#starfield-starboard

1 messages · Page 2 of 1

hot ivyBOT
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Suggestion: please give us a way to increase the amount of mana we have. A lot of the starborn powers use up almost all of it. This limits their usefulness to much.

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Platform: Xbox Series X
Time/date of bug encountered: 16/05/2024
Description of bug and any reproduction steps:

Hello! Just wanted to report a bug that's been in the game since launch. I was hoping this might have been fixed by now but it's still present.

Basically, whenever I commandeer a ship other than the Frontier, random events such as "Hostile activity", "Sensor contact " etc. stop appearing on the Starmap. The same thing seems to happen when I buy a new ship as well, so it doesn't seem to be related to just boarding and capturing ships. I have to switch back to Frontier if I wish to keep having these random events.

I know the team is aware of the issue as there is an answer related to this on the support site, but I still wanted to make a report.

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Kay

Suggestion: When playing on Extreme difficulty, environmental damage should not kill our character in the middle of an scripted conversation on an extreme environment planet.

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Bethesda. Can we please get an option to color our suit visors at the spacesuit customization workbench thingy? The ranger and constellation suits are so cool, but I do not like the clear visors. Please consider this!

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Completely uninstalled starfield and all configuration/cache/mod/everything short of the registry files, reinstalled vanilla, and still this.

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More variety for exploration such buildings and random encounters are needed, even more when vehicles come, explorarion need improvement

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Separate 'Aid' into Multiple Inventory Categories

Please separate the Aid inventory category into:
Foods, Ailment Cures, and Chems

(note that this suggestion is being repeated A Lot Lately)
because now that we have Game Difficulty Options to make Nutrition and Ailments matter, these items are seeing much more use by Players.
and it is now more apparent that the category is bloated and hard to navigate without better sorting options.

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Quest Name: Managing Assets - Deal With the Operative
Platform: Xbox Series X
Time/date of bug encountered: March 2024 (attempted again since 1.11.36 update)
Description of bug and any reproduction steps:
The operative is missing from the designated location. Reloading any save prior to the quest only results in the meeting location being changed
The result is that the Ryujin quest line cannot be continued

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Suggestion: 3. Perhaps we can see the spacecraft that we have designed, modified and sold in space. We can say hello to the pilots and listen to their opinions on the spacecraft and the designer.
4. Players can be recruited by fleets or armies of different organizations to become mercenaries, to participate in regular patrols or missions in different areas, or to help them take down enemy space stations or ground stations (such as the DLC of Fallout 4). Obtain benefits, advance military ranks or improve status. Players will then find that the defenders of these space stations or ground stations will become members of this organization.
5. Add more merchants, cargo ships and even tourist groups. They will meet players in space, or occasionally come to our outposts to visit, do business, or stop over. Let the outpost become an important hub and transit node of our business empire.
6. We know we can fly to a planet in a few hours without using the map (fast travel), so maybe there's a chance we can fly faster in space? At the same time, by updating the fuel system, we need to be more careful and save fuel during long journeys. Make space travel more playable and the planet more accessible. As Todd said: See that mountain? You can climb it. So in the Starfield, we can say: See that planet? We can fly to it.
I really hope that our carefully crafted spacecraft can fly and stay in space longer and further, and use the trajectory of our spacecraft to Connect The Entire Settled Systems.

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Suggestion 3982439:
Overhaul of the enemy behavior on landing.

Currently landing the ship next to an enemy base has no effect - enemies stay where they are even if the ship sits on the landing bay of that base. It would be nice for immersion if enemies on the surface get alerted whenever the ship is within a specific proximity of them, basically just like someone shoots a weapon without any silencer.

Enemies alerted should move to the ships direction - referring to suggestion 3982438 automatic turrets on the ships lower portion could help to keep things under control here if the player wants.

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Suggestion: Ship building and customisation

The new update brought thousands of new customisations possibilities, and since we don't know if M ships will be a thing, here is my suggestion.

1 - Increase C class ships size to 200 metres and module cap (sup to 150 🤔).

2 - Since the ship will be too big for landing pads, add a landing bay module to ships construction, allowing us to store smaller ships (5 to 10 maybe) to land (and assign crew to them).

3 - New habs and decorations: 1x1 berth, cross brace merge with hab spine, observation decks, cockpits,.....

4- Increase reactor capacity, engines thrust, and max ships weaponry.....

5 - Ability to rotate habs and modules in all directions

6 - Most of all, place doors and ladders ourselves!!

A and B class ships can keep the actual setup (size, module cap,etc) and could even be stored in the new landing bay depending on its size ( 4x4; 4x5; 5x5;etc) with a high ceiling.
The ships stored in the landing bays will be removed from the player ships slots and could be accessed by a terminal in it or in the cockpits for crew assignment or to send them back to the player ships slots for customisation.

Thus, it will add hundreds of new gaming hours ( ship customisation and quests based on fleet use) and increase the number of ships we could own.

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hot ivyBOT
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For ng + a starborn perk tree where you can unlock more permanent things for killing starborn.
like more total energy for the starborn power, having more starborn themed weapons and clothes .
or even rp/lore related perk without any significant benefits, like telling that you don’t need to sleep eat or drink anymore or resistance to things with a small permanent bonus (starborn not having human need can explain why the starborn ship is so empty)

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Starfield Suggestion: I hope we will have a more interactive and creative Point of Interest and Random Encounters every time we land on a planet so that exploration can be more rewarding. 😁

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If we ever get the ability to build space stations, let us have a landing bay hab with the ship customizer option.

I'd love for the ability to land in a hab rather than just docking like all other stations.

Also allow us to still have the ability to get resources delivered through a specific dock. The dock would have a bunch of shelving so when they arrive, they'll open the docking bay door and move cargo from their ship to the shelves for that extra touch of immersion.

hot ivyBOT
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Dys

PC/Steam/Windows 11
5/21/2024 1:00 AM EST

Stabilizing Barrel modification for the Grendel doesn't improve accuracy.

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Suggestion: more casual slice-of-life, roleplay kinda opportunities.

  • The small daily things in life, like sitting at a bar and ordering a drink, and seeing your character actually drink it. Alcohol maybe having visually lasting effects for more than a second.
  • More comfortable looking, maybe even randomly triggered positions while sitting.
  • Holding Terrabrew coffees or Tranquilitea's casually in the hand like an accessory while strolling through the game world.
  • Maybe even smoke some cigarettes or that kinda stuff as they can be found ingame?
  • other similar things, I know these are not essential for gameplay, but they do make playthroughs seem fuller and more filled with life. Small details that give your character life and bring personality to them.

For non-roleplay things:

  • Ship blueprints. Pretty please!!! It would be great to be able to recreate ships in NG+ playthroughs.
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Suggestion: When going through the unity the player should be allowed to pick a new background and re-allocate all of their skill points.

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Suggestion to make POIs more interesting

Have a small chance of UC Marines, vanguards, SysDef, FC rangers, trackers alliance, to be at a pirate, spacer, Varu’un controlled POI, with a starting, on going, or finished battle

Have variants to this, the fight is on going, good guys have just landed, one of the two groups (bad guys or good guys) just won and are moving the bodies/cleaning up. The good guy’s ships should be landed nearby, even if you didn’t see it land

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Either give Cora Coe her own model or change the other children using hers. She is a member of the main story faction and should have her own look.

Also, let us change her outfit. I would love to make her an officer on my ship. I give all my crew appropriate jump suits I stole from the ECS Constance.

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Suggestion 3982440:

Give the crew something to do...
For immersion it would be nice to see the crew do something more instead of just sitting or standing within the ship - none of the members seem to be interested into the other ones while especially the Constellation guys know each other for years. They could sit down in the mess hall of the ship and eat something together, they could play cards, they could just have a group chat somewhere so space would not feel that empty while traveling 😉

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Suggestion: cities should expand with time. Like New Atlantis getting bigger, Akila City getting bigger and main roads getting paved, Neon Platforms being added and Cydonia getting expanded. This would evoke the feeling that humanity is growing outside of Earth and ensuring the continuation of the species as everything is expanding. At least we should see that happening and we could make some participation in all this process like a quest of ''architect of civilization'' where we can spend our money and or influence in certain areas to help them develop faster, have more things or different things, etc

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Also, would be cool to have unique interactions and suggestions for constructions based on our perks (neon rat, FSC settler or New Atlantis citizen) and with that we could help even more the cities we are associated with. Please do it, this adds more RP to the game and makes the passage of time that much better. RDR2 did that to a certain degree and SF should do it that much better

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**SUGGESTION: **Make the Trade Authority (TTA), THE trade AUTHORITY. Triple their available credits but they buy your items for less credits.
WHY? because players want to feel like they can unload all their junk somewhere. This is why there are repeated requests (and now somewhat alleviated but still needs more) on increasing vendor credits. That way you can sell all your junk to the TTA. Most people that play Bethesda games like picking up items, so most of us have tons and tons of junk we want to sell.

Note to Devs: by tripling TTA's available credits but also have them buy things from you at a cheaper rate 1- TTA will feel like an actual specialist in moving merchandise, 2- it gives the players the feeling they crave, dumping their items somewhere, 3- it does so WITHOUT affecting the balance of the game, because they buy your items for less credits, so it balances out. 4- If editing the trade authority NPC will cause problems, add a kiosk to TTA locations similar to the TTA kiosk at the spaceports.

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Suggestion:

  1. Give option to choose the location of your dream home on any planet anywhere.
  2. add giant monster nest/lair pois.
  3. Give Space outposts.
  4. give procedural space POIs. similar to planetary POIs.
  5. give underwater exploration update.
  6. Make the main cities bigger by adding the multiple minor settlements around them.
  7. Make matching planetary terrains/landscapes at least for sol planets.
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Suggestion 3982438:

Automatic ship turrets.
It would be nice to see these turrets getting overhauled for immersion and functionality reasons.

  • Automatic ship turrets currently only function while the player is sitting in the ships pilot seat. It would be nice to have them function at least while in general being inside the ship.
  • Automatic ship turrets should move back into their starting position around a minute after a fight for realism. While there are no atmospheric forces applied to these turrets in space (so they could stay in whatever position), they irl could take damage due to g-forces, so it would be better to secure and lock them. Also visually it just looks better if these things are not sticking into all directions 😉
  • Automatic ship turrets being active on ground would also be nice to have, at least as long as the player is inside the ship. This could mainly apply to smaller kinds of turrets which are on the lower part of the ship
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Weapon & Armor Skin System:
Just like the ship editor, it would be appropriate to add a small editor for customizing what you wear with a color system.
This could unlock the "skin" section for both weapons and armor, but also for the clothes (new type of workbench) we wear in cities where armor is theoretically useless

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Suggestion: Add a unit for each of the main Human Factions that would allow for more interesting gunfights and give the faction an identity in the battlefield

Starfield is host to a lot of different alien life we can fight, but humans are the most common enemies we encounter. While that isn’t necessarily a problem in my opinion, I think that makes it even more important to make each faction feel distinct from one another.

Right now every faction feels simillar to fight against, aside from the armor and weapons, there isn’t much separating them mechanically and that can make them feel uninteresting to fight and make their faction feel unimportant.

One Bethesda game I’d like to point to that I think did great at giving enemies an identitiy in battle is Fallout 4. While not every enemy had unique mechanics or fighting styles, some like the Brotherhood of Steel do. When a player is fighting the BOS there is one thing that comes to mind, power armor and vertibirds. Just by these two additions the BOS separates themeselves from other factions and it effectively communicates their identitiy in the battlefield - overwhelming firepower.

Aside from that their tandem use of power armor and vertibirds not only presents a new problem to deal with but also mechanics that can be either punishing or rewarding, forcing players to think about the encounter. For example, do I try to steal one of the Fusion cores? Shoot it? Destroy the vertibird first and hope it lands on them? Or maybe ignore it till I can get to cover so it doesn’t accdientally land on me? The addition of these mechanics don’t necessarily make the game extremely hard, but they make each gunfight feel different and more engaging.

Back to Starfield, I think each faction would benefit from the addition of unique units because of this, even the UC and FC. If done right it would make the factions more unique and engaging to fight against.

Sent an example just after because idk if I made sense in this.

hot ivyBOT
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Suggestion⭐ :

Combat Neuroamps and cybernetic implants. it's been asked for many times before. implants exist in Fallout and can even be used by the player so why not add them in Starfield? Although these cybernetics should affect the way you look and give you unique abilities in stead of generic number increases. these could really diversify gameplay. both for the players and enemies. these implants could also overheat and give negative debuffs if we use them too much. adding these cybernetics could also posses more threats because we would be susceptible to hacking. we could also hack enemy cybernetics. this could create a new type of tech build.

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💫 Suggestion: create smaller towns and settlements near the main cities. Maybe connect them using a tram system.

It doesn't make sense that the area around new Atlantis is empty and barren. Same with Akila which is very small by itself.

Neon could have more platforms that expand the city outward

This could make the main planets seem more alive. Its more realistic too.

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hot ivyBOT
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Please make it so the equipment provided by a corpse is the equipment that the corpse is wearing/using. This is the system you used in the Fallout & Elder scrolls games, & it worked out so well. The RNG looting is dreadful.

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hot ivyBOT
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Overhaul the scanner.

-Settings to adjust Scanner HUD.
I don't necessarily need or want the aggressive information taking up my display. I may not even want all the highlighting. It's a casual activity that I want to stroll around a planet for a bit and take everything in. Let me turn parts of it on or off or adjust how aggressively it highlights.

  • Operates like VATS. Breaking up the anatomy of the aliens when I select them with the scanner just thematically fits. It could even % for scan success. Fully scanning a species could translate to fully scanning their anatomy.

-Resource Finder
Resources that are being sought after could be highlighted differently when in the scanner. This could be perk tiered to allow a finder function similar to the anomaly distortions.

-Loadout Info
The scanner could identify the loadout of human enemies from a distance.

-Zoom
The scanner should default to having the best Zoom in the game. I should be able to switch it on and check out the ship that landed way off and see if it is worth checking out. It would allow it to be a more general purpose tool.

-Way point guide
Mark the place where you want on the map it can show up directionally on the scanner HUD. Just an added layer of visibility beyond the watch HUD.

-Ship Scanner
Scan planets/moons without entering into the starmap.

hot ivyBOT
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First. It would be very good if it were possible to turn on and off the animation of the landing of the ship at the locations already visited. There is a reason. The setting where access to the cargo hold is only enabled in the ship, and something needs to be updated or picked up. But you're being forcibly disembarked from the ship. Second. For immersive role-playing, I would like to be able to turn off fast travel. There are already many great ideas for survival mode above. Also how about a working slots or kinda in casino areas or Red Mile? TY

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Suggestion: Improve the generation of points of interest, and make it more dependent on distance from populated systems.
This has been a long-standing problem since the very beginning and everyone is talking about it, the monotony of POIs. They are incredibly monotonous, but there is one solution: you can put ready-made modules at random. The same goes for internal objects.
But I think Bethnesda is unlikely to implement this system.
It will also create a severe dependence for the emergence of opponents on the level of security, for example, near New Atlantis, opponents in the form of pirates will not arise, and points of interest will represent: active military installations, civilian outposts, farms, and planetary defense facilities. Also, in a system where there is a high concentration of security forces, it will be rare to meet pirates, but as the distance increases, the frequency of encounters with opponents will increase, and they themselves will be stronger, and somewhere on the outskirts, make them bases where they have leaders, there are also special shipyards .
(Used M.T.)

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Platform: Xbox Series X
Time/Date of bug encountered: May 19th, around 5 A.M.
Description of bug and any reproduction steps: Points of Interest in space will not become discovered (the black icons won't change to white icons when I visit them). The Den, for example, is still a black icon on the starmap even though I've visited it many times now. The bug is only happening on space POI's. I've tried reinstalling the game, power restarting the Xbox, even forgoing any traits on a fresh character to see if any traits may have been affecting it. Nothing worked.

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re Weather: Bethesda needs to make the game have consistent weather. Weather that looks perfect when I land but still in the ship, but stormy and putrid when I exit is just not okay. And then sleeping 24 local hours only to wake with the exact same putrid weather is not realistic.

Please, change the time scale of exiting ship be something other than weeks; and have weather effects that change in hours.

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PC Steam
8:45 AM Pacific 5/16/2024
1.11.36

Fully scanned creatures showing with blue outlines as if they haven't been scanned. In previous version of the game, you could scan one and knock it back to where they appear as green. This would allow you to resume a search for unscanned lifeforms. In 1.11.36, this can no longer be reset by scanning the creature again. This makes planetary exploration very frustrating and tedious.

Edit - workaround - kill one of them.

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Suggestion: Give players control over where doors and ladders spawn in their ship.

I’m sure this has been suggested before but this would greatly improve building a ship as it would permit players to create a layout that makes sense/maintain their desired ship layout. This would expand on the customization options that have been created with the ability to add empty modules to the ship that the player can decorate themselves.

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Add the ability to customize your Flashlight Color with a spacesuit workbench on your Helmets like they did with Power Armor in Fallout 4

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Suggestion 💫 : More World Interactivity. Sim elements

Like playing Darts, pool and other types of mini games with companions.

Going to a bar or a cafe to get a drink, smoking etc. (animated interactions, Animated consumption).

Let Us gamble with a mini game in the red mile

Weapon Inspect Animations. could be even more immersive if there's durability and weapon Jamming in survival mode.

The Ability to lean on some walls or sit down anywhere.

Animated Item Pick up. could be one time only for weapons.

Let us check out the time just by brining up our watch (similar to the Metro Series)

Stuff like this are small but could add a lot of immersion for the players.

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Suggestions

1️⃣ Add a setting (difficulty modifier) that creates a need to play animations when eating or using chems

Normal: No animation plays when you consume an item

Reduced: Play an animation for the first item you consumed

Minimal: Play an animation for every item you consume, max queue of 5-10 (or no limit, I don’t mind)

Realism: You have to equip the item before consuming it

The animation could differ between helmet and no helmet, and since the game already auto hides helmets (if you have it that way) this could be used as the flag for which animation to play, as well as a slower, more “having a meal” type of animation when sitting close enough to a table

And items, while not completely unique, should have a logical animation, you would not crack open a bag like you would a can or inhale a sandwich as you would an inhaler

The main reason I would like to see this is because I want to actually sit down at a restaurant and eat, just that simple

2️⃣ This is more for modders than anything but I want to suggest it anyway. A universe variant where nearly every human was turned into a zombie/infected/whatever, and have starborn actually work alongside humans to try to preserve humanity. Again, completely out of left field, but as a zombie fan I feel the need to at least suggest something like this. Some plausible lore explanation is, the vanguard quest line was done by choosing the virus by someone else years ago, and the virus mutated beyond what was thought possible, it could even be triggered by you doing the quest line and staying in the “correct” universe for long enough to see the virus mutate

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Suggestion: Have surface maps show changes in biome

Went to a planet to make an outpost recently and was looking for a spot where the biome changed from craters to mountains. I noticed that the surface map doesn’t show this change.

I think it would be really useful for players who are more interested in the outpost system. Sometimes looking for a spot where two biomes meet helps with making the most out of an outpost, but it can take a lot of time. It would be great if surface maps can help make it easier for players to find these spots.

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More of a CK/engine feature, but a built in method for alternative fire modes. There are several ways this could work; a new dedicated button press, overriding the thrown weapon, or even just one-button ammo swapping . Any of these could just use the weapon's normal fire animation, and just have an alternative projectile. Ideally it could fire from a specified, secondary projectile node, and pull from a different ammo pool, but that wouldn't be strictly necessary for the basic functionality.

Most of the gun features that are a struggle to implement in FO4 mods are now present for at least one weapon in Starfield. Alt fire would just be one more treat for weapon authors.

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Since I'm genuinely mad about outposts after suffering for over an hour to accomplish basically nothing out of them, here's a list of things I think would make them less painful.

  1. Cargo links should let you be able to draw from your resource pool for building anywhere. Cut down on the time wasting back and forth trips to cart stuff from one outpost to another solely to build things. Fallout 4 did it, and it did it well. It did a lot of things well that Starfield executes poorly.

  2. Containers that snap together should interface together. Instead of building a massive wall of containers that all hold 75-150 a pop and you have to wildly rummage through them to get what you're looking for, make them all interface as one container with an additive capacity value the more containers snap on.

  3. Increase capacity on all containers. The entire outpost system is reliant on you having a lot of stuff and it's backwards to punish you for having a lot of stuff by forcing you to either be permanently overencumbered or have an entire disorganized warehouse field that you again can't access from any other location

  4. Merchants at outposts. I get it, you don't want people generating infinite money without going out to get it. Counter point, people will do that anyways except with an additional loading screen to do it. Having shops at an outpost make them a hub worth stopping at more frequently, and a way to resupply and stock up on the gazillion of arbitrary resources you need to continue building without going to one of three places to get what you need. For such an advanced civilization, humanity is pretty barren outside of it's three hubs.

  5. Let us manufacture things beyond components to build more buildings to make more components. It's a closed loop you can, and honestly should ignore the entire game. Even adding simple ammo production would increase the use of outposts tenfold. Or even med kits with the right skills.

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Outpost building is not fun. Such a wide array of resources are needed just to get started, you need half the periodic table and every manufactured component in the galaxy just to get set up with producing one single raw resource, with multiplicatively more suffering required to automate more complex production.

The fact that cargo links don't allow for a pooled resources when building/crafting is a significant downgrade from Fallout 4's settlement system. I don't want to have to constantly travel back and forth to my outpost just because I forgot to grab the 1 single glorpium turboencabulator required to make a generator. Not to mention, the entire premise of limiting storage capacity on planets is totally uncool. The whole point of having a trillion crafting components and using outposts to produce high volume of resources is to have a lot of stuff. My options are to be permanently overencumbered while working on outposts, or suffer the endless back and forth by distributing my stuff across fifty containers, making storage logistics it's own nightmare

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Swap the names of two outfits. The “Inclement Weather Outfit” should be the one with the breathing mask, “Settler Poncho Outfit” the one without it.

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I'd quite like customizable melee weapons, even if it were purely cosmetic (though obviously being able to upgrade damage output would be good, rather than hoping you find a legendary variant of your preferred blade). I'd suggest making it so you need points in Duelling and Weapon Engineering to craft the higher grade stuff (so as to provide at least some barrier to making OP stuff straight off) and as a delightful bonus, this would cause melee weapons to show up when at the workbench, thus allowing you to actually rename them. It's rather weird to have a radioactive lacerating shattering wakizashi and not being able to give it a proper name, you know?

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# hot ivy 💫 **23** | https://discord.com/channels/784542837596225567/1217183866528333915/...

Suggestion 💫 : More World Interactivity. Sim elements

Like playing Darts, pool and other types of mini games with companions.

Going to a bar or a cafe to get a drink, smoking etc. (animated interactions, Animated consumption).

Let Us gamble with a mini game in the red mile

Weapon Inspect Animations. could be even more immersive if there's durability and weapon Jamming in survival mode.

The Ability to lean on some walls or sit down anywhere.

Animated Item Pick up. could be one time only for weapons.

Let us check out the time just by brining up our watch (similar to the Metro Series)

Stuff like this are small but could add a lot of immersion for the players.

For the bar environment, it would be interesting to have an addiction mode when you are smoking to much which might affect your Co2 (in survival mode)

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Drop rates for outfits are terrible please make it so we can steal outfits or make it where the outfits drop every time like in every other Bethesda game. I mean I've been save scumming for three hours just to get one piece of clothing and I still haven't got it!

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Some more immersion related suggestions:

  1. Ability to use showers, coffee machines, sinks, and various other appliances in POIs. These could increase health or help combat infection/injuries.
  2. A dance button when in the Astral Lounge. Please let me roleplay as a party animal in Neon who loves to let loose in the Astral Lounge while taking aurora. Dancing and/or various dance moves would greatly help this.
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1-add clutter (consumables and non-consumables) to decoration tree so can populate tables, etc in habs & outposts
2-create Transit Authority drop box to sell off goods beyond immediate sales (take commission if need be) (akin to Skyrim East Empire Expansion)
3-create clutter collections that can be placed as decoration (can’t be added to inventory) (eg bottles & syringe-injector on medical tray)
4-create displays for melee weapons (like one in UC store in Well but smaller)
5-allow melee weapons to be renamed
6-add mini celestial map in ship HUD for one click to plot new quick travel course to another system/planet
7-create displays for items that currently can’t be displayed (succulent plants, double bone horn, insect paperweights, etc) or add items to list of what can be displayed
8-create a helmet display that can be affixed to wall

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Suggestions to make planets more interesting:

  1. Meteors.
  2. Battles between UC and Crimson Fleet and other factions.
  3. Volcanoes and Eruptions.
  4. More Fauna.
  5. More friendly towns. Farms, Military, Labs, Factories, etc.
  6. Animal fights.
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Dys

Suggestion:

Give the player the option to claim abandoned/deserted PoIs as an outpost, once it has been fully explored and cleared of enemies.

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Suggestion: add realistic physics to water, cause it got no physics at the moment.
The game looks superb in all honesty, and plenty of objects got really good physics. But water is lacking in that department.
Perhaps the issue is water in low G? It would be pretty chaotic, same as with blood, and would make my PC explode most probably.

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(Suggestion) allow the player to change change to cosmetic look of there starborn armor.
So e.g if at ng+7 you can use all change the starborn outfit at spacesuit workbench to look like the previous ones but not the ones from the ones after.

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Suggestions: add an option to disable the ability to pick up junk items, Add different colors highlight for items or just an option to remove the highlight of junk.

Hmm, looking at this I got another one 🙂

Suggestion 3982441:
Make at least some junk items useful! Maybe, at a specific tech level you can unlock a new research tree at the lab for "makeshift weapons" in some kinda simplified FO4 manner. Junk items could act directly as a resource in this case - some examples:

1 x Empty Food Container + 1 x Wire Spool + 1 x Circuit Board + 1 x Monopropellant + 10 x Coffee Mug = 1 makeshift shrapnel mine

Also, maybe it would be possible to create a similar object with alternative resources, so instead of using coffee mugs one could also use 20 x Shot Glass in that case which could increase damage. Also instead of using an empty container the user could use a basket ball which could fit less junk but which could roll to the enemy.

Such makeshift weapons could also have specific pros and cons due to their nature.

The impact on the game would be that junk items might be worth keeping and not to sell them asap as they just take up cargo space, especially on Crimson Fleet playthroughs as these guys would in theory use anything as a weapon.

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Crazy idea for future DLC:
Allow us to go in a parallel universe where the Colony War is still happening and where we see epic fights with mechs in action.

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Dys

Suggestion:

Make the loading screen after a Grav Drive jump white, to match the grav drive effect.

The screen itself is usually very short (less than a second), but a hard transition from pure white to pure black, to pure white again, is a bit jarring. This would also mask the loading screen somewhat, making the transition a bit more seamless.

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Thanks for another great update❤️👍🏻 BUT, can you PLEASE enable the landing sequences on already discovered landing spots? I dont want to stand next to my ship after going down from orbit😓

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Suggestion : Add More Major Cities to each Faction.

Freestar Collective is sorely lacking in that regard. Akila City is very lackluster And UC should have a bigger Presence through out the systems.

Crimson Fleet Could have cities inside Asteroids.

There could also be Neutral Cities that accept anyone as long as they abide by the rules.

More Major Cities could bring more life to the Starfield Universe and Make it seem more believable

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I had a wild dream last night I was playing a Bethesda game that doesn't exist, based partly on quests from Fallout 4 and Starfield, so here it is as a suggestion.

Suggestion: Quest in which you are tasked by a prominent member of a small town/POI to return an item taken from a loved one after s/he was killed by raiders/spacers (like the Abernathy Farms quest in Fallout 4). Quest mostly plays out like that quest, minus the named raider. You return the item, except the quest giver tells you to return the next day for a feast in your honor.

Next day when you return, the leader of the gang is there and he has friends. Powerful friends. The gang leader gives you the option to walk away. If you fight, the gang first kills the family members of the quest giver before you can fight them. Or you can just leave.

Either way a few days later a young man finds you, tells you he's the son of the quest giver, and the raiders left him alone because they didn't know he was part of the family (he was out doing stuff before). And he tells you he's going to kill everyone responsible for his family being slaughtered.

You begin a quest to go find his family's killer, and he turns out to be the best companion you've ever had in a Bethesda game. He's not ineffective, he's a straight up murder hobo. He steals kills from you left and right. Also, like that first real Fleet quest in Starfield, he finds a gun you can't take, and then he's even better. He also finds armor you also can't take, so he gets even more powerful.

During the final fight against the raider boss, he begins acting like a normal follower, becoming less useful, so you do most of the damage (and take most of it). After the fight is over (assuming you won, of course), he tells you he also blames you for what happened because, had you not intervened, his family would still be alive. So then you have to fight him as well.

