the demo, it seemed to look like the player entered the outpost without triggering a load zone, and left by opening a door and walking onto the roof. Is Bethesda moving away from its typical "press A with cursor over door, load interior cell" architecture? Will cities be open? We know from Skyrim's mods that it's technically feasible.

3. How big can playable starships get? Can you walk around inside them when they're flying in space?


I wasn't overly impressed, but then, Fallout 4 didn't look too good to me in previews and I still loved it. Bethesda hasn't made a game I didn't like yet (I'm not counting 76, haven't played it).

Lexorin
Jul 5, 2000

I guess the only people that'll really care are also the same people that'll go looking for interviews with devs talking about it.

FBS
Apr 27, 2015

The real fun of living wisely is that you get to be smug about it.

The general response to this has been kind of baffling. It looks exactly like a Bethesda RPG. It looks pretty much like I imagined it would look when it was first announced, and anyone who was expecting anything different is a fool.

1,000 planets sounds just about right for a population of hand-tweaked procgen worlds. My biggest concern is that they'll overdo the human presence and put a hundred random settlements on each one, or make you fight space pirates every time you try to land somewhere. No Man's Sky is cool but seeing a spaceship fly by every two minutes while you're wandering around Random Planet #635184838 is cartoonish. Space is big and empty and it should feel more like Elite Dangerous than NMS.

That said I am 100% going to buy it based on the ship customization alone because having a Millennium Falcon is my ultimate fantasy and this is the closest I think any game has come to realizing that.

AlternateAccount
Apr 25, 2005
FYGM
That's the most aggressively boring gameplay demo I have ever seen in my life.

Absolutely zero actual gameplay innovation since loving Oblivion. Just reheating and selling us leftovers over and over and over.

Au Revoir Shosanna
Feb 17, 2011

i support this government and/or service
yes but think of the modding potential

Khanstant
Apr 5, 2007

Popete posted:

This is a Bethesda game, nothing is going to stop people from saying how awful the design and writing is well they have 300+ hours logged on Steam.

fallout 4 is the best game possible if you want to listen to podcasts but have problems getting distracted without your hands being occupied by a mindless task. nothing in fallout 4 needs to be read, nothing needs to be seriously thought about or fret over, there's not really a way to die or lose, enemies all die in one vats crits, quests just have you go to arbitrary locations and kill random spawns, you have no choices to make or things to think about, just walk around, kill, scrounge, slap up walls, repeat.

I said come in!
Jun 22, 2004

The main storyline is supposedly 30 - 40 hours long.

AlternateAccount
Apr 25, 2005
FYGM

Au Revoir Shosanna posted:

yes but think of the modding potential

Horsegirl futanari anal vore just doesn't tickle me like it used to ok.

Trillhouse
Dec 31, 2000

I said come in! posted:

The main storyline is supposedly 30 - 40 hours long.

everyone's going to do the same thing they do every bethesda game, brag about not doing the main quest.

Au Revoir Shosanna
Feb 17, 2011

i support this government and/or service

AlternateAccount posted:

Horsegirl futanari anal vore just doesn't tickle me like it used to ok.

but this time it's horsegirl futanari anal vore in space

dr_rat
Jun 4, 2001

FBS posted:

The general response to this has been kind of baffling. It looks exactly like a Bethesda RPG. It looks pretty much like I imagined it would look when it was first announced, and anyone who was expecting anything different is a fool.

1,000 planets sounds just about right for a population of hand-tweaked procgen worlds. My biggest concern is that they'll overdo the human presence and put a hundred random settlements on each one, or make you fight space pirates every time you try to land somewhere. No Man's Sky is cool but seeing a spaceship fly by every two minutes while you're wandering around Random Planet #635184838 is cartoonish. Space is big and empty and it should feel more like Elite Dangerous than NMS.

I mean what would make sense is having the 4 cities they going to build in different solar systems a bit a part, but sort of bunched together, sight area of influence around them, so you're more likely to run into one factions random base or starport or what ever around "their" solar system. Then when you go further out then that, just procgen planets unless their is a specific one for a quest. I mean that what makes sense to me, obviously no idea if that's what they're actually doing.

One thing Todd said is the planets are all going to be pre-Procgen, so that everyone has the same procgen plants. Which just thinking of game file size, like they're -hopefully- not going to be releasing a 2TB game or what not, so assume, they have an Procgen algorithm to make the planets, and they will just in the game file, included a predetermined seeds for each planet to not bloat the file size, and then if they are doing any custom stuff on that planet, just say at location xx,xx place this mapb7.map or whatever. Otherwise the game will just be bloated to hell.

The Titanic
Sep 15, 2016

Unsinkable
I'm hoping the four cities will be based around core elements. Like fire, water, earth, and air. To mix it up a little with that excitement.

One will be on a lava planet.

One will be on an ocean planet and maybe the city is pontooning on the water.

One will be earth which will be the first human settlement full of all the normal human stuff that bares a striking resemblance to the scrap artwork found on the cutting room floor from when they made mass effect.

And finally a gas planet where it's a city in the sky reminiscent of cloud city.

It's either that or it's houses and huts except the wood is a metal texture and they stacked a dozen of the prefabs on top of each other to make tall buildings.

The Titanic
Sep 15, 2016

Unsinkable
Really though after seeing the demo it feels like "it's kind of like Mass Effect" seems to be the art direction they went with, except the ships are with the concept of something like Rebel Galaxy and a giant Diesel engine rocket booster level of low-tech.

Au Revoir Shosanna
Feb 17, 2011

i support this government and/or service
The four cities are New Atlantis


Space Whiterun


Cyberpunk 2310


and <TBD>

1glitch0
Sep 4, 2018

I DON'T GIVE A CRAP WHAT SHE BELIEVES THE HARRY POTTER BOOKS CHANGED MY LIFE #HUFFLEPUFF
Doesn't 4 cities seem incredibly low?

Also is there any confirmation we can walk around and decorate the inside of our spaceships? That would be a major disappoint to me.

NoNotTheMindProbe
Aug 9, 2010
pony porn was here

1glitch0 posted:

Doesn't 4 cities seem incredibly low?
Depends on how big/dense they are and how many outposts and space stations there are I suppose. If you're talking in terms of realism anything more than a handful of people in an orbiting tin can is pretty unrealistic.

1glitch0 posted:

Also is there any confirmation we can walk around and decorate the inside of our spaceships? That would be a major disappoint to me.

They show the player walking around inside their spaceship in the 15min video.

dr_rat
Jun 4, 2001

1glitch0 posted:

Doesn't 4 cities seem incredibly low?

I mean F:NV had one, and a couple of small towns and what not scatted about. Would prefer few cities with more depth, then a whole bunch, that just seem soulless contentless husks that look identical to every other. Just there for the sake of being there. From the three cities they've shown, they do seem to of given each a pretty distinctive look which is nice.

Mr. Crow
May 22, 2008

Snap City mayor for life
I think this game will be... Playable.... With mods!!

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John F Bennett
Jan 30, 2013

I always wear my wedding ring. It's my trademark.

Fallout 4 also had one city, and a bunch of settlements.

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