Drakortha
Liturgist
Who's got time for that gay romance shit? Just grab them by the pussy.
That's right, but people tend to complain when their ingame romance is as shallow and unfulfilling as those commonplace hookups IRL are.Romance is commonplace in the real world, why shouldn't it be in games?
This but for the entire companion/party system. Mechanically, it's forcing a multiplayer system into a single player game. Narratively, it feels contrived.I never understood the point of romance in RPGs. I mean, sure, it's "role playing", but the amount of people complaining online about game X not having them or them being limited is astonishing.
I've played Oblivion, Fallout 3 (and New Vegas), Skyrim and Fallout 4. And in all of those embarrassing hundreds of hours I've never used one of the Unofficial patches, the games "just worked" for the most part. Only just, but they did.If you believe this is how it works in NetImmerse you've never played a Bethesda game for 100s of hours. Morrowind, Oblivion, Fallout 3, and yes Skyrim on release ALL had playthrough ending bugs that bricked your save until modders created ham fisted algorithms for cleaning it and letting you continue where you left off.
Maybe, but I don't really want to brick my save and I haven't heard of anyone bricking their save by hoarding too many Nuka Cola bottles in their settlement. I have managed to semi-brick some settlements by modding far past their build and settler limits, choked the engine to infinite loads (before using the High FPS Physics Fix mod, funnily enough), but I'd call that a "me" problem. If an issue only ever appears when you deliberately go out of your way to create that issue, it's not really an issue.Making something on the scale of Starfield is pushing the limits and I can GUARANTEE that if you REALLY wanted to you could brick your save pretty quick if you ran around dropping tons of shit on the ground in all of the ships you can find or outposts you build, even with it being large address aware. I think you're underestimating where dropped items are going to be able to be saved.
Partly correct, the ship interiors will be settlements, just like the planetary ones - your deltas won't get loaded unless you're within the cell range, as is the case with everything else, but they will be "persistent" for practical purposes, i.e. if you put a notepad on a table, it'll be there whenever you come back. The difference is that dungeons reset, settlements don't.its not actually possible. None of these things will be persistent and none of them will be truly unique instances, we just don't have the computational power to do that. Even StarCitizen's approach is a pipedream.
Basically how I see it going, all the ships are going to be Oblivion Dungeons - you can place items onto ships but they'll likely be tied to the player not the ship so unless the player is there that data is unloaded.
All of the persistent cells - outposts and ships - will be known quantities, a thousand of the former and however many of the latter they let you own. This means Bethesda can ballpark their maximum deltas related to these aspects and configure their limits and buffers, the save's data capacity, accordingly. It's not a dramatic process change from Fallout 4, just more stuff, so they can retool their engine to accommodate those needs.Yea, but I'm talking about save bloat breaking files. Every ship can't use the same cell because they're vastle different modular interiors, and your ships, as many as you have, have to store your item placements. Same for your outposts, all of those saved items in all those locations have to be saved in your save file which the engine won't load if it exceeds a certain size. There are of course ways around this, like making the engine be capable of loading larger files but at this point the question is how large do they have to be, creating location saves and player saves, etc. All these changes to NetImmerse require someone who knows the inner workings of the engine, I doubt anyone who works at modern Bethesda has any idea how to do any of that.
Toroid-shaped planets are the best planets!This would simulate a torus-shaped planet, but you get the idea.
There isn't a technical limitation, and I doubt there's a planet-size-illusion limitation. It's just the vision Todd had for the game.Maybe I'm wrong.
Theoretically, there should be nothing but relatively empty, sparse terrain for an "uninhabited" planet. Bethesda has had enough practice of pre-loading cells for their games, with Skyrim doing a fairly good job of it. As long as you treat the large cities and establishments as compartmentalized instances, which is exactly what they did with Skyrim's cities until mods "fixed" it, I don't see any monumental problems with them realtime generating the terrain until the algorithm of "you've walked all the way around this planet" is satisfied and you're back to where you started (assuming you somehow never varied your direction).
Maybe one of the reasons they didn't include any land vehicles -- nor, for that matter, the ability to fly your spacecraft freewill in atmosphere -- is because they didn't want to spoil the illusion of how large any given planet is supposed to be.
Todd doesn't have a vision.There isn't a technical limitation, and I doubt there's a planet-size-illusion limitation. It's just the vision Todd had for the game.
And they sold out, especially after Skyrim. You living under a rock or something?Stupid take.
Bethesda, including Todd Howard, were making games long before they came under Microsoft's umbrella.
Think before you post, please.
Daggerfall was like 20 years ago mate. A completely different era.I've been playing Bethesda games before you even existed. They may not be the pinnacle of PC gaming but a game like Daggerfall gets my respect for the boundaries it pushed.
I don't like nuBethesda any more than you do, but if Starfield harkens back to the way things used to be, it'll get my respect, too.
Keep seething in the mean time, Drakortha. Almost everything I've seen you post has been a shit take.