Rationale: It's a no-win scenario like The Pitt was. Would really make people think.

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I’d like to be able to switch from unarmed to armed just from the quick favorites menu. Players used to be able to do this in Skyrim. In Starfield, I have to manually go into my Weapons section of Inventory and uncheck my weapons just to switch to unarmed. Not user friendly - let us switch between fists and guns from the quick favorite menu please.

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An option for the outpost prefabs to be furnished, so they look lived-in, similar to how spaceship modules come with furniture

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Please either remove container weight limits or greatly increase them. Ship weight limits and personal weight limits okay whatever but please i dont like having my house having more containers than furniture. Its so ridiculous to jump to a few planets and loot and then go to my outposts and loot to get back to my house and have to build more and more containers every time

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make faction-specific supplies and gear available at different vendors after completing the respective questlines. for example, UC and SYSDEF uniforms could be made available at the UC Distribution Center.

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PC/Steam; no mods; Nvidia RTX 3060 ti; Win 11 Pro; 16GB RAM
Time/date of bugs encountered: 5/22/2024
Description of bugs and any reproduction steps:

  1. Landing at New Homestead on Titan in a larger ship (Dragonfire) with a ramp near the front, I am stuck under the landing ramp, unable to move except with fast travel. Please give us an option to remain in the pilot's seat when we land. Pretty please let us see the landing animation every time, too (like as an option in settings).
  2. Using ship builder at the Ship Services Technician at Hopetown causes a duplicate player ship to appear on the landing pad very slightly displaced from the original. On the new ground map one copy appears orange as usual, and another white copy of the ship is clipping through it. It's not possible to board the ship in this state, you can only fast travel into it. When you launch, you also see the duplicate ship being left behind.
  3. The Neon Ship Services Technician is still missing.
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Real Alternate Realities - Okay, I got this idea from the alternate start where you are already present. I had long conversations with myself and got this idea for a mod. Real alternate realities would have you picking up where the old you left off. In one universe, you would have a sleep crate in Neon and a sister to visit with a sick kid you could raise money for. Your family might have a mine on a planet that got taken over by spacers. You might have an apartment in the well and your neighbor needs help with kids that are harassing them. I might own a farm on Akila that is being overrun by Ashta. Only one of your parents might be alive in one universe. There is so much you can do. My rationale is that I am an endgame player. It really keeps things interesting if in one NG I am rich and then the next I am poor. It encourages me to try new stuff, play a different way. It adds to the richness of this game. I think it would garner a very positive response. It is also something that can grow organically with the game. Every DLC could have new options for alternate realities in NG+.

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Filling habs should be an option. Not an obligation
1-create interior blueprint variants for each hab (ship & outpost). give player option of picking blueprint and building it (resources permitting)
2-enable so player can create at least 1 custom interior blueprint for each hab
3-enable so you can choose between DIY filling of habs or have outpost leader do so. for each assignable outpost leader, link a preferred variant for each hab. This will allow player to visit outposts and see upgrades without chore of micromanaging placement of all items in the interior

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When rovers/land vehicles release

Let us modify them like we can ships, with different modules for different stats, lighter, faster, agile, heavy, etc., so we can customize the feel of it to suit our individual driving styles

Apart from the stats modifications, there should be offensive and defensive options, including shielding, rams and guns. This would allow for vehicular combat to, not only happen, be also be able to be fitted for our own way of fighting

Some guns they could have are a manually controlled weapon, like in Half Life 2 episode 1 and 2, gunner turrets for companions, like Halo’s warthog, and a fully automated turret. This weapons should range from regular ballistics, short and medium range, to lasers, particle beams, and missiles

Adding vehicular combat along side an expanded play area could allow for some Mad Max style action set pieces and random encounters. It would also allow for more vehicle related POIs to be added, with repeatable activities like races, derbies and the like

▶️ As a side note, adding procedural POIs, actually randomly generated, could add more replay value to the expropriation, and could be used to make procedural racetrack POIs

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make it so I can build the Armillary at my outpost without being forced to jump to Unity

While at it, I suggest being able to build the Armillary on our ship without being forced into the Unity either. Add a new menu option in the armillary menu to explicitly initiate the special grav jump. I miss admiring the Armillary in the reactor / screenshots.

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allow us to recharge the suit hazard protection with a common planet resource or with an item we can craft, for when we are too far away from shelter

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allow us to recharge the suit hazard protection with a common planet resource or with an item we can craft, for when we are too far away from shelter

For the suit hazard protection I feel like a little remake to add a actual bar that tells you how much protection it has left would be better, and you could clearly see how much protection is left before you start taking damage form the environment

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With the release of vehicles, perhaps a boost mode for space flight that allows you to travel to planets without opening the menu. (Eg selecting them and then engaging “boost flight” which opens the door to unique space POIs and events like being interdicted, boarded, derelict post war battlefield ruins, ghost signals, etc)

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Please add more depth to the outpost system. Let us have people moving there and build a community or hotel! Neon 2.0!

There are so many places I think: I would love to build a log cabin here.

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Nyx

SHOWER modules, walls, and interior lighting for outposts would be great… starfield population are the smelliest peeps🤣

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Please differentiate every Temple experience: for ex., each one could have a unique layout and a (could be procedurally generated as well) unique puzzle to solve before letting the player acquire the power.

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Ship Hab Decorator: Light Sources

I think its great that Bethesda not lets us Decorate the insides of our ships now.

but it has become painfully obvious that Light Sources are sorely lacking.

Lots of the Empty Hab variants are Really Dark inside, please let us build Lamps and whatnot to place around the room.

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Related:

Let me hit ESC at any time to instant exit ALL menus -not just back out 1 level, but instant dump all menus. Conversation Dialogs too.

Way more direct than a hold-tab. avoids the annoyance of waiting

Also, Universal Shortcut Keys.

at the moment, we can hit M to jump to Map, I top jump to Inventory, L to missions.

but these shortcuts only work from first person, they don't activate when the Scanner is open, or if I am currently inside some other Menu.

afaik they have no button conflicts with any of those situations, so please make them usable universally. Tap at any time, any place to instant access; much faster than having to click thru submenus.

Even better. I agree with all of that.

Also, add the ability to read books without picking them! Rarggggghhhh

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Suggestion: make the "tab" button holding shorter. I think right now you have to hold the "tab" button a tad too long.

Related:

Let me hit ESC at any time to instant exit ALL menus -not just back out 1 level, but instant dump all menus. Conversation Dialogs too.

Way more direct than a hold-tab. avoids the annoyance of waiting

Also, Universal Shortcut Keys.

at the moment, we can hit M to jump to Map, I top jump to Inventory, L to missions.

but these shortcuts only work from first person, they don't activate when the Scanner is open, or if I am currently inside some other Menu.

afaik they have no button conflicts with any of those situations, so please make them usable universally. Tap at any time, any place to instant access; much faster than having to click thru submenus.

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you can place lamps inside your ship already

checks again I suppose technically you're right. but the only ones currently available are Flood Lights, meant for outdoor use on Outposts.

there are no Indoor Lamps; like what you'd actually place in your living room. no overhead or wall mounted lights either.

I want More Options

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When you reach the border of a map, there should be a third option "Travel Onward" The screen can fade to black and it can load in a new chunk. This will make wandering planets more immersive and prevent you from having to open the star map to re-land somewhere else.

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Playing with increased severity and chance of afflictions has made the game a lot more intense and fun. But it is a chore to navigate through my huge inventory of aid items to cure or heal my character. A suggestion I have, especially with food also giving benefits and negatives now, is to separate FOOD and AID into two separate menus or more. There are so many food items and specific items treating specific injuries, it is a hassle to find what I want now.

And more categories in the inventory as well would be nice. At end game I have all the artifacts just taking up space in my MISC section. Please consider a separate category for that as well. Thank you!

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Suggestion: Add some criminal activity random encounters in areas like Ebbside, Well and Stretch, encounters like murder or theft may occur to Player or between NPCs when you enter certain areas, similar to Riften thief event in Skyrim, Gangs fight against security or between themselves may occur in Ebbside.

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instead of a fade to black there should be cut-scene that shows our player walk into the next chunk/into the distance while the game loads. similar to how Deus ex MD hides its subway loading screens

my idea was similar how you can choose to travel on foot but at a smaller distance on the planet or jsut travel to the next map cell
though my idea also had a rdr2 thing where you get a cutscene of your character + companion just wandering the planet till you reach the next cell

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Some of these may have already been suggested so they’ll act as a retweet if so:

  1. Dead or alive bounty missions. More credits bringing them in alive. Good use for EM weapons and jail habs on ships.
  2. Recapture stolen ships. Good use of boarding and taking out the crew to reclaim the ship for someone
  3. Call ship. It would be really nice to have a mechanic like calling a vertibird except it’s your ship. Very useful if there will eventually be a setting to turn off fast travel for bonus xp
  4. Shattered Space is possibly fully built but, drawing inspiration from their embassy, I think it would be really cool to see House Vaa’run’s capital city on a tidally locked planet where their city is on the dark side of the planet. Could see some very cool interactions with their tech and local bioluminescent plant life.
  5. Adding more items to fauna drop list. Have them drop skins/pelts, meat, or something that allows for a hunting playthrough where fauna has species specific drops
  6. Add the option to see the landing at cities you have visited. There’s something about seeing your ship land at neon, new Atlantis, etc. it makes it more impactful. Keyword is “option” for those that don’t care about that sort of thing and want to turn it off to save time
  7. Make unity armor separate helmet, suit, and jump pack. It’s technically an “end game” armor and is, imo, one of the most aesthetically pleasing armors in game. It’s unfortunately outclassed very quickly due to it being one item
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Stealth and Melee could use some revamping. Melee weapons don't have tiers like other weapons, nor can you mod them at all. It makes them feel like an afterthought compared to other weapons. Having more types would be great too. Likewise, Stealth seems far overtuned in this game. I know Skyrim stealth seemed over powered, but the line of sight of enemies in Starfield is just insane. You get detected way too fast, and it makes a melee stealth player near impossible to do until late game. (where its still not all that fun to play) I feel detection still needs to be rebalanced.

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Suggestion: Your Starborn Guardian ship is the one constant no matter how many times you go through the Unity, I think it would make sense for the decorations we place inside it to persist when you jump to a new universe. I know “all material things are left behind when you go through the Unity”, but I don’t think that should apply to starborn tech. Perhaps the interior of the Starborn Guardian is protected by timey-wimey stuff that makes the decorations inside persist throughout universes (not the items, though, to prevent exploitation)

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Quest Name: Managing Assets
Platform: PC
Time/date of bug encountered: May 2024 (attempted again since 1.11.36 update)
Description of bug and any reproduction steps: The mission tells me to “deal with the operative” and has a waypoint in Gagarin. When I go to there’s nobody and nothing there. The waypoint is just in the ground and it doesn’t do anything when I go near it.

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(Suggestion) A rework that allows the player to keep Mathis Castillo when sided with UC SysDef.

Since I believe there is a lack of morally grey character and Mathis is one of two I can think of, Also Mathis says he owes you a favour which could be at the time to help you and get out alive / give him a heads up to get out of the way. Also it's clear that he up to scheming for the the quest at the lock. Red Mile would be good a place to relocate him.

So please give us the option to keep him if sided with SysDef.

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Suggestion : Melee Rework. Melee weapons right now are very lackluster. they can't be modded and there's no variety

Spears, Katanas and hammers could bring a lot to the gameplay. they could also have a sci fi version (thermal, laser, electric etc). they also need kill-moves, finishers and stealth takedowns to feel more impactful.

another type of "Melee" weapons that would be nice to have are Throwing weapons. like Throwing spears, stars and knives. these could give stealth a lot of variety.

Each melee weapon should also have its own set of animations and combos that could be unlocked using the physical tree (or they could be baked into the melee combat tree as they progress with damage)

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It would be really cool if we could have different skins for each starborn armor.
If that's too much then enable using previous armor designs. Such as if you are in NG+ 10 then you have all the other designes unlocked. If you are NG+4 then you have those past designs.

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Suggestion: Temple Rework

Idea: The main theme of the Unity is Space-time. Everytime we enter a temple we should be transported to a unique dungeon. This dungeon could be anywhere across time and space. The goal is overcome the challenges to reach the end "puzzle" and unlock a new power

The challenges could range from unique starborn bosses and enemies that use the same power as the temple power or they could be platforming challenges using our movement and jetpack. Zero-G fights would also be interesting

The temples are a major complaint for the game and giving the players 24 unique dungeons could fix a lot of those criticisms people have with the game.

As for the starborn, imo their powers, weapons and essence should be reworked and expanded

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Suggestion: Ability to add a custom decal to a specific area of your ships hull. Decal can be uploaded into the game and be your own custom logo or similar. For roleplaying purposes.

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Suggestion: Enhancing Bounty Missions with arrest Mechanics

To add more depth to bounty missions, I propose introducing an option to arrest NPCs with bounties. Players should have an expendable item called "handcuffs" to subdue these NPCs. Once apprehended, the fugitive should be physically transported to a brig module on the player's ship. From there, the player would deliver the fugitive to local authorities to complete the mission. This addition would enrich the gameplay experience by providing a more immersive and realistic approach to bounty hunting.

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It would be cool to be able to trade equipment with the NPCs in our outposts, even those who aren't companions because they all look the same.
We should also be able to upgrade our gear from [advanced] to [superior] level in the weapon and armor crafting workbenches. It's a shame to have hyper-class armor and then not be able to wear it because it's obsolete after lvl 20.

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I'm in a bunch of FB groups and people keep suggesting that I bring my ideas here. So hopefully this stuff isn't just rehashed.

Colony simulation: we need settlement building. Outpost can only do so much. Take the settlement framework from fallout and add it to starfield. Let the be basic housing units that you can build with money or resources, then setup a quest line where you can have people live in your colony. Set up merchants. Mining operations. Or even a place to design and sell ships.

With all of the millions of abandoned factories, outposts and whatnot, include a "rescue operation" similar to fallouts missions where you save some people who can then be added as colonists.

Get a colony manager where you can queue up larger buildings to make our own new Atlantis. Expanding the area as more colonists show up. Let there be missions where you have to defend from spacers, wildlife, etc. to add to the management. Setup a security force that we can manually equip or set up barracks where we can give them weapon load outs.

Or let us "reclaim" all those millions of outposts that spacers and ecliptic have taken over. Liberating them like you do settlements in fallout. The framework exists in fallout so it shouldn't be to hard to add. Half the game could colony building on planets that's you've explored and secured when you're ready to stop going through NG+'s. I would love a liberation colony mechanic

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For loot, I think there could be more stricter guarantee between their two main aspects:

  • Item Tier/Level (Basic, Calibrated, Superior, etc.)
  • Item Rarity (One to three item Traits)
    and what I suspect factors into getting them
  • Player Level
  • Star System Level
  • Enemy Level or Container Lock Level

The current state of things made it possible that for the effort spent, the loot may be well below the worth of that effort, all the while not knowing that maybe the loot is also affected by myriad of things. It felt as if there is a subtle three-way of things that determines loot regardless of the localised effort in that moment

Recently, as a level 100+ character, I've had Expert+ locked containers containing Calibrated-level weapons, for example. Even getting Refined Legendary still hurts because I can't upgrade the tier to Advanced or Superior, or swap the traits out to another gear. (More granular gear modding please!)

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Outpost building
It would be nice to be able to prep the building area. Level the ground and so forth.

Would like to build custon stairs.

Landing platform: would like an open elevator inside the winding stairs

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Steam Win 11 , for some reason this flora is still showing BLUE after 100% scanned. Not a big deal just an FYI. distracting when clearing uncompleted Flora. Also i cannot complete the Activiry :Build an outpost on a planet." I have built 5 and still cannot get that one to clear. some even habitable with crew members.

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Platform: PC/Steam
Time/date of bug encountered: 5/15/2024
Description of bug: Ever since the update, system map markers for stations, ships, hostile encounters, etc. are undiscoverable. The marker does not turn white and the name does not update. Markers for all other maps work normally. This is specifically only happening in the system maps.

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Suggestion: change gravity wave's effect to straight ragdoll like unrelenting force from Skyrim instead of the two set animations it has right now, and make it has the highest priority so even if an NPC is in the middle of jumping/boost pack jumping animation, it will still work.

Right now when you use gravity wave to push NPCs off a cliff or building, they'd weirdly float in the air and finish those set animations first before falling, and if an NPC is in the middle of jumping or using boost pack, gravity wave would have no effects on them.

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A mod called Astrogate has shown that it's possible to travel between planets without needing to use fast travel. Something other mods had already done, but this was the only one that implemented a command on the keyboard, without needing to open the console. It wouldn't be bad at all if this were officially implemented with speed effects and encounters along the way, enemies, maybe a flying saucer passing on the horizon, and so on. This would not only bring much more immersion but also bring the game closer to what people expected. I guarantee that many would buy the game just for this immersion. Many who requested refunds would probably buy the game again. Just a tip.

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PC - Steam
System: i9-13900k / RTX 4090 / 64GB / Samsung 970 Pro 2TB

The FPS / performance in game drops gradually but very, very drastically on long playthroughs without going through Unity.

On a level 13 character, Hyla II gives a steady capped 165 FPS. On a high level character (level 175, 95 hours of playtime), the FPS drops to sometimes 30 WITH DLSS, and often to 40-60 the same area. After going through Unity and resetting the universe, the same spot offers a high FPS again. Attached screenshot shows the FPS.

Recorded footage shows how terrible it gets:
https://youtu.be/0WIHvWTLsPI

The FPS drops everywhere in game and it becomes more noticeable as playtime increases. The game becomes borderline unplayable on planets with abundant fauna, as the AI also seems to put an unecessary high strain on FPS. It seems some processes are just piling up and the engine is unable to process it correctly. CPU usage never seems to be too high, and usually hovers around 10%-40% depending on the monitoring tool used.

All tests were done in the Swamp Biome on Hyla II on roughly the same spot. The FPS drop is, however, pretty consistent in all biomes with plenty of wildlife, especially hostile ones that will try to attack. On a barren moon, the FPS drop is also present. Without DLSS, the FPS is around 155 for a new character or just through unity, but it's 80 on the high level character with 'dirty' universe.

To test if anything on my characters was causing the issue, I've tried the following:

  • Remove all perks
  • Remove all outposts
  • Remove all items from ship and character
  • Sell all ships but the Frontier

I have encountered the same bug before on another character and another PC but back then hadn't taken the time to debug or test on a low level character.

The character has spent most time surveying planets and doing bounties and has hardly done any quests. My guess would be that the high amount of landing areas on planets causes the slowdown somehow.

[YouTube] lorfsor

Starfield performance drop

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  1. Ability to craft explosives (ex. chlorine, aluminum, iron to make bomb)
  2. Mission boards on your ship!
  3. Inventory in the lodge to be accessible from the stations in the basement.
  4. A new merchant that has all ship parts available to use.
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Survival Mode should be centered around (not) getting stranded. And surviving when you inevitably get stranded.

Single life ships. Escape pods. Crash landings. Intentional ship repair system. Fuel consumption. Distress Beacons.

The in-game lore is already deeply set in place for single life ships. And players that want to maintain immortal ships can just stay away from survival mode or keep their grav drives spun up.

Any cargo that's on-board when the ship goes down can be recovered by going back to the wreckage, either planet-side or in space. It would be amazing if recovery of items that aren't in the cargo required EVA to the hab parts.

This system would best work with a ship blueprint system and a build from scratch option so once players get a favorite ship build they can rebuild it quickly given they get the resources to do so.

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Subject: Suggestion to Enhance Immersion in StarField

Hello, good afternoon,

My name is Miguel, and I would like to present some proposals that I believe could enrich the gaming experience in StarField, especially in terms of immersion.

My proposal is as follows: when we take off with the ship, the takeoff animation could be complete until reaching space. For example, we sit in the pilot's chair, press the button for takeoff, and the takeoff animation unfolds completely until space, transitioning from the planet's atmosphere to outer space using a disguised loading screen. Similarly, when we want to land, we could select the area of the planet on the map and see the animation of entering the atmosphere and landing, again using a disguised loading screen.

This approach would make the game more dynamic and immersive. Even without the ability to control the ship within the planet to enter and exit, this complete animation with the disguised loading screen would provide a more engaging and fluid experience for players.

I hope you consider this proposal thoughtfully. Thank you very much for your attention. You always do an incredible job. God bless you.

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⭐ Suggestion :

Artifact quests rework. in the main storyline some of the artifacts have quests that are basically fetch quests which use reppettive PoIs. this experience really brings down the quality of the MQ. the Artifacts have an effect on Space-time and gravity. similar to the Tangled quests. I think the hunt for each of these should involve transporting you to a different universe where you have to deal with a challenge there, make choices and return to retrieve the artifact. not only this would make the main story more interesting, it will add to Starfield's longevity and replayabilty. these alternative dimensions could unleash a lot of creativity of the designers/writers and bring things that aren't possible in the main universe.

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Just plz give houses you own a purpose 😂😂 my lord… I seen in you’re trailer you’re adding more decor for house/outpost while giving us an insight of vehicles but I dislike the fact how NPC homes look prettier and another thing (plz fix the problem where if you put an item down for decoration it meshes into the ground)

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Fleet Management:

Introduce fleet management features, allowing players to command multiple ships.
Players should be able to assign tasks, manage resources, and coordinate missions across their fleet.
This would add a strategic layer to the game, enabling more complex and rewarding gameplay.

Starstation Management:

Add starstation management mechanics, where players can build, upgrade, and manage starstations.
Players should be able to control various aspects such as trade, defense, and personnel.
This feature would offer an additional dimension of gameplay, encouraging players to expand their influence and create thriving hubs in the galaxy.

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Starfield Suggestion - Shipbuilder - Please allow us to preview a build before we commit credits on it. Like i want to be able and check my layout but atm as it stands we are forced to - Save game - Open ship tech and go into build menu - Make the build in hope it pans out as expected - Buy/Commit creds - Close down techy and enter ship to check out - Often to only discover it just did not play nice and we then are left to reload save and redo it all again... Preview mode in build menu where we can make that walk trough the ship would be much helpfull if posible👍

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Ship gameplay and skills are poorly integrated with the rest of the game, and vice versa. If the game frequently makes you engage with both ship gameplay and on foot gameplay, then you should be able to "roleplay” as your character builds in either scenario.

Rather than having a skill tree that is mostly dedicated to building and piloting, your style of ship and how you use it should be an extension of the same character build that you use outside the ship.

Physical builds should be good at the physical aspects of piloting, being able to pull off more complex evasive maneuvers, and lean towards agile ships. They should have better reflexes and maneuverability. Skills like piloting and boost pack training belong here.

Combat builds should be good at ship combat, and utilizing ship weapons. Their ships should be heavily armed and well armored. We don't need separate skills for ballistic weapons and ship ballistic weapons, these can be integrated. The targeting skill and all the weapon skills should go here.

A science build is basically already the crafting build of this game. I played a science build in my first playthrough and wasn't very happy with it, since the interesting weapon modifications are gated for pretty late in the game, I never felt motivated to build outposts, and the exploration/scanning loop didn't feel very rewarding. Lets throw them a bone and integrate the ship building skills into the outpost building skills. Robotics and security can also go here.

Social builds are good at avoiding fights through negotiation and intimidation. This should extend to combat in space more often. If there's a squadron of pirates waiting for you when you arrive in a system, then you should be able to hail them and try to negotiate. Either getting them off your back completely, or getting them to turn on eachother. If your mission is to take someone out, you should be able to arrest them and bring them in alive.

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Suggestion : Physical skill tree add-on. similar to how we can unlock sliding in the physical skill tree, we should be able to unlock other movement skills like Dashing, dodging and going prone. these skills could bring a lot of possibilities during combat.

we could also unlock the ability to lean while aiming using Q/E buttons (on pc). I know we can already lean in cover but adding a toggle would make it much more intuitive to use

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Suggestion : Unique Build options for better replayabilty. Starfield lacks the options to create unique builds that don't rely on guns. which really hurts its replayability

Tech / Engineer Build : Use cybernetic Augmentations to boost your combat prowess, instead of boring stat increases, these cybernetics should unlock unique abilities. deploy Small Combat Drones to heal you or to attack your enemies. deploy Small turrets. Invent Tech weapons like Tesla Arcs or Use Nano-machines to harm enemies. Enemies could also use these abilities against us.

Hacker build : Hack enemies from a distance. Disable their weapons, shields and robots or turn them against each other. hack their comms or helmet UI to disorient them. trigger their grenades etc

Science builds : Use Alien DNA Mutations to gain new and unique abilities. (example PREY 2017) Grow claws and tear your enemies apart. tame alien monsters and use them in combat as xenowarfare.

Ninja Build : Daggers, katanas and throwing weapons. unique starborn ability to create decoys to distract enemies. Use syringes to affect enemies in various ways (example like illusion spells from skyrim). better movement skills like dashing, going prone and dodging

SOCIAL Build : Use SOCIAL Neuroamps to : 1- command enemies to drop their weapons, 2- show them their greatest fears making them disoriented, 3- force them to go to sleep (non lethal option), 4- force them to commit suicide (Lethal Option). these are examples to make social skills more viable and interesting

Adding some of these abilities to the enemies could also improve the lackluster enemy variety

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Enemy level scaling

This option would fit well in the new difficulty settings all it does is make those levels for systems who are lower levelled than you, choices can be no scaling, always 10 levels below and always as your level

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Riz

Enhanced first person mods are always one of the first things I install in BGS games. Being able to look down and see my body in first person is nice, similar to how we can in the cockpit of our ship. It would be great to have this officially implemented for on foot exploration in starfield.

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Suggestion : Rework the "Grav Dash" Starborn ability and allow us to dash in all directions (Example: Doom). the way it works now feels very clunky. the cost should be decreased as well. allowing us to use it more effectively in battle

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Wish crew members would sandbox more in habs related to their specializations. So, Rosie Tannehill (medicine and wellness) spending (much of) the active day cycle in the infirmary hab.

Changing Starfield AI packages to handle implicit associations (NPC characteristic and sandboxing) would make NPCs act more naturally and cut down on need to make tedious explicit sandboxing assignments (if handled like Skyrim and FO4)

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PC - Steam
System: i9-13900k / RTX 4090 / 64GB / Samsung 970 Pro 2TB

The FPS / performance in game drops gradually but very, very drastically on long playthroughs without going through Unity.

On a level 13 character, Hyla II gives a steady capped 165 FPS. On a high level character (level 175, 95 hours of playtime), the FPS drops to sometimes 30 WITH DLSS, and often to 40-60 the same area. After going through Unity and resetting the universe, the same spot offers a high FPS again. Attached screenshot shows the FPS.

Recorded footage shows how terrible it gets:
https://youtu.be/0WIHvWTLsPI

The FPS drops everywhere in game and it becomes more noticeable as playtime increases. The game becomes borderline unplayable on planets with abundant fauna, as the AI also seems to put an unecessary high strain on FPS. It seems some processes are just piling up and the engine is unable to process it correctly. CPU usage never seems to be too high, and usually hovers around 10%-40% depending on the monitoring tool used.

All tests were done in the Swamp Biome on Hyla II on roughly the same spot. The FPS drop is, however, pretty consistent in all biomes with plenty of wildlife, especially hostile ones that will try to attack. On a barren moon, the FPS drop is also present. Without DLSS, the FPS is around 155 for a new character or just through unity, but it's 80 on the high level character with 'dirty' universe.

To test if anything on my characters was causing the issue, I've tried the following:

  • Remove all perks
  • Remove all outposts
  • Remove all items from ship and character
  • Sell all ships but the Frontier

I have encountered the same bug before on another character and another PC but back then hadn't taken the time to debug or test on a low level character.

The character has spent most time surveying planets and doing bounties and has hardly done any quests. My guess would be that the high amount of landing areas on planets causes the slowdown somehow.

[YouTube] lorfsor

Starfield performance drop

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Recycle Weapons and Armor- You can learn the traits of the Legendary equipment and weapons or have parts for new weapon builds.

Ship blueprints or allow incomplete builds if it is not home ship.

Better backgrounds and Traits

Hoover craft for land vehicles or allow us to build them to our liking, small ship builder.

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Suggestion
Make Lt Toft at the end of the Crimson Fleet quest line sell SysDef Ships, she already offers ship building and repairs so wouldn't be much more.
Since you lose alot when siding with SysDef over CF it would be nice to atleast have a ship sales person to make it more balanced.

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How about making it so that Rare, Epic and Legendary items spawn at an appropriate quality level (Basic, Calibrated, etc.) provided you're at the level that item would normally start showing up at under normal circumstances, or at the very least raising the chances of same? There's nothing more annoying than finding a Legendary with otherwise useful effects and having to discard it because the stats are otherwise terrible.

