Game Discussions Bethesda Softworks Starfield Space RPG

It took me ages, but I finally found a location for my outpost were I could extract Aluminium and Iron at the same time. I got extra lucky and have access to Water and Tantalum as well (4(!) resources from a single outpost).

My character happily posing
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I genuinely like that exploration in Starfield has a purpose. Unlike Elite, scanning flora (or fauna) shows me what type of resource I can get. Earlier today, I noticed that I need resource X to build Y, so I had to move out and find something that would yield X. I found it in a different biome on the same planet. Really cool
 
Just got to New Atlantis. City is much more CPU heavy than Kreet was, at 80% render scale (3072*1728 internal resolution), ultra settings, my 5800X3D was actually the limiting factor. Bumping the render scale to 100% (full 4k) moved the limitation back to the GPU.

100 seconds of running around the city:
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Wasn't sure frame generation would be worthwhile, given that earlier areas weren't particularly CPU limited, but after seeing denser areas, I'm tempted to try it.

Edit: PureDark is only distributing the DLSS FG mod through Discord, so that rules that out.
 
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So question, anybody playing currently on 10-12 year old potato hardware? I don't mind editing some config files and lowering the graphics to nintendo64 level.
Just wondering how finicky the software is
I'm playing on a GTX 980 with an i7-4790K.

That's below minimum spec, I don't have any issues with stuttering, it runs smooth and look good in most places, New Atlantis city looks a bit rubbish as it drops the resolution there to keep the frame rate up. Indoor areas look fine, it's outdoor areas with a lot going on that it struggles a bit. I have had a small number of CTDs. Playing on 1080p
 
Very interesting. Seems the appearance of Mars also changed as the ship traveled?

So I guess space is not a faked JPG with no traveling at all.
 
Pinched a few ideas from some of the better loose files and custom.ini tweaks on the Nexus to start with before the creation kit is eventually released...surprisingly, some of the old favourites from Fallout 4 or New Vegas work pretty well. The first one on my list was to stop the annoying zoom in when in conversation as well as a few movement tweaks like the ledge grabbing and toning down the standard run/walk speeds a tad. Next up was getting rid of the annoying lockpicking mini-game, I still hate it...basically now, if I have a digi pick, the lock is opened :whistle:

There's a couple of basic texture mods appearing as well...nothing major until the creation kit obviously...but changing a few minor ones like weapon and character textures aren't off the books. :)

New 'no zoom' conversation camera tweak and Vasco showing some support for the latest in Disney's Little Mermaid diversity trend ...

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Maybe a question of "definition", but what makes you think Starfield isn't an Open World game? You can go whereever you want, whenever you want. There's nothing stopping you from exploring systems, running missions or roleplayer as a pirate, smuggler, privateer etc., while ignoring the storyline entirely.
By comparison, Baldur's Gate 3 is a linear game. You follow the storyline without any chances of exploring or doing stuff on your own (like in Baldur's Gate 1 and 2)
The world is instanced and not coherent.
 
Maybe a question of "definition", but what makes you think Starfield isn't an Open World game?

Yes it's exactly that, what you understand on Open World game to be. Open world doesn't just mean being able to go anywhere int he game world, if we look at this definition for example;

What is an Open-World Game? An open-world game features a non-linear game world design where the player is able to freely traverse the environment, which consists of many different areas and structures that can be visited any time.

Arguably SF doesn't allow you to freely traverse the environment, there are blockers such as the invisible walls for each terrain block, you can't just walk to that distant mountain, in fact even of you jump to the terrain block that is supposed to contain that mountain, the mountain may not actually be there, that's not an Open World per this definition.

