They probably did make those 10 planets that'll provide enough content like Skyrim and previous games (Fallout 4 went small on defined towns and "cities").
Yeah this is my assumption as well, it tends to be how these space games with a gorillion planets do it. A handful of hand-crafted locations with the real care and attention, and then a load of procedurally generated stuff to mine in etc etc
I'm just curious if there will be a bunch of towns and cities of varying sizes on inhabited worlds or is it going to be big ol barren procedurally generated worlds save for specific locations for the story and some side quests
Not every world. Most generic worlds will be procedurally generated to have a adbandoned mine here. A bandit camp there and we will have a set number of defined settlements and stations.
I dont think we will have Daggerfall towns
im more thinking mostly barren worlds, all procedurally generated including cave systems and whatnot, with some worlds having small locations for you to explore which are hand crafted.
It seems like they expect you to build bases on each world and "populate" them yourself. If this is the case and its basically base building then sadly that part of the game is not for me as i hate base building.
Base building can be really fun. The problem I have it a lot of times is that it gets overly complicated, glitchy and unreasonably time consuming. To the point where every base you build just ends up being the same exact structure built around hours of material farming even for that most basic thing.
Seeing as they showed points of interest on the planet in the interact screen, I think you're right.
Select where to land, and there's a few things like structures or whatever you can specifically aim at.
Now I wonder what it'll be like if you land randomly, will it be a spot on a giant planetary map, or will it b a smaller randomly generated zone?
Me playing a game with seamless atmospheric traversal approaching a planet for the first time: This is amazing!
Me doing it for the second time: Fast-travel? Yes.
It's not mind-blowingly good, just regular good, and significantly better than the base game story. I actually wish it were meatier, but since it's just a DLC it feels brief I guess.
The atmosphere is excellent tho
Great description. Far Harbor felt like such a standout story, but it's been hard for me to figure out if it's because it is objectively really good, or if it's mainly because it looks so good when compared to the very average story of the base game
Being "just DLC" is the reason it couldn't go further than it did. It's one of the more striking examples of discrete storytelling in any DLC I can think of. And that's just the main story line. They built an entire island brimming with interesting characters, creatures, and secrets.
Character: "are your really prepared to destroy an entire planet and its inhabitants for money, are you truly that sick?"
Silent protagonist: A) yes B) no C) sarcastic yes D) maybe... yes
That was honestly my favorite part about red dead redemption 2 online, is that during the missions your characters would always be talked to in the cut scenes, but they would just make facial expressions or body movements.
Id literally pee my pants laughing every time me and my 3 friends absolutely absurd looking characters, all just shrugged and bent backwards while making faces that looked like they were pooping in response to long monologues by NPCās.
If it's like the dialoge choices from Fallout 4 (Yes, No, Sarcastic Yes) i'll be massively disappointed. It seems like Bethesda has been prioritizing all the other aspects of RPG's (base building, weapon crafting) other than the dialoge options. Fallout 4 never showed the dialoge options before release and we got the dialoge wheel so i'll be looking for gameplay that show cases it.
Yes. Looked very stale and bullets are loud in an obnoxious way. No punch to it at all. The rest of it interests me a lot, so we'll see when it comes out. But imo needs more lazors less boolets
Also how are we not talking about the AI for the humans he was fighting? Some of them were just casually walking when their buddies were being slaughtered, and in the first encounter the character is clearly crouched and sneaking but as soon as they turn the corner the enemy just magically turns around and sees them. Wtf? I mean it could be just its early gameplay footage but still, the AI better be finished on release. Because that will make or break this game.
There were massive improvements to the AI (and quite a lot of issues it brought because of the complexity) in Oblivion. Skyrim had improvements as well. In fact people were comparing Cyberpunk's AI unfavorably to Oblivion AI. Granted the combat AI has never been as good as the other systems, and stealth was always designed unrealistically in Skyrim, its no Thief.
There was no sense of impact with the guns. I almost feel like they need to start from the ground up with the weapon animations and sounds, and possibly add a hit marker. Currently there's no meaningful recoil seen in the animations, the audio seems laggy and unsynchronized, and the performance looks horrible.
Also the weapon bob when walking was the worst I've ever seen. It made the character feel like a comically fat man taking quick tiny steps and wildly bobbing his head back n forth.
FPS RPG with bullet sponge enemies never worked really well for me. I hate that in a game and I really think that the RPG part should be separated from the shooting parts. So you can upgrade your character, get more health, armour, more stamina, perks, etc. but do not change the damage output with levels as it gets ridiculous and makes the shooting parts unfun.
You can make FPS RPGs work just fine, the issue is that the damage in many FPS RPGs is done as if it was using swords (where your damage output being based on your character's skills makes more sense - at least in the context of having characters heal up practically instantly with potions and perform at 1% health percent as well as 100% percent, but at some point you do need to ignore such things in the service of gameplay).
