Game Discussions Bethesda Softworks Starfield Space RPG

On the other hand, my experience with coastal zones hasn't been too negative.
In fact, I am led to believe that the geography might actually match what I see from orbit.
On one occasion, I remember that I tried to land on a narrow peninsula, and when I was on the ground, the sea was actually found on three sides of the local (square) instance.
Given the limited size of an instance (3-5km?), however, I wonder whether it was just a coincidence, or the planet was really that small that I could identify such a narrow feature from orbit.

In any case, being on a peninsula was a pleasant surprise.
Haven't managed to land on an instance sized island, yet. 🤔
Well, Valles Marineris isn't modelled. I think it's on the planetary map, but when you land it's not what you'd expect. No Olympus Mons either.
Member how people disliked the flatification of terrain with the new gen in Odyssey? The extremities of terrain generation are the salt - you just have to be careful that it's not openly mathematical noise - that would be too obvious. Procgenning too easily serves same-looking slop - the edge cases are the interesting ones. And often I feel the biome borders are the more interesting LZ in Starfield as well. I have never found islets on a coast - only in the (handcrafted?) landing zones of story missions. Like the smuggler-collector First Cavalry dude in the Freestar chain. And Sunny DiFalco's villa is on an island, no? (I was there at night...)
 
Is it me or are we landing further away from the sea than when the game launched?
It's the pixel hunt, sometimes you're watching the surf through the canopy, sometimes it's the other side of the invisible wall.
Looking at my triple biome from Nov 2;
I'm stood in a tropical swamp (not mentioned on LZ description) the coast on the left and my ship on the frozen plain on the right.
Triple.jpg
 
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Well, Valles Marineris isn't modelled. I think it's on the planetary map, but when you land it's not what you'd expect. No Olympus Mons either.
Member how people disliked the flatification of terrain with the new gen in Odyssey? The extremities of terrain generation are the salt - you just have to be careful that it's not openly mathematical noise - that would be too obvious. Procgenning too easily serves same-looking slop - the edge cases are the interesting ones. And often I feel the biome borders are the more interesting LZ in Starfield as well. I have never found islets on a coast - only in the (handcrafted?) landing zones of story missions. Like the smuggler-collector First Cavalry dude in the Freestar chain. And Sunny DiFalco's villa is on an island, no? (I was there at night...)
In that respect, Earth is even worse.
It doesn't matter whether you land on the Himalayas, or inside a Pacific trench: it's always a sandy and rather flat desert.
 
Entonces, ¿no hay costas para explorar a pie, o es más bien un problema de alineación (la costa no está donde debería estar)? Definitivamente me gustaría que al menos me engañaran para que creyera que he aterrizado en el mismo planeta que acabo de visitar desde la órbita. No quiero decirle al juego que aterrice en un desierto solo para mirar por la ventana y ver la jungla.

Ah, hablando de eso, ¿hay biomas por planeta, o son homogéneos? Entiendo que algunas lunas sin aire serían más o menos "iguales" de polo a polo, pero otros planetas tienen cosas como casquetes polares en los polos, árboles de Nueva Inglaterra en la parte media de los dorsales y selva / desierto en el ecuador (solo un ejemplo). Me decepcionaría si TODOS los mundos son de diseño NMS "Este es un mundo selvático, y este es un mundo de Canadá (nieve de polo a polo), y este es un mundo desértico".
En SF hay una mayor variedad de ecosistemas, más realistas que en NMS, también hay planetas o lunas muertas. No sé cuánto más puedo encontrar, pero ayer aterricé en este planeta con un ecosistema que no había visto antes.
 

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Fun fact: the skybox in SF appears to be the sky as we see it from Earth.
I am not sure how it works yet, but I've noticed that in space, or on planetary surfaces with no atmosphere, where many stars can be seen, it appears to be mirrored (left/right), while on planets with an atmosphere, at night, it is correct, and by correct I mean that the stars have the right apparent magnitude and even colour.

I expect the skybox to be static and the same throughout the whole of the settled systems, since SF is not about scientific accuracy, and most players wouldn't appreciate it anyway.

Nice easter egg, all in all.
 
On the subject of legendary drops; the items I'm getting from random boxes in the middle of nowhere are still on par with the end-of-dungeon steamer trunk science containers.
Just wandering around opening boxes might be the most efficient method of legendary farming...🤔
 
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