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DAD

Pets, come on there must be a labrador still alive in the galaxy. I'll even accept a cat if I have to, it'll add a bit of life to my ship or my house.
Even better if there's a little quest to complete to get it (or even just a merchant to find) and if there's a choice of different species 🐶 🐱 🦙

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Starfield Suggestion - Outpost functionality - Please let us build shops in our outpost and like the Dream home. I mean propper manned stores we can put a worker onto or a bot and with the same functionality the shops in like new atlantis and neon and cheyene have.

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How about more sliders to further enhance difficulty? Like increasing the chance of a hostile space encounter? Increasing the Number of ships in a hostile encounter? More Hostile Legendary Ships? Hostile Dreadnought Class ships?

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PC
Joined Freestar and got Sam as crew. We boarded a floating ship from Freestar with a dead crew. The active turtles in the floating ship shot at Sam, and he became mad at me.
Even knowing the companions can be acting silly, this is defently a bug

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An option to add a small meter in the corner of the screen showing you how much time remains before any chemical or food effects you're under expire. It's be useful when using Red Trench, for example, to know how much longer you've got.

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Being able to change the location of hatches between habs on the starship would be amazing. When building larger ships I generally have an idea of how I would like the flow between habs to go. However, the doors and hatches are auto placed and NEVER where I want them. I can spend hours trying to rearrange habs to try and change the transition locations and, while I can achieve something close to what I want, there is always a door or two where I don't want it or it just doesn't make sense to be.

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Suggestion : For Survival mode = Limited Oxygen reserves on planets with no atmo. and fuel reserves for Grav jumping.

these optional features could make moment to moment gameplay more intense and add a lot to the immersion. the fuel reserves could also make having a H3 outpost actually useful

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Suggestion

Whenever we need to follow an NPC, they should match our speed. If we sprint, so should the NPC, keeping a small lead on us, if we stop, they stop staying within earshot so we can hear (and have subtitles), they should wait at doors so their dialogue doesn't get cut off

This should make following NPCs more interesting as we'll walk near each other at the same speed, and we won't miss some information because the NPC walked through a door and skipped dialogue

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Platform: PC/Steam
Time: Noticed 5/21/2024
No Mods, newest NVIDIA driver, Win 11, RTX 4080
Description: The view in the Ship-Menu is distorted since the last Patch . Resolution: 5120x1440, DLSS

One Addition: In Shipbuilder menu over NPC there is no Distortion Oo

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Could the ruins of Londinion be made searchable? It was quite disappointing to visit the city only to find that it consisted of old models you couldn't enter or explore. Having the ability to delve into and explore these ruins would add a significant layer of immersion and emotional depth to the game.

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Really really really want to be able to steal a ship with an one click option without making it my home ship.
Maybe a console inside the ship once we take it over?

Also, it sucks when you board a ship on a planet and it takes off into space. You land the ship back down and your home ship is poof.

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Made a post on Reddit and someone there told me to post it here

Make POl's work like legendary weapons

Treating them like Legendary weapons where each POl has a chance to have a "legendary effect". Maybe you enter a POl you've explored before but this time a terramorph is rampaging through it, or maybe there are two opposing factions inside duking it out. feel like solution like this would be (somewhat) easy to implement and would make repeat POls a lot more interesting to explore.

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It would be nice of light melee weapons were silent like in Skyrim, to help make stealth melee more viable. Right now, you stab someone, and everyone hears it with you in the center of the action. Really hurts the playstyle. Also, having detection build slowly based on distance would be great, instead of the moment you enter an enemy's line of sight, you're spotted. Lots of other stealth games do this like Hitman for example, letting you better move around corners and objects to approach your prey.

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I'd like to see repeating side quests for an outpost setup similar to a Starship Troopers scene. Have waves of enemy bugs about to attack some area, and you have to setup a defensive outpost to keep back the swarm.

This would be great if you could use multiple companions to man the outpost - it would be an opportunity to kit them all out with your best modded stuff and see how everyone does.

It would also be a good way to earn XP and make use of the multitude of collected weapons and powers. Fighting a hard battle to earn XP would feel worthwhile.

I generally don't like attacking all the innocent creatures spread across planets as for the most part they leave me alone and aren't a threat.

I used to love Fallout 4's settlements. With those I could build multiple rocket launcher and laser defenses on top of walls. When one of those random ghoul (or other) attacks occurred, I'd fast travel back to defend the place then enjoy the firework show as 20+ defense systems all kicked in at once at gibbed the heck out of everything 😁

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Write to the Bethesda so that in the next upgrades they will simply increase the randomly generated content, more preparations for dungeons and laboratories, more modules for ships, more difficult enemies at high levels, more guns and especially spacesuits for rangers, more places of interest on planets, more evil creatures like terramorphs

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BB

Mission Boards in ships. My ship is my home and I’d like to add a mission board so I can pick up jobs in space, but it’s not possible.

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A day and night cycle for the vendor npcs the day npc is the ones we're used to and a generic npc for the shop could be the night shift

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Suggestion: enemy ships actually attempt to utilize grav drive if they are the last one left and are red in health bar, and disable NPC ship grav drives actually prevent them from jumping away. In most space combat encounters NPCs simply won't jump and will choose to fight to the death, while in others though they do jump, they're just scripted events so even if you somehow disabled their grav drives beforehand, they'd jump away anyway, which rendered targeting ship grav drives pretty much meaningless right now.

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# hot ivy 🌟 **16** | https://discord.com/channels/784542837596225567/1217183866528333915/...

A day and night cycle for the vendor npcs the day npc is the ones we're used to and a generic npc for the shop could be the night shift

100%
I don’t need Skyrim level where we see them leave and go home, all I want is when it loads it loads the night crew if it is “after hours”. Also different patrons at different times of day.

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Move the Vanguard Orientation Hall to the surface and make it a museum. I had no introduction to all the factions and the world because I did not want to join the Vanguard right away, but I wanted to explore first. Having all that information would have been great.

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Suggestion : Enemy Classes to add to the enemy variety. there's been a lot of discussion about this and one of the ways to add to the enemy variety is by giving them new powers and abilities (Mutations, Cybernetics, Power suits etc)

I have another idea that might be easier to implement. Different type of enemy classes that use Weapon types and have their own unique AI.

For example, Heavy sentries are slower, bigger, tankier and use big weapons like Mini guns and hammers.

Light enemies are faster and use invisibility, daggers/silenced pistols and flanking to surprise the player.

there could be Tech enemy types that can summon small drones and drop turrets to attack the player or Science based enemies that use Xenowarfare

If there were hacking and cybernetics added to the game, there could be enemies that try to hack and disable the player (something the player should be able to do as well).

these are just a couple of examples. there a lot of possibilities on how to fix the lackluster enemy variety in the game and make the combat more intense

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Please bethesda bring the old looting system back as an option there is a demand for it dont forget your fans of the first hour

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Making verified creations that are purchasable achievement friendly regardless of content. If its paid it should be good to use

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Suggestion: let us sort by verified creations, official Beth content, and achievements allowed.

Thanks, the future is bright!

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Suggestion: don't make trackers alliance only creation club content, you can add creation content missions but not all of them, we paid for the game and i feel that the more you add freely the more this game is going to be great, don't kill your public image for a few dollars, thank you, from a fan

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under no circumstance should ANYTHING that is NOT "achievement friendly" be show by default in the creations menu, given it can potentially screw up peoples saves in terms of achievements, ONLY things that are "achievement friendly" should be show by default, anything that is NOT "achievement friendly" should live on separate pages that have to be enabled via a game setting in order to see them, if it has the potential to block achievement progression then we don't need feckless half-arsed implementation of the creations section that will only lead to potentially screwing things up for people.

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I'm sure this has been suggested already, but a tap Y to short hop, and hold Y for a full jump would make such a huge difference on low gravity planets/moons. Especially with the double jump height perk. I don't need to leave orbit every time I want to jump over a rock.

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Selling bounty and mining missions worries me for the future of starfield and bethesda. These should've been part of the base game. Specially since BGS is the creator. 7 dollars for a linear 10 minute mission is insane. it should be free

Imagine the Dark brotherhood questline getting chopped up and sold separately.

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Suggestions - Romance and Family Dynamics:

  • Introduce the possibility of having children with your romance partner.
  • Children could have unique interactions and possibly assist in minor tasks or missions.
  • Implement scenarios where you can find and interact with your family in alternate universes when crossing the Unity.
  • This feature would add a deeper emotional layer and long-term engagement to the game.
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I still ask for the player to choose ladder and doors placement in ship builder it's needed really bad :pepe_coffee:

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# hot ivy 💫 **22** | https://discord.com/channels/784542837596225567/1217183866528333915/...

Suggestion : not trying to be negative here but the Tracker alliance quests should not be a paid thing. at least not at those high prices.

At a minimum the tracker's alliance should have had a short questline with some sort of basic progression that increases pay and a capstone that allows for repeat missions, then the creations would be something like mission packs for five bucks at most.

What we got is just insulting.

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Creations from verified creators should ALL be achievement friendly. Doesn’t make sense that, what essentially is paid dlc, can potentially disable achievements. Makes little sense. It adds an additional reason to purchase paid mods rather than looking for a free alternative

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Platform: xbox series S
Bug encountered: loss of sound with the new creations system update.
Time: 23.00pm British summer time. Today (09/06/2024)
Reproduction steps: download ANY creation and load a save up. It will experience loss of audio. Even on main menu too. Only place it will play sound is in the creations menu.

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For creation club, a way for creations (maybe verified creators only?) that are lore friendly and cosmetic to apply to become achievement friendly. A lore friendly reskin of armor, clothes, or weapons - or a clothing pack that adds more feminine clothing options with the same stats as vanilla - should not necessarily block achievements. One example would be the Visible Chronomark Watch by Deebz. It is cosmetic only and very lore friendly. It should have an option to become achievement friendly.

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[suggestion] taking Tracker Alliance concept/system of releasing missions over time and put into the flavor of the other factions, basically letting you feel like you're a proper member of a faction beyond just generated board quests.

Rangers- Cases (murders mystery, break in, missing persons, so on)
Ryujin- Jobs (paper work, office meeting, stealing high tech blue plans from competitors, you know normal corpo stuff)
Vanguard- missions (space battle, protecting outpost during siege, action hero moments)
crimson fleet/Sysdef- Crimes (planning/stopping heists, unique ship to capture/recover, pirate/cop things)

if they’re also creations then preferably set them at a lower price, $7 was a bit too high for the vulture one (tho I would pay that price for Ranger cases, I’m a sucker for both mysteries and space cowboys)

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Making Outposts Interesting

Ok I've got a lot to say and not a lot of space to say it so I'm going to try and be brief. Right now outposts don't do more than create resources. That's boring compared to Fallout 4's settlements (which heavily inspire my suggestions herein) which allowed the player to feel like they carved a space of that world out for themselves. At its core, my suggestion is to turn outposts from simple resource mining locations to rewarding locations for players to invest time and effort into.

Settlers and Settler Resources

Everything in this suggestion revolves around settlers. They barely do anything except provide passive bonuses to resource gathering and spout the occasional random dialogue. Instead, let them have jobs, generate credits, and give (radiant? settler-specific?) quests to players. There should be a cost for that. Each settler needs a bed. Each settler needs a room or hab for themselves, or share them. They consume food (nutrient + fiber? just nutrient?) and water. Want an outpost on a barren moon? You'll have to ship food and water to them or they'll leave. Create "work stations" to promote certain kinds of settlers; pharma labs will attract chemists which will generate chems, industrial workbenches will attract engineers to create those resources (instead of machines), cooking stations attract cooks for food, etc.

Self-Growing Outposts

The second half of this suggestion is self-growing outposts. The player needs to have control; let them setup habs and beds and resource extractors. However, when a player expands with a hab and adds a bed, if resource thresholds are met let settlers come and decorate the habs themselves. Those small outposts will start looking like small towns, and the players will really feel like they're contributing to the settled systems instead of just consuming resources. Let the player build the outposts, let settlers populate and fill them.

Ran out of space; thank you for reading!

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My suggestion is simple: Don't make us pay for the rest of a questline you've introduced in the base game. Like many others, I'm talking about Tracker's Alliance.

This episodic layout, from our perspective has no end. And we're here paying 7 bucks per mission, endlessly?

Imagine if 10 of these story missions come out. That's 70 bucks total, the price of the game! This's where we're headed.

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[suggestion] faster animations for getting in and out of your pilots seat, up and down ladders and (probably impossible) more immersive loading screens so it doesnt feel like endless sequences of loading screens (think star wars jedi: survivor and how you leave or travel to a planet).

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When you track an item and don't have some "ingredients" to make it (research/outpost building), it tracks the entire list of ingredients even if you have some required materials already. So only tracking the missing ingredients would prevent confusion and overbuying. Example: I need Aluminum, Beryllium, and Zero Wire to make a Self Service Bounty Clearance on my ship. I have zero wire already. If I select "track" it will track all 3 things thus leading me to believe I need more zero wire by the time I make it to the store. A simple fix would be an interface selecting each material in the provided list that has the "track" option on each one.

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all paid creation club content should be "achievement friendly by default. if im paying with real money i deserve a premium ux.

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The price is too high for what we get on the tracker missions. 7.00 for 1 quest line seems steep. It feels like early Oblivion micro transactions.

If it added more random buildings / events, etc, space encounters, loot that shows up, I could go for it. But it feels very small for what we got.

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Resource Extractor for Gas Vents

ever try to build a Helium Mining Outpost, your scanner says there's some within the Outpost Beacon Range, but all you find is those Vents that can only be manually harvested? -major bummer

Would really like to have some kind of resource Extractor that could be placed directly onto those gas vents.... simultaneously mining and removing an environmental hazard.

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Wish BGS better integrated play elements as part of default game. For instance, brig habs and live captured fugitives from Tracker Alliance missions. The game should provide an option to place a disarmed, live captured criminal in our current ship’s brig along w supporting animations etc for transporting the criminal to TA HQ (or other drop off point). Same weakness in Ranger quests in which neutralizing the targets w a novablast disruptor has no accompanying support to turn them in

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[Suggestion] We need a way to quickly go unarmed, like we have for weapon switching. With some bounties now needing to be taken alive, I can more easily use Neurostrikes and punch him down, rather than keeping a Novablast Disruptor for one aspect of one mission board quest.

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UC

I like minigames like cards / pipboy so that i stay at my outpost and not just build it and view it once, but having it as a home, interacting with other companions by playing minigames of all sorts.

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Suggestion: Let us edit/remove the existing props in populated habs. First of all, it's easier to start decorating with an already populated interior than it is to start from scratch or not have access to many of the props from the build menu - especially early game. It would definitely be better than the all or nothing approach. And second, there are several issues with the current empty habs, like missing bed and/or galley functionality despite the interior props suggesting otherwise. Futons and sleeping bags cannot be placed in the empty bed stations inside the Deimos/Stroud all-in-one and living quarter empty habs (and I suspect would not be functional for passengers/crew/followers). Admittedly the latter issue could just be a bug that needs to be fixed for those habs, it would be nice if despite the habs being empty, they would have the consistent expectation of providing the function of said hab minus all the clutter.

Also, a control panel in each hab that allows us to adjust the interior lights within that discreet hab - particularly the ambient, brightness, color, and volumetric value. I'd love for my science lab to have green lights, the armory blue, and the command module red (like a submarine).

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Quest Name: Managing Assets
Platform: PC, XBGP
Time/date of bug encountered: 6-10-24/ 4:31 PM
Description of bug and any reproduction steps: NPC is not spawned at location. Just the blue quest marker. Has been this way for months now. Can't progress story.
Creations you have installed: NONE

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What’s up everyone! Here are some cool suggestions for the BGS team. It would be great if we could see the Local Time and Universal Time on the watch HUD. I always want to look at the time but it’s a bit annoying to have to pause every time.

It would also be cool if we could see our credits on the watch. I always want to see how much money I have, like in GTA.

Last suggestion, have it so that our inventory Mass numbers shows up on the pop up window when looting stuff. That way we always see how heavy we are and if we should loot or not. If I knew how to mod I would love to try and make these mods, so if anyone here knows, it would be cool to see these in Creations. ✌️

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Han

Creation club: Allow player made mods to keep the 'achievement friendly' tag, in addition to a filter to search just for mods with that tag.

Also, reconsider the pricing of the paid creations. I believe people would be more inclined in acquiring more mods and investing more on them in the long run as opposed to saving for a single pricier creation.

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I have a suggestion to improve space exploration. You could activate the super cruise functionality so the ship can move to any point in the star system freely in a short time. Super cruise could be activated by putting power into the GRAV DRIVE and activated and deactivated with a command. They could place points of interest in various parts of the system far from the planets, it could be a distress signal from a ship to investigate, pirate attack on traveling colonists, debris field where it would be possible to search the area for random loot or stations abandoned spaces. It could be possible for the ship to stop anywhere and by deactivating the super cruise it could load an area where there would be the same random events as in the areas of the planets' orbits in the game. They could add a mechanic where enemy ships can intercept our ship in a super cruise flight to try to invade or destroy our ship. The enemies could use either an energy barrier or a tractor beam to cause the ship to lose power and disable the super cruise to give them the opportunity to attack us. With these mechanics, our ships would be very useful.

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Please add a mini game for Pool, Darts, Soccer, Volleyball, Ping Pong... and I think Basketball?

You have tables, there are nets and fields, the balls and paddles and darts exist as objects, yet we can't interact with any of them.

For every location/item of play in the game you could include an "interact" button to have a simple mini game version of the sport or game.

It doesn't have to be complex, it doesn't have to be in depth, just a simple point and shot or even some kind of simplified mini game interface (like how many games include fishing), just something to allow us to actually interact with these elements to make them feel like part of the world and not just a decoration.

(Also allow animations for NPCs to be interacting with them. Can be fully scripted when they do, short, easy loop - they interact like they might with any other object for a while, then move to some other interaction in the world.)

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Allow us to let bounties go. I've been assigned a bounty to a citizen wanted dead for breaking and entering. My only options are to kill them, extort money from them, or keep the quest in my quest log forever. Since the quest starts just by scanning the bounty you have no option but to Bring Them To Justice™ even if you don't want to.

This is especially jarring because one of the trackers in the HQ explicitly says he chose to let a bounty go for moral reasons, it's shocking we can't do the same.

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Add a Cancel Mission option to any quest that is in the active list.

If it is an NPC dialogue ambient activated mission, just reset that dialogue to activate again when you pass by the appropriate NPC.

If it is a quest gathered from talking to someone, reset the option to talk to them and recollect it.

If it is "main story" mission, same as the above, just have the NPC in question reset to the beginning of the quest in the chain that would be "next" and when you talk to them again, quest received again.

And if cancelling that mission might put them off your ship, out of being a companion with you etc, that is also fine (along with reseting any relationship status you might have gained), because in theory, on restarting the task you will regain all that anyway.

Reason?: some missions can bug out on you, and with no option to cancel that mission, you are just stuck with a bugged quest in your active list, sitting there and taunting you for the entire save (at least until you NG+... if you do), and that is annoying. Allowing a cancel option would hopefully be a nice work around.

Also, maybe you just don't want to do any more of that mission, so you "send it back". Either way, this option would greatly improve the overall experience.

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Quest Name: Wanted: Criminal on Ixyll VII-a
Platform: PC, Steam
Time/date of bug encountered: 2024/06/12
Description of bug and any reproduction steps: The target is to be "Confront"-ed but dialogue cannot be done, knocking the target with EM does not complete quest, and killing the target fails the quest

When I let my companion kill the target, the target seems to become a sort of non-entity: still causes combat state but no health bar and still animates (screenshot attached on this)

The objective says "Confront Pirate Flayer" which is rather unclear term to the nature of how to deal with the target, especially due to lack of description on terms other than the obvious such as Destroy, Kill, Wanted Alive or Dead

Save attached, at the point of on the way to the target
Creations you have installed: Blackout Drumbeat Skin

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[Suggestion] Also give us free missions from the tracker alliance.
700 credits for a single quest is way too much. Basically, the pay function for modifications is a good thing for modders. I'm also happy to pay for cosmetic content or complex completed missions. But I won't be buying individual quests.

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Quest name : Wanted : criminal on ******
Platform: PC steam
Time/Date encountered; 06/10/2024
Description of bug : Not sure if it's a bug or I am missing something, but I can't do anything to complete alive bounties for the Tracker alliance. Once I'm in front of the target I can either kill them (which fails the quest) or stun them with EM weapons, but then I can't find an interactive option to complete the quest.

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I already said this in regards to playable casino machines in the red mile but here’s a bit more of a idea for it because I feel the game is lacking the potential of mini games that are also immersive

Suggestion: playable casino machines in the red mile and also it’s the red mile we should be able to place bets on runners

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new weapon crafting options to turn certain tools into weaponized versions

  • the various hammers
  • the pipe wrench and maybe that other really big wrench
  • use the Rescue Axe animations
  • also the various screw drivers (look close at the tips, there are a few variations on them)
  • the chisel(s? are there more than one size?)
  • use the knife animations
    these are all sized for being weapons already, and they provide no real in game benefit other than decoration, so if we could weaponize them then we could have a reason for picking them up in the first place.
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A page to review survey data would come in very handy, just a easy access menu with lists that expands on each panet fully surveyed.
Especially with information about flora and fauna, on wether or not it allows outpost production, and what type of yield they provide.
Would also be helpful for looking for inorganics to better plan outposts that produces various minerals.

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With the release of Creations on Starfield, something became extremely obvious, Bethesda is going to be relying on mods/creations to fix and improve the game rather than them actually putting in the work. The Trackers Alliance creation made that very obvious, sure it adds bounties similar to the Prey 2 (cancelled game) trailer from like a decade ago, but other than that, the handcrafted content is minimal, 2 quests that are about 10 minutes each, and all for 7-ish USD

What I would suggest is that if Bethesda is going to be using the Creations system to add content to the game (possibly to avoid calling it DLC), they have the responsibility to actually make it worthwhile. I'm not trying to sound rude or anything like that, but Bethesda, as the actual developers of the game, you should be putting more effort, and have higher quality products, than fans making mods in their spare time. I've seen more extensive bounty hunting mods for Skyrim and FO4 for free than the Trackers Alliance

Also, Bethesda needs to be more consistent. 3 dollars for 5 in-game plushies but a new, somewhat op armour for free? That's very inconsistent. And then there is the Ancient Mariner Module, 10 USD for one hab with a wooden finish, and some furniture, even the Slocum's Joe Creaction club from Fallout 4 added more buildables and consumables for only 6 USD, and the consumables were added to the base game loot table too

Overall, I would say that Bethesda shouldn't get greedy, but I understand that Mircosoft isn't exactly a benevolent owner (RIP Tango Gameworks). Use what you've created Bethesda (Creations), but remember the fans too, you won't make any money if no one buys

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Suggestion: More "achievement friendly" mods.

Rationale: It's great that there are achievement friendly mods. But if the Starborn armor (free, from Bethesda) is achievement friendly despite being something we can sell for money right outta the gate, then the unofficial patch should also be achievement friendly, and honestly so should anything that isn't a cheat. Anything that gives you a leg up, really (unless it gives you a leg up by making something fair that was unintentionally broken, that is).

For an example, an early (but public) build of Fallout 4 made RJ MacCready's "Kill Shot" perk give you a +2,000% chance to land a head shot in VATS. Honestly, it was great. You were essentially guaranteed head shots. Bethesda made a mistake, there was an incorrectly placed decimal point. A patch that fixed it, released officially, would have disabled achievements despite restoring the intended functionality. (Bethesda later did fix the perk on their own. Of course, another mod "fixed it back," but I would consider that a cheat mod.)

So, I think a more serious look should be taken at each mod to determine if a mod is achievement friendly or not. Honestly most of them outside of the cheat category should be. There are a very vocal minority of cheaters who play the game differently from the rest of us. I think most mod users just want to play the game differently. And shouldn't be penalized for it.

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Suggestion: More functionality for the Observatory Creation
The thing is just a decoration and perhaps a space to put scientific objects. I would like to use it as a pre-exploration device to nab some planet traits before going off to survey a planet.
Let me upgrade it to gather information on planets further away.

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Have NPCs react and say dialogue based on the spacesuit you are wearing. This will greatly improve immersion especially when you are walking around as a starborn with a starborn suit.

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The Creations has a search function. We ought to have one for the starmap that searches systems, planets, outposts, missions, NPCs, resources, fauna, etc.

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Platform: GeForce Now (PC)

Problem date: 13 June 2024

Problem: GeForce Now is a cloud service from Nvidia. When I try to add content from "Creation" to make it appear in the game, I need to restart the game. But after restarting the game, you need to add the content again and it turns out to be a vicious circle.

The question is, how can players use and add content from Creation via Game Cloud?

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I too agree with others on the paid content, if it’s verified creators they can set whatever price they want but if it’s from you Bethesda, it’s better to bundle up the content and sell it as a mini dlc instead of possible 1 by 1 selling a small quest with a few items
So the suggestion is either put out the quests all together or update for free or put it all together and sell it as a bundle or mini dlc, another alternative I guess would be a pass system? If a faction or something will get continued updates then have you pay once and they updates the rest without paying each individual part

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Gonna repeat what I suggested before
Since the suit is for the whole body you can easily add a faction tag to each one, and others no tags at all, wearing these suits can give deferring opinions on you, this is a pretty basic addition but I'd say would work by not making things too annoying for the player, and this can be applied to faction clothes too since they are 1 piece, let's say you're wearing official freestar collective clothes what happens when walking around in UC territory is you'll sometimes hear guards and maybe other npc's talk about you in a disgruntled way, wearing an opposing faction outfit makes persuasion checks harder and you get an increase in bounty

when it comes to wearing CF outfits of course I wouldn't want to constantly to be attacked so a simple way is they are just 1 person walking around UC or FC territory, guards will keep and extra eye on you, maybe even seem like they are following, but this still allows you to be a pirate but be immersed with the factions treating you differently on what you wear

another thing these tags can add to is, restricted areas, I believe Jemisson and Akila should have it's poi's be 80 precent friendly, make those military or research outposts belong to their respective faction them being restricted to anyone without clearance allows for more unique missions from CF and Ryujin that could require the player to use that factions clothes to enter those places, and maybe completing UC or FC's missions you can get unique dialogue where you could try and convince them to let you in, Official Ranger business or the President sent you to look after things

and of course a side thing is I understand you want the player to experience everything first playthrough but you have to understand there are a lot of players who will start over and go a different path, and with unity it makes sense to have more restrictions on factions that you can't join everyone, 76 you changed your minds on npc's I hope you change here

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Please don't turn Starfield into a microtransaction hell! No one want's to pay 7€ for a 15 minutes quest. Just look at the reviews on steam. They've gotten even worse!

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Suggestion : Let us Arrest/capture targets and hold them in our ship's brig. maybe let us shoot them out the airlock too. there are many possibilities with the Tracker's Alliance that could/should be added with a free update. Maybe add non-lethal takedowns or better EM weapons too

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Can you please change the combat slide in the Gymnastics perk to work normally with any weapons and unarmed, it sucks that it’s only really usable when holding a pistol

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I would love in a new game plus mode. To have random small changes with the faction quest lines. For example when going on the Star liner for Dumbrosky's credentials we instead hold the whole star liner for ransom or we steal the whole ship instead of going for blackmail. Would also love a biomechanical/cyborg skill tree. I think it would be pretty cool to have sea anemone like tentacles for hair or a robotic eye. Maybe with this skill tree we could get living ships and this would go well with lore since NASA does use cork for certain parts of the space shuttle. It would also be awesome if there was another colony that focused on biomechanical/genetic engineering. This colony could use living weapons. You could also differentiate these weapons from other games with neon colors similar to sea slugs. Since we are also playing a scientist we should be able to build bioreactor so that would allow the player to build materials, this would also be lore because NASA is looking into creating mycomaterial habitat using a mushroom from Chernobyl that uses radiosynthesis for its food and thus blocking radiation.

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Add the following functions to the 'Ship Decoration mode':

  • allow us to relocate/rotate the Ladderwell on our ships.

  • delete/remove loose decorations (explosive canisters, step ladders, etc.).

  • a 'build mode' HUD view that projects a 'grid system' (and potentially a 'grid snap system').

  • adjust/add more 'item Rotation' options (for example a 'Rotation mode' that rotates items to 'true 90 degrees' using the ships center line as its reference point).

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As content is added, pls reconcile old bits with the new bits.

The original Trackers Alliance agent dialog seems a bit off now that the expansion has been added. The Akila agent for example talks to you as a complete stranger and know-nothing even after you’ve completed the first major mission (The Trackers Alliance) and have been accepted into the group.