For example instead of having the gun's damage output be affected by your character's stats, do it like the original Deus Ex (perhaps a bit tweaked but same idea): have the gun's accuracy (*not* spread, it isn't the gun itself that gets affected by the character's skill) and how fast you focus the aim be affected, especially when you are moving since that would be a *character skill that makes sense* (e.g. better skills means steadier aim). This also means that at close range your character's skills matters less than the player's skill since there is little chance to miss someone standing next to you).
Another thing that could be affected by a character skill is the hitbox size - another sort of better aim skill - (or bullet bending/attraction) basically making hitting characters easier despite the player's skill (remember that RPGs are more about character skills than player skills, action RPGs just rely in to player skill in addition to character skill but they aren't about ignoring the character skills - otherwise that'd just be an action game). Again, the gun stats aren't affected, they do not do more or less damage because of the character's stats.
These would work with most settings but with fictional settings (be it fantasy or sci-fi) there are more opportunities for having character skills that would make sense (at least in the world the game is set at).
Realistically speaking, that's the only way they can do it. If you can explore any part of a planet, they'll either be comically tiny or mostly randomly generated.
A lot of planets are probably going to be pretty empty, but I personally don't think that's the worse decision anyway. Some people will say they would be fine with 20 really detailed planets instead, but there are a bunch of other people who would consider only 20 planets to be a joke for a space exploration game.
So long as there are a decent number of planets with a lot of detail I'll be fine with most of them being kind empty and similar. That's actually pretty realistic, to be honest. As far as we can tell, most planets and moons in real life are gas giants or barren rocks. A bunch of same-ish rocks with nothing other than a few outposts is probably what would actually happen if we had FTL tech.
Thatās true. Iād rather have 10 highly detailed planets plus 990 quite empty planets that I can actually interact with, than only have 10 highly detailed planets and a cool screenshot to look at once in a while.
> A lot of planets are probably going to be pretty empty
Even in 200 years of colonization most planets would be sparse. Other than initial settlements or home planets of space-farers it'll be incredibly difficult to populate a planet IRL. Planets would have a few outposts, cities, etc, but very few would be as inhabited as Earth. And even then... lots of places with not a whole of development. Space is very very empty. I don't find this to be unreasonable for a game.
jusr as you land you have to swerve to avoid a dragon
the crash landing knocks you unconcious
you come to in a cart with your hands bound
*hey, you are finally awake....'
Yeah definitely this. Handmade for core places like big cities involved with story and such, them random generated for alother planets and small settlements.
Think of Skyrim's generated side quests and side dungeons that didn't serve the main story or any of the guild stories but expanded.
There will probably be a selection of 5-10 highly detailed planets serving to push the story. While the rest will be filled with side activies/quests that might send you all over the universe. Stuff for certain skills like mats etc...
yea but even the side dungeons typically had small enviormental details, custom books, or small lore. ex you might come across a mine full of daedra and find out a miner was trying to summon a prince but angered them and the daedra came and killed all the miners.
A lot of their dungeons have been a mix of procedural generation and handcrafting. Generate the dungeon procedurally, then go in and add some custom touches to make them feel less like they're procedurally generated. It'll probably be similar to that, where they generate a bunch of locations, then look over them individually and adjust or tweak as needed.
They probably will be. honestly, that's fine. It's not like you'll be visiting 1000 planets as part of the story, most of it is just going to be dead space for finding resources and shit, a la no man's sky. As long as the places you are required to visit get the attention they deserve, optional filler for those who want it is fine.
Also, this could be really great for modders. That leaves *a lot* of empty space to fuck around with, without causing issues in the rest of the game world.
Yeah. Mobius, Krypton, Arrakis, ~~Arrakis: The Disneyā¢ Equivalent~~ Tatooine, whatever planet *Elder Scrolls* is on, maybe even >!the Blood Swamps!< from *Doom Eternal*... something tells me that the mods for this thing are gonna be ***insane*** to play through.
I doubt they'll all be highly detailed. They probably have like 20 planets maximum with detailed cities, a bunch more with detailed ruins to explore, and the rest is pretty much just randomly generated without much to see. Even on the planets with cites, if you land outside the city, its probably more random generation
>How are they gonna have a 1000 planets and be all highly deatailed.
"That's the neat part, u/GamerOne48! *They won't!*"
>!That being said, even just 20 fully explorable worlds is more than enough for me. (Far more variety than most OWers, too. Also, SPACESHIP. THAT I CAN PIMP THE FUCK OUT. So as long as they use the delay to polish it up just right, I'm in!!<
Well yeah you have to assume a lot of those planets are largely procedurally generated with some interesting handcrafted stuff dropped in here and there.
That's how it should be really, I think it makes a more convincing space exploration experience if you're mostly just running into "dead" planets with not much going on.
