this post was submitted on 11 Sep 2023
105 points (80.0% liked)
Starfield
2870 readers
3 users here now
Welcome to the Starfield community on Lemmy.zip!
- Follow instance rules (no spam, keep it civil and respectful, be constructive, tag NSFW)
Helpful links:
Spoiler policy:
- No spoilers in titles; if you want to share images with spoilers, preferably post the image in the body of the post. If you do make an image post, mark it NSFW.
- Add
[Spoilers]
to your title if there will be untagged spoilers in the post. - Game mechanics and general discoveries (ship parts, weapons, etc) don't need a spoiler tag.
- Details about questlines and other story related content are spoilers. Use your best judgement!
Post & comment spoiler syntax:
<spoiler here>
founded 1 year ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
My biggest complaint is still an RPG being consolified, meaning its menu's are all shit because of controllers.
Interactions in this game would me so much better if it were designed from the ground up for mouse, point and click, drag, etc.
My only other complaint is I wish I could fly and land the craft myself similar to No Man's Sky. You can land on planet, shit is still random gen, but there's some hardpoint spots where your ship can land in a city or outpost.
The positive sides that surprised me is the ship building is great. Always wanted a game that allowed this kind of ship building.
Space Engineers or similar are great, but can be too much detail. This snap together modular blocks is nice middle ground.
I'm also impressed the engine is able to handle so many micro collisions of items on the ground.
That's weird because I'm playing on console and the menus and UI are shit with a controller too.
I don't think the engine allows for such an open world. The engine is built around cells, and BGS shot itself in the foot by making a game in a setting that requires open-ness using an engine that only works with enclosed spaces.
Implementing dynamic asset streaming would've been a massive hurdle that would've likely broken so many other things and delayed the entire release by a year or two. I can understand why they didn't go that route, especially during the pandemic. For what its worth, the terrain gen and all is still pretty impressive, even if you cannot seamlessly travel around.
I agree that they could've hidden some parts better though, like why can't I select an existing landing spot from within the ships cockpit instead of having to use the map? They already show you the markers when you're in the scanning mode anyway so that could've been a pretty quick thing to do. After all it works with other targets already too.
A lot of the negativity seems to stem more from the fake outrage though.
Ship building is fun, but man they are lacking in detail.
What is the difference between these two cockpits? Idk, build it twice and find out. Oh, they're identical, then why even have a second one?
Oh, this giant 3x3 module must have a ton of stuff in it! Nope, the 2x1 is actually better. But which one? Dunno, try them all and reload.
You're ship is too big in either length, width, or height. Which one is it? Dunno, I just figured I'd throw all the errors together into one warning and let you figure it out.
Modders sure have their work cut out for them...
Luckily mods have already addressed the menu problems for PC. StarUI and Undelayed Menus.
Shouldn't even remotely be necessary for a studio this size. But whatever.
The only other actual negative I feel for the game at this point (20ish hours) is the skill points/system feeling like 5% good choices and 95% pointless garbage.