It’s ya’lls fucking fault for expecting No Mans Sky to be the greatest fucking game of all time at release
Yeah, having read over a bunch of comments here, a lot of the comments that are unhappy about Starfield are basically people expecting it to be like No Man's Sky, or some people who just don't like Bethesda games in general. The ones that are happy tend to be people comparing it to earlier Bethesda games that they liked.
I really like Bethesda games, so for me, that's great. But I do also get that there are people who don't like Bethesda games, and for those people, being told that they're wrong and that they should like it drives them nuts.
I think a good rule of thumb is to probably expect Starfield to be similar to earlier Bethesda games, like Skyrim and Fallout 4. If you like those games, you'll probably like Starfield. If you dislike them, you're probably going to dislike Starfield.
But trying to convince people who really like Bethesda games that they suck or to convince people who really dislike Bethesda games that they're great is kind of not likely to work well.
In Fallout 4 and Skyrim, modders did ultimately put out high-poly-count heads, high-detail eyes, etc. I imagine that if tradition holds, there will be modders doing the same in Skyrim.
I saw some comment in this thread that on the Deck, someone had to set their Proton version for Starfield to Proton Experimental -- newer than the current stable release version -- and then it worked. Might try that on other Linux distros too.
IIRC it's in the Properties->Compatibility dialog for a given game.
Many entries on ProtonDB saying "switch to Experimental". Looks like the current GloriousEggroll Proton build also works, but if you've never set that up, easier to just do Proton Experimental.
I'm also not convinced that ladder-climbing, whether one wants it or not, is a fundamental engine limitation. It might not be in the game, but that doesn't imply that it's an engine limitation.
googles
This guy modded climbable ladders into Fallout 4, which seems like a pretty good argument that it's not an engine limitation.
And not that I object per se to ladders, but when was the last time you climbed a ladder in real life? I haven't in quite some years. I mean, sure, it's one more interaction, and IIRC there are some fire escapes that had ladders somewhere in Fallout 4 in Boston. But you could make the same argument about interacting with all kinds of things, and it just seems odd for so many people here to mention specifically climbing ladders. I mean, you could fall and catch yourself, drive vehicles, rappel on a rope, skateboard, ice skate, grapple with enemies, zipline, sail a sailing boat, or God knows, any number of other player-object interaction functionality things that might be added. I suppose that any of them could theoretically add gameplay, but I don't see why the criticality of ladders.
I listed one feature that I'd like to have (dynamic generation of polygons in curved surfaces), which I do not consider to be a very important limitation in another comment.
But if you strongly feel that the engine imposes constraints, then I'm curious what particular functionality it is that you're after.
EDIT: Another: I don't think that the game can generate billboards for player-built structures (so you can see the structures you've built in Fallout 4 and Fallout 76 many cells away). I don't think that that's actually a fundamental engine limitation -- you could probably do it with the existing engine, just that the game doesn't do it today. Instead, stuff like that is generated via offline map-generation tools. But again, it's not really a huge deal in either of the above Fallout games.
Yeah I meant fly as in between locations without a loading screen, kinda like in X3/X4/NMS or even Freelancer/Rebel Galaxy and older spaceship games.
Ehhhh.
I dunno about No Man's Sky.
But in X3 (and X2, for that matter), you don't really seamlessly enter stations. In X4, you do, but it felt like a gimmick to me -- there's not much interesting gameplay on a station.
And there are loading screens between sectors in those games. Short ones, but they're there. Freelancer too.
Real life naval warfare is generally slow and boring, but by using a variety of tricks, like time compression and only having the player involved in actual combat, many games have made that palatable.