Yeah, if Skyrim would've had that then it would have probably made GOTY. Too bad Skyrim had no different races, just humans and different looking humans. And Starbound totally doesn't have racial crafting, racial commentaries on every single item in the game, different NPC behaviour towards you depending on the race. Yeah, a sandbox game Skyrim that won over 200 GOTY awards should've had stuff to do once you're done with the story, but unfortunately it only had random sidequests and adventuring. Oh, and the combat. The combat. Repetitive as hell, powerful mobs were only dragons and humanoids, weaponry was very repetitive, arena didn't even exist.
That's a very nonsensical comparison, Skyrim offered a massive amount of content created piece by piece, with radiant quests (ones offered by guilds like companions or thieves guild) being absolutely repetitive and offering no "hooks" to make them memorable. Same here - apart from main story mode instances and ship crew everything else is randomly generated, therefore bound to get repetitive. Same with dungeon generation - mere layout differences are not enough to make them different enough. Randomly generated content just doesn't work same way as handmade, you see - if you want to keep it actually engaging you have to develop a gameplay where minor alterations can have a strong impact on the game, like how roguelikes have found equipment influence your run experience greatly, or how Rogue Legacy's character traits and cadtle layout offer a different challenge every time. Meanwhile here in SB, unless you pick actually different weaponry/abilities yourself for each planet, minor differences won't reduce the repetitive grind. Also don't get me started on how Howard butchered the RPG elements of most RPG series he got his grubby hands on, I could spend whole day ranting about how TES and modern Fallout are action games with minimal roleplay elements.
Skyrim dungeons were hardly anything noteworthy, except for a very few. A grind for what? More clothing? Better gear? Instruments? If it's for pixels, then you don't have to kill a single mob if you don't want. In that specific post I brought Skyrim up as a sandbox game, leaving the RPG in the background. Good question. Had to double-check the blog entry, because it only brings out Hylotl villages, which in small part are already in the Stable, but no Human nor Novakid villages from what I've seen.
They do kinda have human villages. They have human campgrounds where you can find many non hostile humans, but no actual buildings.
/My friends and I are attempting to program a sort of "factions/vanilla server thing" where every item spawned (crafted, players won't have admin) on the server is given a mark. If you log on to the server with an item without a mark, that item will be deleted. However, we are still having trouble finding the command line in the game assets :/
Still don't see many novakids though. Then again, I haven't been able to check out the latest nightly due to an access violation error...
It's happening! Although I seriously hope the (From what I assume so far, I'm talking about the area in the first picture.) human city in the beginning will be a thing I can find again or re-visit because the design of that place is simply amazing. I'd love to build or at least rent an apartment in that place and make it my homeworld. That would be amazing. Or at least make those blocks and furnitures available for use so I can make my own city? All this waiting and it seems like starbound is going to turn out in to one of THOSE games, where I sit down and play hours upon hours. I can't wait for 1.0!
All these folks asking about why the protectorate, and you know what? I'm right with them. I've said all this before but why the hell not. There are plenty mod species, mine included, for which the Protectorate would make little to no sense, as said before in this thread. At this moment in Nightly, there's a value in universe_server.config, "introInstance", which is currently the empty string, "". If you set it to "protectorate" and jiggle the quests a bit in a particular way that doesn't matter as much here right now, you can play the intro mission as it's intended. Now, would it be so much to ask for this string value to be changed to a list? Something like perhaps Code: "introInstance" : { "default": "protectorate", "felin": "felinIntro" }, would go a long way into appeasing species modders like me.
Just a suggestion regarding the crafting menu. It would be a good idea to add an indicator to the crafting menus showing whether given item was ever crafted yet. As of now I reckon it only highlights items that haven't yet been *selected* but it once you select them, the shiny "NEW" outline disappears. So if you click a food recipe you'll never know whether or not you've already crafted one of given foodstuff (and unlocked another set of recipes from it)! I suggest a smaller golden plus or star icon for the items that have already been selected but never crafted. It would also be very helpful if the menu displayed how many of the selected item you already have in your inventory, then you wouldn't craft another furnace not knowing you already have some.
With some imagination. Could have alternate intro missions that involve, as examples off the top of my head; 1) Finding a Matter Manipulator in ruins. (One that was lost, or its owner perished) 2) Being given one by an older member of the Protectorate. 3) Stealing one.
Or perhaps you could stop complaining about the vanilla game not prioritizing itself with a mod. It's a mod for a reason: If it doesn't fit the story, then create your own intro mod. If you don't know how to, then hope someone who does will make magic happen.
It's like complaining that in Oblivion you can't choose how to meet the emperor, you're only able to be in jail at first. Never seen anyone being hindered by it.
Pardon? I think you misunderstood me. I wasn't implying Chucklefish should include an alternate intro for modded races, I was responding to a post asking how modded races that were potentially unaffiliated with the Protectorate could be explained as having a Matter Manipulator if alternate modded intro missions per race were possible, as it is a piece of gear exclusive to the Protectorate according to the story. Since what Kawa was asking for is the framework to allow modded races to have alternate intro missions. ^ Exactly what Kawa was asking for; which I listed off the top of my head story ideas for due to it being brought into question.