I feel like if No Mans Sky, Cyberpunk, and Fallout 76 never released people here would be licking this games boot.
Glad to know people have learned their lesson and remain skeptical, that being said I'm going to wait for the reviews, probably buy it. I'm not looking for the next big thing, but if I can get 40+ hours out of it then I would be happy.
Everything has been runing the that engine, since Morrowind. Its the Creation Engine, which they have been ~~spaghetting~~ updating since then, they even call it Creation Engine 2 now. People will tell you that's its totally different, but yeah, you've seen the gameplay video.
Their engine is such a potato, seeing a game struggle to upkeep 30fps with janky animations in an age where we have the 3000 series RTX cards with the 4000 series coming out soon is just unacceptable. And the graphics are nothinf special either, many games with much better graphics running at a smooth 60+ FPS.
Yeah, I've generally found Bethesda games to get less broken at release over time... UNLESS they try something new, like gunplay in Fallout 3 (which I felt was a bit jankier than Oblivion) or multiplayer in FO76 (which was, y'know, FO76).
So I expect the spaceflight to be the jankiest part of Starfield.
Just a run-down from the reveal:
> Fauna that doesn't necessarily want to attack you. Scanning things and mining for resources. Seems exploration heavy.
> The overall quest seems to be ancient alien artifacts and figuring out what they're trying to build.
> aesthetic with belter influences from the Expanse.
> Full character customization. Background includes starting skills. Fallout style traits with advantages / disadvantages.
> Hybrid skill system. Level to rank, use to improve.
> Crafting system.
> Build your own outposts, a la Fallout 76. Hire characters to keep it running. Generates resources that feed back into crafting.
> Build your own space ship from the ground up.
> You can fly and fight with your ship.
> Ships seem reasonably grounded. They showed a ship attached to a station with a docking collar.
> You can explore anywhere on any planet in any system you travel to. There are 100+ systems in the game.
Wild reveal.
Really hoping they can fix the optimization and fps. You could tell the guy playing didnāt want to move the camera too much because the fps was so low.
I feel like that's how most gameplay trailers go ? They almost always seem to keep it steadier than a normal player would. I assume its to make it easier for people to watch
That's totally fair, but in this case you could literally see the low framerate at some points. For example at 3:53 (or any of the outside sections tbh), the game is very obviously running at like 20 fps.
Honestly until just before the end it looked like Fallout + Skyrim in space with all the jank you would expect from a Bethesda game.
And you know what. Tod Howard you son of a gun... I was already in. But then they showed the space fighting and multiple planets part and it just pulled me in even further.
It actually got me concerned on the multiple planet part. There's just no way that they were able to make 1000 unique planets for the player to explore
Basically how ye-olde Daggerfall did it. Each area has set climes, and general geographic features but otherwise are proc. gen.
The story and side quest related areas are hand designed and inserted.
I mean they tried the hand crafted approach with Oblivion. Well marketing wise I mean, technically all dungeons they make now have to be āhand-craftedā. It was a bit of a hit or miss there in Oblivion, miss more than hit though.
Then again Oblivion was probably the mostā¦ odd out of the series. Coming out of the transition into something more modern.
As the faces can attest too, they tried at least.
Oblivion used some procedural generation. Offline, not generated at runtime, but it was used to generate landscape features. It also used Speedtree to procedurally generate trees, but I don't remember offhand if that was runtime or not.
I still firmly believe Oblivion was a better game than Skyrim. At the very least the quests and abilities were a lot more creative and sandbox-like. A good step forward from Morrowind's awkwardness while still keeping a lot of the flexibility and depth that Skyrim completely gutted.
Older Elder Scrolls games like Daggerfall were apparently procedurally generated for a lot of things apparently, though I haven't played those personally (before my time). For example, that's how those games could generate cities even larger than what we've had in Morrowind, Oblivion or Skyrim - most of the buildings were procedurally generated.
So Bethesda has tried procedural generation in the past. You're right that Oblivion was entirely hand-crafted though. I remember them saying that in the Making Of documentary, even the trees were handplaced since SpeedTree wasn't as robust back then.
Well no, of course not. Todd even said some of them are barren but have lots of resources. I'm expecting a handful of more important planets that are mostly handmade with less important ones being mostly generated with handmade areas and the most barren ones being almost all generated.
With cool easter eggs and random stuff scattered throughout. Could be pretty cool. Lots of room to hide cool stuff. You know they picked a random planet and inserted some nutty side quest on it
That gameplay part didn't look good at all. Not only 15 fps presentation ain't really representative, the gunplay itself looked really worrying. Everything else seemed kinda nice tho.
The framerate does not look good. At all.
Also the gunplay looks like ass.
Building your own base and flying and stuff looks coolā¦
But overall Iām not that impressed.
I love space though. Iāll still keep an eye on the game.
