wangus12 said:
I heard its level 60 to unlock all parts
It depends on what skills you take. If you beeline rank 4 of piloting and whatever the ship building skill is called, you can unlock all parts at a relatively low level.
wangus12 said:
I heard its level 60 to unlock all parts
Bregxit said:spieg12 said:wangus12 said:
I heard its level 60 to unlock all parts
It depends on what skills you take. If you beeline rank 4 of piloting and whatever the ship building skill is called, you can unlock all parts at a relatively low level.
You unlock all classes of parts. There are parts that don't show up for purchase until level 60.
BadMoonRisin said:
Still having quite a bit of fun and enjoying the game but i will say that, unlike other bethesda games, this game doesnt really grab me quite like they did.
Same here. I played TotK and havent been able to really fall into it like I did BoTW. I played Starfield for about 25 hours so far, but I did pick up BG3 a few days ago and dipped my toe into it. I thought I'd be playing Starfield constantly until end of the year, but guess not. I'll still hop back and forth between it and BG3.DallasTeleAg said:
75 hours of gameplay is still a lot for a single player game. I haven't spent this much time with a game since Elden Ring, so I have no complaints.
I'm sure much more will be added, and many mods will also add a lot. It's still my favorite game I've played this year. TotK just never hooked me like BotW did. I've just started BG3, so we'll see, but it's not really a style that will overtake other game types that I generally like more.
Quote:
I want to preface this post by saying I have no inside knowledge whatsoever, and that this is speculation. I'm also not intending for this post to be a judgment on whether the changes were good or bad.
I didn't know exactly where to start, but I think it needs to be with Helium-3. There was a very important change to fuel in Starfield that split the version of the game that released, from the alternate universe Starfield it started as. Todd Howard has stated that in earlier iterations of the game, fuel was consumed when you jumped to a system. This was changed and we no longer spend fuel, but fuel still exists in the game as a vestigial system. Technically your overall fuel capacity determines how far you can jump from your current system, but because you don't spend fuel, 1 jump can just be 2 if needed, rendering it pointless. They may as well not have fuel in the game at all, but it used to matter and even though it doesn't now, it's still in the game. Remember the vestigial aspect of this because that will be important.
So let's envision how the game would have played if we consumed fuel with jumps. The cities and vendors all exist relatively clumped together on the left side of the Star Map. Jumping around these systems would be relatively easy as the player could simply purchase more Helium-3 from a vendor. However, things change completely as we look to the expanse to our right on the Star Map. A player would be able to jump maybe a few times to the right before needing to refuel and there are no civilizations passed Neon. So how else can we get Helium-3 aside from vendors? Outposts.
Outposts in Starfield have been described as pointless. But they're not pointless - they're vestigial. In the original Starfield, players would have HAD to create outposts in order to venture further into the Star Map because they would need to mine Helium. This means that players would also need resources to build these outposts, which would mean spending a lot of time on one planet, killing animals for resources, looting structure POIs, mining, and praising the God Emperor when they came across a proc gen Settler Vendor. In this version of Starfield these POIs become much more important, and players become much more attached to specific planets as they slowly push further to more distant systems, building their outposts along the way. Now we can just fly all around picking and choosing planets and coming and going as we please so none of them really matter. But they used to.
What is another system that could be described as pointless? You probably wouldn't disagree if I said Environmental Hazards. Nobody understands them and they don't do much of anything. I would say, based on the previous vestigial systems that still exist in the game, these are also vestigial elements of a game that significantly shifted at some point in development. In this previous version of the game, where we were forced down to planets to build outposts for fuel, I believe Hazards played a larger role in making Starfield the survival game I believe it originally was. We can only speculate on what this looked like, but it's not hard to imagine a Starfield in which players who walk out onto a planet that is 500C without sufficient heat protection, simply die. Getting an infection may have been a matter of life and death. Players would struggle against the wildlife, pirates, bounty hunters, and the environment itself. Having different suits and protections would be important and potentially would have been roadblocks for players to solve to be able to continue their journey forward.
This Starfield would have been slow. Traveling to the furthest reaches of the known systems would have been a challenge. The game was much more survival-oriented, maybe a slog at times, planets, POIs, and outposts would have mattered a lot, and reaching new systems would have given a feeling of accomplishment because of the challenges you overcame to get there. It also could have been tedious, boring, or frustrating. I have no idea. But I do think Starfield was a very different game and when these changes were made it significantly altered the overall experience, and that they were deep enough into development when it happened, that they were unable to fully adapt the game to its new form. The "half-baked" systems had a purpose. Planets feel repetitive and pointless because we're playing in a way that wasn't originally intended - its like we're all playing on "Creative Mode"
What do you think? Any other vestigial systems that I didn't catch here?
AgDev01 said:
He is probably not far off. Fuel, Health Status are certainly things that don't see as fleshed out or important as they could be. Same with all of the food laying around.
