It's not a mod. He just made a "space game" that fixes what Starfield fails to do, but that already exists in No Man's Sky so it's not that impressive.
the bar for "impressive" shouldnt be "its been done before", or else life becomes boring because prime level cunts like yourself are not impressed by anything and nothing has any effort put into it or on the other end of the spectrum everything has to be wacky and batshit for shock value of not having been seen before.
nobody should give a fuck if something has been done before in a game. what matters if its fucking GOOD
You talk like some underage bitch who just heard that everything in videogames was invented in the 1980's and the games you thought were innovative were actually derivative.
This. Look at Cyberpunk, that game is wasted potential galore but good luck at finding a mod that isn't basic texture replacement
They're easy to mod because Bethesda publishes development software and modding tools to do so, for free. The engine is no easier to work in than any other engine.
The engine is probably easier to work with for Bethesda to make those mod tools even if modders don't interface with it directly. That being said, Bethesda really does need to make a new engine. To think TESVI is 5+ years out and it's already confirmed it will be on CE2 is disappointing. I'm having fun with Starfield, but unless CK2 allows for some crazy shit, CE2 is obviously showing its age.
CE2 isn't a new engine, it's Gamebryo with an upgraded lighting system or two. Bethesda is the only company that calls three bolt-on upgrades "A completely new engine." A new engine, in common parlance, means rewriting and reworking the underlying code that causes everything else to function, but the code is such a plate of spaghetti that even minor changes radiate out into every facet that's been stacked on top of it for 25 years, and they're just not going to do it.
Yea I'm aware CE2 is just a supped up Gamebryo, that's why I'm even more of the opinion that Bethesda needs to make an actual new engine instead of this Ship of Theseus nightmare they have now.
you missed the point of the video.
The point is that Bethesda's engine is a piece of crap and the technical limitations imposed to the player are completely retarded.
Bethesda's engine is suited for the type of games they make. Only KCD has come close to replicating their style of world / interactivity. That being said, I think Bethesda fucked up with Starfield in a few ways, where the game doesn't feel as "Bethesda" as it could, because it's missing things like: >NPCs with schedules (there are some but it's vastly reduced compared to previous Beth RPGs) >Shops with actual hours of business >Fully stripping NPC bodies >Interactive clutter objects (same state as NPC schedules, it's there but reduced)
It's strange that these features are missing, especially since people are already looking under the hood and it appears that they should be easily implementable.
Ehh maybe I'm wrong, I just felt like the clutter felt a little less varied compared to Skyrim / FO4. Also weird that they scrapped FO4's system where you could breakdown clutter into crafting mats. Seems like something that should be in SF too. My biggest gripe with the game is the handcrafted content is too disjointed. It would be nice if planets with major cities also had smaller handcrafted outposts / settlements you could walk to instead of it being almost entirely proc gen outside of some dungeons.
I hate that they went back on the scrapping mechanic
And also locked weapon upgrades behind 4 skill points in a tree really not worth investing in
Can't scrap any of the random clutter you find, or guns, or suits
>le demo does 0.1% of the original better than 90% of the original's effort
youre shit, if its so easy to make individual components then why is the whole so fucked up?
>one man made 0.1% of the game in 2 days >therefore: 1% in 20 days >100% in 2000 days or ~5 and half years >meanwhile Shitfield was made by ~500 people for over 7+ years
>oh no! this guy made something better than bethesda. >quickly, someone hire him and put him on a dead end gacha or phone shit team so he can't keep showing our shortcomings, not to mention creating higher standards by which people will judge us!
I've been saying it for months. Any hobbyist nerd can do what Bethesda failed to do.
Todd's goal was to mod fallout until it became No Man's Sky. He doesn't know how to sit down with engineers and make a prototype and build up from there. Todd Howard is a failure as a game director and has never truly made a game in his whole career.
>Todd wasn't involved in Morrowind or Oblivion
Holy shit, i thought he was the head for both of those games. Is he actually running Bethesda to the ground?
He was a quest designer in Morrowind and wrote the imperial legion questline - and it shows. I think he became studio head by the time Oblivion came out, but plenty of the Morrowind oldguard were still around; the guys that actually made good quests.
