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Do what works for you or what you enjoy. I have six different characters and the starting setup makes almost no difference. The one I play the most is almost up to level 300 and still doesn't have all the skill ranks unlocks.
The biggest difference you'll see is by spreading out skill points. Yes, they're (mostly) better at higher ranks, but so many of them impact dialog option in unexpected ways that they can be entertaining as well.
Yes the game is made for NG+ and I don't like that. NG+ problem is not allow me make a play without this skill or that skill and instead focus on this skill and that skill.
For me NG+ is grinding design spirit, and even anti RPG and building choices. I'm not appealed.
I started the play, for now it's not that bad to replay, and for me quite more interesting to plan a new building.
Some dev comment was that there was adaptation to character build, so I was curious to check even if I doubt otherwise there would be some players quote already.
I started out thinking of doing the stealth/talker route myself but ended up with all the practicals (extra carry weight, etc) and all the research skills. There isn't much in the game that requires heavy investment in ship combat and a good 30-40% of the skills are pretty negligible.
the professor is good too, because you need trash points to unlock crafting, and he starts with 3. The actual skills are meh, but jumping into gun mods at level 5 is pretty slick.
a couple of others are not bad but those 2 really stand above most.
If you want to give up on some skills...
- try only flying A class ships (not so bad at 60+ but at mid levels its rough)
- try not investing in crafting at all (this is a giant game changer)
- no investment in damage boosts
as for new ways to play:
try a pacifist/explorer. That is, no more fighting than necessary: if pirates/spacers own a building, you walk away. If you take a job, it won't involve killing. Etc.
Try being the bad guy, join CF & avoid join UC/rangers etc
make up your own story and role play it... but at the end of the day, there isn't enough content to really dig into these ideas.
That's sort of the problem though. The game doesn't really want you to roleplay. It wants you to play the game the Intended Way(tm). Quests will force you into fights with no real way of avoiding it and playing an active pacifist will slow your leveling to a crawl.
The game also makes playing a pirate difficult and poorly fleshed out.
pacifist has xp out the wazoo as crafting & selling is income and xp. Many people supplement leveling with crafting even playing violently! But yes, you wll have to fight some regardless, unless if you never NG and just do your own thing from day 1. Pirate play... yea... its kind of poor, a "this NG and never again" sort of experience for me.
The biggest thing about a pacifist run is all the side quests you wouldn't normally do, like the well brownouts or scientist at the tree in NA type stuff. And even those may have a fight or 2 at some stage, I forget.
A professional killer whose specialty is staging hits to look as though the victim killed him/herself. Suicidists usually have science backgrounds in addition to experience in covert operations.
Pacifism is so boring.
That's really just adding more mindless busy work to your gameplay. It's bad enough that the best ways to level in the game all involve MMO strategies to grind or farm. Quest xp gets anaemic pretty quick. Side quests especially the xp is really bad. I didn't find much incentive to do all of them as they usually only awarded around 2 enemies worth of xp.
I wish the quest xp would keep up with your leveling curve better but I think that's a general problem overall with the game.
jonnin:
Thank you for the effort.
For bounty hunter or preofessor it was too late, character already created.
for class At first play. I played mostly the full game with class A, and picked crafting vary late in first play, and didn't spend any point if weapons skills. So my first play more or less covered your suggestions. :-)
Bad guy, pacifist, I had more in mind something related to character building.
At end, haven't yet decide. For now just try skip some skills, and focus on piloting.
About that I wish shooting combats and spaceship combats had separated difficulty levels, but focus on spaceship fast is meaning giving fast ship combats bonus. For the simulator, Hard was very tough, I'll see.
Most people are going to say that everyone 'needs'
- lockpicking
- pilot c class
- build ships with all part
- modify suits
- modify guns
and highly recommend as well (moreso for harder difficulty):
- persuasion
- commerce
- some damage increases (depends on favorite weapons) for ground
- some damage increases in space (eg turrets or par)
- some damage mitigation (at least physical)
- jetpack
- additional crew
None of those are 'required' of course. Its just that the game centers on ground combat and looting, and that involves opening locks and killing guys and staying alive. The majority of what I listed helps with that, the rest of it is QOL (eg jetpack just makes life easier, you don't need it and even have packs that can't fit one).
-To level up
None of that is 'required' of course. Starfield can easily be beaten at level one. Its just that the game centers on having a high level gun and spamming healing items, and leveling up involves getting stuff you don't need to beat the game. The majority of what I listed helps with nothing and is pointless nonsense.
- some damage increases (depends on favorite weapons) for ground
- some damage mitigation (at least physical)
- modify suits
- modify guns (or very late for the fun like around 45)
For spaceship, I didn't get:
- pilot c class
- some damage increases in space (eg turrets or par)
I don't see what is this skill:
- build ships with all part
I didn't pick either:
- commerce
So this let for "need" or "highly recommend" I picked at first play:
- lockpicking
- persuasion
- jetpack
- additional crew
Yes I picked those 4 at first play. But I totally intend skip:
- persuasion (abused it a lot at first play, I'm fine see what it is without)
- additional crew (realized how pointless it was during first play, I intend stick to 4 with Sarah and not let her die, again but ok, she is a nice free slot and will save me many skill points
And I try skip also:
- lockpicking. There's a benefit, minimize lockpick.
And I didn't bother skip it at first play:
- jetpack
Weirdly, my first play was deeply different than what you think almost needed or highly recommend, and my second play will be it in part what you quoted.
The current general plan:
- No lockpick, persuasion, stealth, theft (alas again)
- Jetpack, Fitness, crafting suits mods. For move and carry management and intend try skip Weight Lifting.
- crafting weapons mods, and again skip all combats ground skills.
- Pilot, perhaps try Targeting Control Systems I totally ignored at first play.
- Try make Hard ok for spaceship though ship building.
- Intend lowdown focus on ship cargo, and exploit asap an outpost for cargo overload.
So for skills:
- Jetpack, Fitness, Surveying because I see nothing interesting to raise Science at level 2, Pilot, Spacesuit Design
- After, Targeting Control Systems, Weapon Engineering, Outpost Engineering, Special Projects, possibility Planetary Habitation.
- To clarify: Perhaps some level of: Shield Systems, Starship Design, Starship Engineering, and even some Ship Weapon System.
- Option but not at first, Commerce to raise Social at 2, Negotiation.
You only focus on increasing more skills, pure grinding, but yeah the game is designed for that from main story to character building, I don't care, Bethesda did what they want, I do the same. :-)
EDIT:
I'll report here my feeling, but I need move my but because the topic was find a new game to play and to kill time replay SF, but now I don't find time or appeal to search a new game to play, sigh.