Starfield - Fallout fallout that isn't ES6

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Tuco

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What's the name of the casino city? Five Dollar Ranch or some shit like that? I spent an hour last night killing every guard in the place over and over because they all make cunty comments when you walk by them. This whole game is filled with absolute cunty dialogue. Companions say cunty shit incessantly, shopkeepers say cunty shit 70% of the time, guards, etc.

If you're going to compel me to play as a murderhobo, make murderhobo a viable option.
 

Void

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What's the name of the casino city? Five Dollar Ranch or some shit like that? I spent an hour last night killing every guard in the place over and over because they all make cunty comments when you walk by them. This whole game is filled with absolute cunty dialogue. Companions say cunty shit incessantly, shopkeepers say cunty shit 70% of the time, guards, etc.

If you're going to compel me to play as a murderhobo, make murderhobo a viable option.
Red Mile?

If there is another one, I haven't encountered it yet.

Early on in the game I had Sarah of course, and then went and picked up Andreja and for too long they were both following me around. They would literally not shut the fuck up. Walking around, on the ship, everywhere I went, the same fucking conversations with no pause whatsoever.

I want to know which devs were in charge of companion dialogue, ship ladder animations, ship building in general, the UI...fuck, you'd think I hate this game, but I have a fuckton of hours into it already. Imagine if all those things were perfect.
 
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Blitz

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CP2077 actually feels like a fully developed, thought out, immersive world, for the most part. I've enjoyed Starfield and have put 100+ hours in; there's a number of gameplay loops and elements that I find appealing. My biggest gripe, though, is just how un-futuristic it feels a lot of the time. There's a real lack of boldness or imagination for a world that is 300 years in the future. And the scale of it feels off -- not the space travel so much (I actually find that perfectly fine), but the cities and places people inhabit. Those places feel small, both an actual physical size and a sense of gravitas. Akila City is the capital of a multi-planet federation that defeated the United Colonies and it feels like a little village. There's a lot of anachronism that just seems so implausibly out of place for a society that has advanced technologically as much as it clearly has and which has the resources of seemingly limitless planets. A lot of the storytelling suffers from a lack of creative risk as well, imo.

Someone said it earlier, but I think the story would have been a lot better set in the era of the move from Earth and the beginning colonization of the nearby systems.
Exactly my biggest complaint(s) about the game. As stated, the cities and environments just seem very lackluster. Neon City Night City* as a comparison is, while 3 years behind in release, 10 years ahead of what Bethesda put out. New Atlantis feels like it got built 15 years ago, and there's 15,000 people max living there. We went from the overpopulated shithole on a dying Earth, to these cities? I don't think so.

That's a good point someone made about the timeline. This game taking place at the beginning of colonization would've been ten times better - there's also some neat colonization elements you could run parallel with outpost building. As for the anachronism, I was thinking about it myself and really wonder if they could ever really separate themselves from that when building a game - hence their other franchises.

All in all, I'll come back and finish it and probably enjoy it in the same way I do an Assassin's Creed game: Fun, repetitive, somewhat empty gameplay loops.
 
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Cybsled

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Let's not forget the fact that almost every time you set down on a random planet or moon there is some kind of abandoned complex nearby. I get why this is for gameplay reasons, but it is pretty absurd to think that all this infrastructure is just sitting out there without any real mention of why

I think they handwave this as leftovers from the colony wars. Although it does strain belief when you find one in spitting distance of giant alien ruins
 

popsicledeath

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My biggest gripe, though, is just how un-futuristic it feels a lot of the time.

Like when you're doing a mission and instead of using some form of comms you have to run back and forth to the same NPC to get updates and explain what happened in person. It's weird when a lot of the game lacks basic current technology. Radios? Cell phone? Any form of comms. Nah make the player run back and forth.
 
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popsicledeath

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Every patch and fix on series x the game runs worse. Was running like shit after this update, specifically for the things it said they addressed. Game crashed on initial load. Hand scanner laggy as shit trying to find an outpost. Maybe the engine is so old is should be running in compatibility mode or some shit. Never seen a series x game run so badly.
 

