Starfield

Starfield

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major tom 2024 年 4 月 10 日 下午 10:16
3
starfield steamdb rating updates
updates on steamdb indicate still the same trend.

incoming reviews are still more negative than positive!
last rating number is updated down to 59,00%
(current cyberpunk rating 81.24%)

you can easily prove for yourself that the presented rating is up to date by comparing with the reviews you see under the "Reviews" tab here on steam.

one thing: please help that this thread gets not locked down for any reasons. thanks.
the purpose is to keep the forum up to date. feel free to add any steamdb rating changes.
https://steamdb.info/app/1716740/charts/


my last edit: thank you valve to not lock this topic all the time. the last two days were so cringy and odd for me - like the game starfield itself somehow - a wild ride.

i am happy for the opportunity to leave this topic in peace and be able to say some words.
i will just add rating changes if i see one.

the topic was meant for information and friendly discussons and nothing else - this sadly never took place since day one. from my side: close this topic it failed miserably for this game. starfield deserves not the way it is represented here. do whatever you want with this topic. no more words from my side and thank you to all who tried to be respectful, friendly and focused.
最后由 major tom 编辑于; 2024 年 5 月 7 日 下午 7:52
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正在显示第 91 - 105 条,共 1,350 条留言
Emphoise 2024 年 4 月 11 日 下午 2:04 
引用自 diernayr
引用自 Emphoise

connected =/= loaded

Planet tiles are consistent with the spherical map and they are indeed connected in the way they are generated. You cannot load them by reaching the wall, but you can by targeting the next tile on the map.
Again there is zero evidence of that being true that cant be easily debunked.

Why havent the modders stumbled across these millions of tiles that theoretically exist? Hmmm?

the evidence is on the video that was linked to you.

Other examples :
https://www.youtube.com/watch?v=28-f8gzT-BE&ab_channel=ConnerRia
https://www.youtube.com/watch?v=Xw97cow5PkY&ab_channel=Draspian
https://www.youtube.com/watch?v=VZmZZZInb6w&t=17s&ab_channel=Haladoon
https://www.youtube.com/watch?v=bTyKXZq4gjs&ab_channel=ReviBennett
https://www.youtube.com/watch?v=K9Qs00RYvZE&ab_channel=MariusNilsen

Modders can't make planet travel seamless because of terrain loading design. However the terrain generated on planets is connected and that's easy to observe and test out.
Emphoise 2024 年 4 月 11 日 下午 2:06 
引用自 diernayr
引用自 Gingerbreadman
You aren’t getting it, are you? If you were to lay out the tiles you would end up with a spherical shape where the tiles seamlessly connect together.
Right, so where are they in the game files? Thats alot of information, eh? It needs to keep track of every mountain and hill, etc. Right? If its all connected?

On 1000 planets.

it most likely keeps a seed for each planet and only generates the terrain based on the seed AND the coordinates selected when you chose the landing area on the map. Otherwise the game files would just explode.

The spherical planet map is an accurate depiction of what the millions of tiles would look if put together, like a seed map viewer but spherical.
最后由 Emphoise 编辑于; 2024 年 4 月 11 日 下午 2:08
Diernayr (已封禁) 2024 年 4 月 11 日 下午 2:07 
Or is it just a random pro-gen fishbowl of slop?

The tiles do not connect, because there are no 'tiles'.

There is biome selction and it plops out a fishbowl.
最后由 Diernayr 编辑于; 2024 年 4 月 11 日 下午 2:09
Emphoise 2024 年 4 月 11 日 下午 2:08 
引用自 diernayr
Or is it just a random pro-gen fishbowl of slop?
Its not as you can easily observe and experiment. See the videos I linked for examples.
Diernayr (已封禁) 2024 年 4 月 11 日 下午 2:10 
引用自 Emphoise
引用自 diernayr
Or is it just a random pro-gen fishbowl of slop?
Its not as you can easily observe and experiment. See the videos I linked for examples.
Again, where are the tiles in the game files?

And all those videos show the same trick. No clip past invisible wall, go to edge of LOD area. Pretend your in a new cell and walk back.

Now if that cell exist, where is it in the game files?

It doesnt because Todd Coward is a serpent liar.
最后由 Diernayr 编辑于; 2024 年 4 月 11 日 下午 2:15
Emphoise 2024 年 4 月 11 日 下午 2:15 
引用自 diernayr
引用自 Emphoise
Its not as you can easily observe and experiment. See the videos I linked for examples.
Again, where are the tiles in the game files?

And all those videos show the same trick. No clip past invisible wall, go to edge of LOD area. Pretend your in a new cell and walk back.

Now if that cell exist, where is it in the game files?

I already answered to this :

引用自 Emphoise
引用自 diernayr
Right, so where are they in the game files? Thats alot of information, eh? It needs to keep track of every mountain and hill, etc. Right? If its all connected?

On 1000 planets.

it most likely keeps a seed for each planet and only generates the terrain based on the seed AND the coordinates selected when you chose the landing area on the map. Otherwise the game files would just explode.

The spherical planet map is an accurate depiction of what the millions of tiles would look if put together, like a seed map viewer but spherical.
gywidion 2024 年 4 月 11 日 下午 2:17 
I Imagine there may be a way to add a tile transition perhaps (Load Screen) to adjacent tiles.
Diernayr (已封禁) 2024 年 4 月 11 日 下午 2:17 
You guys just dont get it. If they are connected they have to exist somewhere in the files.
Emphoise 2024 年 4 月 11 日 下午 2:19 
引用自 gywidion
I Imagine there may be a way to add a tile transition perhaps (Load Screen) to adjacent tiles.

It seems that the game struggles to put the home ship in a "non loaded" state/tile.

