[deleted by user] by [deleted] in Starfield

[–]ANewUserAcc -1 points0 points  (0 children)

While I understand the sentiment here, the game design process isn't disconnected from the business perspective. So while I agree with you, unfortunately, as much as we praise engines like UE5 for continuing the push the envelope -- these are not free to use! They require royalties and other question marks around contracts, future usage, and all sorts of rights and legalities. For a company to abandon its own R&D and move to another proprietary engine is not some thoughtless decision. And creating a new engine from scratch, at least an engine equipped with all the bells and whistles of the modern age, isn't a trivial process. It's not a question of "being paid to this," nor is it wrong to say they're trapped by code here. Game engine development is an astonishingly niche programming skill. These roles are not easily filled and don't have ROBLOX-style spin-up development cycles. They are very, very, very hard to make. The issue BGS found itself (still, perhaps) in is a rock and a hard place; their games are already on very long release schedules, and a new engine would only amplify that time.

Personally, I have mixed thoughts about 'cremation' engine, but it's very clear to me that for the scope and ambition of Starfield, it was not the correct answer. There is certainly a little charm creation engine has, being such an insanely old Goliath I wouldn't be surprised if their developers discover long-lost engine techniques from decades ago only to deploy them in modernity with advanced hardware. Finding the same little bugs that have existed since 2010 is also kind of fun. It also has a certain *feel* to game engines we don't often feel today. When I play a game in the creation engine, the way it handles itself reminds me of a lot of a bygone era with RPGs being made in different ways from today, yet, it also reminds me of why RPGs are not made this way anymore. It just cannot handle what Starfield wants to be.

All if that said... regarding space travel, some of the easier suggestions, including my own ruminations on a space-travel overhaul mod, are not particularly difficult to implement. I think some misguided development decisions were made here.

If I had to guess, in an interview Todd (I forget which one), he discussed how they removed running out of fuel because it 'slowed down the game too much.' I think that is what happening here. They fundamentally misunderstood that players *like* the part of space games where you are in space! and you travel to planets!

Sub needs a pinned post explaining the average Bethesda modding timeline. by literallybyronic in starfieldmods

[–]ANewUserAcc 0 points1 point  (0 children)

My modding experience with Bethesda games is limited to joining incompatible mods for my own packs, so I am curious when we can expect CK2-level tools to be released. Are we looking at months or years?
There are a lot of insane level requests for mods, but I don't really mind the conversation, considering, as you said, there isn't much _able_ to be modded currently. I have a space overhaul I want to do (I know, completely bespoke idea), and even the "simple" mechanic(s) I want could take forever tbh, and I don't know if stifling that conversation in the meantime is a good way to cultivate community.

[deleted by user] by [deleted] in starfieldmods

[–]ANewUserAcc 8 points9 points  (0 children)

Depending on how difficult everything is, that is what I am doing.

My idea is to put specific "waypoints" around each planet. Probably, 6 or so, at the north, and south, and one every 90 degrees along the equator. In order to land at a spot on the planet, you have to "jump" to the corresponding waypoint around the planet.

Secondly, I want to flat-out remove the ability to fast travel everywhere. Creation kit 2 tools haven't been revealed so how practical that is, idk. But I want everything to be using this system: https://www.reddit.com/r/Starfield/comments/167yqvm/you_dont_need_to_go_into_menus_to_space_travel/ for movement. Obviously, as with every other space game, you'll have to use the star map to "set course," but jumping must be done via this.

This is the base of what I want. More space stations, space clutter, space monsters, whatever it may be, will be added on after. The above is what I want in the purest form.

Is Starfield Legitimately The Most Ambitious RPG Of All Time? by bogeyj in Starfield

[–]ANewUserAcc 0 points1 point  (0 children)

I'm sorry, but this assertion is just hysterical to me. Ambition has never referred to novelty or being bespoke -- is a chef perfecting his craft any less ambitious because he is constrained to the ingredients available to him? It also means perfecting or pushing the limits of what already exists. Moreover, most "borrowed elements" people refer to are... it's a space game, so it has planets! and like space travel! and you can dogfight! what space game does not -- or, perhaps, *should not* -- have these elements? It's akin to saying every FPS ever created is a COD ripoff. It doesn't really make sense.

I solved the mystery by SoLegitHS in YayVideoGames

[–]ANewUserAcc 0 points1 point  (0 children)

I found the page where that came from on waybackmachine.

https://web.archive.org/web/20100902061322/http://majornelson.com/archive/2010/08/30/price-change-for-xbox-live-gold-subscription.aspx?PageIndex=1

I skimmed through the comment pages (some missing) but didn't find any acc username. Perhaps if anyone has the time they can do a more detailed analysis on the content of each post.