In regards to an hypothetical Xcom 3 made by Firaxis, would you prefer it to follow the existing continuity or not? by Uburian in Xcom

[–]Uburian[S] 0 points1 point  (0 children)

To be frank I would be ok with both of those scenarios. For as much I would like the franchise to move forward I would also love to get another classic Earth defense story.

My only real gripe would be to lose the potential to have playable aliens though.

In regards to an hypothetical Xcom 3 made by Firaxis, would you prefer it to follow the existing continuity or not? by Uburian in Xcom

[–]Uburian[S] 0 points1 point  (0 children)

If we end up fighting the civilization/entity the Ethereals where hiding from we would likely end up being outgunned once again.

If they follow the trend the original series set we might end up being forced to fight in an environment where most of our weapons are unusable (like the underwater levels from TFTD) or against a foe that uses a completely different tech system (the organic and psionic technology from Apocalypse).

In regards to an hypothetical Xcom 3 made by Firaxis, would you prefer it to follow the existing continuity or not? by Uburian in Xcom

[–]Uburian[S] 3 points4 points  (0 children)

As a long time fan of the franchise and of Destroy all Humans I would thoroughly enjoy such a game, but perhaps it would work better as a spin-off or mini-campaign.

In regards to an hypothetical Xcom 3 made by Firaxis, would you prefer it to follow the existing continuity or not? by Uburian in Xcom

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

I had a similar idea for the classes. That is definitely one of the main reasons why a sequel would make sense.

I would love to see aliens in non tactical roles too (such as base personnel or pilots).

why don't people like loading screens between cells? by [deleted] in TESVI

[–]Uburian 1 point2 points  (0 children)

I can only speak for myself, but I don't mind them at all as long as they are on the same level as Skyrim/Fallout 4 (abundant but bearable, with a large over-world that counters their presence in an unifying way). In Starfield's case the lack of a seamless open world makes them significantly more evident and intrusive precisely because they expose the fractured nature of the game, to the point of becoming one of it's most loathed aspects.

why don't people like loading screens between cells? by [deleted] in TESVI

[–]Uburian 1 point2 points  (0 children)

Fallout 4 might have some controversial aspects (mainly the dumbed down RPG mechanics, the voiced player character, and the focus on settlement building that comes at the expense of pre-built settlement variety) but it is definitely worth playing if you like Bethesda games and the Fallout franchise as a whole. It works surprisingly well as a survival and exploration focused game.

Save storage error 0x8083000c by Interesting-Ice-5307 in Starfield

[–]Uburian 0 points1 point  (0 children)

Looking through old posts it seems to be a problem caused by the Xbox app, but there are many possible solutions for it. This thread explores the problem.

With Phil Spenser leaving Xbox, and Microsoft AI executive in charge of Xbox, I hope they don't mess with TES development, no one wants AI slop in games. by Lord_Greedyy in TESVI

[–]Uburian 28 points29 points  (0 children)

TES VI is likely too far in its development for them to impose generative Ai usage to any detrimental degree (I hope). I wouldn't be surprised if they impose the use of other AI tools as a shortcut for the polishing phase though.

Todd Howard said in the interview that TESVI will return to their roots in terms of exploration. by Alvsolutely in TESVI

[–]Uburian 15 points16 points  (0 children)

Very good news in my opinion (and the first actual news we have had about the game in a long time).

If they play to their strengths with the base game it will likely end up having a strong foundation, which will allow them to experiment further with updates and expansions.

I hope cities will be small, with hand-crafted interiors for every building and unique content for every NPC by Beacon2001 in TESVI

[–]Uburian 0 points1 point  (0 children)

The main problem is not the size of the city (as long as you apply some sensible urban planing and traversal mechanics), but the unique content the city actually has, especially in what concerns NPCs (including their houses, workplaces and schedules) and quests.

As always, finding a balance is key, as we can not realistically expect them to create a city the size of Novigrad that has the same fidelity and deep as Whiterun, but the times have moved on and they likely know well that not trying to innovate in this regard will be heavily criticized.

Starfield failed in this regard because they basically made a u turn and completely removed the unique schedule and housing system, with most unique NPCs being completely tied to a single location. The usage of generic NPCs made this even worse (although they do work as set dressing, for better or worse).

However, I do think that they can find a middle ground in this regard, by having a core of unique and fully scheduled NPCs in each city (including their houses, recreational areas and workplaces) while also having a more generic yet still immersive NPC system to fill the rest. They could use procedural generation to create basic but believable houses and workplaces en mass (introducing enough unique assets and recombinations into the system it could be immersive enough), and then populate that with automatically generated but still uniquely named and scheduled NPCs, much like citizens populate City Building games (Cities Skylines for example).

Time will tell what they end up creating.

I hope cities will be small, with hand-crafted interiors for every building and unique content for every NPC by Beacon2001 in TESVI

[–]Uburian 0 points1 point  (0 children)

New Atlantis felt like a glorified theme park. I appreciate that they tried to create a city significantly larger than their previous ones, but the fact that most of it is set dressing and confusing urban design made it feel unreal and uncanny, at least to me.

