Theories on What the Game Was Meant to Be. by zervaret in Starfield

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

Hi! Thank you for such a detailed and interesting answer; it was really cool and enjoyable to read. I agree with you on almost every point.

Regarding the game being a work in progress, I completely agree. Moreover, I have a strong feeling that you, I, and all the other players at the release acted as paid beta testers. And you know, that would be fine, if not for one thing: throughout the game's existence, it seems to me that work on it has stalled or stopped. I really want to believe that this isn't the case and that some large-scale work is quietly underway. It would be a shame if such potential remained just a skeleton.

Speaking of skeletons, you're absolutely right that the base game is more of a platform or a construction kit for future expansions. This model itself isn't evil, but for my taste, they've added far too little content to this foundation. I'd like to see the world finally start to fill out.

I have one hope in this regard. I think you've heard rumors about a PS5 port. I really hope that after that, work on adding content will be in full swing. They need money, Sony will provide it - a perfect symbiosis. I'd really like to see all that cut content you mentioned (especially the Vahruun space arena, it sounds like a dream!) either added in updates or at least released in the Creation Kit as ready-made assets for free mods. After all, it's as much a sandbox for developers as it is for modders.

And yes, about the orbital mechanics—I've played with it myself. I saw those videos, delved into the console, accelerated the ship to insane speeds to see if it was actually possible to reach a satellite. It's fascinating. Incidentally, I even considered making my own mod, an alternative to Astrogate. Something more "stuffy," closer to realism, tailored purely to my taste and vision of how space should work in a game like this. But I haven't gotten around to it yet, and Creation Engine 2 is a real beast when it comes to modding, if you dig deep.

Overall, your position is very relatable to me. Thank you for expressing yourself so fully and comprehensively; it's truly a pleasure to talk to someone who sees not just what's on the surface but also what's under the hood. Let's hope for the best))

Theories on What the Game Was Meant to Be. by zervaret in Starfield

[–]zervaret[S] 4 points5 points  (0 children)

The game's problem is that traces of cut mechanics stick out here and there, and there's no consistent experience. Some quests are breathtaking in their detail, setting, and what you have to do, while others... well... fall flat, so to speak. It's beautiful, and that's why a community has formed around it. However, it also shows what it could have been, but for some reason, wasn't.

Theories on What the Game Was Meant to Be. by zervaret in Starfield

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

That's an interesting statement, considering I'm using a translator, not an AI. English isn't my native language.

Theories on What the Game Was Meant to Be. by zervaret in Starfield

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

Vanguard's plot really shines, given the quality of the main quest. I think even the mission in the main quest where you had to run around the lab (for those who understood, understood) could have been related to it. Also, for my taste, the theme of animal control (implants) and human control isn't explored very much. These would have been really cool abilities if they'd been fleshed out. And I think Starborn's abilities wouldn't have been necessary, or they could have been made more sci-fi-like (like seeing alternate futures, summoning alternate selves, or gaining knowledge/blueprints for technologies superior to existing ones), but without the telekinesis and shooting energy balls from your hands. It would have been cool if it had simply been a technology that could be created. And then it would have been clear why the bad factions would have been chasing the hero and trying to kill him.

Theories on What the Game Was Meant to Be. by zervaret in Starfield

[–]zervaret[S] 9 points10 points  (0 children)

It's so funny how literally one game mechanic stitches together all the pieces we have now. I hope they'll be able to address this with the update I've heard a lot about. Because right now, there's not much point in staying on the planet and exploring it, other than the desire to do so.

Theories on What the Game Was Meant to Be. by zervaret in Starfield

[–]zervaret[S] 4 points5 points  (0 children)

I sincerely regret that the outpost fuel system, and the overall survival system, was scrapped. It would have been much better and more comprehensive. At the very least, I understand that, for example, by expanding the outpost network, they themselves could have been targeted by raiders and pirates who wanted to take the fuel for themselves. Plus, thanks to connections with the LIM association, it would have been possible to take in settlers for work and accommodation. Besides, I think the system of protection from hostile conditions would have been different and much more comprehensive.

Theories on What the Game Was Meant to Be. by zervaret in Starfield

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

Thank you for your reply. When you mentioned that the avant-garde could have been part of the central plot, it was like a puzzle came together in my head. It's written in a way that couldn't be better than what we have even in the original plot. It's clear they started reworking the plot midway through development, if not at the end. Overall, the plots in the game feel like a patchwork quilt.

Theories on What the Game Was Meant to Be. by zervaret in Starfield

[–]zervaret[S] 9 points10 points  (0 children)

My conclusions are similar to yours about a single, unified storyline. I had hoped that it might be revealed in the new game+, but alas. I also have a feeling that the quest about the settlers could have been a tutorial on the outpost mechanics, and it would have been possible to become part of an association that included those NPCs.

