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Starfield Thread - now with Shattered Space horror expansion

Vatnik Wumao
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Oct 2, 2018
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大同
I also suspect that House Varuun was only one of multiple religions in the lore but some reddit soyboy had them cut
That's because...
The upcoming DLC is all about that faction.
 

ind33d

Learned
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Jun 23, 2020
Messages
1,733
I also suspect that House Varuun was only one of multiple religions in the lore but some reddit soyboy had them cut
That's because...
The upcoming DLC is all about that faction.
I know about Shattered Space, I think Varuun was intended for the core game and the DLC was originally about something completely different, probably whatever happened after the Unity.

Maybe the ending was gonna be that you obtain Truesight/Detective Vision and can now see that there were ayys lmao around you all along (giving the scanner a reason to exist), and then the DLC would be like Star Trek: First Contact. There is no possible way in hell that Bethesda wanted to ship a space game with no xeno pussy
 
Last edited:

0wca

Learned
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Jan 27, 2021
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545
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Not here
If Failout 76 is any indication, give Starshit 5+ years of content and it might turn out passable.
No Man's Sky apparently did this.
Fallout 76 apparently did this.
Starfield will apparently do this.

They're still shit games - watching a "X is better than you think" or a "X is actually good now" YT video doesn't change that.

It just means that people are willingly lowering their standards because they're drowning in slop.

It doesn't change reality.
 

Drakortha

Liturgist
Joined
Jan 23, 2016
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Terra Australis
If Failout 76 is any indication, give Starshit 5+ years of content and it might turn out passable.
No Man's Sky apparently did this.
Fallout 76 apparently did this.
Starfield will apparently do this.

They're still shit games - watching a "X is better than you think" or a "X is actually good now" YT video doesn't change that.

It just means that people are willingly lowering their standards because they're drowning in slop.

It doesn't change reality.
And almost 15 years after Skyrim there's still no sign of a new mainline Elder Scrolls.

Warcraft 3, everyone thought it had a bright future, then suddenly the MMO hit, it was all over, never got a sequel again...

Now we're experiencing the same thing with Skyrim, ESO hit, never got a sequel, one is announced but who knows if that will even come out, looks like Bethesda is caught up in the Fallout hype again so probably not. If you are an Elder Scrolls fan your only choice is to mod the old games and play them again for the one hundredth time, or lower your standards and play MMO slop.

Developers like these don't want to make new games, they only want to continue to profit off the old ones. All the Skyrim remakes were clear red flags, Bethesda doesn't want to go past ESO.
 

Lemming42

Arcane
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The Satellite Of Love
In Todd's big interview recently, he responded to questions about new Fallout and TES games by saying "I don't think it's bad for people to miss things", which might be the wisest thing he's said in the last decade. I think he's right to hold off on TESVI, even if the reason for the delay is something as embarrassing as them being incapable of coming up with anything decent.

Skyrim is, astonishingly, still fairly popular and relevant in pop culture 13 years after its release; there's no real reason for them to introduce another game in the series while that's the case.

Also even if it'd be a guaranteed sales success, a hastily-made TESVI could damage the quality and integrity of the franchise, which I'd argue is pretty much what Fo4 and 76 did to Fallout even though the franchise is probably worth more now than it's ever been, money-wise.
 

Saint_Proverbius

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Staff Member
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Behind you.
Has anyone really gotten into the outposts/player housing/shipbuilding? It feels like Beth expected people to build first and do the shitty quests as an afterthought.
This would be the only interest I have in the game. It would probably be the only reason I'd get it. Then I looked more and more in to the systems and it lost me. I can understand you need bigger engines to power bigger things, and stuff like that. What I don't understand is why components are locked to skills. Skills are somewhat understandable, I guess, but explain the level requirement to me without totally breaking the immersion that Bethesda is supposed to be so good at. I can completely get behind having factions in the game and the requirement of faction reputation being part of what faction equipment they'd be willing to sell you. That's a model that makes a bit of sense. But please explain who would know what level I am and deny me access to something because of that?

Also, the settlement building in Fallout 4 was complete shit. You need to really mod the game in order to make it remotely friendly. I have to wonder if they even bothered to do much testing on it when even the snapping didn't work worth a shit in the vanilla game.
 

Kruyurk

Learned
Joined
Nov 16, 2021
Messages
442
If Failout 76 is any indication, give Starshit 5+ years of content and it might turn out passable.
No Man's Sky apparently did this.
Fallout 76 apparently did this.
Starfield will apparently do this.