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Quest name-the starjacker
Platform: xbox series x
Time and date encountered:june 9th.
Description: I active the trackers alliance poster to start the quest, but it does not start. The previous quest ends. Roach still says to talk to him after agent no1, but agent no1 does not give the next quest.
Creations installed: vulture, observatory, starborn gravis suit, blackout drumbeat skin.

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Suggestions

1️⃣ Add a way to sit down anywhere, on the ground and on ledges, so we can wait anywhere. Also, make a waiting mode, separate from the regular waiting prompt, that increases the game’s speed, somewhat of a “time lapse” mode

2️⃣ Let us zoom in closer to the planetary view and transition to a basic map view, similar to the local map but at a larger scale, this would allow for better control over our landing area

3️⃣ Currently we can go from land to space and *viceversa, and from planet to planet (or moon) without the need of menus. However, there is no way to go from system to system without a menu, you can go to specific systems if your active quest is on that other system but you can’t choose the system without a menu. There should be a way to enter some sort of “hyperspace” to travel from system to system in normal gameplays. A “cruising” mode, allow manual flight from planet to planet, could be used to not need a button, the player could just fly to the edge of the solar system to activate it. This would reduce the amount of breaks in gameplay that the game suffers from because of its over reliance on the menus

*If there’s more than one landing zone, a stack, you need to open the map menu to select a specific one. This could be fixed by making the stack unfold whilst in scanner mode and selecting the stack

4️⃣ There is currently no way to create a new landing area without a menu. I don’t think this could be fixed without adding a “cruising” mode to be able to actually orbit around the planet

5️⃣ In a similar way, there is currently no way to go from play tile to play tile in normal gameplay, again creating a break in gameplay by having to use the menu. A simple option to change tiles when reaching the edge would be good enough if fully opening the planets is not an option

6️⃣ Loading cells such as elevators and mantraps should be used to reduce the amount of loading screens. Animations should be used to reduce loading

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Xbox Series X
Latest Patch
Performance still is terrible on any planet that has life forms. At least this is where it happens the most. Stuttering is terrible, the game is almost unplayable. This happened most recently on Beta Marae I while looking for the (still missing because of a different bug) fauna. Because of the other creatures moving around, the frame rate drops to a horrible, nauseating stutter.

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Hope the starfield vehicle includes the following:
v1-seat for at least one companion (Dogmeat/Vasco get to run along if mod enables them as extra companion)
v2-vehicle hauling capacity is greater than player carrying capacity
v3-vehicle hauling capacity includes player & companion inventory (when seated)
v4-vehicle can be modded using a vehicle workshop/hab
v5-companion can drive to marker placed by player
v6-whoever isn’t driving can shoot (animals and hostile humans)
v7-scanning can be done without a tedious switching between steering and scanner
v8-vehicle can suffer damage (fall too far down cliff on high gravity planet; shot by enemies)
v9-can have more than 1 vehicle
v10-vehicle can be called to player location

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Quest Name: Managing Assets
Platform: Xbox Series X
Time/date of bug encountered: at least since March 2024 but has been reported by others before that
Description of bug and any reproduction steps: If you fail to meet Bayu or refuse to give him the slate in a previous mission you get a non-skippable mission called Managing Assets. The quest marker for deal with the operative floats in the air with no NPC spawn (or Tomo spawn if he's still alive). In my playthrough Tomo is supposed to show up but he doesn't. This quest has prevented me from proceeding with the Ryujin questline.

For a quest glitch being reported since months by a majority of people this should have been patched. That too a major faction quest.
Disappointed.

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Suggestion

In creations add an option to recommend a mod for review by a team to change it to allow achievements. This would allow mods such as the visible chronomark watch to allow achievements since they don't change gameplay and are purely cosmetic

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Platform: Series X
Time/Date encountered; 8:30 in the evening on 06/09/2024
Description of bug: during the quest The Best There Is, you have to report to the UC Vigilance to carry with the main side quest, however the ship is entirely gone. It’s stated it’s supposed to be in the Olympus System, however it’s not there, but if you travel to the Procyon B system the marker says it’s there and available to fast travel, however the UC ships that constantly surround the Vigilance appear, but the Vigilance itself doesn’t. I’ve reloaded a save, and it still does the same thing, I’ve restarted my game twice and still does it. The UC Vigilance has disappeared entirely from the game.

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Suggestions

1️⃣ Creations need an "Achievement Friendly" filter

2️⃣ Weapon mods should be able to be removed from weapons without destroying them. Having the mods be their own item would allow for research to make more sense, reverse engineering the mods instead of throwing random materials at the menu

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If there’s already an explanation as to why this is, just let me know. This was just something I thought of.

There should be an option when crafting mods for weapons to craft the tier for the weapon (Calibrated, Refined, Advanced or Balanced, Sharpened or Quantum-Edged) so if players have the required skill level in Weapon Engineering and the necessary resources, players can get higher tier weapons earlier without having to wait on the leveled lists for enemies or shops.

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[Suggestion]
Make it possible to fail "rescue the hostage" mission by destroying the ship with the hostage (so you need to destroy the engines and properly board the ship)

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Suggestion

Could we have the ability to build a radio or something to play the SSNN maybe with some quirky ad's and a few more news stories about some player and none player activities

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More suggestions

3️⃣ A VR room, similar to the Vanguard flight sim, that let's you generate worlds by playing with the game's proc-gen settings, from plant density to height multipliers for the terrain

4️⃣ Procedural dungeons and caves. Dungeons could be created using the outpost modules, create some prefab rooms in different styles, that get dynamically connected with each other. Caves could do something similar with uninhabited and populated caves with premade caverns and chambers, but I would prefer if they were completely randomly generated similar to the terrain but like an inside out cylinder. This is incredibly lore friendly as LISTers seem to be everywhere, and in the "Failure to Communicate" quest, we learn that spacers tend to target LIST communities so it's safe to assume that Varu'un zealots and pirates would do the same

5️⃣ Water exploration, the ships already control similar to what I feel a submarine you handle like if gravity wasn't an issue (Grav drives produce artificial gravity according to Cora in-game), the subs could surface with an animation and be in a similar state to the ships, as an immobile world object, so you can't surface upside down. Or they could just work like the player character does in 0G, always right side up

6️⃣ Character's "up" shouldn't be locked in 0G, let us spin in every direction. Down is where gravity pulls you to, but if there's nothing pulling you down, then there is no down

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I hope the Tracker Alliance stats get integrated into the character status screens, like the number of bounties collected, and missions done for the faction.

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in addition to the above, it would be really nice if we could have the option to recolor things.

  • clothes
  • furniture
  • space suits
  • GUNS

we can recolor our ship and we have the theoretical option to have skin mods for our guns, yet we can't actually do anything with that mod space on the weapons and I have seen different color options for the furniture in my ship and other locations, yet I only get a white couch?

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Can we get an achievement-friendly clothing pack creation for certain outfits that can't be obtained by the player or new clothing outfits:

Example:
Freestar Clothing Pack
House of Va'ruun clothing pack
UC Vanguard clothing pack
Crimson Fleet clothing pack
Trackers Alliance clothing pack

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Clearer Starborn Powers Menu

at the moment, the 'gear wheel' for Starborn Powers is really obtuse, with all the power Symbols being abstract icons that give No Indication of what the powers are.
Instead I have to Mouse Over each one to see their names. Playing a little game of hide and seek every time I want to swap powers.

Please Fix Powers Menu so Names are Always Displayed. -without needing to mouse over them.

Bonus, organize locations of powers in the wheel so offense/defense/utility are grouped together and easier to locate.

(note how this problem is analagous to the Star Map and names not being displayed) Thankfully that eventually got fixed; I hope this can get similar Priority.

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Can you make it so whenever you eat a lemon or lime it causes a screen effect like for alcohol
I think that would be a funny little thing

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"Sometimes I just want to turn off the Grav Drive so we can float around." - Cora Coe

I agree. Can we have the option to disable the Grav Drive so we can float around?

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Two things I’d like to see added in the city radiant bounties
1 the crimes are obviously a random list of crimes, but one thing id like to be different is each one has its own set bounty so targets who did a lot or certain crimes payout better, cause now it’s level or level area gated?

2 I assume it’s a bug maybe cause I like how if you convince them to surrender a guard will look after them but a guard is always following them sometimes before they are arrested so I think that needs to be fixed
But that gave me an idea what if some of them have a security guard that will attack you if you attack their client, unless you convince them surrender

And 3 thing was I mentioned before killing them before confronting and making them aggro should result in you getting in trouble for seemingly shooting a civilian

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Suggestion: For poses in photomode, have the option to make a pair pose such as with me and my companion hugging each other, or for romantic companions; kissing. For other pairings, just both me and my companion giving each other a high five, or giving Sarah or Andreja a piggy back ride, or or shoulder to shoulder with Sam Coe or Barret. Bro fisting pose, handshake pose, any time of pairing pose that are either romantic or friendship poses.

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Suggestion

Make cardinal directions make sense

New Atlantis is on the northern hemisphere of Jamison, however the sun seems to set on the northeast when it should be setting on the southeast

I have also noticed that when I land on a coastline, the actual ocean is opposite of where the planet view shows it, so if I land to the west of an ocean, once I'm on foot, I have to walk west to reach the ocean when I should need to walk east

When opening the local map, it defaults to face north, lining up with the compass on the HUD, this is how I am sure that the cardinal directions/world generations seems to be mirrored on a diagonal axis, making north south and east west

Edit: Is the arrow on the compass pointing south? That's just weird

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Riz

I’d like to see the trackers alliance mission have a bit more diversity in bounty options. It doesn’t have to be a full quest but have it feel a bit more like a hunt. Have us go to a landing area and actually track a target down, no mission marker, this doesn’t have to be a deep story but simply having clues or the ability to buy information could make for a more in depth system. Something like Red Dead Onlines bounty board. The quest marker takes you to a general area that as you investigate you slowly track and capture a target. This would make the radiant bounty missions feel more engaging and would make it more fun for longer periods of time.

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Making Space Suits truly protect from hostile environments such as ultra-low temperature or excessive heat. Currently, they do not offer any effective protection.

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Suggestion:
Ship decals, I think it would be cool if we could have ship decals to decorate our ships like the different faction logos and others

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Hello all! We just launched a Discord Constellation Giveaway for a Starfield Displate Poster! If you haven't joined Constellation and would like to enter the giveaway, be sure to join before the giveaway ends on December 15 at 12pm ET!

Join here: https://bethesda.net/en/game/starfield (scroll down to "Join Constellation")

Once you successfully join, you should see this channel to enter the giveaway #constellation-giveaway

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[suggestion] NG+ alternate Constellation members/companions variations.
Playing more into the “what ifs” aspect of NG+ would make redoing the main quest/going thru the Unity more applying, doubly so if the characters gets the fully integrated companions treatment since we get more vitality in the faction quests with their reaction.

For example universes where we have
Ervin Madani as a companion instead of Barrett
Lillian Hart instead of Sam Coe
Issa Eklund instead of Walter
a Secret Starborn version of a member
so on.

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proper survival mode:

  • spacesuit damage with repair at workbench (use other spacesuits to scrap for parts and/or have a repair kit buildable)
  • and helm
  • and pack with a SMALL chance of explosion (does damage to you and removes the pack, but at MOST a 5% to 10% chance from the most highly damaging weapons that hit the pack)
  • hull damage has a chance to need internal repair on hab parts
  • there are tons of little interaction points possible in every hab. Just make those screens and tubes and whatever a repair interaction if internal repair is required (we've seen it done in certain missions, just make that a part of the game for the player's ship too)
  • fuel means something and can run out
  • if you don't dock at a station or land at a proper port, your fuel can run out depending on your tank size and if you get stranded, you have to set a distress signal and "WAIT" for someone to arrive and help. (Hope they are not a spacer, pirate, or other ne'er do well!)
  • distress can be set in space or on planet
  • ship repair cost should be "X" per point of hull repaired
  • "X" should increase based on location of repair. Least cost in major cities and ports with most cost being at obscure fringe outposts and stations.
  • add Refuel option with a similar "Y" cost per fuel needed
  • also increasing cost based on further from core systems/cities
  • Enemies should be able to knock out your ship systems and repair should either require a crew to repair without you leaving the pilot seat, or direct interaction at a station (see internal damages above for the same interaction). And if they knock out your Grav Drive, guess what should happen...
  • If your engines get knocked out, the enemy should attempt to board your ship too
  • more random stranded ships in distress across the settled systems. Both in space and on planetoid surfaces
  • up to the player to save... or "scrap"!
  • a NEED to sleep
  • and hey, why not make all those toilets (Flush) and sinks (Wash Hands) interactable!
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PC - Windows 10 - Steam - RTX 4070 Driver 555.99 - Ryzen 5800x3D
6/9/24
Major performance degradation after exiting menus or alt-tabbing. Framerate goes from 120->20 and locks there. GPU usage locks to 100%. Occurs on both DLSS and FSR3 with Frame Generation. Switching to windowed mode will fix the performance loss, switching back to fullscreen will degrade performance again.

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Steam Deck/PC (non oled)
June 12, 2024
Creations loading freeze then hard crash. I keep crashing when pressing the creations option and it spins for 1 second then locks up and the main menu music still plays then after 2 minutes of not loading still stuck on a infinite load it hard crashes and I have to reboot my system. I am basically stuck with the creations and cant change or update them until it is fixed.

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Hopetown needs an actual town. It's nothing but a factory, a rangers station and a weapons store.

Where do the workers live? Where do they get groceries?

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In the Mission "Surgical Strike" after entering the 'VIP Wing' of "The Clinic" and collecting the Slate. It seems/feels a bit strange that your next course of action is to just leave The Clinic, and not to inform "anyone" that a Nurse is dead and one of The Clinic's Ambulance Ships has been stolen.

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Well, I just place it here. Hopefully I won't do anything wrong.🤣😊

Vehicles:

  • Rover bay if it's not in development yet
  • different kinds of rovers. No paid ones. (In the beginning at least)
  • Starfield is far in the future, so maybe more advanced vehicle if possible with the game engine and in-game lore? Like bikes without wheel. (Speederbikes, kind of)
  • mechs?
  • more ship building possibilities. More variation in parts.

Settlements and more, including in space:

  • More variation in random settlements/Buildings/outposts, etc on planets. Not only outside, but also inside.
  • less random (fuel)tanks, reactors, etc on a planet. Often there are a lot of those between (abandoned) outposts, which is highly unlogical.
  • more handcrafted cities or settlements, etc.
  • especially on Akila, Jemison, etc
  • ability to make Starstations
  • more derelict Starstations and (big) ships

Gear:

  • dismantling weapons, suits, helmets and pack for resources.
  • more weapons
  • more weapons skins

Gameplay:

  • if possible, less loading screens.

Missions/quests:

  • more Faction quests, rewards, etc.
  • more unique mission board missions

Worlds:

  • more variations in NPC's: many look very very similar. Like hair, faces, etc.

Followers/companions:

  • follower npc not walking in front of you when shooting or having interaction with objects.
  • for Vasco, to discover his past.
  • maybe 1 or 2 new companions? Both human? Or like 1 new robot and 1 human?

Creations:

  • non-cheat mods needs to work with Achievements. (Achievement friendly)
  • when paid like from Bethesda themselves: much content for less money. And not like less content for much money. (Aka Tracker Alliance Vulture)
  • personally I don't care if verified creators ask for money, as long as it's reasonable and achievement friendly.
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May have been suggested already but I didn't see when searching. Doors and ladders in habs in shipbuilding. If I could possibly declare where I want the ladders and doors on my big ships so I can make them flow better, that would be lovely.

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We need a new starship designer - as in an all new corporation in universe that has a new design aesthetic to their ship modules.

  • we have a "military/industrial" design in Deimos
  • Nova is a sort of "old school/NASA-esque" design philosophy
  • with Hopetech we have what I would call "utilitarian" (or "dormatory chic" ;D )
  • and Stoud and Tayio try to both do "style/comfort" (and they both literally copy each other... which is a nice cheat for the devs to replicate assets with an in lore reasoning ;)

what is missing - in my opinion - is the following design ideals:

  • "luxury" design. Sure, Stroud and Tayio both strive for some amount of comfort, but they still use bunk beds and their captain's quarters don't even have a matress on the bed! A luxury aesthetic would be one that gives more of a feeling of "wasted space" but in a good way... for those that feel they can afford it.
  • and along with the over priced (my opinion, think what you will) Creation Club hab that has wood paneling and a look of something trying to replicate an old sea going vessel, their should be a ship maker that makes pieces for space ships that look more like they belong on the sea than in the stars.
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How about something to make it easier to find biome edges from orbit? For those of us looking to place mining outposts and hoping to get multiple resources.

Being able to zoom in further would help. As would being able to hover over a location and see the biome or resource type. The click/click again to undo/move and click yet again cycle is awkward to use and prone to moving the mouse unintentionally with all the clicks.

Another possibility would be a biome or terrain type overlay as alternatives to the resource one. I know we can do this already, more or less, by looking at the current planet display, but it's not always clear what's brown rocky mountains, as opposed to brown rocky hills or brown rocky plains.

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Starfield in-game quality of life suggestion. After the one of the latest update we can fast travel to and from discovered locations. We now fast travel in-front to a locations (like a store), but we still have to go in and that creates a SECOND! unnecessary loadscreen IMHO. Is it possible that you travel directly inside a store, the constellation loge, or other location where possible and is logical so you have only have ONE! loadscreen, instead of two load screens as we currently.

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-Separate food and aid into different categories
-While scanning a planet main landing zones like Akila, New Atlantis space port should be on top. These are the icons we can select to land without the menu but they get covered once we visit another location near the city, the lodge covers New Atlantis for example

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Since verified creations already go thru a vetting process, really hope BGS makes it reasonably possible for verified creations to earn Achievement Friendly tag.

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A little thing in the grand scheme of things, but it'd be nice if you could keep the power names toggle on, rather than have to press it every time you go into the powers menu

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please add an option to turn accumulative ship clutter back on, my ships look so empty specifically the mess halls.

What I would suggest is

Inside clutter needs to return, but instead of spawning new items every time they get send to the cargo hold, the items need to be in the cargo hold to spawn. You want more succulents in your ship? Go collect some. Want food on the mess hall? Cook it and place it in the hold

Seeing how multiple items can be used as the same ingredient, best examples are synthmeat and Boom Pop, this means that the game already has some sort of tag mechanic running in the background. Using this, item spawn points could look for specific tags such as utensils, food or decor. This means that people who don't like to decorate the habs by hand can still collect stuff and make the game handle the decorations

To add to this, I would suggest adding a switch to every hab to enable and disable the auto populate feature individually on every hab. This way, people can make changes to some habs manually without chancing extra stuff spawning in and having the physics glitch out

This is pretty much how bookshelves in Skyrim worked, except that bookshelves have an item limit. To prevent extra spawns and double spawning, the game could check if the space is occupied, theoretically this would remove the need for the auto populate switch. Another way would be to automatically disable the auto populate every time the game spawns stuff in a hab

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Ok, so I think we need a more widespread reputation system.

You all know, the major members of Constellation, Sarah, Sam, Andreja, and Bennett are able to 'like' and 'dislike' the player character depending on your actions. It be nice if you could develop an actual reputation with not just other characters outside of Constellation but also other factions.

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I have a few suggestions that I believe could enhance our gameplay experience:

Generation System

  • City Generation:
    Currently, the generated cities lack diversity. It would be interesting to have more varied and unique cities, with different design elements for each planet or region.

  • Outpost Generation:
    Outposts tend to look the same, making exploration repetitive. A more diverse generation system with different types of structures and functionalities would make exploration more exciting.

  • Cave Generation:
    Caves could also benefit from more varied generation, with unique tunnel configurations and underground biomes, offering richer and more unpredictable exploration.

Ships

  • Modularity of Astrien Ships:
    Astrien ships are interesting, but their lack of modularity limits their appeal. Allowing players to modify these ships to integrate them as unique modules into their constructions would be a significant improvement.

  • Fleet System:
    It would be great to create and manage a fleet of ships. For example, hiring NPCs to pilot our other ships and assigning them missions such as escort, trade, etc. This would give a real purpose to owning multiple ships, rather than piloting only one at a time.

Equipment

  • Modification of Weapon and Armor Affixes:
    Allowing players to modify the affixes of weapons and armor would let them customize their gear according to their preferences.

  • Dismantling and Reinstalling Weapon Modules:
    Being able to dismantle a weapon module obtained from loot and install it on another weapon would be a highly appreciated feature. For example, if I find a Beowulf with stats I don't care for except the scope, I could dismantle the scope and install it on my own Beowulf.

  • Recycling Weapons:
    Allowing weapons to be recycled for resources would be a great way to manage inventory and give a second life to weapons we no longer wish to use.

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Would be nice if BGS created basic tutorials and/or online resource pages for creating modded habs, planets, POIs, ships, land vehicles, companion, etc

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Suggestion:
Rotateable ship Habs!
I find it really annoying when I have extra space on my ship while building and have to put 1x1 because I can't put a rotated 2x1, I just think would also make many other things way more easier when building.

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It would be pretty handy to have an inventory feature that tells you how many of an item you have on your ship so you don't overdo it. Also something on the research tracker to let you know which items you have completed and no longer need.

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Suggestion: I would love if Grav Dash worked more fluidly with our backpacks. Currently after Grav Dash activation, you stop dead mid air and drop. A well timed Backback boost should compliment the power!

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please add an option to turn accumulative ship clutter back on, my ships look so empty specifically the mess halls.

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Suggestion

Weapons and armours work too much like an MMO, with RNG being the main mechanic of them, you can't improve them and there's only a small handful of mods, which barely change the weapon itself

What the game needs is to be able to improve your equipment from base all the way to superior/advanced, be able to remove mods without destroying them (more advanced mods should be used for research), and to be able to add legendary effects at will. For upgrading weapons, you could get research that requires 3 weapons of each type (pistol, rifle heavy, etc) and similar for suits (helmet, suit and boostpack) at calibrated, refined and advanced in it's own respective research level which would unlock the ability to upgrade the weapons and suits to that level. Removing mods should've been a given in-game considering you could in Fallout 4, and with the research mechanic that was added in Starfield, the mods would have had more uses

Now for legendary effects, how could they be balanced? Simple. It should work like enchantments in Skyrim, you research specific effects, destroying the weapons attached to them, but you learn the effect. Then, weapon scrapping should be added and when you scrap a legendary weapon, you get a weapon effect component, rare, epic and legendary, and using multiple of these components would allow you to craft a weapon with that many effects, legendary giving you 3 effects. But this adding of effects should not be based solely on RNG, but instead have different levels that require more weapon components. The one with the lowest component requirements would be fully random, giving you 1-3 random effects but only requiring a handful of components, then have a second level where you can choose a defining feature of the effects that will be applied, such as damage or elemental effect, but require more components, and finally one that lets you add any effect that you know, but requiring more components

Pt. 1

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Expand on New Atlantis. It’s really weird having skyscrapers with only one tiny room at the bottom. Lots to do with those skyscrapers. Plus give named NPCs a place to live, replace merchants with robots at night, make the city more believable.

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Hello, I have a suggestion for the statistics page. Can you add the ability to see how many times we went through NG+ and the number of different universe there are (I think I'm on something like NG 8-10 but I have yet to see one), and also stats page for all the different bonuses from different sources (perks, magazines, traits, weapons and armor). Also a page for magazines, something like what each issue gives you, and how many of that type there is.

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I'm sure this has been mentioned before - but outposts need to be reworked into something resembling the settlement system from Fallout 4. Attract people, give them jobs, make them responsible to defense etc. Have pirates/spacers/critters attack. Have the attacks cause damage that needs to be repaired, or, if successful, have your settlers hand you the loot they picked up from any unfortunate raiders.

Why have all that empty space but nobody living in it or things happening in it?

An addition to the above suggestion: Allow us to actually assign crew members to a certain job on our starship based on their skill sets, rather than just having them kinda wander about aimlessly.

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"Idle Weapons"

what does that mean you ask?

When you have a weapon actively out, but you haven't fired or aimed it at anything in a bit, the weapon should "lower" to an idle state.

You are not ready to fully put the weapon into a holstered status yet, you want it "ready", but you also don't want to be pointing it at everything you come across.

The best part is, the "idle state" for almost every weapon is already in the game!
Walk close to a wall with most weapons out and you can see what I mean.

Just add whatever lines of code are necessary to force that look to the weapon whenever you haven't fired it in a few seconds (at least 30, no more than 60, could even be a random integer between those times to feel more dynamic as to when you feel "safe" in not pointing your gun at things for a bit) and make sure there is no delay between that appearance and aiming/firing again :)

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Another suggestion: when you get to confront Ron Hope during the Freestar Rangers questline, there needs to be a persuasion option to talk him down and get him to surrender peacefully. If not in the original universe, maybe one of the alternate universes where you can select a 'starborn' dialogue option.

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I wish you could preview ship interiors before committing to changes, at least until we can control where to place doors/ladders.

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An idea for unique poi's that could be found on Akila and Jemison could be production plants for some of the products we find in game, like some of the weapon manufactures could have places that make them and send them to the city this would be immersive, and even other products, we have hopetown but would be nice to see others on planets, even other food or drinking items, we have one brewery in Akila city but would be cool to have other Poi's that are production places for those items

Of course please have them not be abandanded and filled with enemies, be nice to just have other friendly places, they could even have some radiant or other missions related from the mission boards

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I'd like an actual town at Hopetown. It's just a factory, a gun shop and a Rangers office. Where do the workers live? Do they just work 16 hours a day?

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Suggestion:
When landing on a planet there should be an option to put is the exact coordinates of where you want to land on not have to try to guess where the spot where you want to land is

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💫 Suggestion : Allow Us to hack vending machines, turn off lights, open or lock doors, hack grenades in NPC's inventories etc. we already have a cyber-runner background but we can barely roleplay as one. a Hacker build could be very interesting for repeat playthroughs.

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Minor realism feature. Do the same gravity force in rooms and surface. For example, on Polvo inside HopeTech gravity feels like 1G, but outside and in planet description it is 0.81G

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Also - planetary conditions need to make sense and adapt to the current conditions. If I land at the equator of a planet and it's 20C, take off and land at the north pole in the middle of a snowstorm, it shouldn't still be 20C.

And then I can walk around without problems on a planet with a -90C temperature, but I go outside on another planet where it's -10C and suddenly I get frostbite through my space suit. Really? You shouldn't need a space suit to survive the latter temps.

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I'm sure this has been mentioned before - but outposts need to be reworked into something resembling the settlement system from Fallout 4. Attract people, give them jobs, make them responsible to defense etc. Have pirates/spacers/critters attack. Have the attacks cause damage that needs to be repaired, or, if successful, have your settlers hand you the loot they picked up from any unfortunate raiders.

Why have all that empty space but nobody living in it or things happening in it?

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Button lowered weapons

Hold the reload/sheathe button to lower the weapon. Hold reload/sheathe while weapon is lowered to sheathe weapon. Press ADS to raise weapon. The feature to lower the weapon is already in the game and can be seen when the player gets close to a wall to trigger the peek out behind cover animation. This mod has been done before on FO4 as well.

Call PlayerRef.PlayIdleAction(ActionGunDown, None) in the First Person version's Papyrus script. You'll need to have a script to handle the animation changes (e.g. add conditional statements and such) otherwise the idle animation or the player input can break

Believe this method can be used to have a non script extender version for PC/Xbox

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(Suggestion)
At the end of the Mission "The Hammer Falls" (when/where 'Ron Hope' attacks you) add a secondary (somewhat Secret) outcome, where if you 'Incapacitate' (using EM Weapons) 'Ron Hope' the game will update the mission objectives with "(Optional) Arrest Ron Hope". Which allows you to Capture him, and 'escort' him the the local Ranger Station.

Additionally this outcome will grant the player a 'Bonus Reward' for "giving him a punishment worse than death".

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More "water features" in forest/grassland biomes. Lakes, rivers, etc. The terrain shows signs of erosion, but there are no watercourses to cause (or even validate the existence of) such erosion.

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Suggestion: Make it easier to get custom animations into the game through the creation kit.

This would allow creations to reach new levels.

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# hot ivy 🌟 **11** | https://discord.com/channels/784542837596225567/1217183866528333915/...