In fact the Wikipadia article on Open Worlds specifically mention "invisible walls," as a feature that separates other game types from Open World games.
 

rootsrat

Volunteer Moderator
Pinched a few ideas from some of the better loose files and custom.ini tweaks on the Nexus to start with before the creation kit is eventually released...surprisingly, some of the old favourites from Fallout 4 or New Vegas work pretty well. The first one on my list was to stop the annoying zoom in when in conversation as well as a few movement tweaks like the ledge grabbing and toning down the standard run/walk speeds a tad. Next up was getting rid of the annoying lockpicking mini-game, I still hate it...basically now, if I have a digi pick, the lock is opened :whistle:

There's a couple of basic texture mods appearing as well...nothing major until the creation kit obviously...but changing a few minor ones like weapon and character textures aren't off the books. :)

New 'no zoom' conversation camera tweak and Vasco showing some support for the latest in Disney's Little Mermaid diversity trend ...

wEa5i6y.png


a6tVdHb.png
Many good UI mods already out too.
 
??? :confused: ???


^^^
Very much this. The definition of “Open World” I’m familiar with is no railroading story, not no loading screens.

I’m already off the rails, and hopefully can stay off them for quite some time. I’m quite curious if Vasco will let me jump to a different system than the he wants me to go to. In fact, I’m kind of regretting not accepting the “loan” of the Frontier, just to see what would happen.
Loading screens dont matter indeed. Starfield's maps arent just loaded parts of a world, they are their own mini world. These instances are maybe open worlds but do they make possible to see a feature from afar and then travel there, making the trip the adventure?
 
In fact the Wikipadia article on Open Worlds specifically mention "invisible walls," as a feature that separates other game types from Open World games.
On that basis, I imagine, virtually every game will be disbarred. Surely a game with an invisible barrier around the play area (edge of the galaxy), which greets you with ‘you can’t go here mate’ messages (ELWs, water worlds, gas giants,) has doors that go no-where (back of cockpit) and imprisons you in a pilot seat/commode (want to stand up, naw) is going to struggle as an open world under that definition?
 
Yes it's exactly that, what you understand on Open World game to be. Open world doesn't just mean being able to go anywhere int he game world, if we look at this definition for example;



Arguably SF doesn't allow you to freely traverse the environment, there are blockers such as the invisible walls for each terrain block, you can't just walk to that distant mountain, in fact even of you jump to the terrain block that is supposed to contain that mountain, the mountain may not actually be there, that's not an Open World per this definition.

In fact the Wikipadia article on Open Worlds specifically mention "invisible walls," as a feature that separates other game types from Open World games.

By that definition Elite isn't an Open World game either. There are plenty of permit locked systems players cannot access. With Space is essentinally a loading screen, separating star systems. Players are put into instances, so if you and I are at Jameson Memorial, chances are we won't see each other because of different game modes or instances.
Ark: Survival Evolved allows you to freely explore the map, enter caves and dungeons...until you hit the "dome" which is a visible wall. Skyrim, Fallout also had loading screens and a clearly defined "end of the map". Are there even any true Open World games out there, then?

EVE Online confines you to the gate network and wormholes. One could even argue that EVE is also "instanced", since you warp to a specific location for your activities (stargate station, planet, bookmark etc.) .World of Warcraft, the classic "Open World" Game, put dungeons, raids and other activities behind loading screens.

To add my personal definition here: A "linear game" is a game that let's you follow a largely pre-determined route (like a road). Think of Half-Life, Baldur's Gate 3, Wing Commander etc. There may be a short cut or a slightly different path, but in the end you always go from A to B.

An Open world game does not limit the player to a certain route (road) or to experience a specific plot, but allows players to explore and play on their own. In Elite, you can do whatever you want (mining, exploring, AX combat etc.), in Starfield you can do whatever you want, same in Ark, Baldur's Gate 1&2, World of Warcraft, EVE Online.
 
In light of NG+, how do you guys play the game?
Rush to the end of Main Mission and NG+ than Build/Explorer?
Ignore NG+ and just build explorer on 1st play.

Cause NG+ resets almost everything. Which way to go best for first time play?
 
By that definition Elite isn't an Open World game either.