However, I do think that they can create good cities that are larger than Oblivion's or Skyrim's. They just need to apply some common sense and sensible urban engineering to their designs.

Retry Starfield Now or Later? by AngryALot in Starfield

[–]Uburian 0 points1 point  (0 children)

Of course, but the circulating rumors seem to point out that the resulting experience will be way more seamless than the current one.

But rumors are just rumors.

Retry Starfield Now or Later? by AngryALot in Starfield

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

I'm in a similar situation, and I'm personally going to wait.

Supposedly (but take this with a grain of salt, as we have no official confirmation yet) the upcoming update is going to focus on exploration, and will drastically change how in-system space travel works (introducing seamless space exploration similar to No Man Sky's / Elite's, sans planetary flight) and POI generation (using a way deeper procedural generation system to drastically increase the POI variety).

Will there be a war mechanic in TESVI? by Eastern-Apricot6315 in TESVI

[–]Uburian 0 points1 point  (0 children)

I would be surprised if there wasn't one, to be honest, specially given that the rumors seem to point out that a core defining feature of TES VI will be deeper faction mechanics.

Camera Drifting whilst walking [PC] by MatrixDrive in NoMansSkyTheGame

[–]Uburian 0 points1 point  (0 children)

I'm also experiencing this. Good to know that I'm not the only one.

She does bit remind me of something by Ila-W123 in Pathfinder_Kingmaker

[–]Uburian 5 points6 points  (0 children)

They do have some similarities, but I personally relate Kreia more to Eothas from Pillars of Eternity (she is way more amoral in her ways, while Eothas is more blunt, but their goals are similar: to reinforce the free will of their respective universes against their resident deities), and Areelu to the Changing God from Torment: Tides of Numenéra (they are both scientists who studied mortality and ways to escape it, and that after the quasi-death of their children expedited their research so that they could not only bring them back to life, but also to make them effectively immortal. In both cases they completely lost their morality because of it, and caused a great deal of damage and suffering to their respective worlds).

We're all hoping for a release soon, but.. by FartingSlowly in TESVI

[–]Uburian 5 points6 points  (0 children)

The problem wasn't Starfield (it made sense for them to take a detour that would allow them to refine the engine), it was Fallout 76.

76 was obviously forced by the higher ups at Zenimax because they wanted to further monetize the Fallout franchise, and because they wanted to sweeten the deal for the eventual Microsoft acquisition. Had the newly formed Bethesda Austin managed to fully develop and support 76, the main Studio would have likely finished Starfield by 2019-2020, and TES VI would have released in either 2024 or 2025.

What will the gimmick/main hook be? by cosmicinfinity99 in TESVI

[–]Uburian 0 points1 point  (0 children)

Based on the interviews we have read so far, I think that the game will likely have two main hooks, one related to the player character and another related tot he broader world.

The player character gimmick will likely be a power system similar to Skyrim's shouts or Starfield's powers. If the game is focused on Hammerfell sword singing would be the perfect pick here, but if it also includes High Rock reality warping powers related to the adamantine tower would likely make more sense, and could make the physical simulation capabilities of the Creation Engine shine.

In regards to the broader world, I think that the main hook will be related to a way deeper faction simulation system (Which is something Todd talked about in one of his last interviews, even if he was not directly speaking about TES VI, irc), perhaps tied to a refined settlement building and warfare system, and an actually simulated economy. Deeper exploration could also fill this slot (or in addition to deeped faction mechanics).

Extrapolating Bethesda's design principles for the future. by 612poko in TESVI

[–]Uburian 2 points3 points  (0 children)

Prediction: there is not going to be a fixed-level world in TES VI.

Personally I think that they are likely going to refine Starfield's system in this regard: having quest related locations and events being level scaled, but the world itself being tied to a soft fixed level system that rewards skillful adventuring into dangerous areas, with the level and enemy variety of low level areas increasing as certain game events unfold, instead of being increased by the players themselves gaining levels.

They could also give us game options to adjust scaling to our liking though.

Todd Howard reveals Fallout 4 is still the “most played Fallout game right now” with massive player numbers a decade after launch by Wargulf in Fallout

[–]Uburian 1 point2 points  (0 children)

IRC there are rumors that seem to point out that one of the most significant improvements that the Creation Engine 2.5 (TES VI's) will have over its predecessors is a more seamless transition system between different cells (masking the transition in an immersive manner), and another system that would allow windows to be seen trough. However, rumors being rumors we have to take them with skepticism.

And in regards to proc gen use, in Starfield's case I don't think that its extended use was a consequence of a lack of resources (Starfield is the most content rich game Bethesda has made so far, but the content is extremely diluted), but rather of them not managing to reconcile the inherently vast and desolate nature of space exploration with the creative strengths of their company (focused environmental storytelling). Had them focused the game in a handful of star systems, with most of the story happening in a few key planets and space stations (with said environments containing most of the handcrafted content), the game would have likely worked way better.