Suggestion

Weapons and armours work too much like an MMO, with RNG being the main mechanic of them, you can't improve them and there's only a small handful of mods, which barely change the weapon itself

What the game needs is to be able to improve your equipment from base all the way to superior/advanced, be able to remove mods without destroying them (more advanced mods should be used for research), and to be able to add legendary effects at will. For upgrading weapons, you could get research that requires 3 weapons of each type (pistol, rifle heavy, etc) and similar for suits (helmet, suit and boostpack) at calibrated, refined and advanced in it's own respective research level which would unlock the ability to upgrade the weapons and suits to that level. Removing mods should've been a given in-game considering you could in Fallout 4, and with the research mechanic that was added in Starfield, the mods would have had more uses

Now for legendary effects, how could they be balanced? Simple. It should work …

Just to add a little 'why' to this. The current system results in more disappointment than enjoyment or engagement. Finding a legendary weapon, just to realize it's Tier 1 or 2 and all you're going to do is sell it is never fun. This happens constantly, especially with uniques and quest rewards. I'm not currently using any quest reward equipment because it all came through as Tier 1 or 2.

In addition, the current system creates a greater imbalance between builds than necessary. The most extreme example being a pistol + laser build. There is only one weapon to use, and the majority of Solstices you find will be a disappointment.

Please, at the very least, make weapon and suit tiers craftable.

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With the new ship interior decoration ability we need a couple of additions in the object menu:

Larger TV/wall monitors

Interior Floor lighting; like a floor lamp one would have at home to softly illuminate a room.

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Platform: Xbox
Date: June 9th 24

The Vulture weapon from the "Vulture" Creation; "Advanced Arboron Novastrike Sniper" doesn't reload. I have 1.5k rounds and it will not reload when it runs out. When aiming and firing after out of ammo it pulls out of aiming then throws you back in to the scoped aim.

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Platform: PC / Steam
Time/date of bug encountered: Since loading 1.11.36
Description of bug and any reproduction steps: First time any message pad is read in UWQHD (21:9) resolutions, the image is horizontally distorted. Placing the pad into my inventory and accessing it from there renders it correctly.

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Another nice thing would be a WIP ship builder ... a place where you can work on a ship and save it for later without it needing to be able to fly right then. Mess around a bit, and then go back to whatever you wanted to do without losing the last hour's worth of tinkering.

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Suggestion

With vehicles nearing release, cities in Starfield need to be expanded with more districts with roads, a few parking garages, etc.

The city expansions don't necessarily have to be handcrafted, but they do need to make sense and feel like they fit, this could be achieved by creating faction specific architecture, this way the expanded area would visually fit with the city's core. If procedural generation is used for the cities' expansion, this could allow for the cities to continue expanding as the player stays longer in the same universe, but this should take quite a bit of time as to not completely cover the planet in a single city in a matter of months. With this expansion, new houses and stores could open up, letting the player have more places to buy and, more importantly, sell. POIs that get absorbed by the city could be refurbished into a working condition, explaining why and how people are getting jobs and moving into the city and causing the need for more housing, and natural POIs could be turned into parks and other attractions, again creating jobs and charm to attract more citizens. The procedural expansion would also allow for every universe to have it's own variant of every city, with the core/downtown staying familiar

Parking garages could work similar to how they worked in the game Sleeping Dogs, giving you access to all the land vehicles you own. They could be explained to be underground parking as to why they wouldn't look huge, and sneaking inside could let you steal a new vehicle. This would only work if there's a lot of modularity to the vehicles, allowing for military, explorer and civilian combinations, so I'm not really expecting this to even be in the plans, but I'm at least suggesting it in case it could be considered if not by Bethesda, then at least by a modder

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Suggestion : Make Neon Bigger by adding new blocks to the side or by adding connected oil rig platforms. right now it feels more like a street and not a city. I know the concept art version of the city is impossible to create but it should at least be the size of new Atlantis

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(Suggestion)
Overhaul the 'Inventory System' by Adding and/or Adjusting the following:

In the Main Inventory Menu:

  • Add a 'Lock' function that is similar to the 'Favorite' function; but instead of adding said item to a Hot Key, it greys it out in the menu & makes it not appear when in the 'Sell Menu' (as well as adding a "Lock symbol" to it).
  • Add a 'Quest Item' Category.
  • Add a 'Junk' or 'Sell' Category (this would also function similar to the 'Favorite' function).
  • Separate the 'Food Items' from the "AID" Category.
  • Sub-divide the "NOTES" Category. So that each of the different item types (Survey Data, Random Notes, Mission Notes, etc).
  • Separate the 'Collectable Items' (Magazines, Snow Globes, etc.) & 'Temporary Quest Items' (Ex. 'Genetag: Sanon, Hadrian') into a new "COLLECTABLES" Category.

In the Outpost 'Build Menu':

  • Add a function that is similar to the 'Track' function, which instead will transfer the resources (from the Outpost Storage) to create one instance of the selected Structure to your Inventory.
  • Add a Structure or Console that allows you to easily view all Resources that are currently being stored on that said Outpost.
  • Add Storage (Structured) that can be filled with "AID" Items.
  • Add Storage (Structured) that can be filled with 'Crafting Resource Items' (Ex. Coffee Bags, Charged Diodes, Large Round Primer, etc.).

In the "Item Select Menu":

  • Create a function that allows us to "Type In" the desired amount we want to take.

Ex. I have 2000 units of Iron in my ship, and I want to sell 1500 units of it (currently on Console it takes at least 2 to 3 minutes to simply slider through 1500 units of anything).

In the "Buy Menu":

  • Allow us to send bought items directly to our ship (it makes absolutely no sense that you can Sell items that are on your ship, but not Buy items and have them delivered to your ship).
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I was disappointed not to be able to at least give Janet Yang (the botanist who wanted to leave the ECS Constant) a ride to New Atlantis after convincing Captain Breckenridge to let her leave.

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Starfield Creations Suggestion - Would it be hard to create a discord tool where in a monthly or weekly manner the most liked and most downloaded mods can be seen? This would help newer players to find the most fun mods used by the community and have them join in👍

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Platform: Steam
Latest Patch
After completing the Trackers Alliance Quest Starjacker, Roach has this radiant thing where he seems to count your bounties and it starts at zero. I did three of them using the board in the Tracker's Alliance. Roach still says I did zero. Unless I'm supposed to do something else entirely but that's the only option I seem to have.

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Suggestion: Give us the ability to place doors and ladders where we want in ships without having to rely on mods. Also the ability to have connecting habs that are just stairs like in the big NPC ships. Ladders are tedious and ugly for the most part, having a 2 story hab that is just stairs is a better solution to those who hate ladders but want a multi story ship without having to use the Cabot Bridge for stairs.

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# hot ivy 🌟 **12** | https://discord.com/channels/784542837596225567/1217183866528333915/...

I have a few suggestions that I believe could enhance our gameplay experience:

Generation System

  • City Generation:
    Currently, the generated cities lack diversity. It would be interesting to have more varied and unique cities, with different design elements for each planet or region.

  • Outpost Generation:
    Outposts tend to look the same, making exploration repetitive. A more diverse generation system with different types of structures and functionalities would make exploration more exciting.

  • Cave Generation:
    Caves could also benefit from more varied generation, with unique tunnel configurations and underground biomes, offering richer and more unpredictable exploration.

Ships

  • Modularity of Astrien Ships:
    Astrien ships are interesting, but their lack of modularity limits their appeal. Allowing players to modify these ships to integrate them as unique modules into their constructions would be a significant improvement.

  • Fleet System:
    It would be great to create and manage a fleet of ships. For e…

Being able to dismantle a weapon module obtained from loot and install it on another weapon would be a highly appreciated feature. For example, if I find a Beowulf with stats I don't care for except the scope, I could dismantle the scope and install it on my own Beowulf. - Great Idea...

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I have a lot of fun hijacking ships of pirates and spacers in the game, but I noticed the same never happens in reverse. I think it should be possible - for example when you decide to take a snooze while floating in space - to get woken up by a boarding party trying to take your shiny ship from you.

As an aside, I'd like the ability to add a captured ship to my fleet without needing to assign the captured ship as my home ship first, making my actual ship undock and leaving me stuck on a ship with its engines shot off. I mean - sure, they repair quickly, but I still got to sit there and wait for it to happen.

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Suggestion:

Toggle ability to view all Creations by "Achievement Friendly."

  • I understand there are mods that break some level of balancing and shouldn't be included with achievements.
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Platform: Xbox series X
Time: 11:47 am
Date: Monday, June 10 2024
Description: for some reason the audio has stopped working with the latest update that brought mods to console.
Creations you have installed: starsim
Enforcer tactical pistol
Shades immersive looting
Unlimited resources ammo healing digipicks and credits
Unofficial starfield patch.

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[Suggestion] Ability to assign a bed being player only as well as one for crew members and for passengers.
Make same way for workbenches as well in the same fashion.
Reason being can be of inconveniences that other npcs bring but at the same time also allow for a tailored immersion on this regard.

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Mel

Please make food and drink last a bit longer than 30 minutes. Even an hour would be better.

Also add pets. A galaxy filled with fauna and we didn't domesticated any of them?

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# hot ivy 🌟 **15** | https://discord.com/channels/784542837596225567/1217183866528333915/...

Please make food and drink last a bit longer than 30 minutes. Even an hour would be better.

Also add pets. A galaxy filled with fauna and we didn't domesticated any of them?

Pets be a plus! And permanent animal companions/followers that once dismissed return home to your ship. I mean some animals had to make off Earth too before it was deemed uninhabitable.

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Suggestion: Please can we have an addition to dialogue once Starborn, to warn Constellation members that when you go through Unity you go through ALONE.
There is absolutely no way to be negative about being Starborn, only positive responses or non committal. Which considering what you learn, there should be.
For example I want to shake Sam and tell him Cora wont be going with him if he goes through Unity, she'll be alone and if following the way you go through it as the player, emerge some point in her past so might even be younger than 13 when she is 'reborn'.
(I HATE the 180° written into his and the other's dialogue post hidden temple. It so jarring and once Starborn makes no sense that you cannot tell them explicitly what will happen.)

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survey data journal. i need a pokedex instead of slates. id like to sell my slates, but id also like a journal of completion and or the ability to add photos for each planet? also maybe a library style item for decoration, add data slates to it, create archives of scans?

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speaking of sneaking around, there are a lot of missions where you can sneak around, but there is no ability to knock people out. Please add an interaction option to do a stealth melee attack that just drops them down if you are unnoticed by them when sneaking about.

an interaction that does NOT set off every alarm in the place and every other guard rushing to find you (like shooting an EM weapon does... )

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in the Ryujin quest chain, eventually Ryujin has the opportunity to purchase a company with a main building in the game, and your influence helps or hinders that sale.

But assuming you help Ryujin purchase the company, there is no further influence or indication that it has happened.

A simple way to give the player a feeling of accomplishment would be to add a "Special Executive Office" to the building (access via the elevator as a new seperate cel for ease of integration) that includes at the very least a Ryujin Mission Board at that location. And if you're feeling as generous as Ryujin should be after all the help you gave them, the ability to decorate the office as well.

  • to add the knowledge of this new access, a simple "Visit Your New Special Office" Activity could be added after the company purchase is complete.

Secondary to that would be a couple minor visual alterations to that company to make it actually feel like Ryujin is now the owner.

  • A smaller Ryujin logo under the main sign for the company on the building front.
  • Ryujin Security and/or employees inside.

And if you choose not to help the company by having Ryujin buy it?

  • the sign on the front of the building is removed and/or lights are out and all further access to the building gets blocked off ("boarded" up and abbandoned)
  • maybe even a sign that says "For Lease" in the front.

Either way, it would feel more impactful to all you do in that quest line, and feel more in keeping with how Ryujin opperates to give them a proper foothold in another location.

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The megafauna are nice but wish planets had more smaller critters with complex body movement (like the birds, wolves, etc in FO and Skyrim). Currently, they tend to be trilobite like animals that move like slugs.

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One simple thing: Flamethrowers. Theres already fire damage in the Game, why not adding these badass Heavy weapons? Would be a nice playstyle

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Two words:

Under Water.

I know this would not be a small undertaking to implement in a game clearly not designed for delving under the surfaces of what few worlds have water to dive into, but it would sure add a lot of literal extra depth to the game that I know at least a few people would enjoy.

Even if all there is are some sea creatures to scan (and kill and loot), some plants (to also scan and harvest), and the ability to build bases in the depths (with an appropriate water vehicle that can traverse deeper depths), adding under water could really expand the game in ways that could be fun to explore.

Very much willing to pay for a full DLC expansion for the amount of content this would add, but imagine also expanding on a few locations with various under water extras... especially a place like Neon as an example.

Imagine the possibilities of exploring what might be down there... and the potential peace... or terror depending on your perspective.

(And for sure, if added, moonpool underwater outpost piece! Moonpools are just the best thing ever for underwater bases.)

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[Suggestion] Please add the hunger and thirst timers or a meter to the HUD. Also, same thing for afflictions, so we can see what stage they’re at from the HUD.

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Please make it that you can re-enter the nasa Museum on the earth. I had to load a Prior safe because I didnt get the Mars Rover location and didnt get all the collectibles. I dont even know why you shouldnt be able to re-enter.

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Suggestion: I’ve noticed that Cora has a unique behavior on the ship; instead of using the furniture like the rest of the crew, she often just stands in specific spots and sometimes reads. It would be great if she could have similar behaviors to the others, such as sitting on chairs and couches, sleeping, or even using the crafting stations.

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Suggestion

Improve the post-Vanguard quests, specially the TMD missions

Make the missions be about finding Terrormorphs/Heatleach nests, then setting up a beacon or releasing the virus, depending on which choice you made. The nests would benefit from procedural cave systems, but also since heatleaches only travel on human ships, the nests would only be on human worlds which limits the planets that would have them (for the most part) which would allow for more care to be placed on the areas around the nests which can make finding the nest be about following clues and actually tracking animals (terrormorphs) rather than just following quest marker. The beast hunter background could have special effects such as a hunter sense similar to that found in RDR2, which let's you see the scents of creatures

▶️ Adding a flamethrower to clear the nests would be just fnatastic

⏩ All background should have differences apart from the starting perks, Bounty hunter could have a reward bonus from bounty missions, Long haulers could get a small extra percentage to ship's cargo, Proffessors could have an XP boost, File not found should be the only one with no real boost but should allow the player to choose their own starting perks instead. This would allow for even more Role Playing options beyond dialogue that go into gameplay

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https://i.imgur.com/tEXNX6A.png There's boxes of every produce like carrots or tomatoes or celery in the game and they're decorations found in kitchens but I wish these boxes were functional. As an example: a box of potatoes, weighing 2kg would be an inventory item that turns into 10 x 0.2kg potatoes when used, costing 350 credits at a store (cost of 10 potatoes)

It's minor but it annoys me that stores only sell 1 or 2 onions or carrots or tomatoes. For people who cook, they should sell bags or boxes of them, not single units.

Jemmerson Mercantile in New Atlantis should sell bulk packs of Meal Kits and Drinking water considering they claim to supply ships at the spaceport.

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To add to the Vanguard part, also expand the presence of terrormorphs pre-quest. To the point that they are well known to the player, then cut them way back after the quest, to create a more significant apparent result from the quest. Maybe stick to small, low level, individual ones until the quest starts, then ramp it up for a while while it's active.

To add to the whole more Terrormorphs

Add a random event which has a ship landing event go wrong, where the ship crash lands instead of actually landing the cause of the crash being heatleaches causing a power failure. After the crash, the heatleaches emerge as young terrormorphs, and if you're quick enough you can save the crew of the ship

This would make Terrormorph feel like the threat the game tells you they are, specially since currently Terrormorphs are so rare that almost everyone won't see them outside the Vanguard quest line, which undermines the problem that they are supposed to be

Edit: Picture for reference
https://i.redd.it/2qlw1b98aafy.jpg

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To add to the whole more Terrormorphs

Add a random event which has a ship landing event go wrong, where the ship crash lands instead of actually landing the cause of the crash being heatleaches causing a power failure. After the crash, the heatleaches emerge as young terrormorphs, and if you're quick enough you can save the crew of the ship

This would make Terrormorph feel like the threat the game tells you they are, specially since currently Terrormorphs are so rare that almost everyone won't see them outside the Vanguard quest line, which undermines the problem that they are supposed to be

Edit: Picture for reference
https://i.redd.it/2qlw1b98aafy.jpg

I think more of this type of content, whether scripted or dynamic, could serve the same purpose for a lot of questlines and worldbuilding.

Just as an example, a whole separate 'cruise liner' from the mission one that you can pay your way onto and just hang out, maybe play some gambling minigames, or pull off your own emergent heist. You know, figure it out on your own.

Just a wider variety of events and locations that build some degree of knowledge about the settled systems before you encounter it for the first time in a big quest, and also helps it feel like those things exist outside of the quets.

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Please let us name our save files or, at the very least, include a screenshot. If we hit a bug & have to go back to load an old game it’s not helpful to have multiple saves with the same names. Being able to save with names that mean something to us would be very helpful.

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Hello!
Together with my team I'm working on manual localization of the game into a language not currently supported. Unfortunately, our users who play with the help of cloud services can't use the translation that we posted in Creation Club.
The game requires a restart for activation when launching creations. In the cloud gaming service the game resets its state when restarting and making it impossible for users to play in their preferred language. Please pay attention to this issue.
Thank you.

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The crowd system is interesting new thing, it does help increase the general population for places that should be populated, but of course since it's your first version they need some work done on them. stuff like "killall" functions don't work on them cause they are a different type of npc from the other types generated to occupy interiors
So adding stuff like during daytime you'll see the most of the crowd npc's walking about while at night next to none, this adds some more immersion, of course having some reaction to the player, the only ones who react to the player atm is the companion, whether you're not wearing clothes or shooting at nothing.

So the crowd should react to gun shots similarly when you kill a bounty in a city, but also aiming a weapon could get you in trouble, not an immediate bounty but instead a warning from the guards
and some other functions I'm sure you guys could think off adding

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Another nice thing would be a WIP ship builder ... a place where you can work on a ship and save it for later without it needing to be able to fly right then. Mess around a bit, and then go back to whatever you wanted to do without losing the last hour's worth of tinkering.

Oh this would make ship building so much nicer!

Right now it's a pretty stressful endeavor: if the power goes out or the game crashes, you lose all your progress. I can spend anywhere from 1½–3 hours tinkering on a design by following along someone's video.

It would be nice if I could save my progress without having all the landing gear level, or without the right reactor, or without the docker placed, or with floating elements not yet attached, or without weapons assigned, etc.

It would certainly encourage more exploration with the ship builder. As it stands, I just don't feel confident enough to try my own from-scratch designs knowing that it's gotta be a marathon session with fingers-crossed the entire time.

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Some unique dialog options when dealing with faction members (outside quest specific) would be nice. For example, if you completed the sysdef mission, you have extra options when hailed by sysdef.

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In a similar vein to the suggestion above

Why does EM damage reduce my max health? It be interesting if it actually knocked you out and you had to do a mini game to wake up, similar to the Cyberpunk implant that let’s you revive yourself. This would make those enemies slightly more interesting because, instead of just being another type of damage, they could incapacitate you and lock you up somewhere in the compound. Sort of like a dynamic escape scenario

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UC MARINE AND UCSEC PATROLS
MORE CIVILIANS SETTLEMENTS AND RANDOMLY GENERATED FRIENDLY LOCATIONS ON CAPITAL PLANETS
Like the pirates, UC Marines should be deployed on planets to patrol and have outposts within the territories of the UC systems and surrounding areas, same with UCSEC? UCSEC should patrol Jamison and other areas. There also should be more civilian settlements on capital planets. Fisheries, farms and smaller settlements that are randomly generated would be great for exploration and outpost building

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Give players the ability to harvest, plants, creatures, rocks and minerals that can be used to make dyes. So we can dye our armors, clothing, spacesuits, booster packs, and weapons with those dyes. Or the ability to buy the dyes from shop vendors.

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Give players the ability that after a POI has been cleared out a window will pop up and ask if they wish to take over or claim that poi as an outpost.

Most of the poi's are built way better than what players are given to build their outpost with. So if we did all that work to clear it out and it's been abandoned then why not make it so we can claim it or buy it.

I some times play as a military mercenary and the abandoned bunker poi makes a great military outpost and most times no npcs show up at them. The look of the place is way better than what I could build with what we are given.

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The ryujin industries needs their own space suits.

The other factions have spacesuit and with the ryujin Industries being so huge they would most likely be spreading out all over space and would be buying up mining locations and sending people in spacesuits to other planets to search for new and rare resources.

So a ryujin spacesuit would only fit.

Also add more Ryujin influence to other planets with guards and more.

Ryujin industries is to be such a huge industry with their hands in everything then why do we only see a small influence just in neon city?

If they were added to other locations and you can see npcs wearing their uniforms and clothing on other planets it would give them more of a feeling that this is a huge industry and not just some mom and pop's family business out of one building.

It also could be done in a way that once you finish the full quest line you start seeing them on other planets and you can see Ryujin signs show up in business on other planets saying that it now belongs to Ryujin industries.

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DISTRESS SIGNALS AND WAR REMNANTS
More civilian distress signals, and variations of distress signals for all those who like to play Vanguard Captain, UCSEC Officer, SYSDEF Agent and FC Ranger.

** Vigils or memorial services for those who died in the wars.** More random events at the monuments and encounters at the park. Maybe even an extension to the outdoor area called Peace Park with some sort of creative realism. Like letters written by the families of the dead, and the Marines, Sailors, Soldiers, UCSEC, UC SYSDEF, that died in the war*

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Eliminate the outpost build boundaries and limits.

or at least extend them by at least 3-5 times what it currently is.

and stop telling us that we are building too high!

  • the structures all have bases that seem to go an infinite amount down, so let that foundation be there, who cares how high up it is.
  • I want to build in the mountains!
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I'm sure this has been suggested before, but can we please get actual visible meters for environmental resistances?

I'd like to set them to be more extreme, but right now I have no idea how long I have in any given environment without just letting it deplete and timing it myself. I like the concept of the system, but the feedback to the player is sorely lacking. (also, how do we get lung damage in a sealed suit?)

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A greater variety of chip crash sites. A great idea for an artefact location for example, could be a crashed (or crashed and buried) Starborn ship. But other ship types as dungeons or encampments would help add to the variety.

We should also be enter and explore some of the Earth landmarks, like the Empire State Building or the Burj Khalifa.

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Platform: Xbox Series X
Time/date of bug encountered: Since start definitely got a lot worse since the update.
Description of bug and any reproduction steps: Lighting within starships shouldn't be affected by ambient lights. Lighting is inconsistent within starships. It makes no sense that the outside time on a planet would affect the lighting within a starship. This was previously an annoyance, but more than once did I turn on a flashlight in a ship to know what I was doing. This is heavily immersion-breaking. On planets such as Akila or Neon, this is highly immersion-breaking. It makes no sense that you can't see anything within your ship at night.
Creations you have installed: Blackout Drumbeat Skin, Observatory, Starborn Gravis Suit, Trackers Alliance: The Vulture.

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Another thing to add if you can get the VA’s of the parents again, other than making them come to your weddings, If you chose to be FreeStar (trait) then they should have a small ranch on Akila instead of living in NA and if you chose Neon Street Rat then an apartment in Neon that would be nice honestly and help with immersion, knowing you grew up with them and talk about their experiences in those places

Another thing is, you should be able to ask Vlad if your parents could instead live in his old place, you’ll still keep the trait and send money so they can get supplies but honestly it’s a great retirement place for them, that would be a nice thing and you can visit them while journeying through space

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Suggestion:

  1. Add Proc gen based POIs and dungeons on planet
  2. Make the entire star system navigable by spaceships
  3. Add Proc gen based space pois and encounters in space

Profit!!!

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Give players ability to build item sorters for resources in their outposts.

Like - from cargo link would be output link to an sorter for aluminum and that aluminum sorter would transfer ONLY aluminum to designated storages.

Or just make storages for different resources (one for aluminum etc.)

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Starfield has fresh fruit and veggies. BGS pls make planters for each of the plants that we can place in our greenhouse habs

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Suggestion: Provide a way from the character menu to view summary info for all my player homes and outposts. For example, for each outpost, I might see its name, location, amt of storage used, # of items built, resources available, NPC's assigned, etc), and perhaps a way to fast travel to them.

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1️⃣ Space travel suggestion

When in orbit around a planet, you should be able to fly to open space to activate a cruising mode. (In lore) Grav Drive could be activated at a low power setting to fold space around the ship without piercing it to "reduce" the distance between planets. It could be rendered in a similar space as the current stellar map

2️⃣ Atmosphere entrance suggestion

Flying towards a planet with landing areas/POI markers could activate a similar mode to the scanner. As you get closer, the stacked markers "unfold" to let you aim at specific ones, flying into the marker would trigger an animation to enter the planet on the selected area. The game should start loading the area from space as to avoid a loading screen pause of gameplay

3️⃣ Planetary land travel suggestion

When opening the map, there should be a step in between the local area map and the planetary map. In this mid-step, you should be able to travel in a similar manner to the original Fallout games travel, with a map showing the different sectors around you. It could let you map out a route between sectors, with stops an detours, which could be activated while on the pilot seat to trigger an animation of your ship flying in atmosphere to the next destination. The loading could happen during the animations to hide the black, and photo, loading screens

1️⃣ = Yes to 1
2️⃣ = Yes to 2
3️⃣ = Yes to 3

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World suggestion

1️⃣ Cities need more landing pads, player ship should land on one of these at random

2️⃣ Major NPCs, such as constellation members, should have their own ship
-You should start with an owned low level ship, and you return the Frontier back to Constellation until you prove yourself
--Walter mentions that the ship you designed in the Overdesigned quest will become his own personal ship, but he never leaves the lodge

3️⃣ Named NPCs should have their own lives
-Walter should take trips to Neon to talk with his Wife
-Constellation members, when not assigned to your crew, should have a chance to not be in the Lodge and instead be found on a random planet doing surveys
--During these times, the NPC should not be able to be assigned until they return to a city. Should be able to be toggled off as it could get in the way of gameplay

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SPACE POLICIER
With the United colonies being well, United. Adding the ability to search other ships for contraband as a member of SYSDEF, Vanguard and UCSEC. Could add great roleplay potential and Space combat.

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POI rotation! I want it and we need it.

It would be simple, when you find a point of interest it would be set at the back of the queue. You wouldn’t find it again until you’ve found all other points of interest, so that you would never find the same point 2 times in a row.

Water physics! When you throw things in water, there should be a splash. Just like fallout 4 with grenades, and Skyrim had waves and when you walked there would be wakes/grail of water behind you.

Throwing weapons! Knifes, electric harpoons, dynamite, hatchets, etc etc.

Dodges, climbing, more ways to move! Dynamic movement like these would be sick.

Ways to destroy the environment! Breaking boxes, pots, shooting glass, and more.

Better skin lighting! The characters look great but the lighting especially outdoors needs work.

Hidden loading screens! Make it so there is a smooth transition, no just black loading screens, make them animated so that you can’t even tell.

Love the game, and I think these could be added without an insane amount of work.

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More ship parts and vendors. Help the colony ship settle on a planet that is empty 🙂 Maybe Terraforming??? Fighter class ships shuttles bombers etc Capital ships probably DLC Survey ships. Star Trek like stuff basically 🙂 Lets see what's out there Space Radio hear news and music etc.

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When choosing File Not Found as your background you should then be able to select your three starting skills. This would create a more immersive role play experience.

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We need to be able to add and edit planets / star systems in CK. That should be one of the core capabilities of the software, yet we can't. It's unacceptable that in a game you want to be a "modder's paradise".

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Han

Adjust the official creation club content:

Putting a price tag on regular skins, weapons, quests and clothes that feel like they belong to the game already doesn't sound right, it's a missed opportunity to instead do more interesting official creations like done before with Fallout 4 for instance: Collabs with other studios, like the Doom, Skyrim and Prey gear.

Those are more interesting because they feel like true optional ADDONS for the game, not content that should already be in the game but locked behind transactions with the creation club. There's lots of room for those in Starfield especially with being a part of Xbox, there could be fun creations like the ones i mentioned for Fallout 4 and more, why not some Fallout, Halo gear and ships, even Minecraft, why not?

Also, again: Expand the achievement support to non cheat creations, more than ever that's a big incentive for people, the lack of the achievement friendly tag in the creations beyond the official Bethesda ones is deal breaker for a lot of people, which leads to less support to the mod creators.

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Not sure if or how many times it may have been suggested but improved ui for environmental damage. Maybe have planet info after scanning indicate required protection levels. An actual meter showing your protection level would also be nice.

More faction specific quest lines.

Flesh out LIST as a faction.

Have at least one settlement/facility per faction that you can devote resources and effort to improve and grow. Maybe several for LIST. Let us build up the systems and see the impact.

Implement a fuel range system to make building infrastructure necessary

Create POIs that have clues to other POIs further out. When you complete the last you uncover a new item/ship part/ schematic.