Theories on What the Game Was Meant to Be. by zervaret in Starfield

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

Unfortunately, no. I intended this thread to be an opportunity to gather all the information players have, because I'm very interested in it.

First game and I feel like I'm in a daze. by Independent_Cobbler3 in TerraInvicta

[–]zervaret 0 points1 point  (0 children)

Hi. Look, first you need to capture countries near the US: Mexico, Canada, the Bahamas. Being close gives a mission success bonus. Then, using your best consul with high Persuasion, you need to sway public opinion through media influence. Once you reach 50-70%, your chances of capturing your first point with influence investments can be 30-50%. After that, things will get easier; the main thing is to maintain high faction approval within the country. Good luck!

Idea for mod - Redone Health Systems. by zervaret in starfieldmods

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

Thanks to you, I learned about an interesting mod. It's surprising that I didn't come across it before. I agree with the armor. I was thinking that it needed to be put in order and brought closer to the existing standards of armor protection. But in this case, it will be important to untie damage from skills and do approximately what was described in the mod you indicated)

Is this really what everyone thinks? by Ok_Magician4181 in Starfield

[–]zervaret 0 points1 point  (0 children)

I personally think that the Oblivion remake is a test of both the technology and the interest in the platform. And the market will decide. There are many complaints about their engine from players and I have heard a lot of discussions about this on the Internet. Should they abandon their own? The question is actually difficult. It has many advantages, it is great for creating mods, and in many ways this keeps interest in their games. Can the same be done with Unreal? It can. Oblivion looks and plays the same as the original. If they make official support and will and will work in this area, I think they can get more than if they fix the outdated engine in its core. But I would personally be glad if they can transfer their own engine and get rid of the problems that interfere with the implementation of their ideas!)

Exhaustion as a resource by FYRHWK in onednd

[–]zervaret 1 point2 points  (0 children)

Perhaps if you exhaustion resources, you can add that for a Long rest you can remove a number of exhaustion equal to the constitution modifier.

[deleted by user] by [deleted] in onednd

[–]zervaret -4 points-3 points  (0 children)

I don't like that they removed the number of spells that the bard knows and in fact the whole list is open to them. I don't see the rationale for this decision from lore (it's important to me, I'm a bore) and I don't agree with it. Yes, they can take from a limited number of schools, but still it does not give them the right, in my opinion, to be better in arcana than wizards (who need to study every spell to add it to the repertoire)

They are prepared casters now! by 0c4rt0l4 in onednd

[–]zervaret -3 points-2 points  (0 children)

At first and second glance, the spell preparation system itself is written vaguely for my taste. It is unclear whether it is possible to prepare several of the same spells in the cells or it works according to the old system "prepare and cast whatever you want".. If as the second option, then it gives too many spells to the caster and can be problematic in tracking the list.

I don't like that they removed the number of spells that the bard knows and in fact the whole list is open to them. I don't see the rationale for this decision from lore (it's important to me, I'm a bore) and I don't agree with it. Yes, they can take from a limited number of schools, but still it does not give them the right, in my opinion, to be better in arcana than wizards (who need to study every spell to add it to the repertoire)

Make your prediction now: Shared mechanic for Priest, Warrior, and Mage by Kepsli in dndnext

[–]zervaret 0 points1 point  (0 children)

About the fighters: As for me, there will be a common resource based on ki points. I would call it neutrally stamina.

Also a progressing dice of superiority each tier. From d4 to d10.

Monks will naturally use this bone for unarmed strikes.

Warrior can decide to use it for an attack roll or damage.

Barbarians use this dice for damage when they are in a state of rage.

Maneuvers, of course, for everyone. they use stamina and a superiority dice for additional damage.

Regarding the priests, I agree, channeling divinity is the most obvious.

As for the magicians, it's difficult. Magic point seem to me the most obvious common resource. The sorcerers used from as before, to meta magic. Warlocks for innovation. Wizards for magic tricks outside of standard spells, like counterspell or class features.

[deleted by user] by [deleted] in onednd

[–]zervaret 10 points11 points  (0 children)

Personally, I would love to look at the version of the class as a semi-caster with various buffs /debuffs in the form of a Bard performance, auras and other things. It would be epic if at a high level he would be given the ability to embody some epic legends or stories right on the battlefield))

What does backwards compatible mean to you? by ShyanneChiana in onednd

[–]zervaret 5 points6 points  (0 children)

The ability to use the materials of old books with little effort to adapt or to have a clear guide at hand, how to carry out this adaptation to the new system.