They're still shit games - watching a "X is better than you think" or a "X is actually good now" YT video doesn't change that.

It just means that people are willingly lowering their standards because they're drowning in slop.

It doesn't change reality.
It is the power of marketing. Even if normies know that these games are shit, they collectively delude themselves in thinking otherwise to align with the conception they had of these games prior to release. A weird case of "too big too fail". Even is TES VI is shit it will be highly profitable just because of the status of Skyrim with normies. They will be able, in time, to convince themselves that it is exactly what they wanted, whether the initial reception is good or bad.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,611
The easiest example of this is locks.
Locks are exactly the kind of thing I mean. In the older games it was just an RNG check anyways, so the only difference between a 65 lock and a 60 lock was you maybe using a different number of lockpicks or savescumming. As soon Oblivion came around, the exact skill level became irrelevant because the only impact it had was at the thresholds that let you attempt stronger locks. All the numbers in between were pure window dressing.

To be clear, I'm fine with extra granularity in stats, but having the player unlock a new skill level that does nothing literally hundreds of times during the game is inane. It smacks of skinnerbox design.

I'm not going to comment on the impact it has on challenge design because that's just a non-sequitor.
 

Lemming42

Arcane
Joined
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Messages
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The Satellite Of Love
Doesn't the lockpicking skill level in Fo3/Skyrim also affect the chance to force a lock? Which makes it in that sense very similar to how Lockpicking worked in Fo1 - if you want to just roll your skill against the lock, click "Force Lock".

I've also never been sure whether or not investing in the skill causes the minigame to become progressively easier. Like, does investing in the skill allow you to apply more force before breaking a pick, and cause the sweet spot become wider? Or is it literally just that you get to attempt a new lock every 25 levels?
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
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Messages
15,611
I always found those minigames so trivial that the only reason to force the lock was to spend dozens of extra lockpicks to grind the skill. And if you've got those extra picks, the chance of success doesn't matter at all.

Even if it did influence the minigame, adding a single point is such an irrelevant upgrade it shouldn't be worth a mention. You'll note that in better designed games with granular skill levels, you get those skill levels in chunks at a time, by assigning batches of skillpoints on level up. In D20 systems your smallest possible upgrade is going to be a 5% improved chance; and it'll almost always be much bigger proportionally, as you go from say a 20% success rate to 25%.

Same logic applies to loot. Is it better to loot 1 coin every 3 steps or to occasionally find a big stash of loot after facing challenges?
 

Drakortha

Liturgist
Joined
Jan 23, 2016
Messages
1,834
Location
Terra Australis
I think he's right to hold off on TESVI, even if the reason for the delay is something as embarrassing as them being incapable of coming up with anything decent.
I highly doubt they are delaying because they are afraid of producing something of bad quality. These decisions are not made by artists.

Plus, if they aren't embarrassed by Fallout 76 and Starfield already, then they simply have no shame.
 

ind33d

Learned
Joined
Jun 23, 2020
Messages
1,733
I always found those minigames so trivial that the only reason to force the lock was to spend dozens of extra lockpicks to grind the skill. And if you've got those extra picks, the chance of success doesn't matter at all.

Even if it did influence the minigame, adding a single point is such an irrelevant upgrade it shouldn't be worth a mention. You'll note that in better designed games with granular skill levels, you get those skill levels in chunks at a time, by assigning batches of skillpoints on level up. In D20 systems your smallest possible upgrade is going to be a 5% improved chance; and it'll almost always be much bigger proportionally, as you go from say a 20% success rate to 25%.

Same logic applies to loot. Is it better to loot 1 coin every 3 steps or to occasionally find a big stash of loot after facing challenges?
I actually like the lockpicking minigame and I can't even find a 50th lock for the achievement. What the FUCK were they thinking with the security skills in this game? There's fuck-all in every safe and the lockpicks are indestructible so you only need one.
 

Zed Duke of Banville

Dungeon Master
Patron
Joined
Oct 3, 2015
Messages
12,758
I actually like the lockpicking minigame and I can't even find a 50th lock for the achievement. What the FUCK were they thinking with the security skills in this game? There's fuck-all in every safe and the lockpicks are indestructible so you only need one.
Messing up a lockpicking attempt does cost a digipick, for every restart or undo. Fortunately, the console command player.additem a x still adds x lockpicks digipicks, as it has since Morrowind. :M
 

Lemming42

Arcane
Joined
Nov 4, 2012
Messages
6,768
Location
The Satellite Of Love
I want to sort the Skyrim civil war out with automatic weapons and this mod will finally give me the chance.
 

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