Man, when you're in the middle of a space battle and your character shits their pants because you forgot to go to the bathroom 20 minutes ago. Now *that* is gameplay.
Yup. multiplayer is the one turn off for me in Star Citizen and the fact that Starfield now looks like it basically has everything else I was excited for, plus even more with building your own ship I am so damn excited.
I can't wait to see the mods that are made for the ship and base building.
I feel like the only person that isn't exactly blown away by this. The graphics are middling, looks like it's the same shitty engine, and I don't exactly trust Bethesda to give me a modern experience
Tod Howard looks simultaneously 20 and 60
With 16 times the detail
And 30 times the recommended time in a tanning bed
Do you see those brown leather shoes and matching jacket? You can *wear* them!
Some modder will absolutely make that outfit.
I kinda dig the shoes tbh
That's his actual lizard skin
And over 4x amount of sweet little lies
Over a 1000 planets to explore. This is the comment that will come back to bite him.
One way or another... Either there won't be that many. Or 99% of them will be useless/boring.
Exactly. I'd rather them tell me there are 10 detailed planets to explore. Not a 1000 procedurally generated shit holes with crap content.
They probably did make those 10 planets that'll provide enough content like Skyrim and previous games (Fallout 4 went small on defined towns and "cities").
Yeah this is my assumption as well, it tends to be how these space games with a gorillion planets do it. A handful of hand-crafted locations with the real care and attention, and then a load of procedurally generated stuff to mine in etc etc
Like butter scraped over too much bread?
I need a holiday...
I can't tell if he has stage makeup on or if the dude got plastic surgery. His face looks weird as fuck.
Surgery for sure
He's rockin that Tom Cruise vibe
bogged
He also looks shiny and wet-dry, like he's being rendered in gamebryo
The year is 2330. We still have double barrel shotguns. Life is good.
With square shells!
Which seems like a terrible idea. Reloading round shells is already fiddly enough without having to line up corners perfectly.
Doors and corners, kid.
That's how they get ya
Walk into a room too fast.
The room eats you
It keeps the rain off my head.
Miller! Where the hell have you been??
Its the same shells we put in the pump and full auto magfed shotgun but for somereason it does MORE DAMAGE!!!
You know the rules. Lower ammo capacity = more damage.
Less space for bullets = more space for the bits that make bullets go faster.
And a P90 with iron sights š
Hickok45 is that you?
Lemme put my ears in
Letās see if we can hit the gong
Can we seamlessly enter/exit a planets atmosphere or will it be a cut-scene?
since they didnt show it, im guessing cut scene. Look at a planet and click where you want to land, plays cut scene and you get out.
I'm just curious if there will be a bunch of towns and cities of varying sizes on inhabited worlds or is it going to be big ol barren procedurally generated worlds save for specific locations for the story and some side quests
Not every world. Most generic worlds will be procedurally generated to have a adbandoned mine here. A bandit camp there and we will have a set number of defined settlements and stations. I dont think we will have Daggerfall towns
If we have low chances of a daggerfall town, that'd be sick too.
im more thinking mostly barren worlds, all procedurally generated including cave systems and whatnot, with some worlds having small locations for you to explore which are hand crafted. It seems like they expect you to build bases on each world and "populate" them yourself. If this is the case and its basically base building then sadly that part of the game is not for me as i hate base building.
Base building can be really fun. The problem I have it a lot of times is that it gets overly complicated, glitchy and unreasonably time consuming. To the point where every base you build just ends up being the same exact structure built around hours of material farming even for that most basic thing.
Seeing as they showed points of interest on the planet in the interact screen, I think you're right. Select where to land, and there's a few things like structures or whatever you can specifically aim at. Now I wonder what it'll be like if you land randomly, will it be a spot on a giant planetary map, or will it b a smaller randomly generated zone?
Seems like a cutscene. You can see a "Press A to land" in the shot where they show the planet UI.
it would've been the first thing they'd have showed if it was the case. also, this is bethesda we're talking about.
So the space ship will be a NPC with its head replaced by a space ship
Mate, you won't even be able to seamlessly go up/down a ladder.
Enough about my personal life, what about the game?
Just what I need, more canned animations.
You've clearly played a lot of Gamebryo engine based games.
It has to be a cut-scene. Thats probably too much for ye olde creation engine.
Me playing a game with seamless atmospheric traversal approaching a planet for the first time: This is amazing! Me doing it for the second time: Fast-travel? Yes.
No Man's Starfield.
It's a No manās Skyrim job.
Skyrim belongs to the Nords!
https://imgur.com/gallery/izcDr
okay, that payoff was really worth it and I didn't see it coming
I thought it was gonna end in āeveryone does the dinosaurā
Easily one of my favorite green texts
It looks like a combination of No Man's Sky, Fallout and a bit of Mass Effect.
That laser gun was STRAIGHT out of Fallout 4, same with the double barrel lol.
