Game Discussions Bethesda Softworks Starfield Space RPG

Companions provide good commentry and extra dialog options, and extra bag to carry your things you pick up.
And they give me resource and aid items. Earlier in the game Sarah was my companion, and she gave me plant-based resources. Since her death Barrett has been my companion, and he has given me many delicious Old Earth food items that I cannot craft because I don't have any level in the Gastronomy skill.

Companions are also very helpful in combat, if you give them powerful weapons.
 
BG3 felt about right to me. Too many games recently reach that 'when will it be over?' stage long before they finish, but BG3 didn't for me.

SF had quite a high 'when will it be over?' on the main story as it was so repetitive. But I'm sure mods will fix that :sneaky:
 
Too short! I still haven't finished the darn thing. Chapter 3 is huge and daunting to me :)

Of course it doesn't help that I lost my 2 main saves in the computer swap. :p

Oh dear, I can see that might be troubling, however I didn't find chapter 3 to be huge and daunting, but then again there is no rush, it's just a matter of playing through, and I was hugely disappointed I couldn't get in to see the upper city in the same way we got to see the lower city. You could, in theory, ignore most of the quests in the lower city and move straight through to the end game and it would be a fairly fast game, and once all my character reached level 12 there really was little challenge even in the big boss fights, well except when I made a silly mistake, but that's what saves are for. I would have liked to see a lot more development in some of the minor side characters but you can't have ti all I suppose.
 
BG3 felt about right to me. Too many games recently reach that 'when will it be over?' stage long before they finish, but BG3 didn't for me.

SF had quite a high 'when will it be over?' on the main story as it was so repetitive. But I'm sure mods will fix that :sneaky:

The thing with BG3 is that you can play it any way you want, you can stretch it out by hunting down every minor quest and treasure chest, picking up everything that looks portable and exploring every minor and interactable character in the game, and I can tell you I really enjoyed some of them, that's my play style, no stone left unturned. Or you could ignore most of them and follow the main questline. Play it one way and it may seem to long to some players, the other way far to short, but that's good, that way it appeals to different play styles. There were some interesting rabbit holes on the way.

But I certainly hope there are some really good mods for SF, it's a game that I look at and like how it looks, the landscapes and walking around, the ship building, yes I could do that, but having watched many people playing through the main quest line on youtube videos, and instantly, nope, not for me at all! I question, should it have a main quest line at all? But I guess being a single player Bethesda game that's exactly what they are used to making!
 
Perhaps, more accurately, whatever the individual perceives it should be? (very much like ED - there are players / ex-players who consider whatever they perceived as 'potential' is missing from the game, rather than considering what the game is - which is the same argument being applied to moddable games - they could be 'better' if XXX / YYY was added)
ED is also modifiable to a much lesser extent, much of the ED community uses external programs and pages to make life more entertaining.

Imagine a game in which you cannot configure the control keys, nor modify the graphics to your liking or possibilities. Modification is more important than you think in a video game. And the game that has more options to adapt to the different shapes and tastes of its customers is always better.

I think Bethesda has a point in its favor by providing modding tools for its own products.
 
But I certainly hope there are some really good mods for SF, it's a game that I look at and like how it looks, the landscapes and walking around, the ship building, yes I could do that, but having watched many people playing through the main quest line on youtube videos, and instantly, nope, not for me at all! I question, should it have a main quest line at all? But I guess being a single player Bethesda game that's exactly what they are used to making!
Your main line is simply optional.

I'm just getting into it, and I haven't created my first base yet. I think having a main mission story is a plus and not a minus. You can take it or not and that's fine. The interesting thing about SF is that you can play it however you want.
 
Imagine a game in which you cannot configure the control keys, nor modify the graphics to your liking or possibilities.
Ah! NMS when VR was first introduced had controls that were not modifiable - it wasn't funny!
I think Bethesda has a point in its favor by providing modding tools for its own products.
Indeed - the benefit of producing single player games - although NMS also supports mods, but I don't know what happens in their multiplayer interactions with them.
 
I think Obsidian Ant did a youtube video on exactly that subject, that he really enjoyed it when he first started playing but once he had exhausted the full exploration repertoire it became....well, boring essentially because there was no depth to the exploration.
What was really boring for me was the lack of depth of exploration in ED. Talk about boring....
 