No idea if that could be circumvented or not.

A shortcut to make the player load the next tile by reaching the border, while also putting the home ship within the next tile, should be perfectly doable, but also not really immersive since the ship would move by itself.
Emphoise 2024 年 4 月 11 日 下午 2:23 
引用自 diernayr
You guys just dont get it. If they are connected they have to exist somewhere in the files.

You don't seem familiar with the concept of seed and terrain generation.

Ie every part of a minecraft map is connected, but only a negligible fraction of that map is actually generated and present in the world file.

The map is generated in small portions, usually around where the player character is or choses to go, based on a SEED. A code that will trigger the terrain to generate in a certain way.

In SF, every planet appears to have a pre established seed. If you land on a given area, terrain will generate in a tile (thats when things are added to the save file).

The same area on the same planet will always be the same as long as the planet has the same seed. It is proven that all players in SF have the same seeds for planetary terrain, for every planet : https://www.youtube.com/watch?v=pCjAUcrqYGs&t=21s&ab_channel=Brahmiluff

(the same location can be reached by any player on that planet, by selecting the same area on the spherical map).
最后由 Emphoise 编辑于; 2024 年 4 月 11 日 下午 2:24
Diernayr (已封禁) 2024 年 4 月 11 日 下午 2:25 
引用自 gywidion
I Imagine there may be a way to add a tile transition perhaps (Load Screen) to adjacent tiles.
If the tiles are connected, every mountain that can be seen from each tile needs to be on an coordinated grid, each with proper rotation , elevation, topography etc.

Now do that on a planet size scale.

Now do that for 1000 planets.

Where is that data?
最后由 Diernayr 编辑于; 2024 年 4 月 11 日 下午 2:26
rufus_mcgayhee 2024 年 4 月 11 日 下午 2:26 
引用自 Emphoise
引用自 diernayr
You guys just dont get it. If they are connected they have to exist somewhere in the files.

You don't seem familiar with the concept of seed and terrain generation.

Ie every part of a minecraft map is connected, but only a negligible fraction of that map is actually generated and present in the world file.

The map is generated in small portions, usually around where the player character is or choses to go, based on a SEED. A code that will trigger the terrain to generate in a certain way.

In SF, every planet appears to have a pre established seed. If you land on a given area, terrain will generate in a tile (thats when things are added to the save file).

The same area on the same planet will always be the same as long as the planet has the same seed. It is proven that all players in SF have the same seeds for planetary terrain, for every planet : https://www.youtube.com/watch?v=pCjAUcrqYGs&t=21s&ab_channel=Brahmiluff

(the same location can be reached by any player on that planet, by selecting the same area on the spherical map).
Exactly, the seed is the variable that changes the parameters consistently. If coders had to code all those planets individual tiles it would be an impossible task. Just like how Notch didnt program a million different worlds.
VIDEO GAMES!! AHHHHHHH! 2024 年 4 月 11 日 下午 2:27 
引用自 Traveler
引用自 NE1seenMY4skin?
Not sure what ordinary you're referring but it absolutely is out of ordinary for a BGS RPG. Maybe you just have a short memory, NUM PLAYERS: Skyrim) 19500, Fallout 4) 22000, you're welcome!
Both games mentioned have already received the mod kit and many updates/DLC.
As of April 2024, the game sees over 1387659 daily players on average, with over 267,283 total concurrent players from platforms like PC and Xbox.
https://activeplayer.io/starfield/
only on this forum would i have to check the "about us" section of a cited source to verify the integrity of information... just between you and me... it doesn't exist, also no contact form.
Emphoise 2024 年 4 月 11 日 下午 2:28 
引用自 diernayr
引用自 gywidion
I Imagine there may be a way to add a tile transition perhaps (Load Screen) to adjacent tiles.
If the tiles are connected, every mountain that can be seen from each tile needs to be on an coordinated grid, each with proper rotation ,elevation etc.

Now do that on a planet size scale.

Now do that for 1000 planets.

Where is that data?

As I've said 3 times now, the data is a SEED. A code that contains the "plan" of each tile, but not in a fleshed out state. Like the DNA of each planetary tile.

Without that system present in most if not all games with similar proc gen content, the game files would be so bloated no drive could contain them.
oak 2024 年 4 月 11 日 下午 2:31 
引用自 diernayr
If the tiles are connected, every mountain that can be seen from each tile needs to be on an coordinated grid, each with proper rotation ,elevation etc.

That's the part of the massive data problem that procedural generation solves.

Genuine question, what do you think procedural generation is?
Because the below explains it pretty well.
Procedural generation isn't just randomisation. It's algorithmic with known boundaries and input variables to it.

引用自 Emphoise
引用自 diernayr
You guys just dont get it. If they are connected they have to exist somewhere in the files.

You don't seem familiar with the concept of seed and terrain generation.

Ie every part of a minecraft map is connected, but only a negligible fraction of that map is actually generated and present in the world file.

The map is generated in small portions, usually around where the player character is or choses to go, based on a SEED. A code that will trigger the terrain to generate in a certain way.

In SF, every planet appears to have a pre established seed. If you land on a given area, terrain will generate in a tile (thats when things are added to the save file).

The same area on the same planet will always be the same as long as the planet has the same seed. It is proven that all players in SF have the same seeds for planetary terrain, for every planet : https://www.youtube.com/watch?v=pCjAUcrqYGs&t=21s&ab_channel=Brahmiluff

(the same location can be reached by any player on that planet, by selecting the same area on the spherical map).

And before anyone tries to go for a gotcha (probably too late by the time I've written this), the algorithm would take care of adjacency. Again, part of the procedural generation.
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发帖日期: 2024 年 4 月 10 日 下午 10:16
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