I could easily see these things in a survival mode update in the future like with got with Fallout 4.
Maybe Maybe not. But I can say that I share the sentiment that something changed in development.wangus12 said:
Interesting take from a guy on Reddit.Quote:
I want to preface this post by saying I have no inside knowledge whatsoever, and that this is speculation. I'm also not intending for this post to be a judgment on whether the changes were good or bad.
I didn't know exactly where to start, but I think it needs to be with Helium-3. There was a very important change to fuel in Starfield that split the version of the game that released, from the alternate universe Starfield it started as. Todd Howard has stated that in earlier iterations of the game, fuel was consumed when you jumped to a system. This was changed and we no longer spend fuel, but fuel still exists in the game as a vestigial system. Technically your overall fuel capacity determines how far you can jump from your current system, but because you don't spend fuel, 1 jump can just be 2 if needed, rendering it pointless. They may as well not have fuel in the game at all, but it used to matter and even though it doesn't now, it's still in the game. Remember the vestigial aspect of this because that will be important.
So let's envision how the game would have played if we consumed fuel with jumps. The cities and vendors all exist relatively clumped together on the left side of the Star Map. Jumping around these systems would be relatively easy as the player could simply purchase more Helium-3 from a vendor. However, things change completely as we look to the expanse to our right on the Star Map. A player would be able to jump maybe a few times to the right before needing to refuel and there are no civilizations passed Neon. So how else can we get Helium-3 aside from vendors? Outposts.
Outposts in Starfield have been described as pointless. But they're not pointless - they're vestigial. In the original Starfield, players would have HAD to create outposts in order to venture further into the Star Map because they would need to mine Helium. This means that players would also need resources to build these outposts, which would mean spending a lot of time on one planet, killing animals for resources, looting structure POIs, mining, and praising the God Emperor when they came across a proc gen Settler Vendor. In this version of Starfield these POIs become much more important, and players become much more attached to specific planets as they slowly push further to more distant systems, building their outposts along the way. Now we can just fly all around picking and choosing planets and coming and going as we please so none of them really matter. But they used to.
What is another system that could be described as pointless? You probably wouldn't disagree if I said Environmental Hazards. Nobody understands them and they don't do much of anything. I would say, based on the previous vestigial systems that still exist in the game, these are also vestigial elements of a game that significantly shifted at some point in development. In this previous version of the game, where we were forced down to planets to build outposts for fuel, I believe Hazards played a larger role in making Starfield the survival game I believe it originally was. We can only speculate on what this looked like, but it's not hard to imagine a Starfield in which players who walk out onto a planet that is 500C without sufficient heat protection, simply die. Getting an infection may have been a matter of life and death. Players would struggle against the wildlife, pirates, bounty hunters, and the environment itself. Having different suits and protections would be important and potentially would have been roadblocks for players to solve to be able to continue their journey forward.
This Starfield would have been slow. Traveling to the furthest reaches of the known systems would have been a challenge. The game was much more survival-oriented, maybe a slog at times, planets, POIs, and outposts would have mattered a lot, and reaching new systems would have given a feeling of accomplishment because of the challenges you overcame to get there. It also could have been tedious, boring, or frustrating. I have no idea. But I do think Starfield was a very different game and when these changes were made it significantly altered the overall experience, and that they were deep enough into development when it happened, that they were unable to fully adapt the game to its new form. The "half-baked" systems had a purpose. Planets feel repetitive and pointless because we're playing in a way that wasn't originally intended - its like we're all playing on "Creative Mode"
What do you think? Any other vestigial systems that I didn't catch here?
You will lose your credits, weapons, ships, etc. You keep your attributes and you are given a couple of nice things to start your next playthrough. Once in NG+, you can do all of the side quests and faction missions again. I did not do the Freestar Rangers quest line in my first play through, but I did it in my current NG+.jr15aggie said:
Question for end game / NG+... I'm at the point of the story where "the masks have come off" and it definitely feels like the story is starting to wind down.
I've only completed 1 faction quest line (Freestar Rangers) as well as numerous side quests. But is it a good time to start actively doing other factions or will I have that opportunity even after I finish the main story?
I'm assuming NG+ will have you lose all your ships, weapons, etc. so I'm not in a hurry to do that.
AgDev01 said:
for me NG+ is a great alternative to starting a new char or second play though and is a good RP mechanic. Its basically a groundhog day scenario. One NG+ you can be a murder hobo, the next a quintessential paragon run and it all fits into game lore wise.
Don't know about a bookstore, but I have come across a number of those books in the wild. There are at least 5, maybe more. I definitely collect the snow globes.jr15aggie said:
Heard that there is a book store in Akila City where you can buy several books... but if you buy Oliver Twist and some book about Egypt, it will put landing spots on Earth for you to explore. Haven't done it myself yet, but looking forward to it.