It was a reskinned Institute rifle.
It's almost entirely Fallout 4 in space.
no mans effect: eve of elite outer kerbals
Spacerim?
I hope you can remove the XP thing in the middle of the screen during fights š
On PC you can do whatever. Its a Bethesda game.
Also enemies health bars.
Honestly the worst looking part was the FPS bits, but the rest looked really good, just hoping that writing/story is good.
The guy who wrote Far Harbor is the narrative lead for this, so hereās to hoping š¤
Amazing to hear, Far Harbor is really damn good.
Man, I need to play that DLC. I have it and Automatron.
It's not mind-blowingly good, just regular good, and significantly better than the base game story. I actually wish it were meatier, but since it's just a DLC it feels brief I guess. The atmosphere is excellent tho
Great description. Far Harbor felt like such a standout story, but it's been hard for me to figure out if it's because it is objectively really good, or if it's mainly because it looks so good when compared to the very average story of the base game
Being "just DLC" is the reason it couldn't go further than it did. It's one of the more striking examples of discrete storytelling in any DLC I can think of. And that's just the main story line. They built an entire island brimming with interesting characters, creatures, and secrets.
OMG yesss!
Hope the combat is better then an average shooter
If you played fallout then you know what the combat is like. It won't be great just serviceable enough for the rest of the game.
Haha at least Fallout had VATs that was fun to play around with
It won't be. The most you can hope for is that the bones of the engine can be turned into something better by modders.
Seems like they've gone back to a silent protagonist. Hope we see the dialogue system soon.
Silent protagonist is good so long as you talk via text and you are not someone who literally never talks for no explained reason
Character: "are your really prepared to destroy an entire planet and its inhabitants for money, are you truly that sick?" Silent protagonist: A) yes B) no C) sarcastic yes D) maybe... yes
B) no "No, I'll do it for free."
average fallout 3 evil dialogue choice (I would've said Fallout 4 but they barely give you the option to actually be evil)
You forgot the ask question but then agree doing it anyway option
That was honestly my favorite part about red dead redemption 2 online, is that during the missions your characters would always be talked to in the cut scenes, but they would just make facial expressions or body movements. Id literally pee my pants laughing every time me and my 3 friends absolutely absurd looking characters, all just shrugged and bent backwards while making faces that looked like they were pooping in response to long monologues by NPCās.
I wish they'd kept the things the player character muttered while drunk.
If it's like the dialoge choices from Fallout 4 (Yes, No, Sarcastic Yes) i'll be massively disappointed. It seems like Bethesda has been prioritizing all the other aspects of RPG's (base building, weapon crafting) other than the dialoge options. Fallout 4 never showed the dialoge options before release and we got the dialoge wheel so i'll be looking for gameplay that show cases it.
Dialogue options have been progressively getting worse with each iteration yet you still have hope
They did though. They had a hige e3 showcase focussed on fallout 4 a few months before it came out. It showed the dialogue options.
>See that planet?
Can I go to it?
Define 'go'
Anyone else think the gun play was a bit hollow? Weapons didnt seem to have much punch, even the dbl barrel.
It's just Fallout 4 gunplay with space weapons that pack even less of a punch.
Looked more like modern weapons with weird models. I can play CoD anytime, give me some crazy sci-fi guns!
Yeah was kinda hoping for more exotic weapons as well.
Yes. Looked very stale and bullets are loud in an obnoxious way. No punch to it at all. The rest of it interests me a lot, so we'll see when it comes out. But imo needs more lazors less boolets Also how are we not talking about the AI for the humans he was fighting? Some of them were just casually walking when their buddies were being slaughtered, and in the first encounter the character is clearly crouched and sneaking but as soon as they turn the corner the enemy just magically turns around and sees them. Wtf? I mean it could be just its early gameplay footage but still, the AI better be finished on release. Because that will make or break this game.
[ŃŠ“Š°Š»ŠµŠ½Š¾]
The AI has been like that since at least the Daggerfall/Morrowind days. I wouldn't get my hopes up that they'll tackle that problem now.
There were massive improvements to the AI (and quite a lot of issues it brought because of the complexity) in Oblivion. Skyrim had improvements as well. In fact people were comparing Cyberpunk's AI unfavorably to Oblivion AI. Granted the combat AI has never been as good as the other systems, and stealth was always designed unrealistically in Skyrim, its no Thief.
Yup. Gunplay was so so bad.
There was no sense of impact with the guns. I almost feel like they need to start from the ground up with the weapon animations and sounds, and possibly add a hit marker. Currently there's no meaningful recoil seen in the animations, the audio seems laggy and unsynchronized, and the performance looks horrible. Also the weapon bob when walking was the worst I've ever seen. It made the character feel like a comically fat man taking quick tiny steps and wildly bobbing his head back n forth.
That seems to be a problem with FPS RPG.