Fair enough. It probably would have been easier for everyone involved to just abandon ship and move to unreal. I'm not the biggest fan of it, but this game already looks like your run of the mill unreal game
same dev who made that spongebob ketamine game that got popular on twitch+speedruns?
why is he still doing bait vid?
thought he would have made a hit original game by now
So I'm guessing modders will never be able to add real space flight with actual distance, manual landing and take-off or anything that makes the space portion something other than glorified loading screens, because gamebryo is just that shitty?
You can fly to different moons / planets in the same system, it just takes a long ass time. Modders will probably be able to jury-rig something for that. Seamless planet to space travel is probably a no go however, but nobody will really know what's possible until the Creation Kit 2 tools are released in the next 3-6 months.
In order to make that work, the entirety of space would need to be a world space in and of itself, rather than a single cell with cardboard cutouts pretending to be stars and planets, and Gamebryo can't handle that.
That would certainly be a good idea, yes. But you're assuming the company that adds a drop in lighting system to Gamebryo and calls it "A brand new engine" has any idea how to code. Unless it's a plugin that already exists, it's not getting in.
streaming in right assets and chunks isnt the problem, hell, it works great already
problem is collision, physics and math accuracy
moving from center of the map will make position numbers bigger and bigger and make game run slower and slower, so you need a support for multiple insatnces of the main scene at once
then you need to solve collision problem, as per vertex collision is expansive as fuck, you need a way to make planet mesh around which you wrap around your locations
and finally you need gravity and way for physics not to break upside down
fixing asset streaming wouldnt help with anything on Starfield, the problems run much more deep
Or just load assets when the ship reaches certain distance from the planet/moon/whatever, because there's literally nothing in the space and it takes a lot of time to reach anything even with x1000 speed, so it's perfect for the stealth loading a la nu-Tomb Raider and the likes.
2 weeks ago
Anonymous
personally i would hide transitions in some clouds or other fog effect and teleport the player to an infinite repeating 6 square world that corresponds to a sphere in 3d
it could be done in current creation engine, but it would require good planning and would not play nice with the random terrain generation they have going on
they went with the most lazy and simplest solution
How about this:
You just fly directly at the planet. At a certain distance it begins to beep a warning saying "entering atmosphere in X seconds" (to give you time to change your mind and veer off) then gives you a cutscene of your ship entering the atmosphere to hide the loading, then lands at your target destination just like it functions now.
This seems like it's completely doable even in gamebryo. You would have to lock your desired landing point before going down so the game knows what chunk to load of course.
I honestly can't see why they didn't do it like this. A thousand times more immersive.
And once you've landed like this once, you can freely quicktravel/land afterwards if you want.
2 weeks ago
Anonymous
could be done, but they didnt want it this way
the game keeps entire system in memory and you "can" travel everywhere, its whats used for planet selection, its the same thing you see in space
i think the problem came from random generation, they way its designed around picking a seed or a predefined box means they needed bigger control of it
i dont think even big engine changes would change anything, there are fundamental problems in the design
2 weeks ago
Anonymous
>but they didnt want it this way
Objectively wrong, they just are too fucking shit at their jobs retard.
It's real fucking simple, a fucking random ass guy on the internet did vastly more with vastly less because he's actually good at what he does.
Of course big engine changes would fix the game, don't be fucking stupid.
The whole point of OP's video is that every single system in Starfield is already a completely solved system, so much so that it can be bought off the asset store because it's just that simple to implement.
personally i would hide transitions in some clouds or other fog effect and teleport the player to an infinite repeating 6 square world that corresponds to a sphere in 3d
it could be done in current creation engine, but it would require good planning and would not play nice with the random terrain generation they have going on
they went with the most lazy and simplest solution
2 weeks ago
Anonymous
>press X to go to space/fast travel across space
immersion level: 0
It could easily be done if everyone that was playing had an nvme. But because we are stuck with poorfags who can't even afford a 1tb ssd we can't have nice things.
Literally why didn't Bethesda just hire the best of the thousands of modders over the years that fix their games for them? If it really is fairly simple and easy to make seamless travel why the fuck not just make a new engine that best supports this or just use Unity/Unreal? They're a $3 billion company.
Imagine you have a person in your studio who knows how to fix all your engine problem, hell, he can make the game run at 5x the fps.
And that person actually did the fix, already, he went though his lead, and made sure to pull the most recent build, and its done its just ready to be put in but ...
Hes not from the engine department, and he has no access to the main branch, and the fork he worked on is 1 month old, but no worry he can update it.