I think Obsidian Ant did a youtube video on exactly that subject, that he really enjoyed it when he first started playing but once he had exhausted the full exploration repertoire it became....well, boring essentially because there was no depth to the exploration.
I just watched that video, it's this one. He explains that he became disappointed with exploration in Starfield after he realized that the randomly placed POI:s are not connected to their environments at all, and that they are similar everywhere. They are placed around a player's landing site only for the player to discover them and to offer random loot items. I realized this quite early in the game and stopped liking the large industrial facilities near my almost every landing site on every uninhabited planet.

I agree with OA when he says he wishes that these procedural buildings would have at least different construction styles for each faction that has built them, and that the game should have also some older abandoned bases from previous centuries including from the early space exploration era before grav drives. There is one such base on the Moon that I know, but I'm not sure based on that video if OA had found it. In any case, the Moon and Mars should have many old bases from the era before grav drives.
 
Unless you like stealth. And as long as you don't mind them walking right in front of you as you take your shot. And as long as you don't give them grenades! :p

Oooo... I've not tried that! :unsure:

It's amusing. Give them 1 grenade, and they have an infinite supply. They will happily toss them everywhere with no regard for their safety, or yours. It's certainly worth doing just for the laughs :)
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Having my companion decide to declare war against anything that moves certainly provided interest while surveying planets, whether it was apparently endless herds of trihorns, windbags, cockroaches, maggotmaws or even fish in the sea. The most memorable however had to be Swarming Noids a worm like thing that is usually almost unnoticed and a pain to scan as you can rarely find them. However on one particular world they are the top predator and I got treated to my companion reenacting the battle of the Somme with machinegun and grenades as these things tried inching towards him.
 
Some folk will always want what isn't in any particular game... The sea will be just the wrong shade of pink, the clouds not like the ones they saw last Tuesday - too much the same as whatever...

I'm happy enough, it is playable without falling over too often, has whiled away a few hours of fun, more to come, I'm sure.

But I did know what to expect, in general terms, when buying a Bethesda RPG, so didn't end up disappointed, lucky me!
 
I just watched that video, it's this one. He explains that he became disappointed with exploration in Starfield after he realized that the randomly placed POI:s are not connected to their environments at all, and that they are similar everywhere. They are placed around a player's landing site only for the player to discover them and to offer random loot items. I realized this quite early in the game and stopped liking the large industrial facilities near my almost every landing site on every uninhabited planet.

I agree with OA when he says he wishes that these procedural buildings would have at least different construction styles for each faction that has built them, and that the game should have also some older abandoned bases from previous centuries including from the early space exploration era before grav drives. There is one such base on the Moon that I know, but I'm not sure based on that video if OA had found it. In any case, the Moon and Mars should have many old bases from the era before grav drives.
From the developers point of view, i can imagine that with modding in mind they wouldn't waste time creating different duplicates of assets in the game, and leave this job to the Modders.
From RP point of view, there is only 2 Faction i think in the game that build everything UC and FC, every other faction are scavangers that uses their things. So i wouldn't expect much difference in design of outposts seen in the game.





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Took me 85 hours to reach it, while skipping almost all the side quests, besides UC vanguard one.
 
From the developers point of view, i can imagine that with modding in mind they wouldn't waste time creating different duplicates of assets in the game, and leave this job to the Modders.
From RP point of view, there is only 2 Faction i think in the game that build everything UC and FC, every other faction are scavangers that uses their things. So i wouldn't expect much difference in design of outposts seen in the game.
Do you expect the exact same slate in the same room with the same text by the same author in the same spot on the same shelf?
 
I think Obsidian Ant did a youtube video on exactly that subject, that he really enjoyed it when he first started playing but once he had exhausted the full exploration repertoire it became....well, boring essentially because there was no depth to the exploration.
Procedural generation can't replace crafted worlds. NMS uses it as mere encountet backdrop - in SF the "time to envountet" is longer than the average Bethesda pacing,. Like over a minuze og walkidtan. Which isnt much but they add up. In resulz ppl use more quicktravel and confine themselves to visited places.
It all sets in a crafted world too though.
 
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