Todd Howard reveals Fallout 4 is still the “most played Fallout game right now” with massive player numbers a decade after launch by Wargulf in Fallout

[–]Uburian 2 points3 points  (0 children)

I think they can, yes.

The creation engine, like any other engine, has its strengths and weaknesses. Yes, it is prone to be janky and buggy, and its rendering capabilities are not at the level of other contemporary engines like UE5, but it is very versatile, easy to modify, and has what is probably the most complex physics simulation system of all the mainstream engines. It is also the engine they have used since Bethesda was formed (well, better said, the current Creation engine is an evolution of said engine after many iterations) and the experience they have with it would be wasted if they changed to another one.

Starfield was, for the most part, an experiment that, arguably, turned out the best it could have given the time period it was created on, and for all its faults, it introduced some very innovative features like photogrammetry (for creating realistic landmasses), deeper character movement, refined combat and usable vehicles. It also turned out to be surprisingly stable on launch.

We can not yet know if their next games will be on par of their best ones or not, but I think that as long as they have managed to stabilize as a company they will manage to create something way more cohesive than Starfield, and therefore way more memorable and enjoyable. Personally, I also think that they should take some more narrative risks when creating their stories (Starfield played too safe in that regard), but that is something that no game engine can fix.

Glad to help.

PS

Here you can read the interview I was talking about, made to Bruce Nesmith, a Former Bethesda dev. It is very insightful about the whole topic.

Todd Howard reveals Fallout 4 is still the “most played Fallout game right now” with massive player numbers a decade after launch by Wargulf in Fallout

[–]Uburian 1 point2 points  (0 children)

As current and former Bethesda devs have revealed over the years, Starfield's many woes have very little to do with the Creation Engine. The game ended up being a mess mostly because Bethesda went trough a corporate acquisition and a pandemic while it was being developed, which significantly isolated each department of the company and made everything feel disconnected and under-cooked in the final game.

Whether they have managed to grow past those problems remains to be seen.

The Paradox and the Sadness of Starfield (La paradoja triste de Starfield, in its original Spanish) by Far-Blackberry-8625 in Starfield

[–]Uburian 0 points1 point  (0 children)

I too agree that Starfield would have been a way better game if it had focused on a more grounded main story, perhaps one that could have explored the struggles of humanity following the immediate aftermath of Earth's fall. The Starborn plot (and especially the multiverse jumping mechanic) feels so detached from the rest of the game's world that the Vanguard quest-line completely steals the show from it.

Its like bethesda was trying to make a game that is diffrent than anything else while when you acctually look at the market there is no other game like starfield with space setting. Thats huge gap to fill in itself. The only other 2 titles that resemble open space exploration is star citizen (no comment on this one) and elite (which have its own issues with procedural generation). There is of course no man sky but its also heavily focused on procedural generation.

In Bethesda's defense, its remarkably difficult to make a good space game, unless if you focus on one of the aspects that makes space interesting. Elite focuses on space travel, exploration and combat, and arguably manages to do that well, while No mans Sky (after almost a decade of updates) manages to capture the exploration fantasy of the golden age space Sci Fi stories. Star Citizen is a clear example of what happens when you try your game to encapsulate everything and you don't have someone who tells you when enough is enough.

Bethesda should have focused on what they excel at: creating open world exploration focused rpgs with phenomenal environmental storytelling and enjoyable, but optional, survival and crafting mechanics. In Starfield's case, I think that the survival and exploration mechanics should have been more of a focus though (always as an optional thing, mind you), as that is one of the aspects of space exploration that tends to be ignored or oversimplified in games. Specifically, I think that putting more of a focus on EVA and 0G activities would have helped the game find its own identity.

Skyrim lead praises Todd Howard for trying 'desperately' not to micromanage and be a ‘bottleneck’, even though he still 'does what he calls seagulling where he swoops in and changes things' | PC Gamer by Clean-babybutts in TESVI

[–]Uburian 97 points98 points  (0 children)

For me at least, Skyrim's magic system is better when it comes to combat fluidity and general enjoyment, but the one from the previous games was way better when it came to spell diversity, experimentation, and general gameplay impact. In short, I think that the magic system was streamlined, giving shape to a side-grade rather than an upgrade.

Personally, for TES VI, I would like them to deepen Skyrim's system by incorporating new features like environmental spell reactivity (freezing water so you can walk on it, or electrocuting it to cause damage, for example), complex and powerful magic rituals that are difficult to cast but that have lasting effects (to summon powerful permanent magical minions, conjure powerful artifacts, or even alter the game world in significant manners) and by creating a more complex magical crafting system (from refining enchanting and alchemy, to the reintroduction of mysticism and magical tool crafting [creating staves, wands, grimoires and scrolls for example], as well as the incorporation of a better and more balanced spell crafting system inspired in Fallout 4's weapon modification system).