But his fix on his fork will go next to 100 other forks, and it will have to go to QA first, and every if it passes and they say its best thing every created it still has to survive the... merger.
At some point it will be marched into main branch and here it will not be judged on how good it is, nope, instead it will be judged on how much the merger likes the guy, if the dev sucked his dick enough on slack or what every messenger you use then its all good, but if he didnt, then it wall drop behind anything else that dosnt create conflicts, so to sum up, it will not be put in.
But to say it short, it dosnt matter one bit how skilled or knowledgeable people working there are, once an upper decision is made to reuse the sdk and keep the same people in charge as last time nothing will change, and all changes that interfere with the sdk functionality will be thrown out, and you will get fired if you change isnt liked or makes someone's ego hurt since it makes them look stupid. You can not jump over management no matter how hard you try.
There is no "making it" in corpo
You either accept your place or move to a small studio
Im the art lead of entire department on a project, you would think that makes me important right? That i have some say in anything?
Above me there is my department manager, and above him is the department producer, and above that is the the project manager, and above that project producer, and above that project lead, and above that like 10 producers, and the project director, and then project owner... but wait that just the internal project, then you have the main producers, heads of project and studio heads, cfo, ctos, and board members and so on. 30% of entire staff is made up of random variations of managers/producers/heads/leads.
At best i can go to a lead meeting and tell the UI guys that they are gays and their UX is designed for brain dead fucking console users, they will ignore me anyway and the game will need 50 mods to be usable.
This is 100% true
I work on an micro-service api and there are not nearly as many merge conflicts as what your describing, but the same shit happens. I’ve been trying to fix this fucking 2k+ line INTERFACE that all the poos keep stuffing default functions into because there are no testing requirements for mappers and it has been an uphill of constant merge conflicts that have to be tediously resolved only for some retard to overwrite everything I did when merging release back into master.
You would have a point if Bethesda did any engine development at all beyond keeping it running on up to date hardware(with increasingly shitty performance because they're probably hiring poos to bandaid fix it for every ""new"" game).
The real reason is that ever since being bought out by Zenimax, Bethesda is a company that profits off maximizing returns on absolutely minimal investment. Their in house team basically is a crew of modders, all they do, all they know how to do, is use the TES construction kit to make content and submit requests for art and dialogue assets, and that's all Zenimax wants them to do. Anyone with actual programming experience still at the company probably hasn't used that skill since the 1990s. When was the last time they even added a new feature to Gamebryo that wasn't a third party plug in? Oblivion's LOD?
Kinda true, but its up to Bethesda to utilize their budget properly
If you get 200mln$ or what every you can afford to make a splinter prototype and engine team
Its not that they dont have resources due to publisher pressure, no, their budgets and deadline are well within anything anything you could expect, the problem is that they have a particular way of doing things that designed around their custom made SDK, and there is nobody in the studio with the balls and pull to decide to dump it in favor of something new
Somebody posted a comfy thread with an absolutely hideous screenshot of Skyrim. The game should take all the loading time needed to avoid looking like cancer.
I've heard vague statements that near the end of the main quest there's a part where they "explain what's *really* going on" or "tell you what the deal is" somehow. I want to know what people are talking about.
How the fuck can people still be Mexican, Russian, French etc. When there are no nations and people aren't allowed to live in racially homogeneous enclaves?
Nature is stronger and even after three centuries of the elite forcing everyone to live in the same place, people still breed with those who look like them.
That's fucking stupid if they switched to Unreal then modding would be even easier.
Everything would be easier but they'd have to pay some money to Unreal
The engine isn't the core problem. It's Bethesda. The foundation of that engine over 20 years ago was being used in MMORPGs; that had functional ladders, as well as Morrowind. Dark Age of Camelot ran on NetImmerse, and supported ARMIES of REAL PLAYERS fighting each other, back in the year 2000. Uninstanced. Sure, it lagged because 100+ people in one area was a lot for any 1990s/2000s comptuer to handle, but it worked well enough when people turned off AoE spell effects. Pic related: The map where people fought. You can run the entire map on foot and never encounter a loading screen, unlike Starfield where if you run too far you hit an invisible wall and are told to turn around.
Since that time, Bethesda has personally changed the engine to suit their needs, but they still can't do things properly because whoever are in charge of actually making the games aren't very good at their job.
Why do people spend so much time fixing Bethesda's shitty games? Why not just play not-shitty games?