I didn't bother to copy and pasta the entire text because that would have just been a wall of text, but invisible walls are defined differently from the "edge of the map where the world ends" which would be the edge of the galaxy in ED, and locked off areas in maps that can be accessed either now or later with special conditions don't count as invisible walls. I mean we could go on nipicking for ages with you bringing up trivial objections and me looking up the definition and laboriously typing everything out or just pasting walls of text, or you could, you know, go look it up yourself?
 
I didn't bother to copy and pasta the entire text because that would have just been a wall of text, but invisible walls are defined differently from the "edge of the map where the world ends" which would be the edge of the galaxy in ED, and locked off areas in maps that can be accessed either now or later with special conditions don't count as invisible walls. I mean we could go on nipicking for ages with you bringing up trivial objections and me looking up the definition and laboriously typing everything out or just pasting walls of text, or you could, you know, go look it up yourself?

You can copy&paste all of wikipedia if you want to, that doesn't make it right. Since we won't agree anyway, I leave it at that and rather discuss Starfield gameplay in this thread instead.
 
I think Starfield should be considered an open-world game but we have to understand that, what gives it that open-world particularity are the 1000 visitable planets, so I also think it is correct to say that the way it creates "limited" portions of terrain and POIs on the planets, affects considerably what should be a playable open-world game.

The other day I read a player saying that the POIs created have no coherence with each other, and of course they have no coherence with what appears in other POIs nearby, obviously because there is a clear struggle between trying to script them and give them a sense of plot, and the fact that they are created randomly/procedurally.

For example, he commented that he landed on a random spot on a planet, and this created 3 POIs in one of those portions of land (of a size that, remember, can be run through in 10 minutes); in the first one some NPCs were trying to survive with hardly any food or resources, dying of starvation. Near them there was an abandoned location with some pirates, and near both places there was a military outpost... Argumentatively it does not make any sense those 3 POIs so close; the first ones should not be starving having resources so close (especially logic invites to think that they should receive help from the military) and the pirates (who were 4 or 5) should not be so quiet doing their misdeeds having a military post nearby.

In addition, he took his ship and created another landing point practically next to the previous POI, and this time the game created 1 Industrial Outpost and 1 Civilian Outpost... obviously totally unrelated to the POIs generated just a few kilometers away. Of course, those 2 portions of land so close and inconsistent with each other were really completely isolated, by the invisible barriers and by their own nature at the time of creation. So close and so far away at the same time, hehehehehehehehehe.

An open-world based on clicks and loading screens, in separate portions with invisible walls... ok, it's open-world, but with some unpleasant limitations that almost break that feature. I don't think any of us (from this Space Sim forum) were thinking precisely about this when a couple of years ago we were impatiently waiting for this Starfield and the "1000 planets exploration", even though we knew it was mainly an RPG.

And this is not a criticism of the game, it is simply to demonstrate the limitation of the method chosen by Bethesda to deal with everything that has to do with planetary exploration and the creation of POIs (with a brief own storyline). It has its very good things, and its not so good things. But it certainly clashes head-on with the open-world concept, and also in part with being an RPG (because of the inconsistency between POIs).

On the other hand, it really worries me (as with all Bethesda games by the way) that we have not even 1 week with the game and people already "trust" that part of its deficiencies, and/or the personal playable desires of each one, will be achievable thanks to mods.

It doesn't seem coherent to me that we consider that the game "meets the expectations" if we have to leave its "polishing" at a playable level in the hands of external mods from the first week of live...; first of all, I don't think that will be of any use to console players (or, in the best case scenario, they will have to wait to see if Bethesda releases a package for consoles with the best mods made for free by modders..., and if they do, it will be years away for sure). Secondly, and speaking as a player who invested hundreds of hours in putting mods to Skyrim, under my personal experience these mods really end up transforming the game so much that it ends up being just a shadow of what it was at the beginning, and its original playable experience is almost completely diluted. That, if we refer to the base game, is not especially something to praise.

In any case, we must celebrate that Starfield is a complete and finished game, with its good and bad things, but complete and finished. And it really is very enjoyable and has some really unique things. Every complete and finished game that is released is a playable option that all of us who love this world of videogames should celebrate.
 
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