Flesh out crafting. Lots of mods scratching the itch but something official would also be nice. I can't even tell you how much time I spent in the elder scrolls games training up crafting and making my own cool stuff

Add more quest consequences to the unity. I've got a few hundred hours on vanilla and I still find the occasional quest I missed. Let me Groundhog day the heck out of the multiverse till I've resolved every quest and then show me the world I'm about to leave behind. Give me a reason to turn around and settle in the universe I helped shape.

For the LIST quest helping Alban and the other farmers successful completion could lead to them reconciling, banding together and creating a new settlement. Maybe we become the mayor or number one go to guy for a new fledgling faction based in that system. Maybe it's just another settlement per my previous suggestion.

Love the game. Keep up the good work

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slight wording change (and audio alteration) for eating and drinking needs:

instead of the stage where it says you are either "Malnourished" or "Dehydrated" and the accompanying sounds of having become actively injured,

how about calling it simply "Hungry" and "Thirsty" and making that little pained sound effect into the sound of a stomach making a grumbling sound and a small "gulp" sound.

Considering how frequently you gain these status effects, it would feel more in keeping with how people actually react and not the current feeling like we are DYING OF THIRST AND HUNGER that we currently get every less than an hour we haven't eaten or drank something :P

A human can go a minimum of 3 full days without water, and 3 weeks without food, yet our characters go 30 minutes without either and act like they are going to drop dead soon.

I have personally just forgot to drink anything for an entire day, and when I realized I was thirsty, that is all I thought, 'Wow, I am kind of thirsty.'
Then I got myself something to drink and I was fine.

It feels a little extreme at the moment in the game ;)

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And stop with all the vocalizations at kill. There is no such thing as post death vocalizations. At most there is an exhalation sound if there is pressure on the chest.

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Suggestion: Cora, Sam's daughter, asked about wanting a pet. It's such a heartwarming conversation. She could have a pet that she cares for and interacts with throughout the game. This pet could be a small, adorable creature that is native to a planet.

Having a pet could add a new layer of depth to Cora's character, showcasing her compassionate and nurturing side. It could also create opportunities for heartwarming moments and interactions between Cora and her pet, as well as the player and other characters.

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Suggestion

Improve the post-Vanguard quests, specially the TMD missions

Make the missions be about finding Terrormorphs/Heatleach nests, then setting up a beacon or releasing the virus, depending on which choice you made. The nests would benefit from procedural cave systems, but also since heatleaches only travel on human ships, the nests would only be on human worlds which limits the planets that would have them (for the most part) which would allow for more care to be placed on the areas around the nests which can make finding the nest be about following clues and actually tracking animals (terrormorphs) rather than just following quest marker. The beast hunter background could have special effects such as a hunter sense similar to that found in RDR2, which let's you see the scents of creatures

▶️ Adding a flamethrower to clear the nests would be just fnatastic

⏩ All background should have differences apart from the starting perks, Bounty hunter could have a reward bonus from bounty missions, Long haul…

I would like to add a bit more to my previous suggestion, tagged as reply

Having a skill tree dedicated to our background could add even more immersion to our characters, each having unique effects. As an example, The best hunter background could have a perk that makes it easier to follow and identify animal trails while using the hunter sense (just in scanner mode but with the trails added), and a perk to do extra damage to animals. After completing certain quests such as the Vanguard's, it could trigger the appearance of a new "hidden" skill, in this case, extra damage to terrormorphs and reduced effects from their psych attacks. Bounty hunters, after joining the Trackers Alliance, could gain a hidden perk that allows for better luck in finding astras

The amount of skills per background don't need to be much perhaps 4, one per level of the tree, would be enough, but more would always be appreciated

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Suggestion 1

After seeing the Crimson Fleet ship hab mod, I started to get the idea of how it would be great to have a Ryujin ship hab mod. I'm a huge fan of the Ryujins, and when I started to add mods to my game, I grabbed every Ryujin mod I could get my hands on. Even though it was only a hand full of them out for Xbox Series X.

Even if we couldn't get a Ryujin ship hab mod, it would be great if we at least could get a Ryujin furniture and decoration mod that lets us use all the Ryujin furniture and decorations that can be found in the Ryujin building with a few extras not shown like beds and more that we can put in our ships.

Suggestion 2

With the fact that Ryujin is said to be such a huge industry, you would think that they would also have ships and their own fleet.

So why not let players place their favourite faction symbol or emblem on their ships? That way, when they fly around space, they can show what faction they are with.

With me being a fan of Ryujin, it could either be the Ryujin dragon symbol or the Ryujin font you see on their banners and security guard armor.

It could be done when players go into changing the color of the ship; there could be icons of every faction in different sizes that they could click on under the color slider bars, and it will add that to whatever section of the ship that they have selected.

This could also be added upon by having such faction icons on ships could make the npcs in the enemy ships react to it as well. Such as if a crimson fleet enemy sees a players ship with the Ryujin symbol on it, they could react to it with lines like you're going to be destroyed Ryujin scum or other lines.

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  1. Go back to the fallout 4 and 76 version of settlement/camp building.

  2. Needing an airlock on every planet makes no sense when there is breathable atmosphere. And it's annoying. We also need more structural components (walls, windows, roofs, etc.).

  3. This is probably less than possible given the engine and such. However, a feature such as being able to flatten and morph terrain within our outpost would be neat. No Man's Sky had this.

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Ability to jump near the sun of a star system, then travel to planet without fast travel but with such an hyperdrive (call it as you want) to bring immersion to be in a space ship.

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I hope we'll be able to have Map Events. Every time we land on a planet, certain interesting and fun events happen. Random events can spawn differently for every ProcGen planets we get to land. Events can happen whether it Escort mission, defending a wave of mobs, etc. Think about the Public Events in Fallout 76 and Diablo IV but it's in Starfield. That will be a lot more interesting when exploring planets.

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For the miscellaneous/junk

I'd like to see the junk be recycled for crafting components, it's sad that I have 20,000 (give or take a few thousand) rolls of tape that do nothing

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GIVE UC FARMS AND CIVILIAN SETTLEMENTS A HIGHER SPAWN RATE ON CAPITAL PLANETS
*Giving planets like Jamison a higher spawn rate of civilians and settlers/settlements due tot the fact it’s a capital planet.

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Quest: Due In Full
Platform: Steam
Encountered: before June Update, but after May Update
Description:

  • the second Gal Bank quest is giving me two objective markers.
  • one is the correct marker, the other is outside of Porima III.
  • when I went to the correct marker, their was a Crimson Fleet pirate there.
  • I blew that pirate up.
  • heading to Porima III there is the ship I am looking for... in name only.
  • at the actual objective mark, as I fly up to it, it is ONLY a cockpit, with no other interactions possible (except bumping into it and making it spin and float about in space).

I have encountered this bug before with other ship related ambient mission design (mostly Crimson Fleet mission board stuff), but this is the first time I have encountered it on the Gal Bank quests (I have done them MANY many times before).

Either way, I would love to have this quest out of my log and a relatively simple "work around" for this kind of thing would be a Cancel Mission option for any quest in the active log. Then we can either pick up those quests again later or never touch them again as we see fit (I understand some are initiated by random dialogue as you pass NPCs like guards and such, but it seems like those tasks could easily "reset" along with the option being added to cancel the quest in the first place).

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We can have a fleet of up to 10 ships. Want to be able to do things and see this fleet beyond as a virtual list. Pls BGS:
-create optional assignable, functional tasks for a number of extra ships and their associated crews
-create a special outpost that allows us to park (display) part of our fleet in hangars (potentially using HopeTown and Cydonia assets)

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MORE NEW ATLANTIS BUILDINGS
Hello everyone, I think many of you have had this idea as well. There are so many damn people but barely any housing. Where do they all go? Where are the hotels and nightlife? Where is more affordable and common sense housing? Do all these people just despawn or what. We need more living facilities and more “city feel” to new Atlantis. More buildings and structures. It shouldn’t be left up to the modding community to answer this question.

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DAD

This might have already been suggested: Add events or activities to do on the planets. Like fights between NPCs, material caches to find, new collectible items... Lot of stuff that reward exploration overall Planet
One of the mods was quite interesting in this genre, 'space shards' I believe. It added the possibility of an event where meteorites would fall, and by collecting 3 of them, you would get an extra skill point. It's just an example.

The planets are beautiful, and some benefit from being empty (like uninhabitable moons). But for most, there are not enough reasons to explore and wander around. This could be addressed by adding lots of little things between the points of interest (POIs) StarfieldAdoringFan

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Suggestions : Add activities like playing the guitar, playing darts, drinking at a bar, weight lifting, gambling mini game etc. it could bring some sim-like roleplaying options in the game. F76 already has some of these so it would be nice if starfield had these too

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Provide an 'allied to colony' system like in Fallout to give me a reason (besides a few credits) to help colonists. For example, after I help a colony, I should no longer have to steal basic items, and I should get a discount and/or access to special goods for purchase.

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Let us adopt children, you can do it like in Skyrim where you need to have a house, or you can just have it to where you can adopt them anyways and they can stay on your ship, and how you can do it where you have like an adoption agency and you can then go there to adoption children

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EVA/Spacewalks.

So, 0-G movement is already in. If we could get the option to step into space on our own it would open up whole new types of encounters and ways of approaching objectives. The main things that need to be updated are player collision with asteroids and a way to enter airlocks. When not docked, these could be hard locks. Allow players to approach stations and ships undetected if in EVA, at least by the station/ship. This then allows the addition of EVA guards that could spot your approach in some cases, and give an opportunity for more 0-G combat encounters, or allow the player to stealthily approach an enemy ship, and board it without having to disable it first.

Taking it a step further than the basics, resources could be added to the outside of asteroids for manual mining, along with salvageable debris in old battlefields. (I'd also appreciate expansion of these sorts of areas, so they're large enough to fill a whole load zone.)

Space gameplay and encounters in general could use major expansion, but this feels like something that has a chunk of the groundwork already done.

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MORE UC THEMED DECOR FOR OUTPOSTS
Thats right, faction decor for our outposts. Are you a UC patriot or a space pirate trying to show your pride. Prove it! Give the ability to have Faction themed flags and outposts. Also, pretty please UCSEC decor as well. Thank you!

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I'd like to be able to customize Vasco.

What I mean is to have different arms with weapons on Vasco. Change his color/appearance. Make him a more suitable/reliable companion

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A suggestion to Bethesda: please stop with those paid Creations mods or give us real value in return. This is basically they have to do.

Why? "Water-cooled miner's outfit" for 4 dollars or euro and it doesn't even have thermal protection. Just an example. I didn't bought it.
It's not about me.

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More blood and gore
I would like to have some that nasty grit that your previous games had, a little bit more violence as I feel it feels a little toned down and want my weapons to leave an impact instead it feeling like they got hit by a sponge

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Suggestion

The Observatory creation that is buildable at our outposts needs to be functional and useable! Let us actually look through it!

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Night Shift NPCs

  • in stores and other locations, have a different NPC in the main position for selling and buying things. You did it in Diamond City (in Fallout 4) and it added a functional amount of depth to the world.
  • During the day every store has the "primary" NPC and when night is active there is just a generic NPC with a name like "Store Clerk" or some such, wearing appropriate uniforms or clothing styles for the stores in question.
  • obviously the "night shift" NPC will not have much in the way of dialogue options, but that makes sense as they don't own the stores, so all they would be able to offer is the most simple interactions to sell to the player or buy the players junk. And that is okay since 95+% of the time that is all anyone is there to do!
  • some could also be robots
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Suggestion : Space Taxis, Land Taxis (when vehicles get added) and real time Tram system could bring a lot of immersion to the game. it would be interesting to see New Atlantis from the tram system as it travels. there are mods that add real time carriage and ship travel in skyrim so I'm pretty sure it's possible in engine without using loading screens

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Bethesda, please do not turn Starfield into a Sim game, or a Star Wars game, or a Battlestar Galactica game or a Fallout game or a Elder Scrolls game or any of several hundreds of other possibilities. Please don't dilute the game by trying to satisfy every niche "suggestion" which comes along. Please ignore every suggestion which mentions a game other than Starfield.

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this isn't a gameplay suggestion. but a roadmap for the future of the game would be nice. it would be great to see what things beth have working on the horizon or things to come very soon.

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Here's a good one.

In ship building we can now build ships with either furnished or empty modules.

However in outpost building, we can only build empty structures, and placing furniture and stuff can be very time and resource consuming.

My suggestion is that Bethesda allows us to construct fully furnished outpost structures as well as empty ones.

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True, this is a good idea
I would love for Neon to have a casino to have various mini games or side quests to earn money or role play as a king pin this would make Neon feel more like a paradise, for smugglers and bounty hunters like myself, more of a criminal underworld

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Han

An update on what is going on with the creation kit and creation club:

When are verified creations receiving achievement support?

When is the documentation for the ck gonna be available?

When are audio replacers going to work properly?

When are the lipsync tools for the ck coming?

To when are the pricing adjustments planned for?

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Better faces for NPC's
I feel like this is really important for immersion, some of them are really off putting and breaks my immersion
They look a bit ugly, quite crazy
I would like them to be a little bit more, expressive, more human NPC's and maybe make then look a bit divine

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Riz

4 immersive changes I have:

-Let me look down while on foot and see my body. And immersive first person camera would be great

-Landing animations always play as long as you are in orbit of a planet. This includes cities.

-When leaving a planet have us face away from the planet.

-Hide loading screens when possible. Give us an elevator animation, extend the grav jump animation to hide the loading screens, etc

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having recently done a mission where I was not in control of the ship, I now know it is possible to:

  • A: have a full landing and take off in single camera (first person or third person should then be theoretically possible) - and also ftl jump and docking (not swapping to different views for any of the various travel options)
  • B: not have to actively be in the pilot seat to travel to a destination

with this information in mind, it would be nice if the option were added to:

  • A: have a fixed camera option for landing and take off and ftl jump and docking etc
  • and have an option for always seeing a landing play out even if you have landed in that location before
  • B: have the option to allow a crew member to be in the pilot seat.
  • you select the crew for the position, and any time you select to travel someplace, they are the ones that sit and pilot through space. It would be easy enough to swap for combat and/or allow your crew to do auto battle (turrets already "auto battle" and we know AI can control ships in battle from having seen different factions fighting each other)
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One suggestion I have for today is weather, maybe make it more diverse and impactful
Now we have the survival mechanic but now need a bit more diversity to each planet, lava, water, jungle or desert with big sand worms or massive whales, lmao

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We can own multiple ships, but they all go 'poof' into the ether except the one we're currently using. --- [SUGGESTION] A constructable landing pad area where we could park/display at least 3 of our favorite ships at our outposts. --- [SUGGESTION 2] Having the ability to redesign the nonplayable cargo ships we end up having land at our outposts when we add a link to another outpost. --- [SUGGESTION 3] Have a togglable ability to not have fast travel be the default for every location we've previously visited. --- [SUGGESTION 4] Have the ability to blueprint a ship that we've designed, so we wouldn't struggle trying to remember exactly how it was previously constructed.

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UC

Different Landscape scales. Some really really dense jungles, even denser then with the one mod. Some really tall trees on other places. Rivers. Waterfalls. Beaches with sand. Snow, mudd to sink into. Sometimes bigger Mountens (red mile style). Some really deep crater.

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[SUGGESTION] When creating an outpost, giving us the ability to either stamp the ground flat or give us a foundation that will actually clip the ground without hovering in mid-air because of some stray pebble the game feels we can't live without.

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[SUGGESTION] Giving us the ability to make underground outposts. (separate cell, similar to Fallout vaults) They'd make a lot more sense when creating an outpost on an inhospitable +/- 200c rock than living on the surface in a tent.

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Suggestion: allow a skilled crew member to pilot the ship in your place.

This would shift the primary role of the player from pilot to captain, moving emphasis away from spaceflight (which is not the game's strength) towards people management and roleplaying (which is the game's strength). Think Mass Effect instead of Elite Dangerous.

It would also move gameplay depth out of the combat loop and into shipbuilding, which is where it belongs in a Bethesda game. Instead of flying better or cheesing harder, you will have to build a better ship. (The most common criticism of Ordinator is that it over-emphasises real time decision making when many players would rather put their brainpower into theorycrafting a powerful character and then play it on autopilot.)

For this to work, the pilot should probably get knocked out or otherwise leave their chair before the player ship dies, allowing the player to try and salvage the situation instead of passively watching themselves lose.

Sorry for my English. 😦

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Let us build on natural or abandoned points of interest, even if we have to clear them out first -- it's irritating finally finding an exotic resource deposit, only for it to be inside the restricted building area around a POI, plus these locations are, as the name suggests, interesting, and would make for unique outpost locations.

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Have a higher maximum crew capacity. My ship in the ship menu says it can hold a crew of 9, but that is without Sarah Morgan's "Leadership" Trait. This is especially helpful when it comes to filling larger player ships and making them feel more lived in and alive. The crew maximum can be raised to around 12 or 14 instead of 8

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Suggestion: Add more in-depth companions. It would also be really great to have more complex companions that aren't romancable, but could possibly have more dialogue options, and ideally, a quest to help them bc it seems that we recruit the companions who are in a pickle, but then once we recruit them, it seems like all their problems went away immediately with just a few credits (e.g, Sophia Grace) and instead, it would add not only content for the player, but also, the player gets a better understanding of the companions which would be made more memorable.

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Suggestion

The "Starfield Compendium" should not be a paid mod/creation, a system like this should have been part of the game from the beginning

The reason why this codex, or "compendium", should have been be part of the game from the get go, is because the main gameplay loop includes crafting and outpost building, which both take resource, some being very hard to find. Having this necessary feature be sold by a verified creator should not have happened, and I hope other missing features don't become paid creations

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Suggestion

The "Starfield Compendium" should not be a paid mod/creation, a system like this should have been part of the game from the beginning

The reason why this codex, or "compendium", should have been be part of the game from the get go, is because the main gameplay loop includes crafting and outpost building, which both take resource, some being very hard to find. Having this necessary feature be sold by a verified creator should not have happened, and I hope other missing features don't become paid creations

Adding on to this suggestion. To integrate cleanly with the game's themes and gameplay, any official database system should be a record of planets (minerals), fauna, and flora you have scanned (other than simply listing which planets are in which system). However, in addition to scanning, data should also unlock when retrieving it from survey towers. Effectively letting the player gather info in all the same ways they already can, and allowing for alternate playstyles to still garner data.

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Suggestion: Ship sabotage. The ability to place explosives on landed ships that detonate when they take off. Also being able to pick apart the scattered wreckage afterwards. Could make for some interesting missions.

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[SUGGESTION] When creating an outpost, giving us the ability to either stamp the ground flat or give us a foundation that will actually clip the ground without hovering in mid-air because of some stray pebble the game feels we can't live without.

Adding to this: Hab/airlock snap points on landing pads, and more foundations options in general, especially for water.

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More dunjons, the abbandoned ships with specific story behind them, like space pirates in casino ship or religious people who sacrified themselves, that are not tied to any quest ARE GREAT

they are shorts, refreshing and without poi/interuption, starfield should definly have more of this

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I would love to literally burst into flames without a space suit on worlds with high enough heat index

same but opposite freeze in place on ultra cold worlds without a space suit

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Magnetic Boots

  • Either on an option in Space Suit modifications
  • or some kind of extra piece of gear you can wear under Apparel options
    I understand there is supposedly a power to not float in micro gravity (I say supposedly because I have never found it in a play through yet), but for some that might decide not to seek out the powers, or others (like myself) that just haven't found that power, or others sitll that maybe just prefer to use other powers instead, having an ability to not be forced to float about would be a nice option.

Also a "quick stop" option while floating around in micro gravity environments.

  • for controller users like myself, the "reload" button can double as a quick stop button and for keyboard users they can either bind the option how they want or also accept that it is double bound to reload.
  • floating around can be highly annoying sometimes and having the option to quickly stop would improve the experience greatly. Having it tied to reload makes a kind of sense as a lot of reloading options also are improved by being stopped in general and in reality, not moving around while trying to reload does make a lot of sense.
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Quick swap can be used to switch between weapons quickly and easily, and is much appreciated. Should the player which to enter unarmed melee combat; however, they must scroll through their inventory to find and unequip their currently equipped weapon.

My suggestion, upgrade the quick swap functionality so that it will unequip the equipped weapon if the player selects that weapon in quick swap.

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Is a Visible Weapons(FO4) style mod possible in Starfield? The pulling the weapon out of thin air just breaks the immersion. I have found a mod that allows (for certain spacesuits) the ability to have a weapon on your back w/o a pack.

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Suggestion: Enhancing NPC Management and Capital Ship Operations

NPC Level Setting and Personal Quests
Making NPCs More Alive:

Level Setting:

Allow players to set levels for NPCs, determining their skills and capabilities.
Higher level NPCs can handle more complex tasks and provide better assistance during missions.
Personal Quests:

NPCs can embark on personal quests that might require the player's aid.
These quests add depth to NPC interactions, making them feel more alive and integral to the game's narrative.
If players choose not to help, it might affect their relationship with the NPC, similar to real-life consequences.
Quest Initiation:

Personal quests can be initiated when the player receives a message on their terminal, creating a seamless and immersive experience.
Outpost Management:

NPCs can be assigned to build and manage outposts.
They will face challenges such as pirate attacks or resource shortages, requiring strategic oversight from the player.
Successful management and defense of these outposts can lead to valuable rewards and strengthened relationships with NPCs.
Capital Ship Management
Expanding Fleet Operations:

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Suggestion: Make Alex Vong a recruitable follower.

I really like Alex, and everything we know about him and his story. At the end of the SysDef/Crimson Fleet storyline, I had thought at least one of the named characters we can grow friendly with over time in the Vigilance would end up a follower. Alex even mentions that after everything is done with, he pretty much has nothing else to do but chase down strays. Maybe make it conditional on whether or not you manage to help him deal with what happened to his test pilot buddies? Either way, it feels odd to me that if you side with the Fleet you can recruit Mathis Castillo(as long as he’s still around), but there isn’t a follower if you side with SysDef. I guess you could count Hadrian as the UC storyline follower, but you can complete the SysDef/Crimson Fleet storyline without ever joining the Vanguard.

He’s got some fun dialogue(boomerang gun?) and I always like to swing by and say hello just to hear him say goodbye with “Later, Gator.” It’s just really funny to me that he’s this stereotypical Cool Guy with a Tragic Backstory. And having a crew member that calls you Renegade whenever you walk by? All around positives. Plus, the way he slowly warms up to you as things progress makes me feel I’m actually befriending him.

As for skills, I suppose his would have to be focused on ship themed things, him being an ace pilot. Piloting is already a skill of 3 named followers, but it just fits him. Maybe you could replace it with Engine Systems and have him lend a hand with boosting instead of top speed? I don’t think any other crew has that skill yet. The other could be one of the ships Weapon Systems? Shield Systems? Plenty of ship skills to choose from there.

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Suggestion: More romancable companions. Having just the constellation 4 that only accepts saints to be in love with feels very tunnel-vision like. If we had some more morally grey or even just companions that aren't "Do the right thing every single time and if you mess up even once, I'm leaving you and never talking to you again", (e.g, Heller, Simeon Bankowski, and Marika Boros to name a few).

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Have an expansion or ideally update that expands upon the current galaxy map. Adding around 15-20 new systems would make the exploration of the galaxy even more vast and having new fauna and flora to really reflect on how vast and diverse the universe is

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The ability to take showers, wash hands, use the bathroom, watch TV, etc. The game already has models for all of these things and I think it would help with immersion if we could use them. Maybe they could provide even a small buff

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Hotel Spacestation truckstop mini-games bring crew to relax and earn relation. Shuttle racing Cruise ships Yachts large ships. Nature reserve Ecotourism. https://i.giphy.com/media/v1.Y2lkPTc5MGI3NjExNGloZ3o0cmxxcTQ1dHdnY2tkMTg2N2tkdzE5dGlpYzFyOG52NWU4NSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/fG1X5au5EckjS8zWih/giphy.gif Relaxing simulator get away from the fighting I know we have that Paradiso but want alternatives. Each Planet a different theme new creatures

UC

A ski resort, snowboarding down.

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[SUGGESTION] --- I'd love if they'd give us an option to NOT fast travel to a place we've been to before and dump us at our outpost beacons. Some of my ship landing pads are as far away from the outpost beacons as possible because NPC's (humans and robots) will spawn around the beacon every time I visit the place and if I place them closer the NPC's seem to find it necessary to plant themselves on the pads themselves. Every time I visit, I have to walk back to the ship, which is where I wanted to be in the first place. --- Or any location visited before, you have to make sure you have everything you need on your person before clicking on a location because they'll dump you outside your ship up to a kilometer away from it as soon as you arrive.

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I kind of wish computers had different minigames to hack instead of everything just being the digilock. I don't mind the digilock but it gets repetitive and having a different mini game thrown in could help. Even if it's just the hacking from Fallout. Fallout 4 copied Skyrim's lockpicking so I see no reason why Starfield can't copy Fallout's hacking.

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more options at crashed ship sites.

  • maybe a survivor that we can bring on to our crew and/or help get off the world/with medical aid?
  • a door that leads into habs that can still be explored?
  • maybe even some depth as the crash broke into some kind of underground space and the internal habs have a rupture point that leads down into a cave system...
  • a different design to the actual crashed ship? I have encountered a few dozen and so far they are all the exact same ship. While that kind of weirdly tells a story without context (that specific model of ship is very susceptible to crashing!) it would still be nice to see various designs for the ships that have crashed.
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Mel

I'd suggest when adding new content to the base game - |you throw in a few more unique universes each time. So when going thru Unity theres even more Universes to explore|

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[Suggestion] Underground facility (Point of interest).

The underground facility doesn't have an established lore beyond being a laboratory of sorts where experiments were being made.

These points of interest are modular, like in daggerfall. As in, you can find yourself in an underground facility that lasts 15 min up to 1 hour if the rng chooses.

These facilities can be found on any planet and would be a way to go that makes exploring points of interest always be a refreshing experience, instead of always going through the same poi with the same lore over and over.

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[SUGGESTION] An expandable database listing items/components/creature resources for the planets/moons we've surveyed. --- Having to use a second monitor that has the INARA website linked to it just so I can have a list of information about areas I've already visited is annoying. --- A bonus would be having vendors sell information about some of the systems/planets/moons we haven't visited yet. --- Even if it was only having the data pads that we collect for completing the planet/moon surveys have actual information on them rather than be blank would be a VAST improvement over the nothing we currently have.

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I just wandered through Neon for the first time (this save/playthru) and paid closer attention to the initial dialogue of all the vendor NPCs...
With the exception of the Terrabrew and Chunks employees, literally every single other NPC had to tell me at least part of their life story before they would let me buy stuff from them. And a few took FOREVER trying to get through the various dialogue options that would FINALLY lead to my being allowed to purchase stuff from them.
I am being overly dramatic, but so are they!
I am here to buy stuff and look how long it is taking to read through all this nonsense before I can just buy some stuff from someone trying to supposedly sell me stuff!

If you thought the above text was way too long and didn't care, ME TOO!

  • Please add the option to either bypass conversation entirely with any vendor NPCs (like an alt interact button to "Trade" with them) and/or allow me to skip the conversations with the IMMEDIATE dialogue option to just initiate trade with them "Let me see your menu/what you have to sell/etc."

It's great that they all have some quest for us to partake in, but it is annoying that they won't let us just move past their attempts to drag us into that quest. I can always come back later and I am busy right now! :P (Not to mention that half the quests are about how business is so bad... NO WONDER, you keep complaining about business being bad and not letting people buy your stuff!)

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For ladders could it be possible to have a hold shift option to go up and down them faster, going up could just be an increase animation speed while down could be a sliding down animation, npcs could by default slide down the ladders

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{Suggestion} Something like a old earth Shop. I think all the people that left earth would have taken something with them. Also it could be more nasa ship parts added to the game that could be Sold in that Shop.

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[SUGGESTION] A tickable option to actually NOT fast travel to a location that we've been to before. I'd like to arrive by ship and actually have the option to leave the ship via the landing bay, rather than teleport to wherever the beacon happens to be. There are several mods that try to accomplish this, but they end up trying to override the vanilla records that are forcing us to fast travel, so they all have issues.

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I'd suggest when adding new content to the base game - |you throw in a few more unique universes each time. So when going thru Unity theres even more Universes to explore|

Adding to suggestion:

All universes after going through the Unity should be unique and different from the original pre-unity universe. Other than the random alternates of Constellation's members, everything is exactly the same. Now I'm no expert on quantum physics or relativity, but I do know that there is no universe that is identical to another.

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the ability to alter the colors that the scanner uses could really help with being able to see things better in a lot of instances.

