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Some of Starfield’s planets are meant to be empty by design - but that’s not boring, Bethesda insists
(www.rockpapershotgun.com)
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A lot of those come from you "overhearing" NPCs talk. But often you're completely out of range, or there's so many NPCs brabbling that you can't make anything out anyway and suddenly the questlog fills up with "talk to so and so" quests, with no relation of its context (which imo is the real crime here).
That's not what radiant quests are tho
Radiant quests are just finding 3 slurm-slushes for the NPC, and they are in 1 of 5 predefined locations, and the reward is either 25 gold or 75 xp.
The next quest is a quest to kill a randomly generated NPC, also in 1 of the same predefined 5 locations, for 34 gold or 99xp.
It's just a few objects getting called in a class in order to keep things "fresh". But I'd argue that it's bad game design in order to make the world feel more alive. Deep Rock Galactic took the AI director from L4D2, the randomness of minecraft and its materials, and the classes of TF2, and took radiant quests to their ultimate conclusion. And it's great.
Which is how the mission boards in Starfield work, the random ones you get from NPCs talking around you are almost always more in-depth then that from my almost 40 hours in Starfield thus far.
I'm very aware of what a radiant quest is as I've put thousands of hours into Bethesda games and they've done a much better job with Starfield in my experience thus far.
Additionally, comparing Starfield to L4D or Deep Rock Galactic simply doesn't make sense. I've played both (L4D quite a bit more out of the two) and you literally can't compare the gameplay objective between those and Starfield or beth games in general
"HYUCK! BUY SLURM-SLUSH! GET 5 FOR 3, A LIMITED TIME ONLY!"
Objective added: Buy Slurm-Slush.