10m as of yesterday. Seems to be doing really well for MS.
10m as of yesterday. Seems to be doing really well for MS.
Simulation? Not really sure I'd call it a simulator in any way. It's an open world RPG.The best thing about this is that a simulation with a game wrapped around it is selling this well.
Also, while open world games aren't my thing, it's good to see that gameplay still sells games better than graphics does.
Regards,
SB
Simulation? Not really sure I'd call it a simulator in any way. It's an open world RPG.
Like... if you're writing a quest line where you happen upon a ship of refugee colonists that have been marooned for generations, maybe you shouldn't have a rainbow of ethnicities and random regional accents to represent the crew?
Yes, but whats your character like ?I'm a bald, fat,
There's a lot of various systems in play. Mining with your laser is fairly pointless, you have to build outposts to do mining for you. My general suggestion is to break the law, and begin the pirate storyline. Then just do pirate things and go from there. Any major faction has a major storyline and is much more engaging than the main plot. I love starships, so to me that's my exploration, how I get into bigger and better ones, seeing the various ones out there, fighting them, boarding them etc.I have played for about 5-6 hours. Ive done the first mission after joining constellation plus a couple of sidemissions. Does it get any better? Id want to like it. I like the sci fi setting, but this far it has mostly been a chore. I think the gamedesign in many ways is flawed.
Also, while open world games aren't my thing, it's good to see that gameplay still sells games better than graphics does.
As somebody who has invested an order of magnitude more hours that you have, I agree with everthing in your post. It feels like we liked and disliked the same things in Starfield and my enjoyment of the game was highs and lows over that time.This is a game that takes at least 10 hours to really get a feel for it, but if you put in the time I feel it's a pretty rewarding game. 8.8/10 so far from me.
I'm baffled that they developed fantastic procedural generation technology to make some of the best looking planets and moons I've seen in any game, but didn't procedurally regenerate random base designs so when you go into a new building, you don't know exactly where everything is.
Yeah, it was weird that no matter where you land, it's cluttered with POIs. Even on barren moons with no resources at the edge of the Settles Systems.The sunny side of Mercury maybe shouldn't be populated with the same types and frequency of bases that every other planet has.
I resorted to hab layouts that left the game only one choice for connecting points, but this limits you in terms of verticality. Equally, placing some things near habs forces connecting points to move. Understand the logic of why the game puts connections in places would be a start, but actually being able to designate vertical and horizon connect points between habs would be ideal. If there are no valid connections, the game can just flag it as one of the many errors it uses to prevent you from completing a ship design.Yeah, internal ship layouts seems to be something you have to coax and cross your fingers over to not have silly ladders popping up in places that would be a safety hazard. I'd gladly trade some flexibility for deterministic placement of entrances. I don't think the graph building allows for cyclical/loops, so you run into situations where the bigger your ship is, the more unnaturally maze-like it feels because there's only ever 1 route to get from point A to point B. A side effect of this is that the bigger 2x2, 2x3, 3x2 habs tend not to have enough exits and don't integrate very easily in a hub-like manner.
I resorted to hab layouts that left the game only one choice for connecting points, but this limits you in terms of verticality. Equally, placing some things near habs forces connecting points to move. Understand the logic of why the game puts connections in places would be a start, but actually being able to designate vertical and horizon connect points between habs would be ideal. If there are no valid connections, the game can just flag it as one of the many errors it uses to prevent you from completing a ship design.