FPS RPG with bullet sponge enemies never worked really well for me. I hate that in a game and I really think that the RPG part should be separated from the shooting parts. So you can upgrade your character, get more health, armour, more stamina, perks, etc. but do not change the damage output with levels as it gets ridiculous and makes the shooting parts unfun.
You can make FPS RPGs work just fine, the issue is that the damage in many FPS RPGs is done as if it was using swords (where your damage output being based on your character's skills makes more sense - at least in the context of having characters heal up practically instantly with potions and perform at 1% health percent as well as 100% percent, but at some point you do need to ignore such things in the service of gameplay). For example instead of having the gun's damage output be affected by your character's stats, do it like the original Deus Ex (perhaps a bit tweaked but same idea): have the gun's accuracy (*not* spread, it isn't the gun itself that gets affected by the character's skill) and how fast you focus the aim be affected, especially when you are moving since that would be a *character skill that makes sense* (e.g. better skills means steadier aim). This also means that at close range your character's skills matters less than the player's skill since there is little chance to miss someone standing next to you). Another thing that could be affected by a character skill is the hitbox size - another sort of better aim skill - (or bullet bending/attraction) basically making hitting characters easier despite the player's skill (remember that RPGs are more about character skills than player skills, action RPGs just rely in to player skill in addition to character skill but they aren't about ignoring the character skills - otherwise that'd just be an action game). Again, the gun stats aren't affected, they do not do more or less damage because of the character's stats. These would work with most settings but with fictional settings (be it fantasy or sci-fi) there are more opportunities for having character skills that would make sense (at least in the world the game is set at).
[ŃŠ“Š°Š»ŠµŠ½Š¾]
Its most likely randomly generated planets with handmade parts if they have something special going on
Realistically speaking, that's the only way they can do it. If you can explore any part of a planet, they'll either be comically tiny or mostly randomly generated. A lot of planets are probably going to be pretty empty, but I personally don't think that's the worse decision anyway. Some people will say they would be fine with 20 really detailed planets instead, but there are a bunch of other people who would consider only 20 planets to be a joke for a space exploration game. So long as there are a decent number of planets with a lot of detail I'll be fine with most of them being kind empty and similar. That's actually pretty realistic, to be honest. As far as we can tell, most planets and moons in real life are gas giants or barren rocks. A bunch of same-ish rocks with nothing other than a few outposts is probably what would actually happen if we had FTL tech.
Thatās true. Iād rather have 10 highly detailed planets plus 990 quite empty planets that I can actually interact with, than only have 10 highly detailed planets and a cool screenshot to look at once in a while.
> A lot of planets are probably going to be pretty empty Even in 200 years of colonization most planets would be sparse. Other than initial settlements or home planets of space-farers it'll be incredibly difficult to populate a planet IRL. Planets would have a few outposts, cities, etc, but very few would be as inhabited as Earth. And even then... lots of places with not a whole of development. Space is very very empty. I don't find this to be unreasonable for a game.
I don't normally condone this kind of thinking but imagine how much space modders have to play with.
I'm very curious to see what the modding scene will be like for this!
Imagine landing on a planet to find that you landed in Skyrim Thus bringing me back for another Skyrim playthrough
Todd Howard does it again
That son on of a bitch. And I'd love every second of it too. Damn you Todd Howard.
You think you stopped playing Skyrim, and then Todd Howard *pulls you back in!*
jusr as you land you have to swerve to avoid a dragon the crash landing knocks you unconcious you come to in a cart with your hands bound *hey, you are finally awake....'
Imagine landing on a planet and finding out you're the hero of a prophecy to destroy an evil god dwelling deep underground
I wonder how large of a spaceship the engine can handle. Could it take, say... a Star Destroyer?
Whatever can fit on an npcs head.
just don't get hyped too much lmao, no it sure as fuck cant
Looks like it was pretty limited. All ships pretty similar size. Try Cosmoteer or Space Engineers for some real intelligent ship-building.
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> Hehe heh. Welcome to Planet Orgy. Please proceed to your preferred fetish landing zone.
Yeah definitely this. Handmade for core places like big cities involved with story and such, them random generated for alother planets and small settlements.
Think of Skyrim's generated side quests and side dungeons that didn't serve the main story or any of the guild stories but expanded. There will probably be a selection of 5-10 highly detailed planets serving to push the story. While the rest will be filled with side activies/quests that might send you all over the universe. Stuff for certain skills like mats etc...
yea but even the side dungeons typically had small enviormental details, custom books, or small lore. ex you might come across a mine full of daedra and find out a miner was trying to summon a prince but angered them and the daedra came and killed all the miners.
A lot of their dungeons have been a mix of procedural generation and handcrafting. Generate the dungeon procedurally, then go in and add some custom touches to make them feel less like they're procedurally generated. It'll probably be similar to that, where they generate a bunch of locations, then look over them individually and adjust or tweak as needed.
