• 2 Posts
  • 197 Comments
Joined 10 months ago
cake
Cake day: December 24th, 2025

help-circle
  • This. I played it a bit at launch and gave it another fair shake recently. There were some QoL mods that fixed a few major issues I had with the game, and some of the updates they added since were appreciated.

    But I think the game is just flawed at its core. It’s got a lot of neat set dressing around it, but it’s missing some key central pillars to support its gameplay loop. I can’t say it’s a bad game because I still ended up sinking a good few hours into it, but both times I walked away from it, it was from lack of motivation to continue.

    For me at least, I think I couldn’t stop comparing its various systems to better games.

    I could play Starfield for the story and RPG mechanics, or I could play Cyberpunk 2077.

    I could play Starfield for the planetary exploration, or I could play No Man’s Sky.

    I could play Starfield for the base building and resource economy, or I could play Satisfactory.

    Now, none of those other games individually attempted to do what Starfield did in a single package, which you’d think should still give it a niche of its own. But when all of these systems in Starfield just sit in isolation and don’t really cross one another, it means you’re basically playing several “meh” games instead of one decent one.






  • I’m there as well. I’ve restarted twice, though neither was with any intent to actually go all the way to the end. I finished project assembly in 1.0, and then when 1.1 and 1.2 rolled around, I mainly just wanted to see what I could do with the new things that were added, optimize a bit more from lessons learned, try out the randomizer, etc.

    This DLC seems like a great opportunity to take another solid stab at the game for the long haul. Learning the ins and outs of the new environment, buildings, resources, and so on.


  • I only know of one that is still occurring, which is the overall behavior of vertical splitters/mergers.

    • Can’t snap a lift to them after they’re already placed.

    • Hard to tell which output is which for smart splitters.

    • They vertically snap 1/2 a unit off of global alignment, so connecting belts need to go up or down slightly to realign with the grid.

    But they are fixing bugs each update, so I am still holding out hope they’ll address that one. For all I know, this one might be a complicated fix for worlds that are already using vertical splitters that could break if adjusted, but a new world state could be the perfect opportunity to force everyone into a “reset” of sorts to make that adjustment.







  • Other than the plagiarism, butchering of a classic IP, and fad genre bandwagoning?

    It’s a grindy game in a genre that otherwise caters to F2P but comes with an extra $40 price tag. It’s also just plain bland and soulless, which really represents how far Bungie has fallen as a developer. The only thing they can really do is give bad consulting advice to other Sony studios on how to make live service games, which has not worked out yet for even one of them. And Destiny died for this game to happen.

    Not to mention that it makes Sony money. Regardless of how defeatist it is or how little the general public cares, they remain on my personal “do not buy” list.







  • They’re right, though.

    Enshittification makes companies money by being actively consumer hostile. Companies know they will lose customers by making unpopular decisions. But these days, they all know how to keep making more money in spite of/because of it.

    Sony knows people hate this move. But the problem is that it saves them way more money than they’d ever lose in sales. They get to have a more captive audience with lending/reselling no longer a thing, no longer have to pay for materials and distribution for discs, no longer need to include a disc drive in the cost of the console, etc.

    And they know the gambit will pay off, because what are people going to do otherwise? Pay the cost of a PS5 just for RAM?