  • scannable object color
  • scannable object has been scanned color
  • scannable object is fully scanned color
  • plant or other harvestable object color
  • plant or other harvestable object has been harvested color
  • highlight important object color
  • different color for landed ships
  • different color for living creatures
  • different color for robotic creations
  • different color for objects
  • different color for containers
    and don't worry about creating the specific colors, keep them all defaulted as the game is currently set, just give players the option to change the various colors to their personal taste and enjoyment (along with adding the different potential alt colors listed)
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More companions beeing able to follow you

The game actually handles it by itself since you can have emma willcox and hadrian following you/fighting everywhere you go, (plus your main companion) if you choose to stop their related quest for exemple

Would make fights more alive and tensing, and also will add another tool for strategy in you want to go full extreme

You could add some con to add companions, like having to replenish their amo for exemple

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Working bookshelves. So I recently created a mod that adds over fifty new books to the game, but there's nowhere to put them.

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Once you complete The Mantis quest, you should be able to use the base as your own home. Complete with decoration and repopulating traps and robots if you want. As well as assigning crew to the base like an outpost. (And maybe cleaned up blood... or at least an option to clean it up for those that maybe want to leave it a bloody mess 👀)

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Please let us place the storage silos/gas tanks found outside and around abandoned industrial facilities in our outposts! This could be another tier for storage, allowing us to store more materials without having to resort to giant walls of containers. Maybe also require that we find the schematics for them in such industrial facilities.

Expanding outpost construction in general using existing buildings would be welcome -- I'd like to build something more monolithic and permanent-looking, like the lab on Kreet.

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Functional spaceship prison cells to capture fugitives and add to the new bounty hunter update. This would make the game much more immersive and make the spaceship more fictional for the player.

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[Suggestion] Domed side attachment catwalks for ships. Kinda like how window attachments on sides of ships but make there be a cat walk that is surrounded by a protective glass so folks can be having a sort of observation walk.
I will also add onto this part make it so that they can merge onto another catwalk and make a pathway one which is a corner. Also make lower floor observations as well and if you want... stairway observation sorts so pathing can be obtained through that.

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"There should be a feature in the Creation Store indicating where a mod was downloaded from to avoid confusion. For example, if a mod is available on both Nexus and the Creation Store, the game highlights it in the Creation Store regardless of its origin. This can lead to accidental deletions if a user tries to remove the highlighted mod, thinking it's from the Creation Store when it's actually from Nexus.

Adding a tag under each mod page in the Creation Store, such as:

Downloaded by: Third Party
Downloaded by: Creation Store

This would help users keep track of their mods' origins and prevent accidental deletions, especially when managing many mods."

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Another quest that needs an additional option to use Non lethal EM weapons is the ending for “Red Tape Reclamation”

Spoilers
||In the end Hank betrays you and you can talk him down or kill him, be good if you can use EM to defeat him as the quest says to then arrest him||

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Have a mini game between landing and taking off, that plays the experience of entering that specific planets atmoshphere or leaving it.

Allowing players to experience a magical moment thats missing

Also add spaceship mining and other fun exploration tools

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DAD

Please: Add a codex/compendium to the game. As it stands, it's very difficult to remember where a resource is located unless you've noted it down.
It could take the form of a list containing information for each planet, with all available resources, and the ability to filter based on the resources being searched for.
This would also add extra motivation to explore and scan every nook and cranny 🙏

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It would be nice if NPC's like Admiral Logan recognized you after the New Atlantis terrormorph attack. Later, when I went to Cassiopea with Sarah, he had no idea who I was. This happens quite often in the game. There should be a way for NPC's that you interact with to recognize you if you return during a mission or activity. The mayor in Akila is another one. You help with the bank heist, and later he doesn't recognize you when you retun for a couple of activities.

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So I understand Yumi says he doesn’t need us anymore cause of all the new recruits but could we get some more quests there, even repeatable radiant quests would be nice, stopping smugglers, robbers in the well, keeping the peace, great for a bit of Security roleplay.
Also could mean we could have a temporary companion Officer Markkanen with us during those times

The way the quest works could be done in 2 ways either talk to Yumi and you get an assignment, or full work were you just have to wonder about NA until an event spawns and you sort it out, either timed or do three things for the shift to be complete (can end early if want)

Also for the radiant stuff I still bring my suggestion of improving the radiant system by adding variations to them, having something different happen in the middle part or to the characters

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Background, I just lifted off from Porrima III and found myself in the middle of a fight between some Va-ruun Zealots and a FC Patrol. Nothing unusual there, I just pitched in and did my part. Following the battle, one of the FC pilots thanked me and commented how I had saved lives.

With that as a background, here is my suggestion.

Following the "any way to repay you", instead of saying "No payment necessary.", it would be nice to be able to say something like " No payment necessary. Just one Freestar Ranger, doing my job" or "No payment necessary. Just UC Vanguard, doing my job". Which ever would be most appropriate to the situation.

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so 2 things

  1. could you make it so weapon/armour mods can be individual mod packs you can get like how it was in fallout 4, so we can easily remove and instal from one gun to another without needing to waste resources re adding a mod, also means removing a mod shouldn't cost resources, could simply have 2 models, 1 for spacesuit/boostpack/helmet mods and other for weapon mods

  2. being able to at least save furniture without needing to break them apart, similarly how you could put away objects in fallout 4, these could be saved in a different storage that is shared between all outposts, but the big reason I want this is so we could buy furniture from certain shops, so you don't have to fully invest in researching outpost furniture but you can buy some basic to nice ones, if we can't pay to have the homes we get to be decorated then at least let us buy furniture so players who don't want to invest into outpost perks can still decorate their homes with some nice furniture, in NA the place where you get your penthouse from and apartment in the well, she could also sell furniture

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One or more museums / art galleries. Where are all the artistic/historical treasures from old Earth? Some would have been taken during the exodus, and others no doubt stored and retrieved later. But there could be a lot of quests along these lines . Especially given how the few "museums" in the game never rise above "The Treasures of Jamaica Plain". Hokey junk that today wouldn't even rise to the level of a roadside attraction in some podunk town along the highway.

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Do something with Earth for the love of God, place a small settlement at least where players can hire a earthborn mercenary trained and raised like the sardaukar in Dune, if not at least they can exchange food and water with some natives who refuse to leave Earth in return for some old earth tech like weapons ,old earth military outfits, ship parts etc. I honestly believe that is one of the most disappointing and boring planet in the game.

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I would love to see underwater biomes, caves, lost cities, actually sentient alien civilizations, and generally expanding lore and histories on those species, more design styles for ships, furniture, clothing, suits and weapons.

And I would kill for an argheological aspect to the game where you can dig up ancient artifacts and bones and ruins, etc, that you come across in treasure hunt quests, where you can find rare crafting schematics (that you keep regardless of how many times you enter the unity, like skills) or really rare and unique weapons or whatever.

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When it comes to future content don't have them start like the Tracker Quest where some random person just heard about your actions on Vectera, have them start later after certain levels or quests, so when the player starts again they aren't bombarded with so many random factions the moment they land on NA

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Suggestion for Fed and Hydrated Buff: I think it would be interesting to have different timers for different types of food. For example, if I eat an orange, a 30-minute buff applies, but if I eat a complex cooked meal, it would be nice to get a couple of hours buff instead.

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Suggestion : an Omni directional dash mechanic. it could be something as simple as a side step or a starborn power. right now there's no incentive to play as a melee character besides roleplaying.

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Suggestion: Alter the mission logic for the quest "Siren of the Stars" so that only gunfire (or gunfire from not-silenced weapons) triggers every Trident guard hostile (unless they witness the killing, then they can raise the alarm). Your contact tells you the ship is equipped with state-of-the-art acoustic detection that will raise the alarm if you shoot, but killing someone like Dumbrowski in a closed room with no witnesses with a knife sets it off, and logically it shouldn't.

That said, Ikande should still be mad about it because Dumbrowski works for Galbank and Ikande doesn't know he's a thief. But he shouldn't raise holy hell like you "opened fire on a starliner" when you in fact did no such thing. It should absolutely still put you one step closer to being kicked out of SysDef, but it should be handled differently.

Furthermore, alter the mission logic for the quest "Absolute Power" so that only player gunfire triggers Ikande's hostile reaction. If I simply run through and get shot at without even drawing my weapon, Ikande shouldn't fault me for shooting. He can fault me for what I actually did there, which was part of the mission, but he shouldn't kick me out of SysDef for simply being shot at.

Reported as a bug, making it a suggestion for extra visibility.

Lastly, if you get kicked out of SysDef after "Absolute Power," despite everything Ikande has said and everything he is about, he is closing you off from returning Kryx's Legacy to SysDef. This makes NO sense. He should kick you out of SysDef but give you a way to turn the Legacy in at MAST or something. As the game's logic plays out, you must turn it in to Delgado and attack the Vigilance. So when he asks why you betrayed SysDef, I suggest at least one of the generic answers be removed and something like "you kicked me out, I had no choice" or something. Like, seriously, what are we expected to do at this point?

Rationale: Make it make sense

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Suggestion
Exit from spaceship to outer space ability, maybe make some lil battles with enemies outside of ships also from crushed ones hiding at space junks and asteroid holes IDK, repairing some ship damages from the outside? (also it is just very beautiful).

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Just like with bayu you will interact with Jaylen twice, he should recognise you when you interact with him the second time
You’ll meet him while on Sams quest and the rangers quest
When you come to him during the rangers quest after doing Sams, he shouldn’t act like you’re some rando

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Suggestion:
Just pointing out a couple of huge missed opportunities with NG+

  1. The Ryujin questline:
    Extra dialogue and options due to the player already having the internal neural amp from previous playthrough.
    (Unless the unity dematerializes the player character or something)

  2. The recent sky jacker quest:
    The player should be able to see through the target's ruse on a ng+ playthrough. Maybe add a way for the player to disable the ship completely so as to maintain quest integrity, but still capture the target.

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Why Bethesda don't take some ideas or concepts from games how mass effect Andromeda for example and they put orbital entry and exit sequences like in no man's sky, I think the Xbox Series X has a lot of potential and is not being used enough. If they wanted to, they could make the game more impressive than Mass Effect Andromeda a couple of years ago, and a physical body for the first-person view wouldn't be bad.

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To piggyback off of the above suggestion: Allow us to flip Habs 90 degrees too. It would open up for some pretty interesting interior designs I feel like

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Another addition to the parents to flesh them out more, having them react more from your actions in the world, depending on your choices, maybe you could get them upset enough that you lose the trait cause you disappointed your mom so much

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Just adding my voice/request to a shipbuilding feature enhancement -- Please give all existing 'vanilla' 9Bethesda native) ship building parts full rotation and snapping. I'd like to use things like Deimos bumpers vertically, etc. I understand there is a 'mod for that...' but think this should be a Bethesda native solution, not something requiring downloading and curation of mods.

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Second Suggestion: For Engines etc, in the Shipbuilder, please see if you can give each engine class more variety. The Slayton 4000 series, for example, is heavily used because it has multiple looks for the same engine. Allow the WD 1000 series, for example, to be placed on a veritcal surface, not just in the horizontal plane. The WD2000 series being able to be placed on a vertical surface, or flipped, will give you many engine layoutlooks without introducing balance issues. I might recommend combining the WD2000 and WD3000 series into one just change the looks based on mounting orientation. So that the stats available among the WD2000's and WD3000's all remain the same, but they all get more placement types. By giving all the existing parts a small pass and adding flips/rotations to them, and ensuring that, no matter the engine design there are a couple of 'looks' for it will really increase variety of available builds without changing the base balance of the builder.

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I'm willing to bet someone has suggested this before, but having use of the keyboard and mouse on console would be amazing.

As I have played starfield on PC with a controller, and somethings are a bit easier with keyboard and mouse. It would be a lot easy to build ships with the use of a mouse on console.

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But yeah - Allowing us to flip all the parts into any orientation would be a huge boon to Shipbuilding, which is a major factor in why many players play the game. Its a 'low effort' update with high returns. Some parts would still be naturally restricted (landing bays for example) but there is no reason why a Deimos bay can be used in a fore and aft configuration, but Nova and Hope cannot. All of them should be allowed to connect 'sideways' as well, not just the Stroud (Which would also be nice if it could connect fore/aft)

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DLC: Abyssal Depths
Focuses on water gameplay to open up a whole new layer of depth to the game (literally and figuratively); deep sea exploration, water physics, submersibles, diving, underwater stations and outposts, underwater cave systems, a watermill for outposts located by rivers, and giving water based fauna more purpose.

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When you buy a ship hab, no matter what brand it is, whether it's Hope Tech, Deimos, Nova Galactic, and so on, they all have their own unique interior colors and matching furniture, computer tables, chairs, and so on that are of the same color as the ship hab interior.

Yet when we were given empty habs and all of that was removed, they didn't give the players the furniture that they took out so the players could place them where they wanted them.

My suggestion is add all that furniture that was taken out and put it into the ship decorator so we can decorate the empty habs with the things that were there before, but in a way that we, the players, like to.

I myself am a fan of the hope tech interior colors so it would be nice to have the hope tech furniture to decorate my empty habs with.

Even if they couldn't be put back in the game I would be and I think most of the players might also be happy if it was a mod we could get that adds them to the ship decorator.

It could be one large mod or multiple mods broken up so we the players could pick and choose what brand we want to have.

The only other suggestion that might work instead is give the players the ability to place the same furniture that was in the ship habs but also give the ability for us to change the furniture's colors to match the interiors much like how we can change the colors of the ships exterior.

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When building an outpost, add a "Foundation" block that can be used to create a flat surface. Could be wood, stone, metal, or even various catwalks (with and without a fence)

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Suggestion

With vehicles nearing release

1️⃣ Expand outpost build area, and enhance their use. Let use build actual civilian outpost that can become their own self sustaining city, but don’t make the player micromanage the NPCs, they should start working/manning stores without the player telling them to

2️⃣ Outpost need a landscaping tool, level the ground, create hills, change the terrain type (rock, grass, gravel, etc.), and add water. This would help make the outposts more our own

3️⃣ Add tilt to structures, or a procedural building system to build roads. This relates to the first one, with expanded outposts, there would be a need for vehicles to get you from one side to the other, and having a proper tool to make roads (and walls) would come in incredibly handy

4️⃣ Civilian outposts should be able to self manage and evolve on their own, take inspiration (and the developer) of SimSettlements from FO4. NPCs should somewhat feel like they have their own lives, their own drives, it doesn’t need to be expensive or in-depth, but illusion goes a long way to help immersion and the fun factor (to a certain degree). If taking a page from SimSettlements, the actual crew you assigned for the outpost could change how the outpost develops. Being managed by weapons experts? A lot more weapons shops and manufacturing takes place. Explosive experts with outposts management? It’s a mining colony! That sort of stuff

5️⃣ Crew members, specially generic crew, should be able to be leveled up and taught new skills. This would make crew more invaluable, immersive and fun to play around with. This would also pair beautifully with the previous suggestion, letting the player create specialized outposts without having to micromanage every aspect of it

6️⃣ Vehicle related skills, for parts, usefulness and improvements, similar to ship and weapon skills. Mixing these new skills with the previous suggestions (4 + 5), you could create a vehicle mechanic’s colony

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Suggestion: make the NPCs walk and run at the same speed as the player during quest dialogue. It makes it awkward when the players have to run and then stop, then run, and stop so they can catch up to the quest NPC who is speaking and then wait for them to catch up to you. Bottom line, the gameplay feel awkward when the NPC runs slower than you but walk faster than you at the same time.

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My two main concerns with Starfield.

Love this game, I continue to play it to this day, vehicle transportation will soon be added too so that will make traversing the planets even better. My only real complaint about starfield is that points of interest can be repeatedly found in every planet. (Maybe we could rework pois so that they are modularly rng spawned) To change up the layout of the abandoned facilities you find? (Maybe some underground facilites where you can never tell how they look from the outside?)

My nitpickiness is that I would like to be able to travel from planet to planet manually, AND having the chance to find random events in space. How would that work though when the distance between planets is so big that moving faster than light would make it nearly impossible for any random event to catch up to you while flying at that speed. Maybe having a spaceship message warning you that there is "radar activity" nearby ?

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Gardening. Which could help with making more useful and needed food stuffs and medicine and possibly being able to haul and sell those goods to make an income for those who play the game as a LIST type explorer or wannabe produce store/ship owner! Those would make great missions for LIST for the missions board. A LIST designed missions board.

It would also be great to have missions where you can make pharmaceuticals for people and factions with the stuffs you've harvested and grown in gardens! Both flower and vegetable gardens! Plus, a way to actually own live stock for outposts! Live stock of any PEACEFUL creature you encounter! There must be a way to capture, breed, and harvest without killing them. Great for cooking and medicine making on outposts!

Speaking of outposts, it'd be great that wherever you set up an outpost, like in Fallout 4, you can set up a beacon that sends out intergalactic signals for folks to come and set up around the area you've outposted. As in Fallout, stores can be set up and jobs given.

Also, we need a mailing system. One where we can own a PC that has missions listed from all folks and factions, as well as a place we can type a set number of journal entries of our adventures. We can send preresponsed messages to companions, major point of interest characters, and to our parents and they can message back when jobs are finished or at times when they have something important to say! We can get spam mail at times, too, and messages of deals and such from businesses! Doesn't that sound like a great idea?

Finally, LIST needs more missions for those who like surveying planets and checking in on civilian outposts on different moons, planets, and systems. You all pride on saying we can play the game any way we want. This would be a great start!😃👍🏾⭐️

Bonus: Could we please see some civilian posts with more people and some without? Right now, we see rare situations where there are people if at all on planets. Let's balance that!👍🏾

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Suggestion for Fed and Hydrated Buff: I think it would be interesting to have different timers for different types of food. For example, if I eat an orange, a 30-minute buff applies, but if I eat a complex cooked meal, it would be nice to get a couple of hours buff instead.

Discord isn't letting me leave a star so consider this a star (I tried other emojis too, no luck)

Also, let me add unto that

More 'steps' on the buff, going from hydrated and fed to dehydrated and malnourished makes no sense, make the hydrated buff be "well hydrated" then add a step under that "hydrated" then a neutral (nothing), then "thirsty" which would be a slight debuff, ending in "dehydrated". for food, make the best buff "well fed" followed by "fed", with nothing as neutral, then "hungry" as the first debuff, ending with "starving"

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Suggestions for Starfield with Technical Annotations

  1. Bounty Mechanics and NPC Behavior:

    • Current Issue: The NPCs in the game are overly polite and often surrender or require a triggered conversation before engaging in combat.
    • Suggested Improvement: Enhance the NPC behavior to include more dynamic and aggressive reactions. This would provide players with the option for spontaneous gunfights, akin to the adventures of Han Solo, thereby enriching the gameplay with more epic and unpredictable encounters.
  2. Procedural Generation for Asteroid Navigation:

    • Current Issue: While planets have procedurally generated locations, asteroid navigation lacks this feature.
    • Suggested Improvement: Implement procedural generation for asteroid fields, similar to planetary exploration. This would create unique and varied experiences for missions like Liber Astra, enhancing the depth and replayability of space navigation.
  3. Variety in Ship Parts and Brands:

    • Current Issue: There is a limited variety of ship parts and brands available in the game.
    • Suggested Improvement: Expand the range of ship parts and introduce more brands, such as Trident and Clayton, to provide players with greater customization options. This would allow for more personalized and diverse ship designs, aligning with the game's expansive universe.
  4. Ship Assembly Consistency and Aesthetics:

    • Current Issue: The ship assembly in the game lacks visual consistency, with parts often appearing disjointed.
    • Suggested Improvement: Implement a morphing or adaptive fitting system during ship assembly, ensuring that parts seamlessly join together. This would enhance the visual appeal and structural coherence of the ships, making them look less like "flying boxes" and more like cohesive, well-designed spacecraft.

Mainintain a consistent and immersive design aesthetic..

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POI’s need to be overhauled but here is a good suggestion for the short term:

Add variations for POI’s. Change the layouts (they’ll contain the same HABS but order will be different).

Make it so that the type of enemies would be different, gravity is different, maybe it’s flooded, or it’s pitch dark, or is on countdown to explode unless you push a button etc.

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Suggestion

With Starfield being confirmed to be getting DLC until people stop buying (source: MrMattyPlays’s Todd Howard interview), I would love to see Bethesda grab everything from the cutting room floor, and implement as many mechanics and content that didn’t make the release version of the game

There’s some stuff from the art book that would be interesting (and pretty awesome) to see in-game. Things as impressive and complex as the train-like transport truck, and as simple as the cutter folding when stowed away. There’s a very high possibility of a handful of companions/crew that were cut, and definitely a bunch of cool looking weapons (and attachments) that didn’t make it to the final cut.

The main thing is, this content CANNOT come in the form of creations, it has to be fully implemented into the game officially. Large content-pack-like DLC, or free updates need to bring content like this into the game. Do it right and you’ve got a NMS on you hands, printing money without payed DLC

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Suggestion: It would be nice to be able to sew patches of mastered skills on our spacesuits. Not unlimited, of course, but let’s say three of them by choice.

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While looking at the Digital Artbook, I saw a lot of Posters for movies, shows, Concerts, Rock-bands and singers, Sports events, Board games and a lot of other things that are unique to Starfield. I think even seeing snippets of events like this on billboards or TV screens could bring a lot of life and uniqueness to the starfield universe

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Just better space travel. I want that cozy isolation that Sarah Morgan talks about. We don't get that. It's just click on to the next destination every time. Let's actually travel to nearby planets in the system. Put the bird into auto pilot and roam the ship while talking with your companions and tinkering with your stuff

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The coffee guy at Paradiso makes a whole lot of noise about the fact that he sells natural coffee, but his actual shop just sells ordinary Terrabrew. Maybe he could sell some unique coffee instead

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Gardening. Which could help with making more useful and needed food stuffs and medicine and possibly being able to haul and sell those goods to make an income for those who play the game as a LIST type explorer or wannabe produce store/ship owner! Those would make great missions for LIST for the missions board. A LIST designed missions board.

It would also be great to have missions where you can make pharmaceuticals for people and factions with the stuffs you've harvested and grown in gardens! Both flower and vegetable gardens! Plus, a way to actually own live stock for outposts! Live stock of any PEACEFUL creature you encounter! There must be a way to capture, breed, and harvest without killing them. Great for cooking and medicine making on outposts!

Speaking of outposts, it'd be great that wherever you set up an outpost, like in Fallout 4, you can set up a beacon that sends out intergalactic signals for folks to come and set up around the area you've outposted. As in Fallout, stores can be set up and jo…

To add on to my suggestion from last night, I have to ask, may we have more random encounters not just in space but on planets/moons/ and systems? I'm not talking about enemies really, I'm talking about random folks flying around that actually give you options to come over and visit like "Grandma", where you can do misc missions for them, buy and sell to them, give money to those who need it, give certain items that you have constructed that's stored in your cargo, mail and package delivery (I love those missions! I'd love to deliver mail and packaged IN PERSON. Like, actually DELIVER the mail.), give advice and things like that and actually reap benefits from things like that especially if you play as a very good character such as I do. Simple things like that!

And finally, just as we are now able to give books to Cora Coe, it would be SO NICE to give gifts to our companions in appreciation especially to those who we are committed to! It would be so nice to give them food, medicine, books, clothes (Actually, see them where the clothes you give them!) and misc items. For those you are married to, you can give bought and modded weapons, cooked meals, armor, ammo, and harvest items! Wouldn't that be so sweet? If gives us more to do with out companions! To show affection as well! Like hugging or a quick peck on the lips or cheek!

I could keep going, but I'll stop here. We can make Starfield a truly amazing game that houses things no other competitor's game has!😃👍🏾

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Give the player the ability to modify weapons and armors tiers. Via unlocked skills and/or level requirements. Currently, as the player levels up, it adds more and more irrelevant stuff to loot and to shops inventories. Legendary system already relies on RNG, and the tier list adds a second layer to this.
If needed, make modified tier apparel untradable, to prevent the player from credits farming. Also, expand superior tier list to all armors and advanced to all weapons. It will add more diversity to items to use. Thx

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Any chance for landing cinematic load screens that when selecting the landing zone from the scanner, it transitions into a traversal toward the planet, atmospheric entry and landing of your ship at the landing zone. They should last anywahere between 30 seconds to a minute, but can be skipped if the loading is done and the player presses the skip button. Same for takeoff. Also, warp loading screen is just the warp traversal until the loading is done. Regular fast travel from the map is unaffected.

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Animals that are not fighting with each other but playing with each other. dog/cat style.

and also just add cats and dogs to the game. People would have definitely saved cats and dogs from extinction.

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Suggestion : Space POI like Ships are actual great dungeon, put this kind of stuff everywhere on space and in planets

Give some meaning to explore the 99.99999999% of the emptiness of starfield

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The ECS Constant quest should be expanded, especially the good ending. Help them find / survey some habitable world, and then spawn a settlement there.

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Raider punk and I decided to shack up in and old Fire watchtower for the summer.
I'm here to warn the locals of the angry sky butthole. Punk is here to talk to aliens. Potato Potahto really.

We've both been oddly successful...
(Ignore the woodchopping ghoul, that's Matt. He does chores for shiny things.)

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Geysers!

for every liquid resource node, "1 in X" could be a geyser that shoots up into the sky on some randomly determined time frame.

the effect could be purely visual, or when it erupts it could cause environmental damage to anyone close enough/standing right over the node.

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I would really like to be able to see how much of a tracked resource I need when finding, making or buying them. Going back and forth to look in your inventory or trying to remember is frustrating to say the least. Also, would like to have access to all the available ships in one place. If these already exist and I missed them, nevermind.

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I am sure this has been suggested but I would like to see a build-a-bot system similar to fallout 4 but different sizes. Maybe a choice between humanoid size and something smaller that is pet size. There could also be a drone droid that can fly or hover.

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[suggestion] Completed storylines matter

There should be an additional benefit to completing certain storylines in the game. Crimson Fleet storyline gives you by far the best benefit, assuming you side with the Fleet, in that you can walk through any fleet-controlled POI without firing a shot.

UC Sysdef, Vanguard, and Freestar Ranger storylines give no such benefits. They all only give items/credits you can use in the immediate aftermath. So here's what I propose for each storyline's real tangible rewards:

Crimson Fleet: In addition to the no-hostile-fleet and other rewards from the questline, unlock permanent dialogue options to gain additional benefits in certain dialogues. In addition, unlock custom Fleet-themed skins for weapons (akin to the Maelstrom and/or Keelhauler/Revenant
UC Sysdef: Additional dialogue options, permanent crew quarters on the Vigilance, access to a quartermaster vendor (who sells UC gear only)
Vanguard: Additional dialogue options (Vanguard-specific), additional options to point out your citizenship status when applicable.
Freestar Ranger: Additional dialogue options, including special option to reject reward for helping Freestar ships.

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Suggestion: A DLC that has intelligent life in space.
Hear me out, a DLC that we can come into contact with intelligent life. It could come with a questline where we are the ambassadors for the humans in a joint UC/FC diplomatic mission to learn about these aliens. The questline would then progress from initially meeting them on a spaceship or tiny/small space station to going to their planet all the while giving information to the joint leadership led by the governments of both FC and UC. We would do some espionage on the aliens for the humans while learning about who these aliens are, their culture, religion (if they have one), and so much more. We, the players could then be in a space battle between humans and the aliens (similar to the battle for the Key) because the ambassador job is top secret so no one else knows about our job. In the finale of the questline, the PC will have to bring the humans and aliens to an agreement to not kill each other. This meeting could be like the Stroud-Eklund Star yard meeting. Or the finale of the Ryujin questline whether to go ahead with the neuroamps or shelve them.
As a bonus for the questline, you get to open up a brand new set of named companions throughout the questline, just like the Main Story. Preferably, almost as much as we currently do in the main game. Another bonus would be to add 3 or 4 new romancable companions from the alien race. And the last suggestion I have is to make the alien race either Avian, or Western Dragon in one or two DLCs.
(tbh, if you could marry Khajiit and Argonians in Skyrim, then it would be fair to give SF players the option to marry and romance other aliens in SF) edit: I realized that khajiit can't be married in Skyrim. But mods can make it so in different ways.

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Suggestion: Missions where you only fully scan one particular fauna or flora. Surveying an entire planet is tedious, fully scanning just one species is much easier and less time consuming.

I do think some biologists or ones who are looking at fauna and flora, would probably ask for specific creatures, to either get dna from or pictures or some kind of data, that would be a nice new mission

Having to find a specific Fauna/Flora to scan

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[suggestion] Apparel choices matter more.

There is no reason I should be able to run around in New Atlantis in pirate clothes without someone at least commenting. And if I have a bounty and manage to avoid initial scanners? Should definitely give me away for sure.