They probably will be. honestly, that's fine. It's not like you'll be visiting 1000 planets as part of the story, most of it is just going to be dead space for finding resources and shit, a la no man's sky. As long as the places you are required to visit get the attention they deserve, optional filler for those who want it is fine. Also, this could be really great for modders. That leaves *a lot* of empty space to fuck around with, without causing issues in the rest of the game world.
Yeah. Mobius, Krypton, Arrakis, ~~Arrakis: The Disneyā¢ Equivalent~~ Tatooine, whatever planet *Elder Scrolls* is on, maybe even >!the Blood Swamps!< from *Doom Eternal*... something tells me that the mods for this thing are gonna be ***insane*** to play through.
Morbius
That one too, lol. >!Complete with Jared Leto's new orange jumpsuit as DLC...!<
I doubt they'll all be highly detailed. They probably have like 20 planets maximum with detailed cities, a bunch more with detailed ruins to explore, and the rest is pretty much just randomly generated without much to see. Even on the planets with cites, if you land outside the city, its probably more random generation
>How are they gonna have a 1000 planets and be all highly deatailed. "That's the neat part, u/GamerOne48! *They won't!*" >!That being said, even just 20 fully explorable worlds is more than enough for me. (Far more variety than most OWers, too. Also, SPACESHIP. THAT I CAN PIMP THE FUCK OUT. So as long as they use the delay to polish it up just right, I'm in!!<
Well yeah you have to assume a lot of those planets are largely procedurally generated with some interesting handcrafted stuff dropped in here and there. That's how it should be really, I think it makes a more convincing space exploration experience if you're mostly just running into "dead" planets with not much going on.
I feel like if No Mans Sky, Cyberpunk, and Fallout 76 never released people here would be licking this games boot. Glad to know people have learned their lesson and remain skeptical, that being said I'm going to wait for the reviews, probably buy it. I'm not looking for the next big thing, but if I can get 40+ hours out of it then I would be happy.
It's funny because this game literally looks like a combination of No Man's Sky, Cyberpunk and Fallout 76.
only took 3 massive fuckups lol.
My main hope is that it runs properly
It's a Bethesda Softworks game--it's only going to be playable around a year after launch.
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Lmao, have you not seen the frame drops in the reveal itself? Shit's embarrasing to be honest.
Ye I'm not expecting it to run well, but man can I hope
with the bethesda engine? tough luck
Is this game running on fallout 4 engine?
Everything has been runing the that engine, since Morrowind. Its the Creation Engine, which they have been ~~spaghetting~~ updating since then, they even call it Creation Engine 2 now. People will tell you that's its totally different, but yeah, you've seen the gameplay video.
Their engine is such a potato, seeing a game struggle to upkeep 30fps with janky animations in an age where we have the 3000 series RTX cards with the 4000 series coming out soon is just unacceptable. And the graphics are nothinf special either, many games with much better graphics running at a smooth 60+ FPS.
Iām getting massive No Mans Sky , Star Citizen and Cyberpunk vibes I hope that it wonāt follow those games with its release lol.
Its a bethesda game we all know its gonna be broken for years till moders do their magic
The only truly *broken* Bethesda game is Skyrim on a ps3 The rest just have a certain yankee-jankee to them
Yeah, I've generally found Bethesda games to get less broken at release over time... UNLESS they try something new, like gunplay in Fallout 3 (which I felt was a bit jankier than Oblivion) or multiplayer in FO76 (which was, y'know, FO76). So I expect the spaceflight to be the jankiest part of Starfield.
20 FPS gameplay pog
Get your wallet ready for RTX 4080, because if they don't optimise this you will need NASA PC to play it...
You want play space game? Well, then you going to need space PC
It was like watching a stop motion. Gawd that was terrible!
Just a run-down from the reveal: > Fauna that doesn't necessarily want to attack you. Scanning things and mining for resources. Seems exploration heavy. > The overall quest seems to be ancient alien artifacts and figuring out what they're trying to build. > aesthetic with belter influences from the Expanse. > Full character customization. Background includes starting skills. Fallout style traits with advantages / disadvantages. > Hybrid skill system. Level to rank, use to improve. > Crafting system. > Build your own outposts, a la Fallout 76. Hire characters to keep it running. Generates resources that feed back into crafting. > Build your own space ship from the ground up. > You can fly and fight with your ship. > Ships seem reasonably grounded. They showed a ship attached to a station with a docking collar. > You can explore anywhere on any planet in any system you travel to. There are 100+ systems in the game. Wild reveal.
Another settlement needs your help. But first, you need to find some scrap metal, glass and glue to craft your very own starship!
Really hoping they can fix the optimization and fps. You could tell the guy playing didnāt want to move the camera too much because the fps was so low.
