Instalar o Steam
Iniciar sessão
|
Idioma
简体中文 (Chinês Simplificado)
繁體中文 (Chinês Tradicional)
日本語 (Japonês)
한국어 (Coreano)
ไทย (Tailandês)
Български (Búlgaro)
Čeština (Checo)
Dansk (Dinamarquês)
Deutsch (Alemão)
English (Inglês)
Español-España (Espanhol de Espanha)
Español-Latinoamérica (Espanhol da América Latina)
Ελληνικά (Grego)
Français (Francês)
Italiano (Italiano)
Bahasa Indonesia (Indonésio)
Magyar (Húngaro)
Nederlands (Holandês)
Norsk (Norueguês)
Polski (Polaco)
Português (Brasil)
Română (Romeno)
Русский (Russo)
Suomi (Finlandês)
Svenska (Sueco)
Türkçe (Turco)
Tiếng Việt (Vietnamita)
Українська (Ucraniano)
Relatar problema de tradução
So here is some examples to name a few:
Kingdom Come: Deliverance
Skyrim
No Man's Sky
Freelancer
Privateer
Elite
Elite:Dangerous
Fallout:New Vegas
Fallout 76
Fallout 4
If you need more examples, try ending this losing argument and go do your own research.
I think you just proved the case that "fuel" is standard in RPGs, either tabletop or video.
Skyrim
Morrowind
Oblivion
Fallout 1
Fallout 2
Fallout New Vegas
Fallout 4
Pillars of Eternity
Baldur's Gate 1
Baldur's Gate 2
Baldur's Gate 3
Divinity Original Sin 1
Divinity Original Sin 2
Disco Elysium
Witcher 1
Witcher 2
Witcher 3
Mount and Blade 1
Mount and Blade Warband
Mount and Blade 2
Darkest Dungeon
Everquest
Fable 1
Fable 2
World of Warcraft
Planescape Torment
Mass Effect
Mass Effect 2
Battle Brothers
Tactics Ogre Reborn
Vampire The Masquerade Bloodlines
Neverwinter Nights
Neverwinter Nights 2
Icewind Dale
Icewind Dale 2
Dragon Quest Monsters Caravan
Project Zomboid
Pathologic
Not an exhaustive list of course but I can only be familiar with so many RPGs.
FO76 only played a bit not for me.
Skyrim and Fallut 4, it's just a survival mode, no way the core gameplay.
No search more will fail bring much RPG with significant fuel/hunger/thirst systems, I have some examples and none achieved anything interesting past very first parts.
Don't ruin their fantasy... Every time they post this we all know they have no clue about the technical aspects of the game.
Can you imagine the post about how terrible the game would be if their was no fast travel....????
I see fast travel as me the captain plot the course and set auto pilot. I would love for there to be a need for a captains quarters to use fast travel, where we went to sleep while we waited for the computer or the hired pilot to arrive at the destination. Then if we are attacked between our starting point and end point, we are awakened, and must run to the cockpit to take control as the hired pilot is evading the attackers.
Thus a randomized encounter is included in a future update. Could even have other encounters like space tourist, or colonist radioing for help. We wake in the captains quarters and reply to the radio message patched to us. Deciding what to do.
Sound like boring 5 times over to me...
Starrym, I mean starfield has most of the makings for becoming a great game. Skyrim has two major dlcs that added content. Starfield could use additional random encounters, which pull us out of fast travel to our destinations. From pirate attacks the hired pilot cannot handle him/herself, to colonist in distress, to answering questions from tourist.
As for base construction, expanding from outpost to small settlement helping defend homesteaders might be nice. Especially if we choose to stand our ground in a universe. Turning it into a more dynamic universe that changes as we grow our fleets. Expanding the number of ships we have, and possibly hiring crews to man a fleet that can be set to patrol problem systems, eventrually hiring new starbone who choose to stay and form a starbone civilization. Using our gifts for good or bad, based upon our choice to have become a pirate, neutral force in the universe or an empire onto our own right.
The difference between "raider, slaver" and "person from the north" is not just semantics. It's not petty nonsense.
I agree (although E didn't matter that much to me as my PC can brute force it well enough to compensate).
Skyrim has the "what's over there?" thing. You could go to new places and find new stories. It Starfield you go to the same places over and over again and find the same story over and over again. It makes nonsense of the storytelling. People did spend time doing storytelling, environmental and in notes and terminal entries. It's not as extensive as in other games, but it's there. And then it's rendered nonsensical by copy-pasting it hundreds of times. Then there's the worlds themselves, which are procedurally generated so there's no point exploring them and wouldn't be even if you didn't have to walk for realtime hours over procedurally generated irrelevancy to do so.
And there's no deep lore, no real story. Some ad hoc disconnected bits, many of which make no sense (e.g. Earth being deliberately devastated by someone from a parallel world for no reason, Earth being a barren wasteland with no ruins but a few buildings remaining almost untouched). It's just not well made.
Then there's the building, in which shipbuilding and basebuilding compete in a bizarre contest to see which can be the worst. Both are completely irrelevant to the game, which is their only saving grace of a sort.
Even the most basic quests require, like, 7 loading screens to complete.