I 100% believe this is realistically what we're getting with planet exploration and honestly I'm fine with it.There isn't a technical limitation, and I doubt there's a planet-size-illusion limitation. It's just the vision Todd had for the game.Maybe I'm wrong.
Theoretically, there should be nothing but relatively empty, sparse terrain for an "uninhabited" planet. Bethesda has had enough practice of pre-loading cells for their games, with Skyrim doing a fairly good job of it. As long as you treat the large cities and establishments as compartmentalized instances, which is exactly what they did with Skyrim's cities until mods "fixed" it, I don't see any monumental problems with them realtime generating the terrain until the algorithm of "you've walked all the way around this planet" is satisfied and you're back to where you started (assuming you somehow never varied your direction).
Maybe one of the reasons they didn't include any land vehicles -- nor, for that matter, the ability to fly your spacecraft freewill in atmosphere -- is because they didn't want to spoil the illusion of how large any given planet is supposed to be.
As you all know, in Daggerfall, you fast traveled to each dungeon. Sure you could traverse the world on foot, but it would take forever and not be fun. Todd transplanted that concept to Starfield. There will be five kinds of gameplay loops:
Gameplay Loop 1
Gameplay Loop 2
- get dungeon marked on map
- fast travel
- do some stuff
- fast travel away
Gameplay Loop 3
- get zone marked on map
- fast travel
- explore zone and do stuff
- fast travel away
Gameplay Loop 4
- be in large zone (city, or other area set up to be an area of aggregated points of interest)
- do lots of stuff in it, including quests within the zone
- get sent out to gameplay loops 1-2
Gameplay Loop 5
- autistically build settlements and ships
- get ambushed by a random event
- deal with it
- get back to Gameplay Loops 1-4
None of these gameplay loops are enhanced by exploring the world like you would in Todd's other games. Of course, the option to explore is still there... it'll just kinda suck, like in Daggerfall.
Have you even read his signature? Ackowledge his agenda.Stupid take.
Bethesda, including Todd Howard, were making games long before they came under Microsoft's umbrella.
Think before you post, please.
Depends how robust the building and crafting systems are. Survival crafting games get more mileage out of exploration than arguably any other genre. There's something primal in our psyche that is compelled to exploit land for all its resources.None of these gameplay loops are enhanced by exploring the world like you would in Todd's other games. Of course, the option to explore is still there... it'll just kinda suck, like in Daggerfall.
I think Todd's mostly involved at the highest level overview: world tone, broad themes, and pitches some of the defining mechanics. He's not a meticulous director so much as an ideas guy with a good feel for where the industry is headed. Sort of like the Steve Jobs of gaming except his coworkers like him more.Todd Howard is too hands-off for anyone to mistake him for an auteur. Claiming he has a vision, of all things, is absurd. He mostly just lets his employees do shit they think is cool. People like Emil Pagliarulo and Ashley Cheng probably exercise way more creative influence over Bethesda products than Todd does.
This would be more believable if all of his games since Skyrim hadn't been chasing trends instead of setting them.I think Todd's mostly involved at the highest level overview: world tone, broad themes, and pitches some of the defining mechanics. He's not a meticulous director so much as an ideas guy with a good feel for where the industry is headed. Sort of like the Steve Jobs of gaming except his coworkers like him more.Todd Howard is too hands-off for anyone to mistake him for an auteur. Claiming he has a vision, of all things, is absurd. He mostly just lets his employees do shit they think is cool. People like Emil Pagliarulo and Ashley Cheng probably exercise way more creative influence over Bethesda products than Todd does.
"pussy" from "pus"?Who's got time for that gay romance shit? Just grab them by the pussy.
Todd Howard, the Steve Jobs of Gaming?I think Todd's mostly involved at the highest level overview: world tone, broad themes, and pitches some of the defining mechanics. He's not a meticulous director so much as an ideas guy with a good feel for where the industry is headed. Sort of like the Steve Jobs of gaming except his coworkers like him more.
No, he is not nearly as pretentious and insufferable.Todd, the Steve Jobs of Gaming?
It wasn't a compliment.Todd Howard, the Steve Jobs of Gaming?I think Todd's mostly involved at the highest level overview: world tone, broad themes, and pitches some of the defining mechanics. He's not a meticulous director so much as an ideas guy with a good feel for where the industry is headed. Sort of like the Steve Jobs of gaming except his coworkers like him more.
... Please have mercy on me. I'm begging you..
And they sold out, especially after Skyrim. You living under a rock or something?
They kicked their own community to the curb. Bethesda forums, which I had been an active member on since Morrowind, got shut down shortly after Skyrim became a major success with the wider gaming sphere. Then came in Bethesda.net in it's place. Bethesda wanted to be like Blizzard.And they sold out, especially after Skyrim. You living under a rock or something?
How exactly did they sell out (I mean other than by literally by selling the company)?