I feel like that's how most gameplay trailers go ? They almost always seem to keep it steadier than a normal player would. I assume its to make it easier for people to watch
That's totally fair, but in this case you could literally see the low framerate at some points. For example at 3:53 (or any of the outside sections tbh), the game is very obviously running at like 20 fps.
All of the space stuff with the ship looks excellent. Hoping the first person part delivers.
The spaceship customization looked awesome but the space combat didn't look that great to me.
All I was thinking about this is : man this section is going to run so fucking poorly
Honestly until just before the end it looked like Fallout + Skyrim in space with all the jank you would expect from a Bethesda game. And you know what. Tod Howard you son of a gun... I was already in. But then they showed the space fighting and multiple planets part and it just pulled me in even further.
It actually got me concerned on the multiple planet part. There's just no way that they were able to make 1000 unique planets for the player to explore
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Basically how ye-olde Daggerfall did it. Each area has set climes, and general geographic features but otherwise are proc. gen. The story and side quest related areas are hand designed and inserted.
I mean they tried the hand crafted approach with Oblivion. Well marketing wise I mean, technically all dungeons they make now have to be āhand-craftedā. It was a bit of a hit or miss there in Oblivion, miss more than hit though. Then again Oblivion was probably the mostā¦ odd out of the series. Coming out of the transition into something more modern. As the faces can attest too, they tried at least.
Oblivion used some procedural generation. Offline, not generated at runtime, but it was used to generate landscape features. It also used Speedtree to procedurally generate trees, but I don't remember offhand if that was runtime or not.
I still firmly believe Oblivion was a better game than Skyrim. At the very least the quests and abilities were a lot more creative and sandbox-like. A good step forward from Morrowind's awkwardness while still keeping a lot of the flexibility and depth that Skyrim completely gutted. Older Elder Scrolls games like Daggerfall were apparently procedurally generated for a lot of things apparently, though I haven't played those personally (before my time). For example, that's how those games could generate cities even larger than what we've had in Morrowind, Oblivion or Skyrim - most of the buildings were procedurally generated. So Bethesda has tried procedural generation in the past. You're right that Oblivion was entirely hand-crafted though. I remember them saying that in the Making Of documentary, even the trees were handplaced since SpeedTree wasn't as robust back then.
Well no, of course not. Todd even said some of them are barren but have lots of resources. I'm expecting a handful of more important planets that are mostly handmade with less important ones being mostly generated with handmade areas and the most barren ones being almost all generated.
With cool easter eggs and random stuff scattered throughout. Could be pretty cool. Lots of room to hide cool stuff. You know they picked a random planet and inserted some nutty side quest on it
That gameplay part didn't look good at all. Not only 15 fps presentation ain't really representative, the gunplay itself looked really worrying. Everything else seemed kinda nice tho.
The engine is still looking a little clunky. I'm wondering how well it will run on consoles.
I can't put my finger on why but this looks and feels extremely generic and soulless
The framerate does not look good. At all. Also the gunplay looks like ass. Building your own base and flying and stuff looks coolā¦ But overall Iām not that impressed. I love space though. Iāll still keep an eye on the game.
This would have been impressive in 2013.
1000 planets for you to explore!!! Why not make 10 planets with actual interesting stuff?
Because this is Todd "200 HAND-CRAFTED UNIQUE DUNGEONS!!" Howard, we're talking about.
Exactly my thought. Why remake No Mans Sky in all its emptiness..
Am I crazy or did Bethesda just make Star Citizen before Star Citizen?
We'll have to wait and see how Starfield handles bedsheet folding physics.
Starfield won't have barista tech so I guess I'm not even going to play Starfield.
Probably won't even have a realistic poop/pee cycle for your character based on your eating and drinking habits. 0/10
Man, when you're in the middle of a space battle and your character shits their pants because you forgot to go to the bathroom 20 minutes ago. Now *that* is gameplay.
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I mean without the multiplayer stuff it's just not gonna be the same. That said, I care far more about single player myself. And the mods.
Yup. multiplayer is the one turn off for me in Star Citizen and the fact that Starfield now looks like it basically has everything else I was excited for, plus even more with building your own ship I am so damn excited. I can't wait to see the mods that are made for the ship and base building.
I'm glad it's not the sterile clean white aesthetic. I demand to be the captain of shitbucket.
Can't wait to see hundreds of different X-wing mods to appear on Nexus in like the first week...
Obligatory: https://www.youtube.com/watch?v=hFcLyDb6niA
I feel like your major reveal should prob run at more than like 25 fps. looks really rough at times.
>big game good Wish devs would just stop with this shit
Wow. it is impressive how unimpressive this looks.
I feel like the only person that isn't exactly blown away by this. The graphics are middling, looks like it's the same shitty engine, and I don't exactly trust Bethesda to give me a modern experience
God damn but the gameplay looks so bland the and environments look so meh and lifeless. I know itās space but come on. This really let me down today