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2 yr. ago

  • I just discovered yesterday that you need a systems targeting skill to be able to target enemy engines, which enables boarding, which enables ship capture, and then boom, you can sell ships. So yes, I'm sure I could get rich that way, but it's not nearly as alluringly easy as going to one town in Skyrim and just looting absolutely fucking everything in one in-game day.

  • Pretty framing, mostly, I assume. Alternatively you'd just be facing black space. It looks prettier to show you the planet you were on since it's visually interesting and allows you to scan it quickly and decide if you want to land at any other POI on the planet instead of leaving. Leaving isnt much more difficult, either.

  • Elite Dangerous does. I forget what they're called, but there's a toggle keybind that lets you turn the stabilizers or whatever off so that if you throttle up and then cut the throttle you'll continue moving infinitely in that direction until you turn the stabilizers back on or thrust in a different direction.

    It lets you do wildly badass shit like boosting past someone, cutting throttle and stabilizers, spinning around, and blasting them as you fly backwards and they're still trying to turn around.

  • oh yeah, if you don't need it, just hand it over, I eat the food laying around and sell the extra med packs

  • I'm still pretty early game, but I also like it. The sponginess means I can't just fire a few shots at a guy's head and call it a day, I might need to cycle through weapons, be pretty careful about taking breaks for cover, watch my health. It means my ammo gets used up a lot more, and same with health items.

    Actually, Ive noticed a bit of a trend in Starfield where it seems like Bethesda is trying to push back a bit against having a massive overage of ammunition and money (without bringing the scavenging skill into it).

    Having spongey enemies and a ton of different kinds of ammo means no one weapon has an absurd amount of ammo, and not having a ton of easily burgled apartments or houses means I cant just have a huge city stealing spree and come out the other end richer than I know what to do with only ten hours in.

    I initially hated that there weren't huge apartment blocks ripe for stealing, but I can sort of understand why that's the case now and I can appreciate having a larger wind up time to becoming stupidly rich, especially with there being much higher money sinks compared to older Bethesda games between ship and outpost building. It really seems like, to me, Bethesda is purposefully trying to have a functioning economy compared with their older games where making money a non-issue was basically a part of the early game.

  • Payday 2 had so much DLC it made my head spin. Not interested in keeping up with that, as much as I really enjoyed the gameplay of the second.

  • I assume you're right on that, I didn't check OP's instance, thats just a weird quirk id seen on my end

  • That was the same for me, but reverse. I tried to play No Man's Sky to get hyped for Starfield, but they're just such different games doing different things and one doesn't appeal to me as much as the other.

  • Coming back to say, now that I've played the game, the game does not seem to scale with your level like other Bethesda games, each system has its own level, and they can vary wildly. Quests are not leveled independently and you may go to different systems of different levels within the same quest, so if you feel like it's really hard check if the system you're in is like ten levels above you or something. You can fight above your level but it's tricky.

  • I almost think it's a big, because the UI gives you two options, press the use button, or press the back button, but neither does anything different.

  • Sometimes if you subscribe to a magazine that's not from your instance it'll just say that your instance owner is the mod even if that's not true, especially for Lemmy communities. That's probably what's actually going on, but I didn't check all of those mags to confirm

  • The house payment seemed horrifying, I did the parents one. My parents are fucking nice in this game. There's totally a dialogue option with them where you can tell them you "don't think you can keep making the payments", I didn't have the heart to even quicksave and try it.

  • They have a whole rube Goldberg machine set up that fires a BB gun into their gut every time they get shot

  • Oh fuck, I used to play Tribes Ascend. Still so sad that game got axed and we never got a follow up. I never thought about it that way, but I think I'd agree. Tribes is at once slow and fast since you can ski at incredible speeds, but shooting in that game is more about preparing and positioning for a few really good shots.

  • I don't quite understand, provided that's true... Why would they do that?

  • Oh, yes. Any Arrowhead co op game will work, besides Magicka they also have Helldivers or their Gauntlet reboot.

  • It's possible the difficulty settings don't work the same way anymore. Unless there's a guide on it you'll probably have to wait for more hard data to get out on how that stuff was handled this time around.

  • That is a pretty disturbing idea. I think it depends how realistic we go with the "science". If you wanna be realistic enough to suggest that a Pokemon could experience the feeling of transforming into an inanimate object then I think it shouldn't be too painful.

    The transformation is basically instantaneous in the game, so if you felt it at all, you wouldn't really have time to process it before even your brain and neurons are turned into matter that can't send or receive any signals of thought or feeling.

    So even if your "life energy" was retained within the item, it would take something specific for it to become "active" for you to regain thought and feeling. We'd need to know where the line is and what causes other inanimate objects to gain consciousness and become Pokemon proper. Like, does Chimecho have a brain or nerves? Does Gastly, a creature made out of... Gas have neurons or nerves? Does it shit?

  • Interesting, the dudes who developed Dear Esther, Amnesia: A Machine for Pigs, Everybody's Gone to the Rapture, and a few others.

  • Working my way through completely exploring the entire world of Assassin's Creed Odyssey. I really love this game, but goddamn is it enormous. I'm about 75% in.

    And just picked up the switch port of Red Dead Redemption. Really glad to be able to play this one without dragging out the 360. Still an awesome game, and a damn good port.