Probably cause it's easy to work with
>Easy to work with
>Guy did in two days what took 7 years with Gamebryo
Lil bro said
It's not a mod. He just made a "space game" that fixes what Starfield fails to do, but that already exists in No Man's Sky so it's not that impressive.
the bar for "impressive" shouldnt be "its been done before", or else life becomes boring because prime level cunts like yourself are not impressed by anything and nothing has any effort put into it or on the other end of the spectrum everything has to be wacky and batshit for shock value of not having been seen before.
nobody should give a fuck if something has been done before in a game. what matters if its fucking GOOD
You talk like some underage bitch who just heard that everything in videogames was invented in the 1980's and the games you thought were innovative were actually derivative.
you're right
indie dev vs AAA company with long history and known for creating worlds who got purchased for 7.5 billion.
Get fucked.
True but nobody has come close to perfecting that formula yet
Perhaps they find it enjoyable to fix a game rather than play another indie roguelike Metroidvania RPG game about depression.
I like starfield
No you don't
much like Apple, Bethesda fanboys are legit mentally ill drones that will willingly give their lives for a corporation
>much like Apple
But can your Android play these masterpieces? Heh... I thought so.
Because it's like clay. Shit's easy to mold
it’s very accessible for modding, most games aren’t.
This. Look at Cyberpunk, that game is wasted potential galore but good luck at finding a mod that isn't basic texture replacement
They're easy to mod because Bethesda publishes development software and modding tools to do so, for free. The engine is no easier to work in than any other engine.
The engine is probably easier to work with for Bethesda to make those mod tools even if modders don't interface with it directly. That being said, Bethesda really does need to make a new engine. To think TESVI is 5+ years out and it's already confirmed it will be on CE2 is disappointing. I'm having fun with Starfield, but unless CK2 allows for some crazy shit, CE2 is obviously showing its age.
CE2 isn't a new engine, it's Gamebryo with an upgraded lighting system or two. Bethesda is the only company that calls three bolt-on upgrades "A completely new engine." A new engine, in common parlance, means rewriting and reworking the underlying code that causes everything else to function, but the code is such a plate of spaghetti that even minor changes radiate out into every facet that's been stacked on top of it for 25 years, and they're just not going to do it.
Yea I'm aware CE2 is just a supped up Gamebryo, that's why I'm even more of the opinion that Bethesda needs to make an actual new engine instead of this Ship of Theseus nightmare they have now.
It's easy to impress Bethesda fans when their expectations are so low.
Meta gaming
Sunk cost fallacy
Because when you mesh the two it becomes a really great game lol.
>le demo featuring 0.1% content of the original
looks like shit
you missed the point of the video.
The point is that Bethesda's engine is a piece of crap and the technical limitations imposed to the player are completely retarded.
Bethesda's engine is suited for the type of games they make. Only KCD has come close to replicating their style of world / interactivity. That being said, I think Bethesda fucked up with Starfield in a few ways, where the game doesn't feel as "Bethesda" as it could, because it's missing things like:
>NPCs with schedules (there are some but it's vastly reduced compared to previous Beth RPGs)
>Shops with actual hours of business
>Fully stripping NPC bodies
>Interactive clutter objects (same state as NPC schedules, it's there but reduced)
It's strange that these features are missing, especially since people are already looking under the hood and it appears that they should be easily implementable.
Feel like Starfield has way more clutter
They even hired Elianora to place clutter in the game
Also the level of detail in said clutter is way more
Ehh maybe I'm wrong, I just felt like the clutter felt a little less varied compared to Skyrim / FO4. Also weird that they scrapped FO4's system where you could breakdown clutter into crafting mats. Seems like something that should be in SF too. My biggest gripe with the game is the handcrafted content is too disjointed. It would be nice if planets with major cities also had smaller handcrafted outposts / settlements you could walk to instead of it being almost entirely proc gen outside of some dungeons.
I hate that they went back on the scrapping mechanic
And also locked weapon upgrades behind 4 skill points in a tree really not worth investing in
Can't scrap any of the random clutter you find, or guns, or suits
People who care about radiant AI confirmed to be serial killers who look at NPC panties
>le demo does 0.1% of the original better than 90% of the original's effort
youre shit, if its so easy to make individual components then why is the whole so fucked up?
