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The future they have presented just isn't believable. The factions make no sense, what remains of earth culture makes no sense. The societies are utterly unbelievable, the factions are utterly unbelievable, people are utterly unbelievable when this is supposed to be our future.
I am sorry, but unless you completely shut down any cognitive ability while playing it just nags you everywhere you go.
I don't disagree with you at all. The main story is baffling to me? You created a well-rooted 24th century world and populate it with time-travel and magic? Oh gosh.
I do believe a lot of this can be glossed over or improved with time. I believe in a hobby called world-building that lets people develop systems and test them on paper. Most great Sci-Fi writers have to do it.
I also hope the Creation Kit will allow aspiring Sci-Fi writers to work their magic into this game.
I'll go for that,, I LIKe it and agree with you on added items for the game.. Some sort of Dune Buggy Mars thing to drive :-)
At this point I would be happy with a Segway if it would be here sooner :-)
2) fix the game breaking QOL problems (notably vendor cash supply, but I can list a dozen more)
3) more content. Feels like there are barely 10 or so interesting quest chains and then NG+ time, repeat, repeat,...
4) make stuff worth doing. NG+ the only thing that feels like there is any reward is shooting people. Outposts? Nope... stuff isn't worth making for profit or use so they are just waystations with a shipbuilder and a landing site. Exploration? Same as you saw last time and reward vs your level is pathetic. Same old quests with low tier rewards? Nope, that 30-40 DR mantis junk isn't useful at level 40+ .. the ship is a nice quick kickstart if you need a 2nd one (they give you frontier right off in NG). There isn't a single thing that helps you gear up and accomplish anything that works in NG+ except taking bounties on a level 70-75 planet, everything else feels like it rewards level 20 quality.
I write applications so I know what it takes to create, product, ship, and provide support. I will attempt to be realistic with my suggestions. Much of what I have to say has already been voiced; apologies for repeating.
Fantastical Stories aside, let’s identify the primary SF Features in a nutshell:
It seems to me that SF on-launch shipped with a future framework in mind; many roads and features stubbed out. Examples:
Ooops – out of coffee; empty cup.
That’s me – food for thought!
~K
First, before I even begin, I want to thank you for a well thought out and written post. I really enjoyed reading it. Sorry to have to say that but tempers are still high here. I really hope this forum can keep you.
I agree with most of what you said. I am curious though. Nothing seems like it matters in the game with money and resources. You can shoot almost anything for iron and other materials. Money seems way to easy to get and a lot of the logic on supply and demand don't really apply.
What would you do with this system?
Since it's too late for Starfield, I'd like to see a public statement from Todd about what they'll be doing differently for TES VI. The lessons they learned between the release of Daggerfall, and Starfield. What they can take from games that were received as epic, and what they can avoid from more recent games.
And a promise to redouble their efforts with future games, and return to ones that really suck you in and give repercussions for actions, not just safe shooting and everyone's your friend.
Basically I want an acknowledgement that they've gone off on a tangent in the wrong direction, and are planning on steering the ship back on the "epic RPG course".
But why swim upstream trying to mod this game when there are ridiculously better alternatives out there? It makes no sense and it's a waste of time.
If I agreed with you about that, I wouldn't be here.
* Increased flora density
With few exceptions a lot of biomes have an overly sparse population of flora. This is right for some, of course, but others look unnatural as a result.
* Increased flora & fauna variety
There's a finite numbers of systems and planetary bodies - scale up the variety to match. I'm not sure if the assets are static and placed per planet, or if they're procedurally generated from a pool of parts, in either case more would aid a sense of authenticity to travelling between distinct planets.
Encounters
* More POIs (goes without saying)
* POIs need internal element randomisation
This is a big one for (forgive me) immersion.
Sometimes I come across a facility that has a different set of NPCs than the last time I encountered it, but it's rare. I also think it's tied to the (data) structure of the POI asset, because some POIs absolutely never vary; every Abandoned Biotics lab has the same Crimson Fleet NPC sitting on the edge of an open service panel in the courtyard, every Dogstar factory has the same data slates about a mad genius automating the workforce, etc
I'm thinking the NPC inhabitants may be flexible (like a container pulls from a list when you open it, perhaps the POI does the same for NPCs when it generates), but the 'flavour', the data slates, post-its, etc looks like they're fixed references (that I hope CK reveals can be made dynamic).
* Mid-journey encounters
This is another big gap, and again would help with immersion. I'd like to see encounters while on the way from point a to b on a planet surface, or even just point b to some random point in a random direction. Not all planets warrant it, barren ones would have little cause for having a population to run into, but temperate planets, planets with an abundance of resources and/or human suitable environmental conditions, should have more 'stuff'. Traders moving between outposts, prospectors, brigands, peaceful Va'ruun missionaries, etc. More. I can only think of 1 encounter similar to that (and it only spawns at POIs), which is (I think) "escort last remaining, wounded, settler back to their ship".
* More Followup
More smaller side quests need later follow up after they've completed Very few offer any events after the mission is complete, more would benefit from that mechanic. I'm just going to give one, but there are so many others, eg: Juno. You should run into them from time to time.
Ship Builder
* Walkthrough Mode
That's right, I'd like to be able to 'tour' my ship before committing the build. After the build check is complete there should be a "[V] Virtual Tour of Ship" option. Not all habs are the same internally, it'd be nice to see the changes before putting the credits on the table.
Equipment
* Better Wardrobe
Now I'm just personally nitpicking because I turn my BGS games into a fashion show :D
More outfits, more suits. NASA punk has its place, but l'm running some mods to add suits and outfits and it makes a difference to the feeling of individuality.
NPCs
* More randomisation of outfits and appearance
Too many NPCs are clones of one another.
* Lootable worn/equipped gear
If an NPC is wielding or wearing it, I want to loot it. It really is that simple. (I think there's a mod for this already?)
Some of these issues are glaring, and not unique to Starfield (Cyberpunk has the Clone NPCs, No Mans Sky has sparse biomes and flora/fauna that is the same across systems, for example, fewer and fewer games allow the 'loot what you see' mechanic), some will be addressed by mods, I'm sure, Bethesda may even tweak some of these things over time, who knows.
I enjoy the game, in the same way I enjoy Fallout 4; I play it, a lot, but then the content becomes too 'samey' and I move on. It's not quite as bad with Skyrim, due to the DLCs that expanded it, the additional content that modders added to it, it feels like it has a much higher content-density than FO4 or Starfield. None of the above points (and there's more unsaid, of course) are make or break, but they'd definitely enhance the experience, and while some are very personal (looting what I see) others I think would enhance the experience for everyone (greater internal POI variation).