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No reason for me to know this.
*Whistles while walking away*
"Glad I had already left "
Somehow, I don't miss the encounters with a giant blob of npcs going to bed and all of them telling me some random overheard stuff at once.
Oblivion (and skyrims) radiant Ai is a meme.
Unless they dramatically improve that kind of feature, I personally think its best left forgotten
In Oblivion they had to actually town down the Radiant AI before release. It was too much. But they kept it all in for Shivering Isles. Which is why sometimes a war would break out in Bliss and everyone but the guards would end up dead, all because Big Head stole a fork.
Heck, I've seen the same thing in base Oblivion, where a war between the wizards and university guards broke out, and everyone dies, only to be repeated when the respawned. Over and over until the end of the save file. Crazy.
And in the end, most players didn't even notice the benefits. Hell, it took diving into the game files to discover the truth about the Orem Gang. Why spend all that work when no one will notice?
So in Skyrim they only kept the schedules, pretty much. You can track the movement of caravans and know when shops open and who would inherit when the shopowner got killed, etc. Ditto for Fallout 4.
I was hoping for a comeback in Starfield, but they carved back the schedules even more. And I think it's because of all the different time systems. How do you do a day/night shift when the there is a 49 hour day? Or a one hour day? Can just base it on universal time, but then the shops will be closed in the middle of the day. Etc., etc.
So pretty much only some NPCs have schedules. Most are always there up and about. Oh well, unlike everyone else on this forum, I'm not going to rage uncontrollably over it.
I can understand why. What would NPC cycles look like on worlds with arbitrary day lengths? And since the player would always be out of sync, I figure it just looked like an annoyance to the devs.
There's a lot of evidence that the game really was dumbed down in beta in multiple ways. Did you see that starmap that made the rounds a couple of days ago? And, of course, the fuel system, which is still in the interface even though it's unnecessary because you automatically refuel after every jump.
The engine takes care of:
Manage the sleep-wake cycle and open NPC shops (in the others games, not in this)
Battle music
Placing objects in containers such as ammunition, food and more
Creation of enemies
Creation and positioning of dungeons and any enemies
Creation of pre-established landscapes with related climate, flora and fauna
From Skyrim, a system of secondary quests called "radians" was introduced, a huge pain in the ass since after finishing the main quests and also the various guilds, in order not to distance the public from the game, an NPC assigns a created quest in real time from the game engine: go to point (A), kill (steal or otherwise) NPCs (B) and return to the starting point (A).
In Fallout 4 the settlers of the settlements also assigned radiant quests, the engine also managed the happiness of the settlements based on "pre-established" criteria by assigning other pseudo-radiant missions for the defense of these settlements.
The human "writing" content up until now has been equal to 0. However, it seems that the system has held up until Fallout 4.
With Starfield the planets are managed by the game engine's, which takes care of creating the world with its climate, flora and fauna, NPCs, shops, outposts (not very large) and related quests "radians": lost NPC in cave, go, save and receive reward.
Human or "writing" content here too 0.
Wdym "not to stop you" ? Areas on the map are generally accessible in video games at some point
Multiple jumps vs fast travel is just more loading screens (in any space game too).
The fuel stat simply unlocks more locations, its a pretty basic mechanic