>one man made 0.1% of the game in 2 days
>therefore: 1% in 20 days
>100% in 2000 days or ~5 and half years
>meanwhile Shitfield was made by ~500 people for over 7+ years
Yeah that guy is missing all the gays and minorities and girl boss characters. Stupid goy, he won't get any ESG moeny this way!
BETHESDA
HIRE
>oh no! this guy made something better than bethesda.
>quickly, someone hire him and put him on a dead end gacha or phone shit team so he can't keep showing our shortcomings, not to mention creating higher standards by which people will judge us!
THIS
MAN
narrativesirs? our response dear sir thank you?
>Narrative
Fucking where, jeet? Where is it?
I know they weren't using Unreal Engine but everything about Starfield seems like a bad UE4 product.
I've been saying it for months. Any hobbyist nerd can do what Bethesda failed to do.
Todd's goal was to mod fallout until it became No Man's Sky. He doesn't know how to sit down with engineers and make a prototype and build up from there. Todd Howard is a failure as a game director and has never truly made a game in his whole career.
>Todd wasn't involved in Morrowind or Oblivion
Holy shit, i thought he was the head for both of those games. Is he actually running Bethesda to the ground?
Look at the sales for Starfield and Skyrim
Think he's doing fine
have a nice day immediately, phoneposting shitskin
He was a quest designer in Morrowind and wrote the imperial legion questline - and it shows. I think he became studio head by the time Oblivion came out, but plenty of the Morrowind oldguard were still around; the guys that actually made good quests.
Oblivion quests are better than morrowind quests overall though barring the main quest. Morrowind has simple go x do y quest design
Todd's job on Morrowind was to get tricked into thinking he was making decisions by the much more talented people actually making the game
>I've been talking out of my ass for months.
ok cool, you can shut up now
I can't believe they just slapped a 2 on the creation engine and pretend like it'll work fine for the future.
gamebryo engine*
Fair enough. It probably would have been easier for everyone involved to just abandon ship and move to unreal. I'm not the biggest fan of it, but this game already looks like your run of the mill unreal game
THANK YOU FOR BETA TESTING
THANK YOU FOR MODDING THIS GAME IN 2 DAYS FIXING THE PROBLEMS 1000 PAJEETS OVER 2 YEARS COULDN'T
ecelbs are cancer
>"created in two days"
>all sorts of premade assets, existing engines, incomplete prototype gameplay, no textures, and more missing
fuck off
not crazy about starfield but this video is so reddit it hurts
he didn't remade anything you retard
please calm down sir
I can make this in 1 day in Unity, what's your point retard?
>UE engine can do it
>CryEngine can do it
>No Mans Sky meme engine can do it
>Bethesda still uses gamebryo lmao
bethesda's engine probably can do it but they are too retarded
modders put cars in fallout 3 but todd can't
that's every big company
Sirs, please delete this vudeo. It is in violation of content copy protections. Thank you, and remember to redeem Starfueld, we work very hard on it.
same dev who made that spongebob ketamine game that got popular on twitch+speedruns?
why is he still doing bait vid?
thought he would have made a hit original game by now
Baldurs Gate 3 and Armored Core 6 ruined Starfield for me.
So I'm guessing modders will never be able to add real space flight with actual distance, manual landing and take-off or anything that makes the space portion something other than glorified loading screens, because gamebryo is just that shitty?
You can fly to different moons / planets in the same system, it just takes a long ass time. Modders will probably be able to jury-rig something for that. Seamless planet to space travel is probably a no go however, but nobody will really know what's possible until the Creation Kit 2 tools are released in the next 3-6 months.
In order to make that work, the entirety of space would need to be a world space in and of itself, rather than a single cell with cardboard cutouts pretending to be stars and planets, and Gamebryo can't handle that.
Why not have an intelligent loading system that doesn't begin to cache the planet until you're about to enter orbit?
That would certainly be a good idea, yes. But you're assuming the company that adds a drop in lighting system to Gamebryo and calls it "A brand new engine" has any idea how to code. Unless it's a plugin that already exists, it's not getting in.
streaming in right assets and chunks isnt the problem, hell, it works great already
problem is collision, physics and math accuracy
moving from center of the map will make position numbers bigger and bigger and make game run slower and slower, so you need a support for multiple insatnces of the main scene at once
then you need to solve collision problem, as per vertex collision is expansive as fuck, you need a way to make planet mesh around which you wrap around your locations
and finally you need gravity and way for physics not to break upside down
fixing asset streaming wouldnt help with anything on Starfield, the problems run much more deep
>fly ship into atmosphere
>load ground assets as you fly through the sky
>planet is loaded
why cant todd do this
Or just load assets when the ship reaches certain distance from the planet/moon/whatever, because there's literally nothing in the space and it takes a lot of time to reach anything even with x1000 speed, so it's perfect for the stealth loading a la nu-Tomb Raider and the likes.
