***The Official Starfield Thread*** (As endorsed by TNA)

Thought I'd try a different space game, and well No Man Sky looks a bit too Cartoony for my liking.

Came up with this ( Everspace 2 )

 
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I have decided that the biggest problem with the game is actually a small one that I've already mentioned: the fact that only the lodge has infinite storage. It means that building a settlement is a pain, and owning a house/flat is completely pointless. It's made even worse by the utterly useless storage capacity of the big outpost containers. I've got about thirty of the raw solid materials containers and about three game days of drilling output has filled them. The big crates you make for inside hold more than a massive outside storage bin! And having to link them all up with feeder lines that your can't see if the two connected units are next to each other. My next play will not have outposts.

I completely agree, also:

Having the ability to build outposts and bases in a game is one thing, but many games lack any reason or motivation for the player to actually build one, starfield is one such game.

You just don’t need to build an outpost, it doesn’t give you any advantage, or really help you play the game at all, in my 103 hours I didn’t build a single outpost, not until the very end where I basically said “what’s the point of this?”

For me there’s one game that sets the gold standard for base building and that’s Valheim.

In Valheim, to be effective you absolutely need to build a base, to make weapons, food, rest - everything, and it does it so so well, it’s literally impossible to exist in the game without building a base, it’s also a great gaming loop to build the thing.

Not saying Starfield should copy Valheim with the base building mechanic, but building bases should really factor into the game, as opposed to something that’s been tacked on as a feature.

IMO
 
There's a few "areas of opportunity" about the game design, e.g.
- Base building is an "option", that doesn't really seem to add anything unless you actively enjoy the activity itself. Brings no other obvious benefit. For example, maybe it could be optional for you to be able to build ship components with materials that you create
- Why does a character take breathing damage when wearing a spacesuit?
- How does a cargo hold weigh so much? Surely the point to an empty cargo hold is that it's just there to hold things in place and protect them. It makes no logical sense
- Why does the amount of cargo being carried NOT affect the ships handling?
- Wouldn't it make more sense if ship modules actually had some benefit? e.g. having a sick bay might speed up recovery time from injuries whilst onboard

For all that, still enjoying myself. Level 56, fairly serious Class C ship with 38 power, top spec engines and shields.
 
For all that, still enjoying myself. Level 56, fairly serious Class C ship with 38 power, top spec engines and shields.
similar but 34 reactor, but i find having anything more than about 5- 6 on engines is pointless, doesnt really give you anything, tend to use reactor points on shields and weapons on my class c us cargo ship, thrusters are my go to on dogfights i cant add anymore weapons atm to fully max them but tbh have lost a dogfight yet since the upgrades to weapons, just need higher reactor to properly fill out the specs, me just being greedy though :D
not the prettiest but a beat in dogfights
Starfield-01-10-2023-04-00-42.png
 
There's a few "areas of opportunity" about the game design, e.g.
- Base building is an "option", that doesn't really seem to add anything unless you actively enjoy the activity itself. Brings no other obvious benefit. For example, maybe it could be optional for you to be able to build ship components with materials that you create
- Why does a character take breathing damage when wearing a spacesuit?
- How does a cargo hold weigh so much? Surely the point to an empty cargo hold is that it's just there to hold things in place and protect them. It makes no logical sense
- Why does the amount of cargo being carried NOT affect the ships handling?
- Wouldn't it make more sense if ship modules actually had some benefit? e.g. having a sick bay might speed up recovery time from injuries whilst onboard

For all that, still enjoying myself. Level 56, fairly serious Class C ship with 38 power, top spec engines and shields.
For the cargo, I think it considers as fully loaded each one, ergo the weight even empty. Ship handling is based on that.
 
For me there’s one game that sets the gold standard for base building and that’s Valheim.

I get your point, but Valheim is (AFAIK) a survival game, so that sort of mechanic is fine. I've played ARK, which works the same way (OK, or the few hours I played it anyway) - again, a survival game. But Starfield is an RPG, with the base-building just a bonus because it was popular in F4 (confession: it's the main/only reason that I still play F4). F4 has infinite capacity at your settlement, why can't this? The main issue in Starfield is still cargo space and personal carrying capacity, so it would barely affect the gameplay to add infinite storage. Or at the very least, make outpost containers hold something like they look like they could hold: 1000 at least.
 
But can you land of planets and do quests? Nope? Nothing alike then. Why do people even compare them :cry:
Was going to say the same, completely different types of game. The only common link is a space theme. And for what it’s worth, Everspace 2 failed to reach its potential too.
 
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There's a few "areas of opportunity" about the game design, e.g.
- Base building is an "option", that doesn't really seem to add anything unless you actively enjoy the activity itself. Brings no other obvious benefit. For example, maybe it could be optional for you to be able to build ship components with materials that you create
Yeah, the outposts are definitely half-baked - I'm guessing Bethesda had the core mechanics from Fallout 4 and figured they'd be a good fit for Starfield thematically (which they are) but a whole bunch of poor decisions has essentially made them just a novelty. Burying customization options in that dense skill tree doesn't help either as you have to devote a *lot* of levels/skill points to unlock everything. And then there's the storage issues grrr... :rolleyes:

I was thinking that it'd actually work better if you could assemble the parts at your benches (i.e. a hab or the extractors, solar power etc.) and store them separately to cargo on your ship - then you could assemble a kit of parts to 'instantly' build an outpost wherever you happen to be without worrying about storage space.
 