Cybsled

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Like when you're doing a mission and instead of using some form of comms you have to run back and forth to the same NPC to get updates and explain what happened in person. It's weird when a lot of the game lacks basic current technology. Radios? Cell phone? Any form of comms. Nah make the player run back and forth.

On the same planet that would work - although the game doesn't have FTL comms, so info literally has to be couriered by ships making jumps
 

Dr.Retarded

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So I finally ran into a quest breaking bug. Had the activity to go back to the ECS Constant, and it just wasn't there. Look it up online I'm able to use a console command to respawn it. For some reason it just disappeared. So go back on and talk to everybody and explore the ship a little bit more than I did prior, and run across the gay space Jew.

Was kind of wtf. He also looks Mexican and his gay husband is the Mexican working in the cafeteria. I may blow there ship out of orbit with my superior class C weaponry. Was just goofy but I only have a Jewish guy speaking Yiddish and The keeper of the tribes language, but he's also a gay Mexican. Space is crazy place.
 
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rhinohelix

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Yeah, I would have been fine with the idea that they were huge cities but they're just going to let you access a part of it. That's better than being able to run around the capital in about 2 minutes. I think ME is a good example because that did a much better job of projecting the scale of a interplanetary civilization. I totally get there must be some compromises made in the interest of gameplay but I think they made poor ones in this area.

I mean, hell, they could have implied that the Earth exodus went poorly and most people died, but I never read anything like that. It could have been framed as a rebirth of civilization but instead it just seemed like a move. 10 billion people on Earth at that point, probably, and what became of that?

Or when you do the Freestar Ranger quest line and they make a point that they have all of TWELVE rangers in the entire organization. I mean, 12 rangers seems fine based on the small world they present to you, but not in any actual plausible way for policing a large planetary federation.

This was something I thought as well early on: Mass Effect did a much better job of presenting a large space-faring but we are seeing the tension between Skyrim-in-space "Open World" and Mass Effect very clear closed zones.

The conceit, however, is just to accept that there is more there; The cities were super-small in Skyrim as well but we didn't expect as much because of the time period/genre: They are much bigger in Starfield but we are on the J-Curve where our expectations grow much faster than our realized gains (J-curve is a sociological term about the differential between expectations and reality leading to revolution).


I think they handwave this as leftovers from the colony wars. Although it does strain belief when you find one in spitting distance of giant alien ruins
The lore might explain a huge number of facilities all over but its a thin veneer for procedurally generated content, as you stated, although the closer you get to the end of the main quest... I get the feeling I am going to like the end of Starfield Main Quest way, way less than I thought coming in.
 

Furry

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Inventory management really is aids in the game.
 
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velk

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The lore might explain a huge number of facilities all over but its a thin veneer for procedurally generated content, as you stated, although the closer you get to the end of the main quest... I get the feeling I am going to like the end of Starfield Main Quest way, way less than I thought coming in.

I see that a lot, but I don't think it actually is procedurally generated in any meaningful sense of the word. The locations, as far as I can tell, are exactly the same every time. If you have seen one abandoned cryolab, you have seen every abandoned cryolab.

The planets also aren't generated with locations, they just randomly pick a few out of the pool whenever you make a landing spot.
 

popsicledeath

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Inventory management really is aids in the game.

Have you gotten into outposts yet? I've been working on mass resource collection and storage drop off outpost to help the inventory issues. It's ass cancer on top of the AIDS.

It's not that these assholes didn't play the game... it might be a problem where their own game is the only ones they've ever played.
 
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Furry

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WT
 
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Void

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Welcome to another episode of Void's in-depth analysis of something most people won't care about, this time how to manipulate one of the events that happens in the MSQ. Specifically High Price to Pay, where you have to choose to defend the Lodge or The Eye. For those that haven't already experienced it, it is a pretty significant spoiler, so fair warning if you read what happens and how to guide it, both legitimately and with console commands.

