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[MEGATHREAD] Starfield - Your experiences!
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Just played 4 hours. Not saying whether the game is good or bad, but I'm not seeing the point of the spaceship yet.
It's looks like merely a medium for the fast traveling mechanic. You can't really "move" in space (as far as ive tried), and can't use it to fly within a planet.
I expected being able to manually travel from planet A to planet B and finding cool stuff along the way. If you wanna actually move you need to fast travel.
I also expected to be able to get in my ship and go from place A to place B within the same planet (also finding cool stuff along the way). It seems that also is just done by fast traveling only.
This is one of the more biting criticisms I've heard of the game. It results in a lack of feeling of scale and scope. The universe just feels like connected places, instead of worlds within a galaxy. No Mans Sky got this right, and it's surprising that Bethesda would fumble such a core mechanic. It looks like they tried to cover up this wart by... removing city maps.
Oblivion has towns behind loading screens too. Even Kvatch. There are mods that break them out into the world but they’re instanced by default.
Particularly annoying with the Imperial City.
Any town with a wall around it in Oblivion is instanced.
Also, you have correctly recognized Morrowind’s superiority. I highly recommend the Tamriel Rebuilt mod that adds a lot of the land mass of the rest of the province outside of the island of Vvardenfell!
A lot of the towns are still a part of the open world, but some of them are separated by loading screens.
Look at Ratchet and Clank Rift Apart. They have completely seamless transitions between entire dimensions. They use Direct Storage, which is a Microsoft API. It's not a good look when a Sony studio is able to achieve seamless transitions on a Windows game but a Microsoft game can't.
TF2 and Dishonored accomplished this by having all the other level data loaded in memory simultaneously all as part of the same map. The instant transitions are accomplished by teleporting the player to another part of the map that is already in memory.
This is not the same trick R&C pulled, and it has far more limitations. For example, TF2’s Effect and Cause necessitates a smaller overall map than the other missions because they had to fit two different versions of the same map in memory all at once. If they wanted to let you transition between three different time periods, they would have had to make it even smaller to fit in the same memory budget.
Ratchet & Clank’s approach has no such limitations. They could let you switch between 8 different time periods and not worry about having to fit all of them in memory at once.
Even on systems with significant memory, a slow drive will create lag in RC. Moreover, RC is doing this while also having very high graphical fidelity overall, including ray tracing, which is quite memory intensive. It's not possible without Direct storage and reasonably fast SSDs.
If you ignore the server performance issues and bugs, star citizen is completely playable on my system and I have below reccomended specs (for starfield & star citizen). If star citizen can have no loading screens with most planets as populated (or more populated) then starfield's planets while also having to manage server resources, then starfield has almost no excuse to have loading screens.
Elite dangerous did it better. A mix of both maybe.