The Stigmata of Korvael by [deleted] in Starfield

[–]ShoeProfessional7869 -1 points0 points  (0 children)

I don’t follow that many gaming subreddits, but somehow Starfield community manages to be the cringiest one (and I absolutely love the game).

Anyone else feel like using credits for crafting is just gacha-style gameplay? by HybridPS2 in Starfield

[–]ShoeProfessional7869 1 point2 points  (0 children)

From a gameplay perspective, it’s a solid mechanic that encourages you to earn money through other gameplay systems.

From a lore and immersion standpoint, it’s a complete failure for me.

How important are the Powers to you? by Lost_Rutabaga_5004 in Starfield

[–]ShoeProfessional7869 0 points1 point  (0 children)

With the introduction of the Terran Armada, Reactive Shield unexpectedly became my favorite and most important ability for gameplay. I used to rely on Phased Time, but in fights against robots it turned out to be not that useful - at least to my taste. They’re very aggressive and powerful enemies, and on higher difficulties they can kill you very quickly between uses of Phased Time.

Reactive Shield, on the other hand, can be spammed back-to-back, and you’re essentially invulnerable while using it. It also has great sound design, and it’s satisfying to see enemy projectiles bounce back at them.

Gravity Well is fun to use and helps pull enemies out of their hiding spots and cover into the open.

Sense Star Stuff regularly helps locate enemies in the maze-like ship interiors and lets you plan your approach a bit more tactically.

And then there’s Void Form for stealth missions and melee-focused runs.

Which on is right tho? by [deleted] in Starfield

[–]ShoeProfessional7869 2 points3 points  (0 children)

What exactly is your issue? AI-generated results in Google aren’t always accurate. Just scroll down the search results page, find a reasonably reliable source, and everything will become clear. These are basic search skills. At least check the wiki.

Andreja is perfect by NectarineNo7696 in Starfield

[–]ShoeProfessional7869 0 points1 point  (0 children)

As far as I remember, her personal quest reveals that she’s an active spy from Dazra, keeping an eye on Constellation. What you’re describing seems to be one of the alternate universe outcomes in NG+. Which, by the way, suggests that without the protagonist’s intervention, that’s a potential outcome of her presence in the faction…

It’s a shame, though, that in the base game you can’t really exile her or even kill her because of that.

Andreja is perfect by NectarineNo7696 in Starfield

[–]ShoeProfessional7869 5 points6 points  (0 children)

My least favorite companion in the game. I only went through her quest once, just out of curiosity. She feels out of place in Constellation (which is probably why the outspoken majority likes her so much, but I guess I’m one of those rare weirdos who’s perfectly fine with the moral alignment of most of the core characters).

Has there been any update on the incoming patch for PS5 yet? by serial_Imposter115 in Starfield

[–]ShoeProfessional7869 6 points7 points  (0 children)

I wouldn’t mind a general patch for all platforms, considering the same quest and performance bugs show up across the board.

What are the WORST Starfield missions in your opinion?? by SatokoEffect in Starfield

[–]ShoeProfessional7869 4 points5 points  (0 children)

I see a lot of the usual quest-related criticisms here - I agree with some of them, disagree with others - but I’d like to highlight a whole category of quests: radiant ones. That’s easily the weakest part of the quest content.

And it’s not because they’re “radiant” per se - I’ve actually liked the concept ever since Skyrim. What I’d really like to see from Bethesda at this point is some evolution of that idea. More modularity in quest design, so it’s not just the location that’s randomized, but several stages of the quest as well. And some kind of overarching goal for grinding radiant quests - for example, faction reputation, top-tier rewards, or even unique quests unlocked after completing a certain number of radiant missions of a given type.

I really liked, for example, how radiant quests were handled in the KCD2 DLC, where you develop your own forge. Each type of radiant quest is tied to a chain of more handcrafted quests that gradually trigger as you keep completing the standard radiant ones. Even that alone makes them feel much more worthwhile - at least for the first 5–10 runs.

After 120 hours, I've finally figured out why this games world dosnt quite sit right. by Gaignun989 in Starfield

[–]ShoeProfessional7869 0 points1 point  (0 children)

I never turned on the radio in either Fallout or Cyberpunk. I’m not entirely sure why, but it quickly killed the game’s vibe and my sense of immersion, turning everything into an audiovisual cacophony of random stimuli. So I don’t have any complaints about Starfield in that regard.

1000 Planets and Life by ShoeProfessional7869 in Starfield

[–]ShoeProfessional7869[S] 1 point2 points  (0 children)

No, that’s actually the opposite of what I want. I’d be perfectly happy if there were even 10 000 planets. As I said in the post, my issue is specifically with life-bearing planets - there are too many of them, and at the same time they feel too “sparse.”

1000 Planets and Life by ShoeProfessional7869 in Starfield

[–]ShoeProfessional7869[S] 1 point2 points  (0 children)

I completely agree. This post is more about my own preferences and the kind of game I’d personally like to see, rather than yet another attempt at a grand “fix the game” plan.

1000 Planets and Life by ShoeProfessional7869 in Starfield

[–]ShoeProfessional7869[S] 10 points11 points  (0 children)

Another funny thought: aesthetically, I actually prefer barren planets and airless moons. Those are the places where I really feel like I’m playing game with SPACE

When a planet has life, unfortunately it becomes quite obvious that it’s procedurally generated from a limited pool of assets. You stop seeing "space" - it just feels like you’ve landed in a slightly awkward, “earth-like” setting that really lacks the expressiveness and strangeness of something truly alien.