As most of you probably know already, in this event one of your companions dies. Most people think it is story driven and always the same two, as they don't really compare notes with others, but it is actually always one of your top two highest relationship companions. For me that was either Andreja or Sarah. Since Andreja is my bae, it had to be Sarah, but then after it happened I realized Neil Degrasse Tyson Barrett was still alive and annoying the fuck out of me, so I decided that couldn't stand and he had to die instead. Here is how to determine who might die, and how to change it.

The quest prior to this one has you retrieving two more artifact pieces, and you MUST MUST MUST set the companion levels before you touch the artifact in the Lodge after retrieving them and trigger the next quest, which is where you go to The Eye and do simple maintenance tasks. Even though significant events happen after that point, from replaying it way too many times and having nothing matter, I can fairly confidently say that at the point you touch it and Vladimir asks you to help on the station is when everyone's fate is determined. So follow the instructions below prior to touching it. You can stay at that point in the quest and go off and do all kinds of other stuff to try to raise someone else's level, so just don't touch it until you are ready.

There are non-console command ways to know who are the two at risk, but you won't see it until AFTER you touch the artifact, so make sure you save if you aren't going to use commands. The person that goes to The Eye and has their simple repair task fail and offers to stay behind and fix it is your HIGHEST companion. For me that was Andreja, since we're Klingon-married. The person that accompanies you to steal the next artifact piece from The Scow is SECOND highest.

The highest companion will die on The Eye if you stay and defend the Lodge. The second highest companion will die in the Lodge if you instead immediately go to The Eye.

Now, if you are already too far along to effectively manipulate relationship levels you can use console commands.

In order to check the levels, you can use the following (remember to target the proper NPC first):

GetAV COM_AffinityLevel
GetAV COM_Affinity
(capitalization does not matter)

For later use, to CHANGE those levels you just use
SetAV COM_AffinityLevel
SetAV COM_Affinity

AffinityLevel will return a number from 1 to 3 from what I've seen. 3 is only for the companion that you are banging. 2 is any companion you are ally with, which I believe means you have completed their quest line entirely but are just friends.

Affinity is (from what I can tell) simply a number indicating how many likes/dislikes have accumulated for that companion. There is also one for Anger but from what I can tell that doesn't matter unless their Affinity is zero, so Anger is sort of just like a negative number. Outside of murdering people in the face and not fixing it, I honestly don't know much about Anger so I'm just going to assume everyone has some Affinity and go from there. If you have a bunch of Anger you probably don't care who dies anyway.

AffinityLevel trumps all. Remember that. For me, Andreja had less Affinity than Sarah (because Andreja be crazy and dislikes random shit I do) but her Level was 3 while Sarah's was 2. So Andreja died on The Eye (highest character), and Sarah died in the Lodge (second highest) as predicted.

There are two simple ways to change these levels to pick who dies. If you have a level 3 companion, then bump the person you want to die up to second place. Since (as far as I can tell) you can only have one level 3, everyone else will be 2 or lower, so after you have run around and checked everyone's stats you just use the SetAV commands to bump (or keep, it might already be that) their AffinityLevel to 2 and Affinity to something higher than everyone else. Make sure you actually click on the npc and their name shows up in the console window, as opening and closing the window doesn't change the target, so if you just checked someone else it will still have them on target instead of the person you are looking at and trying to change.

For this option now all you have to do is go to The Eye and save your highest companion, and when you come back the one you just changed to second will be dead in the Lodge.

If you don't have a level 3 companion and everyone is 2 or lower, it is much simpler to just raise the one you want dead to the highest using the same commands, but instead stay and defend the Lodge. Now when you go to The Eye later, the highest companion will be dead like you wanted.

There, now you can kill Barrett like I did. Or one of the girls if you are gay. Or Sam if you are a fucking monster and want Cora running around without a dad anymore!
 
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RobXIII

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I love everything about this game except:

1) Underwhelming loot after wasting time lockpicking (tempted to snag the lockpicking mod)
2) Whatever intern designed New Freeport in EQ seemed to move to Bethesda and is responsible for the copy/paste ruins with floaty lights you need to snag. What an awful, uninspired game loop.
 
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