How about this:
You just fly directly at the planet. At a certain distance it begins to beep a warning saying "entering atmosphere in X seconds" (to give you time to change your mind and veer off) then gives you a cutscene of your ship entering the atmosphere to hide the loading, then lands at your target destination just like it functions now.
This seems like it's completely doable even in gamebryo. You would have to lock your desired landing point before going down so the game knows what chunk to load of course.
I honestly can't see why they didn't do it like this. A thousand times more immersive.
And once you've landed like this once, you can freely quicktravel/land afterwards if you want.
could be done, but they didnt want it this way
the game keeps entire system in memory and you "can" travel everywhere, its whats used for planet selection, its the same thing you see in space
i think the problem came from random generation, they way its designed around picking a seed or a predefined box means they needed bigger control of it
i dont think even big engine changes would change anything, there are fundamental problems in the design
>but they didnt want it this way
Objectively wrong, they just are too fucking shit at their jobs retard.
It's real fucking simple, a fucking random ass guy on the internet did vastly more with vastly less because he's actually good at what he does.
Of course big engine changes would fix the game, don't be fucking stupid.
The whole point of OP's video is that every single system in Starfield is already a completely solved system, so much so that it can be bought off the asset store because it's just that simple to implement.
personally i would hide transitions in some clouds or other fog effect and teleport the player to an infinite repeating 6 square world that corresponds to a sphere in 3d
it could be done in current creation engine, but it would require good planning and would not play nice with the random terrain generation they have going on
they went with the most lazy and simplest solution
>press X to go to space/fast travel across space
immersion level: 0
It could easily be done if everyone that was playing had an nvme. But because we are stuck with poorfags who can't even afford a 1tb ssd we can't have nice things.
starfield literally requires an ssd
he needs to switch it from the space worldspace into planet worldspace to load the new cell structure. those are still two entirely different realms.
nice
todd should hire him
Wow. Amazing. Where's the stream showing the guy slowly landing while his mom watches on Twitch?
yep more time in space definitely solves all of this game's problems
It does solve the less time in menus problem
I heckin love pressing X instead of flying to space!
instead of pressing X you're holding forward for 30 more seconds that's epic!!!!!!!!!
Literally why didn't Bethesda just hire the best of the thousands of modders over the years that fix their games for them? If it really is fairly simple and easy to make seamless travel why the fuck not just make a new engine that best supports this or just use Unity/Unreal? They're a $3 billion company.
As someone who works in game dev i can tell you.
Imagine you have a person in your studio who knows how to fix all your engine problem, hell, he can make the game run at 5x the fps.
And that person actually did the fix, already, he went though his lead, and made sure to pull the most recent build, and its done its just ready to be put in but ...
Hes not from the engine department, and he has no access to the main branch, and the fork he worked on is 1 month old, but no worry he can update it.
But his fix on his fork will go next to 100 other forks, and it will have to go to QA first, and every if it passes and they say its best thing every created it still has to survive the... merger.
At some point it will be marched into main branch and here it will not be judged on how good it is, nope, instead it will be judged on how much the merger likes the guy, if the dev sucked his dick enough on slack or what every messenger you use then its all good, but if he didnt, then it wall drop behind anything else that dosnt create conflicts, so to sum up, it will not be put in.
But to say it short, it dosnt matter one bit how skilled or knowledgeable people working there are, once an upper decision is made to reuse the sdk and keep the same people in charge as last time nothing will change, and all changes that interfere with the sdk functionality will be thrown out, and you will get fired if you change isnt liked or makes someone's ego hurt since it makes them look stupid. You can not jump over management no matter how hard you try.
Sounds like your typical huge corporation management hell and that's why I believe it. Hope you'll make it, anon
There is no "making it" in corpo
You either accept your place or move to a small studio
Im the art lead of entire department on a project, you would think that makes me important right? That i have some say in anything?
