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

I was checking the games reddit for any news of patches.

an article someone had linked where bethseda claim they still have 250 devs working on the game
Check these comments
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Page 400 and I finally started playing this.

Can't really be reading 4000 posts to catch up.

By level 5 I had 3 gold weapons. Is that common? I don't really understand how the stats work though as the physical damage seems a lot lower than the standard one (3 vs 11)
 
Page 400 and I finally started playing this.

Can't really be reading 4000 posts to catch up.

By level 5 I had 3 gold weapons. Is that common? I don't really understand how the stats work though as the physical damage seems a lot lower than the standard one (3 vs 11)
Supposedly you get better drops on harder difficulties but no, three legendaries by level 5 is pretty good going :cool:

Weapons are divided between various level-based ranks: Unranked, Calibrated, Refined, Advanced and Superior. Two identical weapons of the same rank will have the same damage irrespective of their rarity - rarity just determines how many additional modifiers a weapon has with Legendary having 3 modifiers.

Regarding the weapons you have, some gun variants are full-auto and do less damage per shot but have a faster rate of fire - later on when you have the skills, you can add these modifiers yourself.
 
New beta patch out but it's literally two bug-fixes - so that's 125 devs per bug right? :D

FIXES AND IMPROVEMENTS
Gameplay
  • Addressed an issue that would cause space matter to become stuck to player's ship during space travel. Loading a save will now remove the space clingon. Please note: This fix should address any space matter being stuck in your travels, but not in instances where player ships have New Atlantis attached. A fix for that will be released in a later update.
Outpost
  • Fixed an issue that prevents random guns from spawning in a newly created Weapon Case after loading a save.
 
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Supposedly you get better drops on harder difficulties but no, three legendaries by level 5 is pretty good going :cool:

Weapons are divided between various level-based ranks: Unranked, Calibrated, Refined, Advanced and Superior. Two identical weapons of the same rank will have the same damage irrespective of their rarity - rarity just determines how many additional modifiers a weapon has with Legendary having 3 modifiers.

Regarding the weapons you have, some gun variants are full-auto and do less damage per shot but have a faster rate of fire - later on when you have the skills, you can add these modifiers yourself.
Thanks, the level based ranking makes sense now.

I assume it's a similar system for gear then?

I have already come across an identical base on a separate planet, which doesn't bode well. Same dead scientist on reception, same layout, same locked doors, same enemy positions, everything.

It really hasn't strayed far from Skyrim/Fallout though - except this one has space exploration.
 
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Thanks, the level based ranking makes sense now.

I assume it's a similar system for gear then?

I have already come across an identical base on a separate planet, which doesn't bode well. Same dead scientist on reception, same layout, same locked doors, same enemy positions, everything.

It really hasn't strayed far from Skyrim/Fallout though - except this one has space exploration.
Yep - same system for gear. Look for holstered space suits (halves weapon mass) and haulers backpacks/helmets (reduces resource weight) - the chameleon modifier is also useful for stealth.

If you land on random planets and run to the nearest POI you'll quickly find a lot of duplicate outposts etc. To see the bespoke stuff (and there *is* a lot of it) you'll want to follow the questlines.

There's the main story (which you can drop at any time to go and do other things), faction quest-lines (UC Vanguard and Freestar Rangers are probably the first two you'll encounter) and companion quest-lines (which you'll get if you hang out with any of your Constellation colleagues for long enough).

Other than that, you'll pick up a bunch of side-quests (some are pretty lengthy) just by wandering around the major cities and listening in to conversations - all of that stuff will take you to unique locations.

If you do kiosk missions (Kill the Spacer *whatever* on *wherever*) you'll quickly start seeing the same locations in rotation - I tended to leave those until I wanted to collect some loot or gain some XP.

Speaking of loot, *always* pick up weapons (even if you immediately drop them again) 'cause if they have any spare ammo it'll go into your inventory and the ammo weighs nothing. Weapons, Resources and Aid items (not food) are the only things worth looting - everything else is a trap and you'll get the most credits from selling weapons (and spare ammo if you have any).

If you're looking for vendors to sell stuff to, go to Neon on Volli - there's a bunch of them on the strip.

Oh, and the safe in your room at The Lodge has infinite storage - you can land directly at The Lodge from orbit if you wanna drop stuff off. Crafting benches use resources from either your ship's cargo hold (you'll want to upgrade that) or your own inventory.

Lastly, make sure you at least glance at any datapads you pick up - some of them kick off quests, also, when you grav-jump into a system, check the local system map for ships and 'sensor contacts' - you'll find a bunch more smaller, one-off POIs there.
 
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