Yeah, I got bored at 360 hours. If course, I’d be bored with virtually everything after 360 hours, but some people must have higher expectations.
Yeah, I got bored at 360 hours. If course, I’d be bored with virtually everything after 360 hours, but some people must have higher expectations.
I just finished a 430 hour run in this game. It’s not the masterpiece we were all hoping for, but it’s not the failure I keep reading about, either. It’s fine. Some folks just seem to enjoy being salty.
I’m done for now, but I’ll be back after the CK and DLC drop. I had fun.
Since you posted to this old thread, let me share the latest: As of this morning, ElmisterAU has released the RC of xEdit for Starfield. The caveat is that he isn’t sure how forward compatible it will end up being. That said, we’re already seeing mods built with it hitting the Nexus. Took less than 3 hours.
I think the key point to take from this is that mod object space is a complete mess and the reason why xEdit has not yet been released is not that it doesn’t work yet, but that it can’t be made to work with the game in its current state.
And, yes, mods are making progress, even with things as they currently stand. But these are generally just texture replacers, command infusion, and configuration tweaks. Nothing is being added. For that to happen, we need these object space issues to be addressed.
Whichever perks you like, try to go broad, rather than deep, into any skill group. Not only is each perk level gated by its own skill test, but many skill benefits (like ship building) are level gated. And the best perks in each skill group require multiple levels of perk investment in previous skill group tiers. If you choose a selection of lower level perks from each group, you are always making progress on something, and never waiting for a single perk to be available.
This thread still alive? Then one more pointer I wanted to add was that grinding XP on native fauna can probably be done a lot more cheaply with the mining cutter. Free ammo, if you can end the fight fast enough.
Mods will eventually bring it if BGS doesn’t. But being patient is not a fun pastime.
Those are good choices. If only the game had transmog.
BGS seems to have some kinda weird “arms-length” relationship with the modding community. Like, they know who the SFSE guys are, but they never coordinate patch releases with them so that they aren’t mad-rushing to modify the extender to keep everyone’s modded games from crashing. I dunno - maybe there are some sort of legal ramifications at work here. Like, if they help the modders, they become responsible for what gets modded. Or something. I’m just speculating.
It’s kinda funny though. Here we are playing one of BGS’s least buggy releases in history, and now it’s just looking like they swept all the code debt under the carpet and plan on fixing it all “next year”.
Strictly from an RP POV, the costs are too high. The first time you go through, everyone is excited to see what will happen. Once you’ve done it, though, you realize that you lose everything you built, including your relationships. If you got married, you end up leaving your spouse in some other universe. You essentially have to act like The Hunter to do that over and over, just to power up and see what happens next. It’s something The Pilgrim figures out and tries to warn you about.
As a player, it’s cool to get more and more OP, but if I play like that, I grow less and less attached to my toon and end up logging off. And, really, you don’t need the power upgrades to become OP. I do get, however, that this is exactly how some people like to play and it’s good that they have options too. Even if they’re psychopaths. :-)
I dunno. I also had exactly one healing pack when I lifted off. I’m not sure if more up-close-and-personal combat would have been the answer, here.
Yes, once. That taught me that anyone who does NG+ more than once per playthrough is a psychopath.
Rough guess, 75 & 135. First run to figure out how to play to the game. Second run to figure out how I want to play the game.
I feel like maybe there’s a lesson in here, somewhere.
I’m a bit of a role player so I can’t really see my toon doing ng+ more than once. Losing everyone close to you (and everything you’ve built) seems a steep price for more power when you are already pretty powerful. The Pilgrim explicitly makes you admit it before telling you where to look for the Unity.
70 something hours into it and I’m really enjoying it. Just did the NASA main quest mission and thought it was awesome. But I don’t think this is a good as Skyrim or FO4. It doesn’t feel like it’s going to keep me engaged like this two have. Right now. It’s sitting at a solid 7/10, but that will probably go up once the CK comes out.
I suspect it has something to do with the complexity of extraterrestrial time tracking. How long should they sleep? Local time or UT? Do human sleep cycles eventually sync with their planet? Should shops close during the day if people sleep on a UT schedule? Bah. Nobody gets to sleep.
I can’t dispute a single meme, here.
I’ve been playing with my outposts for the last few days and I can now say with confidence that they are completely useless. The problem comes down to how storage and cargo links work.
FO4 had a simple “network” system. Add a node to the network, and all nodes had access to all materials at all other nodes. That encouraged you to use each node (settlement) to specialize in some kind of resource, which became building blocks for your crafting node.
In Starfield, you only have access to the material in your backpack, ship, and transfer storage. Everything else is stored in unlabeled boxes that you keep adding as you run out of storage. If you need a mat that isn’t in your backpack, ship, or transfer storage, you have to manually search for it amongst all of your unlabeled boxes. You can attach an assembly machine to a box, but how do you get the right materials into the box? Manually? Everything time? Great fun.
Rather than networking your resource outposts, you daisy chain them. Your first outpost sends everything to your second. Your second takes all of that, adds its own, and sends it to the third. By the time it gets to your crafting outpost, the transfer pipes are hopelessly clogged and you get nothing but your final outpost’s resources showing up. What can you make with Beryleum and He3? This doesn’t really matter because what would you have done with the unsorted mess from all of your other outposts? You can’t feed it automatically into your construction machines, because you will, inevitably, not get the right mix of goods.
So I now have 5 outposts mining elements I can’t use and shipping (some of) them to an outpost that can’t do anything with them. This is hopelessly borked and I will now move on from outpost building for approximately 18 months, after which BGS or modders should have a functional replacement system available. Until then, it is literally pointless.
BTW, I am not a Starfield hater. I just logged my 123rd hour and I’m mostly having a good time. But this seems like a lot of work went into making something that just doesn’t do anything useful.
Of course they will lose users. They will lose the users that would otherwise get them sued. Pretty sure they are okay with the trade-off.
NG+ isn’t new, but NG+ as part of the normal play through was kinda different.