Starfield has housing system, player jail, and more reveals Bethesda in new Q&A

Chloyster [she/her]@beehaw.orgmod to Gaming@beehaw.org – 161 points –
Starfield has housing system, player jail, and more reveals Bethesda in new Q&A
eurogamer.net
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its gonna be so completely average

It probably will be just like every big bethesda launch title and you bet it's going to be buggy too, but guess what, I don't mind because I'm going to mod that sucker until it's good enough for me.

That's the beauty of Bethesda titles.

That isn't a beauty, it's a deficiency. Why do players need to fix Bethesda's damn game?

I could not disagree harder. Bethesda puts a ton of work into making their games as extensible as possible and I think that's not a deficiency at all.

Given that its the same engine over and over and over again; I don't think they put that much work into making it extensible anymore. "It just works."

Everyone uses the same engine over and over. Starting from scratch instead of iterating on your previous engine is the exception, not the norm.

Sure but I wouldn't call

making their games as extensible as possible

hard work since it has always been like that.

It absolutely is.

If you don't make extensibility a core philosophy every step of the way, it disappears very quickly.

Bethesda would need to completely rework their tooling and engine to block out this core philosophy.

They are reworking their tooling and engine constantly.

If they weren't making a deliberate point of making extensibility a priority, it would disappear on its own as development that didn't make it a focus left it behind. It doesn't just magically happen. It's because of good process.

We shall see with CreationEngine 2 if they would removed that facette. But I doubt it since its the essential core of that engine to be extensible.

It's the core because they spend a sizable portion of their resources on making it that way. Every line of code that doesn't explicitly keep interoperability in mind is a line of code with the potential to catastrophically break it.

It's not something you can do, then you have it. It's like exercise. The day you stop it starts to fall away.

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No game should be buggy, of course, but since I have access to the devkit and console, whatever breaks in game, I can fix.

Compare that to Cybepunk 2077, which is still a buggy pile of garbage, and that game I can not fix since there are no distro of tools to do so.

It's not optimal either way, but the former I can work with and the latter I can not.

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im gonna wait at least several months until it goes on sale. and that way all the good mods will have already been developed

don't buy launch day, and don't pay full price, wait for reviews

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And it still going to sell like crazy because there is no other "average" bethesda-like game on the market, especially not spaceship/SF-flavored. I wish there was cuz I know I'll be annoyed by usual bethesda issues and I don't have faith in the modding scene to fix it properly (since they never did it for me for FO4 or skyrim), but its still going to be without competition so ¯\(ツ)/¯

I don't have faith in the modding scene to fix it properly (since they never did it for me for FO4 or skyrim)

Sounds like you need to learn how to make your own. The toolset isn't very difficult to learn and can do practically everything you'd want to do mechanically to the game. Most of the mods I use are self made, because stuff I can download generally isn't perfect. They do too much or not enough and it's very rare that I find something that is perfectly what I want. So I make it myself.

I have dabbled in modding actually but only enough to know that I don't have the time or patience to make the big mods that I'd like to see, or that people with thousands of more hours of experience modding these games haven't managed to complete.

For example, no matter how much modding effort you put into combat, it's still only ever going to be classic floaty bethesda combat. No matter how much you try to improve magic, it's never going to become Dragons Dogma or Kingdoms of Amalur, ya know. No matter how many settlement overhaul or custom NPCs I add to fallout, it's still going to feel soulless and pointless to me, and no matter how many tents or frostbite effects you add to skyrim, it won't become as immersive as Outward.

Mods can improve what is already there but in my experience, they can never replace or rework core foundations of games, either because the modders don't have enough time and experience to do it (resulting in janky or unbalanced messes), or because the engine/API doesn't support it.

Fair points but I do have issue with the combat stuff; I can't remember the name of it, but the last time I was playing I had found a mod that made combat exactly like Dark Souls. It was a serious game changer.

If you could remember the name I'd like to give it a try but I am veeerryyy skeptical its any good since the environment, gear progression, player abilities and enemy movesets haven't been designed to fit the dark souls style combat. Just having some form of stagger would be a nice improvement though.

It's called AMCO, and it's fairly modular in that you can use the base movement animations with any of the several dozen attack animations on Nexus.

There's also a mod which applies all this to NPCs as well. (If I recall, it's called SCAR, but I'm not certain because it's been quite a while.)

Main site (with a whole bunch of related mods): https://www.skyrim-guild.com/mods/category/Combat

There are also related videos on each mod's page showing what they do.

Enjoy!

That's not for me. Not gonna pay AAA prices for a game I have to spend hours of my own time fixing their mistakes. He'll I'd have to learn a whole new skill.

Even if it isn't that good, I got it for free with my new graphics card so I won't be that disappointed anyway. But I'm still really excited to try it out.

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