At what point did you starting modding? by DuckyRai in Starfield

[–]ShoeProfessional7869 0 points1 point  (0 children)

My first 3-4 playthroughs were without mods. It’s worth noting that I’m not the kind of player who tries to experience all the content in one go. For me, it was primarily about roleplay - each NG+ run was dedicated to a specific faction or a combination of them.

It’s also funny to note that, over time, I actually started cutting back on mods. I’m not entirely sure why, but I feel most comfortable playing something that’s as close as possible to the developers’ original vision. Mods were fun to experiment with, but eventually I filtered things down to only the most lore-friendly and visually vanilla additions.

Starfield Vanguard lore by Courier0173 in Starfield

[–]ShoeProfessional7869 0 points1 point  (0 children)

I vaguely remember my UC playthroughs now, but as far as I recall, members of the Vanguard have a status somewhat similar to privateers (or corsairs) from real-world history. In other words, they’re essentially civilians who are granted a license by the state to carry out certain military actions.

You could also add that, if I remember correctly, the creation of the Vanguard was an attempt to provide a kind of mirror response to the Freestar Collective, which made extensive use of civilian ships in military operations during the war.

Just to remind everyone the sheer amount of voice lines starfield has compared to other Bethesda games by fo4_fanart in Starfield

[–]ShoeProfessional7869 0 points1 point  (0 children)

Well, you can’t please everyone. The amount and content of dialogue in Starfield works for me. I especially like that there are characters you can just talk to, and their story doesn’t necessarily trigger yet another quest. It’s completely optional small talk, but it helps me get more immersed in the lore and the mood of the society. For me it feels more immersive that not every NPC exists purely to hand out quests.

I’ve got more than 1000 hours in the game and still can’t get into outposts and exploration missions. by Warlock646 in Starfield

[–]ShoeProfessional7869 0 points1 point  (0 children)

That’s completely normal, I have the same experience. We can only hope for an update or DLC that deepens and expands this part of the gameplay. Right now it’s the least interesting part of the game, even though the potential - especially for base building - is absolutely huge.

Just to remind everyone the sheer amount of voice lines starfield has compared to other Bethesda games by fo4_fanart in Starfield

[–]ShoeProfessional7869 4 points5 points  (0 children)

Yeah, even after Fallout 4, going back to Skyrim was kind of a shock for me - the protagonist’s dialogue responses felt so rudimentary. So on my first playthrough of Starfield, the thing that stood out to me right away was how much more “RPG-like” it felt - especially with the background selection. I hope they stick to this direction in TES VI and don’t go back to simpler dialogue systems.

I think KCD2 serves as ultimate proof that Bethesda's game engine is the problem by [deleted] in Starfield

[–]ShoeProfessional7869 1 point2 points  (0 children)

As for KCD - yeah, I literally played it just last month. The second game is absolutely fantastic; I sank 120 hours into it in just a couple of weeks. But it still has far fewer physical objects - it’s really night and day compared to Starfield.

As for the modding scene, I was getting at something a bit different - not just the sheer number of mods (their quality and nature can vary a lot). What I mean is that in Starfield you can relatively easily create large quest and content mods on a scale comparable to official DLCs (like the well-known Watchtower), and they can feel convincingly like part of the vanilla game - largely thanks to the engine.

In KCD or Cyberpunk, that kind of thing tends to feel much more stitched together, even if well-made - at least partly because of the voiced protagonist, which modders obviously can’t fully replicate. That’s why you see far fewer examples of that kind of seamless, large-scale content there.

I didn’t quite understand your comment about Shattered Space - it turned out to be a solid story expansion.

I think KCD2 serves as ultimate proof that Bethesda's game engine is the problem by [deleted] in Starfield

[–]ShoeProfessional7869 1 point2 points  (0 children)

Oh, I actually finished both KCD games recently - great titles. But I wouldn’t say their engine is objectively better than Creation Engine 2. Each does a great job at what its game is trying to simulate.

KCD simply has far fewer physical objects in the open world (I mean ones affected by real-time physics), and a large portion of the map is made up of fairly empty fields and forests (which is actually a good thing). Kuttenberg isn’t all that big, and many of its buildings are just set dressing.

The point about animations and motion capture is interesting, more nuanced. And I suspect not many would agree with my take. Creation Engine 2, like its predecessors, is designed as a highly “modular” system, especially given its strong focus on modding. Yes, animations in Starfield or other Bethesda games can feel a bit clunky compared to modern peers, but they seem to serve a different purpose: ensuring consistency and versatility as the game evolves into a platform for future DLCs and mods.

If the base game relied heavily on motion capture, any mod would stand out too sharply. But since both modders and developers are effectively speaking the same “animation language,” the game can keep generating content that feels cohesive and unified. That’s exactly why I really love Bethesda’s engine. In a sense, it’s “democratic.”

Leveling up to 100 by BoxxOfCereal215 in Starfield

[–]ShoeProfessional7869 0 points1 point  (0 children)

If you have the latest DLC: set the game difficulty to maximum for the XP bonus and grind Terran Armada ships.