I don’t think I’ll be returning to Starfield until they fix the underlying issue: the infinite pond of shallow exploration that yields no rewards for exploring the next point of interest other than random generic loot.
I don’t think I’ll be returning to Starfield until they fix the underlying issue: the infinite pond of shallow exploration that yields no rewards for exploring the next point of interest other than random generic loot.
I am still bitter we never got a Switch sports frisbee golf.
Well, every shot from 1973 to 2001 at least.
Scale modeling – you can pick up a cheap kit at a big box craft store with some paint and glue for $40. Before you know it, you’re importing specialty kits from Japan, rigging up a spray booth in your basement for your airbrush, and taking trips to air museums to get reference photos of the zinc chromate primer for a cockpit interior.
Residents visited the site on Saturday night to see the cylinder, the ABC reported, with one local describing it as a “great social evening”. “It was a lovely, still night, the kids were digging sand castles around it,” he told the ABC.
I sure hope there’s no hypergolics left in that tank.
I assume it’s possible, but will BGS commit the time and resources to overhauling their Point of Interest system?
The issue comes down to environmental storytelling. I can travel to any planet in the galaxy and have a good chance of encountering a Science Tower filled with Space Pirates, and in that tower, there will be the same 5 terminals with 2 or 3 slice of life emails. And I can do this multiple times. The only thing that changes is the loot tables and the enemy levels.
How can we fix that? Can you create multiple engaging storylines that populate in the terminals and in the environment at random? Can you create a storyline that spans multiple locations on a planet and as you uncover more and more it leads you to a handcrafted POI with a unique reward?
Fallout 3 did this in a more basic way with its A/B random encounters. And that mechanic added excitement and unpredictability to the world.
Or can you create procedurally generated locations and dungeons? As it stands, a landscape is just populated with a bunch of POIs that never deviate from their blueprint.
The outpost building system would, from a layman’s perspective, lend itself to procedurally generated locations.
I don’t think we’ll see any of that patched in since there’s no money in it.