Yeah, the outposts are definitely half-baked - I'm guessing Bethesda had the core mechanics from Fallout 4 and figured they'd be a good fit for Starfield thematically (which they are) but a whole bunch of poor decisions has essentially made them just a novelty. Burying customization options in that dense skill tree doesn't help either as you have to devote a *lot* of levels/skill points to unlock everything. And then there's the storage issues grrr... :rolleyes:

I was thinking that it'd actually work better if you could assemble the parts at your benches (i.e. a hab or the extractors, solar power etc.) and store them separately to cargo on your ship - then you could assemble a kit of parts to 'instantly' build an outpost wherever you happen to be without worrying about storage space.
The skill tree is a major gripe for me. Not only do i have to level up with xp, I then have to level up each skill using more xp but also meeting certain requirements such as kills etc.

Some parts of the skill tree are straightforward enough. The issues arise with things like upgrading weapons, shipbuilding and outposts. After spending the point to level up i then need to spend resources upgrading guns and armour I don’t intend to use just to meet the requirements to allow me to spend another skill point so i can upgrade the things I’m actually using.

As for outposts i dabbled with it but i was already getting plenty of resources so i decided to come back to that later. However, after pretty much finishing all the major content in the game, I can’t see why i would bother. I can just buy the materials i need so I don’t see what advantages it brings or how it improves the game in any way. I appreciate some folk like to play around with base/shipbuilding but I wouldn’t spend my time on it without a reason to (especially given that neither is especially user friendly).
 
Level 59, actually got hooked on ship building now lol but my god why do they make it so difficult to use. Someone please tell me how the game decides to create the Crystal Maze as a route to get from the hatch to the cockpit.

Trying all the things, I prefer a single level feng shui ship, that makes the outside look a meme :) I love the 2x2 habs. My fav cockpits are the huge 2 levels one, but due to the ladder/route nightmare is now the Tayio (clean and open view) and Stroud/Deimos habs. They are impressively detailed ship interiors, but I would still have liked some ray tracing though! I'll make the outside of the ship look pretty when I've found a nice layout I'll stick with.

I've dumped so much stuff back at the lodge from all my pirate ship grinding that it took me 10 mins to find some adhesive, buried under all the rocks and everything else. I now have a rifle that can do 700+ damage, most enemy go down from one shot from my other rifle that does 140 damage so erm I think I should be sorted for guns now. Usually a single horde of enemy guns brings back about 70000 credits worth of guns, it's hard to find enough people to sell them to.

Someone should make a mod where your suit gets bigger the more items you're carrying, taking up the same volume when you drop them all :)
 
Yeah, the outposts are definitely half-baked - I'm guessing Bethesda had the core mechanics from Fallout 4 and figured they'd be a good fit for Starfield thematically (which they are) but a whole bunch of poor decisions has essentially made them just a novelty. Burying customization options in that dense skill tree doesn't help either as you have to devote a *lot* of levels/skill points to unlock everything. And then there's the storage issues grrr... :rolleyes:

I was thinking that it'd actually work better if you could assemble the parts at your benches (i.e. a hab or the extractors, solar power etc.) and store them separately to cargo on your ship - then you could assemble a kit of parts to 'instantly' build an outpost wherever you happen to be without worrying about storage space.

Yeah. So many poor decisions they made it's unreal.

I was so looking forward to creating my character like in Fallout 3. Instead we got the crap we did. Just customise your body...

They should have used an improved Fallout 3 skill system. That would have been so much more fun picking how to assign your points.
 
The skill tree is a major gripe for me. Not only do i have to level up with xp, I then have to level up each skill using more xp but also meeting certain requirements such as kills etc.
Yeah - you know your game design's broken when your players have to do 50 grav-jumps in a row to finish levelling up the 'Payloads' skill. :rolleyes:

Also, I'm level 70 atm and I noticed that I've got to sink 9 levels into the 'social' branch in order to unlock extra crew on my ship (beyond the starting max of 3) wha...? :eek:
 
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Some good ideas here.
I guess that our hope can be that “maybe” Beth will either give us or sell us DLC that gives a purpose to Outposts, let us fly ships around on planets, dock manually, etc

Above all, the game feels like a fairly decent starting point that has a lot of additional potential
 
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Some good ideas here.
I guess that our hope can be that “maybe” Beth will either give us or sell us DLC that gives a purpose to Outposts, let us fly ships around on planets, dock manually, etc

Above all, the game feels like a fairly decent starting point that has a lot of additional potential
Yes - for my complaining above, I adore this game and I'm still finding new things every day even with 240 hours played. I'm not expecting Bethesda to do much other than some bug-fixing and balancing and a few DLCs but that's fine. There'll be plenty of mods down the line to extend Starfield's life and scope.
 
Yeah - you know your game design's broken when your players have to do 50 grav-jumps in a row to finish levelling up the 'Payloads' skill. :rolleyes:

Also, I'm level 70 atm and I noticed that I've got to sink 9 levels into the 'social' branch in order to unlock extra crew on my ship (beyond the starting max of 3) wha...? :eek:
Oh my god i forgot about this! The other night i was thinking why on earth can i only assign 3 crew to a ship that has space for 7. Then the creeping realisation dawned that i bet it’s some idiotic skill to unlock. Sure as hell, there it was. Why is recruiting folk to sit in a seat a skill? Why Bethesda, why!?!!? :confused:
 
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