Above me there is my department manager, and above him is the department producer, and above that is the the project manager, and above that project producer, and above that project lead, and above that like 10 producers, and the project director, and then project owner... but wait that just the internal project, then you have the main producers, heads of project and studio heads, cfo, ctos, and board members and so on. 30% of entire staff is made up of random variations of managers/producers/heads/leads.
At best i can go to a lead meeting and tell the UI guys that they are gays and their UX is designed for brain dead fucking console users, they will ignore me anyway and the game will need 50 mods to be usable.
>Im the art lead of entire department on a project
Why are women in modern games so ugly? Artists are capable of making sexy women, right?
Secrets whats up!
Can't wait for the server
This is 100% true
I work on an micro-service api and there are not nearly as many merge conflicts as what your describing, but the same shit happens. I’ve been trying to fix this fucking 2k+ line INTERFACE that all the poos keep stuffing default functions into because there are no testing requirements for mappers and it has been an uphill of constant merge conflicts that have to be tediously resolved only for some retard to overwrite everything I did when merging release back into master.
You would have a point if Bethesda did any engine development at all beyond keeping it running on up to date hardware(with increasingly shitty performance because they're probably hiring poos to bandaid fix it for every ""new"" game).
The real reason is that ever since being bought out by Zenimax, Bethesda is a company that profits off maximizing returns on absolutely minimal investment. Their in house team basically is a crew of modders, all they do, all they know how to do, is use the TES construction kit to make content and submit requests for art and dialogue assets, and that's all Zenimax wants them to do. Anyone with actual programming experience still at the company probably hasn't used that skill since the 1990s. When was the last time they even added a new feature to Gamebryo that wasn't a third party plug in? Oblivion's LOD?
sad, if true.
Kinda true, but its up to Bethesda to utilize their budget properly
If you get 200mln$ or what every you can afford to make a splinter prototype and engine team
Its not that they dont have resources due to publisher pressure, no, their budgets and deadline are well within anything anything you could expect, the problem is that they have a particular way of doing things that designed around their custom made SDK, and there is nobody in the studio with the balls and pull to decide to dump it in favor of something new
explain why the fuck Starfield doesn't have ONE world map on par with Skyrim or Fallout 3. it's all instanced, small areas. zero exploring.
Somebody posted a comfy thread with an absolutely hideous screenshot of Skyrim. The game should take all the loading time needed to avoid looking like cancer.
this is still better than all of Starfield.
Did the vulkan wrapper guy release his performance fix yet
Why bethesda doesn't make any patches to it's game?
i will never ever buy another bethy game until they change their engine
there i said it
dont yell at me
Can someone spoil this game for me?
I've heard vague statements that near the end of the main quest there's a part where they "explain what's *really* going on" or "tell you what the deal is" somehow. I want to know what people are talking about.
Decent start and then there's the shitty devlog trying to be humorous. Give it to us straight instead of dicking around with editing magic
>Seamlessly
>Can see the load
Not in Starfield, don't really care.
How the fuck can people still be Mexican, Russian, French etc. When there are no nations and people aren't allowed to live in racially homogeneous enclaves?
muh heritage
The globohomo paradox
Nature is stronger and even after three centuries of the elite forcing everyone to live in the same place, people still breed with those who look like them.
the main reason bethesda doesnt switch from gamebyro is because of the modcucks
That's fucking stupid if they switched to Unreal then modding would be even easier.
Everything would be easier but they'd have to pay some money to Unreal
Flying a ship was pretty fun in Outer Wilds. BGS dropped the ball by making exploration unfun.
The engine isn't the core problem. It's Bethesda. The foundation of that engine over 20 years ago was being used in MMORPGs; that had functional ladders, as well as Morrowind. Dark Age of Camelot ran on NetImmerse, and supported ARMIES of REAL PLAYERS fighting each other, back in the year 2000. Uninstanced. Sure, it lagged because 100+ people in one area was a lot for any 1990s/2000s comptuer to handle, but it worked well enough when people turned off AoE spell effects. Pic related: The map where people fought. You can run the entire map on foot and never encounter a loading screen, unlike Starfield where if you run too far you hit an invisible wall and are told to turn around.
Since that time, Bethesda has personally changed the engine to suit their needs, but they still can't do things properly because whoever are in charge of actually making the games aren't very good at their job.
Morrowind doesn't have functional ladders
I meant that Morrowind was using the same engine as DAoC, which had ladders. I made a bad sentence.