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Oh no, Starfield is like... really good.
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2024-01-20 at 1:31 PM UTCJohn Daddy
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2024-01-20 at 3:39 PM UTC
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2024-01-22 at 12:34 AM UTC
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2024-01-22 at 12:39 AM UTC
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2024-01-22 at 12:57 AM UTCis it now?
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2024-01-22 at 1:36 PM UTCI just want Just Cause 2 with environment interaction and destruction as dynamic as RF:G
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2024-01-22 at 1:44 PM UTC
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2024-01-22 at 2:34 PM UTCthis game made in an engine from the 1980s has more space locations than starfield lmao also you can repair abandoned ships and fly them around
https://wiki.yogstation.net/wiki/Ruins
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2024-01-22 at 2:36 PM UTC
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2024-01-22 at 3:33 PM UTC
Originally posted by ner vegas you'd think at the very least they'd only generate a given POI once per planet
I asked GPT what a code that does something like that would look like in C++
I imagine implementing such a thing in their creation engine would be about as complex and could take up to an hour of work. That's just more development time and that kind of foresight is not at all how Bethesda runs things. NO DESIGN DOCUMENTS they simply generate the planets and have a code to generate structures
anything else would be taking time away from other parts of the game. Despite all that time and budget they have to work on this, that doesn't mean they have all the time in the world to make a game reasonably polished, that development time has to go into something. I think the problem with starfield is all of these factors combined doesn't really make sense because there isn't anything in the game you can point to as taking development time away from "making a good game"
There's no online bullshit or cosmetics store, the graphics aren't CUTTING EDGE 40k 69FPS, the story isn't 200 hours long, the scope of the game isn't really that big and compared to other RPG's they cut a lot of deep mechanical stuff (TO MAKE IT EASIER FOR CASUAL BABIES)
Maybe it's the 10,000 super detailed item models that look fucking amazing, but that has nothing to do with underlying systems of the game so wtf were the engine programmers and content people doing, this isn't something that should be held up in production meetings or require interdepartmental cohesiveness to be implemented.
They must have spent all that money and time developing the game doing SOMETHING but on the surface it just seems like they were sitting around in the office throwing paper airplanes, getting lunch early. Did they CRUNCH to get this game out? Wasn't the release date delayed or something?
even the "OH WELL BETHESDA JUST SUCKS AT PROCEDURAL GENERATION LOOK AT NO MANS SKY" argument doesn't hold up because daggerfall is beloved and polished and had less budget, less studio but was a groundbreaking RPG for it's time
¯\_(ツ)_/¯
i'm still convinced they spent multiple years retooling their engine for SPACE and building all the systems for SPACE and didn't use a design document and then when it came time to add shit to their SPACE they realized they used SPACE as a setting which is fucking retarded and spent the rest of the development time panicking going UHHH UHHH WHAT GOES IN SPACE FUYS UHHH PLANETS!!!! AND UHH... FUCK
Originally posted by Doyle Sauce i'm not too hype on starfield and yeah I dont play much space game. It's always the same problem if you make SPACE your setting then where the fuck do you go SPACE ISN"T A LOCATION IT'S A DIMENSION
at least system shock you're on a station in SPACE, that makes sense -
2024-01-22 at 7:38 PM UTC
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2024-01-22 at 8:44 PM UTC
Originally posted by Donald Trump I thought they ran around the planet
whoa there cowboy hold your horses, gotta watch this loading screen first. DO your main quest, this isn't a field trip. No NPC's out there!
FOLLOW YOUR MAP MARKER PLEASE IF YOU WANT TO GO GALLAVANTING AROUND LOADING CHUNKS IN PLANETS THAT"S YOUR DEAL BUT WE ARE TRYING TO PRESENT A RESPECTABLE SPACE RPG HERE, NOT A PLANETARY WALKING SIMULATORSo, you can explore the whole of a planet in chunks, exploring then landing. But it’s not seamless, unlike No Man’s Sky. Why is this the case? Bethesda hasn’t provided a concrete answer but the general feeling is that the Creation Engine 2, which powers the game, can’t handle that much open space. Sure, Skyrim’s map is big but from what I’ve seen so far, Starfield’s planets can be even bigger.
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2024-01-22 at 8:50 PM UTC
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2024-01-22 at 10:42 PM UTC
Originally posted by Lanny Oh man, RF:G was the shit though. It breaks my heart they couldn’t make a sequel worth a shit
It is weird how they haven't gotten better or easier to make as time and technology have progressed.
The original Red Faction was better than Guerilla IMO.
RF2 pretty much sucked, I made excuses for it years ago but now it's just on the "not really worth ever playing" side of the line.
5hen RF:G was great but not as good as RF1 and Armageddon was basically as much of a disappointment as RF2 even though of course it's a much better and newer game that is still worth playing. -
2024-01-23 at 6:56 AM UTC
Originally posted by the man who put it in my hood I asked GPT what a code that does something like that would look like in C++
I imagine implementing such a thing in their creation engine would be about as complex and could take up to an hour of work. That's just more development time and that kind of foresight is not at all how Bethesda runs things. NO DESIGN DOCUMENTS they simply generate the planets and have a code to generate structures
anything else would be taking time away from other parts of the game. Despite all that time and budget they have to work on this, that doesn't mean they have all the time in the world to make a game reasonably polished, that development time has to go into something. I think the problem with starfield is all of these factors combined doesn't really make sense because there isn't anything in the game you can point to as taking development time away from "making a good game"
There's no online bullshit or cosmetics store, the graphics aren't CUTTING EDGE 40k 69FPS, the story isn't 200 hours long, the scope of the game isn't really that big and compared to other RPG's they cut a lot of deep mechanical stuff (TO MAKE IT EASIER FOR CASUAL BABIES)
Maybe it's the 10,000 super detailed item models that look fucking amazing, but that has nothing to do with underlying systems of the game so wtf were the engine programmers and content people doing, this isn't something that should be held up in production meetings or require interdepartmental cohesiveness to be implemented.
They must have spent all that money and time developing the game doing SOMETHING but on the surface it just seems like they were sitting around in the office throwing paper airplanes, getting lunch early. Did they CRUNCH to get this game out? Wasn't the release date delayed or something?
even the "OH WELL BETHESDA JUST SUCKS AT PROCEDURAL GENERATION LOOK AT NO MANS SKY" argument doesn't hold up because daggerfall is beloved and polished and had less budget, less studio but was a groundbreaking RPG for it's time
¯\_(ツ)_/¯
i'm still convinced they spent multiple years retooling their engine for SPACE and building all the systems for SPACE and didn't use a design document and then when it came time to add shit to their SPACE they realized they used SPACE as a setting which is fucking retarded and spent the rest of the development time panicking going UHHH UHHH WHAT GOES IN SPACE FUYS UHHH PLANETS!!!! AND UHH… FUCK
dunno if they're using cpp or something else but generally you'd give each POI an ID code then procedurally generate the planet's POIs
that way you randomly generate a POI from the list and add it to the planet if it's not already there, otherwise generate another random one
no need for retarded string functions or array management macros -
2024-05-09 at 7:27 PM UTC
So glad I don't have to play this shit. -
2024-05-09 at 7:54 PM UTCJohnny Starship