Wearing faction-specific apparel should have some form of meaning. Wearing Freestar Ranger apparel in the UC should result in people making offhand comments about your authority not counting there, maybe merchants sell for higher prices in the UC while you're wearing it, etc.

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[suggestion] Gear set bonuses

There are a lot of sets of gear in the game. From the simple mining gear to the super advanced Starborn gear. But you know what doesn't make sense? That there's no bonus to wearing a matching set of gear.

Add in small bonuses that only apply if someone is wearing a full set of gear (helmet, suit, and pack) that all match set. Some examples include:

Deep Space Mining/Deepcore: +1 yield when collecting resources (only applies to self-mined resource nodes as well as collected gases and liquids)
Freestar Ranger: +1 extra attempt at persuasion while in Freestar Space
Pirate: +25% increase in credits dropped by enemies

etc etc etc

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I don't know if this has already been suggested, but I'm going to ask for it too:

We need a Blue Prints scheme for ships to save them for the next NG, this would be great for those who like to explore the multiverse or are looking for 10 levels of powers and still spend a little to make a new ship.

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[suggestion] Change hide Space Suit/helmet in settlements/breathable atmospheres. 2 suggested options:

  1. "Hide in safe zones" basically would apply to anywhere you wouldn't actually need to wear a spacesuit, but isn't considered a settlement. Places like the Key (or other space stations), friendly ships (including your own), etc.

  2. "unequip when safe" this would auto equip/unequip the suit/helmet when you don't need them. Places like New Atlantis, the Key (when occupied by friendlies), friendly ships, etc.


It makes no sense why I would be wearing a spacesuit inside New Atlantis. It's incredibly safe, and sure we can "hide" it, but is my ship therefore inherently more dangerous than the settlement it's parked at?

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I see that issue differently. I have no issue going from place to place so as to get what I perceive to be the best parts. What I really dislike is being unable to put a pin in a ship before moving to the next staryard or storefront to get more parts. I can't simply start a new ship by going to Titan/New Homestead and buying some landing gear, then Deimos/Deimos Star Yard for the cockpit, then New Atlantis for Reactor and Grav Drive then ... you get the idea. I don't want to have to finish a ship at the first stop, then junk what I don't want at the next stop along the way. I simply want to start a NEW ship and add pieces as I get them, completing the ship as I move along.

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the random trash scattered around - high speed data cables, prototype parts, robot components, circuit boards - make these craftable and usable :) i always like picking them up because they seem valuable but they’re uselessness saddens me

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Expand the existing cities or add new ones. Or both. Skyrim had eight cities, eight towns, and a bunch of villages. By comparison, the number of cities is vanishingly small in Starfield. Where are the suburbs, farms, universities, small towns etc?

There are POI settlements, but they're very generic and have no individual personality. Additional settlements, each with their own quirks and cultures would be a great addition, especially if they actually retain some of their original cultures, and don't just speak 'murican with an accent.

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I think faunas could use more variety in how they "fight" depending on their "base form", on top of having more behaviour variety in general. Things like ramming, hit-and-run, specific weakness at certain body parts, etc

One angle of this that is already in the game is how faunas already exists as part of a flock, pack, or swarm

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# hot ivy ⭐ **6** | https://discord.com/channels/784542837596225567/1217183866528333915/12...

the random trash scattered around - high speed data cables, prototype parts, robot components, circuit boards - make these craftable and usable :) i always like picking them up because they seem valuable but they’re uselessness saddens me

Adding to suggestion

Make most miscellaneous items useful in one way or another. Make a DLC all about scavengers surviving in Earth's ruined cities, using junk to craft and repair weapons, using the scrap to build makeshift shelters and stuff like that. A DLC all about high-tech gadgets like mechs (or even for the upcoming rovers), letting us use the misc high-tech items like the prototype parts, data cables, etc., as building components. FO4 did it right by making every item you could pick up useful in some way or another, a mechanic like that shouldn't be left by the wayside. Glass from bottles can be recycled into lenses for laser weapons, utensils can be turned back into their primary materials. Giving everything some sort of use is sorely missing in Starfield

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# hot ivy 🌟 **19** | https://discord.com/channels/784542837596225567/1217183866528333915/...

Expand the existing cities or add new ones. Or both. Skyrim had eight cities, eight towns, and a bunch of villages. By comparison, the number of cities is vanishingly small in Starfield. Where are the suburbs, farms, universities, small towns etc?

There are POI settlements, but they're very generic and have no individual personality. Additional settlements, each with their own quirks and cultures would be a great addition, especially if they actually retain some of their original cultures, and don't just speak 'murican with an accent.

Adding to the suggestion

Something that Bethesda could add is a procedural city system, letting cities like New Atlantis expand in different ways on every universe. One thing that I feel is wrong with Starfield is that in some aspects, Bethesda avoided relying on proc-gen systems while leaning too much on it in others, one thing that deserved to have more proc-gen added to it is cities. Having one main hub on every major planet makes sense, no complaints there, but lore-wise they are tiny. It's supposed to be the peak of humanity, but somehow we only have a single city on an entire planet? If you, Bethesda, don't want to make the main cities too big, just add procedural towns around the area. In Skyrim, Whiterun (main hub) is within walking distance of at least 2 other towns, Rorikstead and Riverwood, both having some major necessities like traders and quest givers

I would honestly love to see the main cities expand over time (expansion to this point: #starfield-suggestions message), but if that's not possible, then having towns all around the area would be good enough. And for the love of everything that's logical, stop letting pirate/spacer/varu'un POIs from spawning within walking distance of heavily protected cites, make it at least 2km from the city or, if the tiles get expanded with the upcoming vehicle update, 10km from the cities. If I can't land near New Atlantis if I have a bounty, neither should they

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The issue I see is that no single staryard has all ship parts. How would the needed parts not being available be handled?

There are mods that can put ALL ship parts either at a Ship Technician OR at your Outpost Ship Builder, so a mod that lets you transfer your ship to NG+ should be able to replicate and incorporate that.

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[Suggestion] (Caution: long) Players should be able to run large-scale resource operations (mining, gas extraction, etc).

Should only be available after a specific point, maybe a pseudo-random encounter with a new mining conglomerate's ship in space (maybe a new NPC random encounter). After this ship, you gain the ability to call in a building crew to place one of the Abandoned Mines POI buildings or the gas one on a site with a group based extraction resource (i.e. Lead, Chlorine, etc).

Once this beacon/request is placed, after a week in game (local time), you can return to the site and claim the outpost. Here you can produce large numbers of the resource it's placed on. For a catch. You have to manage employees, which can be done from a terminal on-site, or optionally one buildable in another outpost/your ship. Each employee costs a base number of credits per day, plus an additional number of credits per day to hire a more skilled variant (so a classic miner might cost 1k credits per day, but a skilled miner might cost 2k, as an example).

Each facility would have a different minimum number of employees to run, including an outfit manager. This number gives it a minimum efficiency/production. Additional employees increase the efficiency up to 100%. This mostly effects speed and number of resources produced.

If at any time the player does not have the credits by which to pay their employees, they may (optionally) take a loan from Galbank with interest. This will be automatically paid back every day in game Local time to Jemison, where Galbank HQ is.

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[suggestion] On areas with breathable atmospheres (AKA it qualifies for "hide helmet") O2 should decrease slower, and replenish faster, since you aren't using your suit's supply

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Platform: Xbox Series X
Time/Date encountered: 18:25 GMT 2024-07-05
Quest Name: The Best There Is
Description of bug: The UC Vigilance is missing.

Have checked Aranae II-A where the mission marker is, and there is no sign of the UC Vigilance or other UC ships.

When I checked Procyon B after seeing a Reddit post, I was able to see the other UC SysDef ships are present but not the Vigilance.

I am unable to fix by restarting both the game and the console, trying other missions or waiting.

Update - so I took the decision to attack one of the SysDef ships in Procyon B. This results in mission completion and siding with Crimson Fleet (not my initial choice) plus ending my mission for locating evidence. Not an ideal outcome, but I’ve created a manual save before it and I’m just gonna move on 😂

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[suggestion]

I know this probably has been said before, but I want Bethesda to bring back unlimited capacity for storage chests, lockers, cabinets, etc.!

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Suggestion: make it so our Parallel Self follower waves goodbye and vanishes when the power runs out, rather than them falling over like they die.

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Just give us more decorative options and color sliders for EVERYTHING. And I mean EVERYTHING. DO YOU KNOW THAT THERE ARE NO PINK OR PURPLE SPACE SUITS/OUTFITS? That's a literal crime. Let us edit colors on spacesuits/helmets/packs/outfits at crafting benches and make it cost Pigment resources. Let us edit interior colors inside ship habs and outposts using the build/decorate menus and make it cost Pigment resources. Let us toggle collision on/off for placing items when decorating because NEARLY ALL OF THE OBJECT COLLISIONS ARE JANK (and while collision is toggled off, let us switch axis to freely rotate objects so we can do something as simple as placing a gun on a table). Let us change the colors on ship weapons and turrets. Let us change colors on the standard skins for character weapons. Give us more character photo options (bring back 'Remove Helmet' and add 'Remove Space Suit' - which should also remove any attached pack, add a sub-mode where we can use mouse/analog stick to move character eye focus so that they no longer have the same 1000-yard stare, give us individual color channels to enhance/desaturate the image, reduce reds and enhance greens/blues, add proper foot IK for the character poses).

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Since xenowarfare seem to have been a thing in the colony war but banned after I believe i suggest the implementation of a quest line based on illegal combat ring using those aliens just like irl illegal dog and chicken fighting ring could be as a faction or multiple

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[Suggestion] Can you get Noel to stop following us all over the lodge ALL THE TIME (and keeps repeating the same thing over and over and over again) - This happens to me if I choose to skip the the main story line in a New Game +

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Suggestion: Iconic Legendary Ships. These unique ships would be special one of a kind treasures that can only be found by completing special quests to unlock them. In addition to them having unique stats and abilities, they could also be direct and/or indirect references of various popular Science-Fiction works. One such ship that could used for this idea is the Serenity from the Firefly series.

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To built onto that above suggestion, additional unique uniques such as unique modelled weapons/suits with new effects as well as unique ships like the guardian etc that are custom modelled for those that aren't into ship building

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[Suggestion] Make going back to a fast travel location the same cost as going away from there. It makes no sense how I can have the fuel to go back to Jemison if I FT directly to the Lodge when I didn't have the fuel to go to the planet I am FTing from.

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Suggestion: Starborn vendor who buys ships as well, since we can't sell Starborn Guardians to regular ship vendors and they take up a ship slot.

Starborn vendor could work similarly to the guy in The Well, where you have to do a quest for him first. Or maybe it could be ||the Sanctum Universum guy||.

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Suggestion

Make more starborn ship variants, a starborn ship vendor, and make a second list of starborn ships

Separating the starborn guarding, a ship you can't get rid of after NG+, into a different list would let us have a full set of 10 customizable ships. Adding more versions of starborn ships would let each unique starborn you encounter have their own personal ship, that could change in every universe. The new ships could even rely somewhat in procedural generation by using modules similar to regular ships, this would allow more unique looks for all the starborn you meet. And adding a starborn ship vendor, would allow use to customize our own starborn ship, something that's currently missing in-game

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I've been doing a Fallout 4 playthrough with the next gen and I want to make settlements for List colonists in Starfield. You basically already have some of the assets set up that you can add to. Make List a legit faction. Find the settlers. Find the habitable planets and let us build colonies for them with all the appropriate habs, vendors, and such. I want to assign people to jobs and even have landing crew and ship techs. It could be so cool. I want to make different kinds of colonies, like farms and mining operations.

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Suggestion:

-To improve Starfield's performance,add Fsr 3 on Xbox series S/X. The Fsr 3.0/3.1 could significantly improve graphics performance on Xbox Series S/X, offering a sharper image and higher frame rate.)

-Xbox Series S/X Mouse and Keyboard. (adding mouse and keyboard support could give players a more precise control option, especially for targeting and menu navigation.)

-In the weapon modification bank, add an option that improves the rarity level of the weapon. (an option to improve weapon rarity could provide players with a deeper sense of progression and customization, incentivizing collecting and upgrading weapons.)

-To improve stealth Add the-take down

-offline mode (no Wi-Fi)

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I have an idea that I believe would greatly enhance our gameplay experience: integrating a dedicated landing bay for vehicles as a ship part. Here’s a breakdown of the suggestion:

Vehicle Landing Bay Integration

Purpose:

To welcome and accommodate vehicles seamlessly within the ship.
To enhance the overall functionality and versatility of our ships.

Features:

-Dedicated Space: A specific part of the ship designed exclusively for landing and storing vehicles.
-Storage Capacity: The landing bay should have a configurable storage capacity, allowing us to store a certain number of vehicles.

  • For example, we could have options like small, medium, or large bays, each with a different storage limit.
    Accessibility: Easy access to the vehicle from within the ship, enabling quick deployment and retrieval.
    Customization: The ability to upgrade the landing bay with features such as automated repair stations, refueling docks, and even aesthetic enhancements to make it feel like a true extension of our ship.
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[Suggestion] UC Sysdef restoration of the Lock and Key

If you finish the Crimson Fleet storyline with Sysdef, you get Sysdef presence on the Key...that's literally it. The Lock and Key have been in the Fleet's hands for over a century. I'm fairly certqain the UC would want them back, to bury the dead in the Lock, and maybe a chance to make it useful again? Could transfer any pirates you captured there, and you can visit them much like you can on the Vigilance.

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[suggestion] Optional pre-furnished layouts for the various homes you can buy.

Your room in the Lodge comes pre-furnished. Why couldn't you pay a small amount extra (fee is waved for first class UC citizens for housing in the UC) to select one of, say, 3 different pre-furnished setups for a home, with another, always-free, free option to buy it empty and build yourself.

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[Suggestion] Entertainer career option

Maybe a way to perform comedy at the Astro Lounge that uses a persuade check to get the audience to laugh and depending on how you do you get credits/more gigs

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[Suggestion] More Starborn Guardian interior.

If the Unity can exist beyond time and space, warp reality and make you reborn as a starborn, surely it can make the interior of a Guardian bigger on the inside.

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It would be nice if the items in ship Habs and PoI structures had SOME amount of random gen involved.

keep the placement locations (I can accept that) and even the "type" of object, but change up the SPECIFIC items within those parameters.

ex: on a table there is a Chunks Egg package, a Nicholas Nickleby book, and an empty beer bottle.

  • it is ALWAYS those exact three items on that table in that hab every single solitary time.
  • instead allow for the bottle to be any drink (at least any bottled drink), the Chunks to at LEAST be other types of Chunks if not any type of "food item", and the book to be ANYTHING except yet another copy of Nicholas Nickleby (including a random magazine to level up!)
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Suggestion

Add random encounter spawns in between POIs. The POIs themselves should affect the type of of encounters that can spawn, since POIs already have a protected 300m protected radius (can't build an outpost within the area, if you built one close you will notice one straight side), the game could generate a group of whatever faction is in that POI and just send them to a near POI, were they could exchange goods with allies, terrorize/extort civilians, or start a war with a rival. Outside the POIs, more random type encounters could be had, something like a malfunctioning robot that was abandoned to claim insurance, or a discard pile of corpses from nearby pirates, or even old exploration-type robots (similar to the curiosity but robot instead rover) that were just never recovered and just kept scanning the planet

These random encounters should have multiple ways to be interacted with, prime example being the exploration robots being able to be asked for scan data, but also being able to be hacked, shut off, or outright attacked by the player, with the asking for data and hacking requiring specific perks to allow that interaction. This would also let UC escorting Aceles slightly more common than they are in-game (if that option was chosen). Another random encounter we could have is an insurance scam like the one you can have for your ship, but this time for your spacesuit or vehicle (with the update coming). We need more stuff to spice up the areas between POIs and exploration in general

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Another ship related suggestion:

A custom buildable/designable fuselage that give our ships a more streamlined shape rather than just look a bunch of boxes stuck together like legos (that's how a few of mine have ended up looking lately).
Truth be told, I want better looking ships. If I wanted a big ship, I'd build a cargo type ship, like the Millennium Falcon. I really don't want to see the habs, at all. I want something that looks good to look at. I hate the way I design my ships, but something is definitely missing from ship design, and I believe it's a functional fuselage that brings a whole new look to ships and can hide the habs within it, and it could be an entirely new ship that's an all-in-one.

A small starfighter ship:
a single seater ship, that's EXTREME fast and can jump clear across the galaxy just like a big ship that we usually build.

Big Ships:
Ownable MASSIVE luxury ships and Warships, and cargo freighter ship that is the size of a small city, or that it is it's own city in space.

I know about some mods that may do similar things that I've mentioned, but I want to see stuff like this as DLC (paid or free) for base game for achievements and just to be able to do fun stuff with.

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SHIP STUFF
More outside ship decor: structure pieces that give more space like what habs give.
Adds more interior space within the shape of your ship build, and that makes your ship look like it's one piece.

Most of my inspiration comes from the STAR WARS starships starfighters, and some other space related theme universes, but mainly STAR WARS.

I'd love to see an all new class of ship within the base game: like a Star Fighters.

The fast, small, light, nimble ship...like you would see in STAR WARS.

(I know there's mods, I just think a base game starfighter would be an amazing thing for base game)

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Suggestion

Make clothes have a slight impact to persuasion based on how the outfit fits the situation, for example, wearing a medic uniform giving you a slight boost to persuading doctors, or more normal clothes giving you an small advantage with working people, suits would make an impact with the upper class

I would also suggest adding social stealth, like the quest The Best There Is during the Crimson Fleet quest line, using outfits to "fit in" rather than just staying out of sight. Something like this would help alleviate some of the companion's incompetence in stealth. On a rare event, someone could be suspicious of you, realizing that maybe you don't belong there, but you're able to convince them that they are wrong. The social stealth could be activated by holding the sneak button, then you get a stealth bar like when you're sneaking, doing suspicious actions like going to an area where your outfit doesn't have access to, or running/sprinting and jumping, walking too close to people and cameras (because the security guy could have access to an employee database) could increase your detection risk. During the social stealth, you should be able to grab anything that someone who belongs there could take since it wouldn't be suspicious if an employee takes company property when they need it for work, but it should also increase your detection if someone sees you

This would give outfits and cameras more uses and mechanics in gameplay, it would also allow for the player to infiltrate enemy encampments without having to stick to the shadows all the time. Quests that require retrieving an item, or helping a captured person, without having to kill everyone in sight

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Suggestion

Add a cargo hold terminal to the landing bay. This would let people who use the cargo access distance at "inside ship" to be able to access the cargo hold without needing to go through the loading screen of entering the ship

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I have a feeling this has been mentioned, probably more than once, but here goes...

Under water ability/feature

Would most likely be underwater mining and gathering resources and food (such as xenofish and other xeno sea-creatures ),
and our space suits are perfect because they already work in space anyway so that wouldn't need to change at all.

It's having weight boots or something that'd be more of a spacesuit modification that would require a physical change to the players space suit, but only to the feet.

Or...

It could just be one of the space suit mods that effects the suit is an extremely weighted physical way that makes the suit perfectly heavy for under water use.

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More and more diverse flora and fauna, even if they're not scannable/usable. Adding insects, small birds, and their sounds, would really help worlds feel more alive.

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Add Spacer/Crimson Fleet Patrols on Vehicles on some otherwise barren planets (Once Added) similar to how bandits used Vehicles in Borderlands

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Suggestion: Unique photo mode poses for when our character is sitting down (lean on table, recline back, hands behind head, etc.).

Also, I’ve seen a couple photo modes with a “look at camera” option so it would be cool if Starfield’s had something similar. Perhaps let us edit exactly where a character’s head and eyes are looking in photo mode.

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Suggestion for seamless travel

Would it be possible to let the player fly into a planet and trigger a menu in world, using the screens on the cockpit, that let you choose known landing sites (POIs, landmarks, cities, previous landing areas) or create a new landing site using coordinates (1)? Basically, fly to a planet, enter a low orbit (planet's horizon barely visible at bottom of screen), and just fly around as you choose and select a landing site (similar to Helldivers 2). Once a landing site is chosen, the ship flies to above (or close) to the coordinates of the landing area, during this flight, the game could load the terrain and just replace the world space with the surface, exchanging the planet for the terrain and the space skybox for the sky if necessary (atmospheres)

(1) Adding coordinates to landing sites would give them easy access, it can help choose the same area for an outpost in NG+ or share unique world locations (not POI locations but mountains, valleys, rivers, etc.)

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Suggestion

I believe that anything Bethesda adds to the game should be through expansions, DLC or content packs, not creations and much less paid ones. The Vulture creation if a prime example of why I think this, by just making "creations" they can just make a low effort thing that then can be priced high for no other reason other than them getting their investment back. But as a DLC or expansion, they have a standard to meet which can improve face in the eyes of players

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My suggestion is simple

Once you've maxed out a power, you stop getting the Power From Beyond quest associated with it on future NG+ runs

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Suggestion:

Is it too much to ask to have Creation Club content suit and weapon skins to just be achievements friendly? Like, all it’s going to do is change the color of the item. ||(credit to @thorn dagger )||

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Naz

Bethesda, it would be awesome if you add the ability to make space station bases with a future dlc.

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New robot: a floating drone that can be a companion or enemy. Edit: Idea is based off of every scif-fi drone that I have ever come across in books, movies, and games.

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[GAME SUGGESTION] Please make it to where we can have children in the game, I’d really like a family. Swimming underwater would be nice too! thanks

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[GAME SUGGESTION] Please make it to where we can have children in the game, I’d really like a family. Swimming underwater would be nice too! thanks

Hearthfire, but for Starfield.

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for decoration and outpost building, please provide a snap grid as well as a 45 degree snap rotate for objects... for those of us with some OCD when placing objects and modules :P

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"civilian outposts" don't have a different feel in different locations.

You have a "vibe" and an aesthetic look for Akila City, New Atlantis, and Neon, but then every outpost just looks the exact same across all the settled systems.

How about continuing those three design appearances (and adding a few more unique looks) to the PoI's that are within the circle of influence of those locations?

  • space western towns around the system and spaces of Cheyenne.
  • modern sci-fi designs around Alpha Centari
  • more broken cyberpunk styling around Nesoi
  • and at least on Porima II specifically, there should be mini resort spaces and luxury homes sprinkled around other beauty spots on that world.
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The possibility to raid or help in the defense of city's like Sidonia, New Atlantis something big scale with multiple ships landing and unloading raiders or defending the city with some AA guns or help the troops fight in the streets.

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Flying between a planet and it's moons seems to work okay, but flying to another planet often has load issues. If BGS can at least do that sort of local flight, with seamless jump animations when it's needed, that would go a long way.

I think the best, realistic option is to do it like Everspace 2. Jumping to cruise speed loads you into a slightly smaller scale map where you have full flight control. Mark a planet or POI, fly to it, and hit the slow button, and it loads back into the full scale region. It's not perfect, but a good, realistic compromise.

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please put a matress and bedding on the Stroud Eklund Captains Quarters bed. What kind of company designs for comfort and style and makes the captain sleep on a sheet of solid metal?!
MONSTERS!!!

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One aspect that I think that could definitely improve the overall quality is to delve into the aspect of "human enhancement". Sure we get phenominal cosmic powers that defy all laws of physics in the universe from the main game story, but with humanity spread so far and wide across the galaxy, there should be places where various factions have attempted to take the next step forward in another direction; factions that you could trade, fight, and even join to acquire new ways to play. One faction could be dedicated to creating achieving superiority through genetic manipulation, while another could seek to replace man's inherent flaws by integrating themselves with cybernetic technology, and a third faction could seek to gain power by looking inwards (psychic powers in other words). The hardest part of introducing something like this (excluding the discussions of ethics and moralities, for the sake of everyone's sanity here) would be balancing it along side everything else, but I believe the Devs are more tha…

that sounds like a great idea for a full expansion content

and you don't even need to do any visual modifications for the cybernetics (altho it would be nice to have them)

could even make the entire idea of being overly enhanced be a combination of taboo and/or illegal... but who can tell? (like you having Alien DNA).

The game already has Neuro Amps, Alien DNA, and posters that show cybernetics, all you have to do is expand on those ideas and actually include an option at Enhance™️ to make those modifications to yourself once you unlock the content via a story... or however it would be integrated.

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when you eventually add an entire DLC that expands on water related activities (because you ARE going to get around to that, right? ... Right?), please don't forget to add the Starfield equivalent of water bikes, fishing, and water sport boats...

and specifically at Paradiso, add NPCs playing on and in the water using the toys they would of course have access to (extra rental fee of course, but they can pay for it!)

And since we're on the topic, please add winter sports and related vehicular toys and gear and a ski resort on some planet with mountains and snow somewhere!

Paradiso expansion content! Paradiso Too: Winter Wonderland!

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[suggestion]

Here's a good one. When you go through the Unity with any Constellation follower onboard, even you enter by yourself, each member also goes to another universe as a Starborn, and increase the chance of being united later on.

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Eliminate the level cap for star systems after going through the Unity, or at least match the level cap to the player character.

Doesn't make sense to be level 176, and be fighting a bunch of level 1-5 enemies.

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One aspect that I think that could definitely improve the overall quality is to delve into the aspect of "human enhancement". Sure we get phenominal cosmic powers that defy all laws of physics in the universe from the main game story, but with humanity spread so far and wide across the galaxy, there should be places where various factions have attempted to take the next step forward in another direction; factions that you could trade, fight, and even join to acquire new ways to play. One faction could be dedicated to creating achieving superiority through genetic manipulation, while another could seek to replace man's inherent flaws by integrating themselves with cybernetic technology, and a third faction could seek to gain power by looking inwards (psychic powers in other words). The hardest part of introducing something like this (excluding the discussions of ethics and moralities, for the sake of everyone's sanity here) would be balancing it along side everything else, but I believe the Devs are more than up to the task.

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An interior ship builder/viewer.

It’s incredibly frustrating having to go back and forth between the ship technicians/salesman at a spaceport and the ship itself, to see if the ladders and doors are in good positions.

We need a way to edit the ladder and door placement, internally e.g. place ladders facing away from a crew bunk and move a door, so that a wall does not obstruct access to another hab.

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UC

Scan Stars. With mods you can already move to them in short times. Then use a space-scanner for XP. Survival aspsect: Heat damages shields/hull. Different stars with different hazards. Heat. Radiation. And different rewards. Maybe some solar flares too.

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I started playing my unmodded main save again and got reminded of my immersion breaking nitpicks, so I decided to list them here with suggestions in hopes that they would be addressed in future updates.
For me at-least these are the things that break the immersion and I doubt I am alone since all of these are addressable to extent with existing mods. All mods used as example can be found from Nexus Mods.

1: Walking speed is slower than npcs.
In cities and crowded locations jogging feels out of place, but with M&K the walking is slow and everybody constantly overtakes you.
This makes it also frustrating to follow npcs.
Suggestion:
Walking speed could be fixed with key bindings that adjust multiplier to simulate controller's analog.
Simpler fix would be to just increase default speed to the limit that doesn't change animation,
Example mod: Simple Faster Walk mod found 30% walking speed increase to be the sweet spot.

2: Companions stay far away
Companion npc stays far away only to run to the player and wait in spot until they need to run again to catch up.
Not only is this socially awkward behavior in itself but it also introduces dialogues where you companion is commenting from across the room.
For roleplay it also makes it pointless to wait for you companions to come to the airlocks and elevators.
Suggestion:
Best solution for companion distance would be command dialogue for regroup and wait or alternatively how long distance they should keep.
Another way would be just to make companion follow you more closely and to avoid blocking doorways they could target to stay in player's side/back.
Example mod: Command NPCs mod solves this with introduction of the command menu.

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3: Landing cutscenes are skipped
Once you have landed to location it no longer uses landing cutscenes in that location.
This not only removes the immersion from travelling, but as it also spawn you outside of the ship it can give you health damage
and if you had still something to do inside the ship it also introduces extra loading screens.
Suggestion:
Skipping landing cutscene in visited locations should be a setting that when toggled off would play it every time and afterwards leave player in cockpit.
Example mod: Landing Animation Reloaded mod forces landing cutscenes.

4: Head tracking stays stuck in far away npcs
Quite often in third person the player characters head tracking gets stuck on focus and no matter how far away you go it keeps looking over your shoulder.
I like to alternate between the first and third person, depending on what I am doing in the game but this makes third person much less appealing.
Suggestion:
It would be better to use smaller accepted range or ignore things behind the player for head tracking.
Example mod: Sprint Headtracking Bug Fix mod workarounds this problem.

5: Companion spacesuit rules differ from player
Companions and npcs use different rules for spacesuit visibility. This causes many situations where you are equipped differently than others
unless you manually remove your gear. In worst cases npcs are without spacesuit in hazardous locations and that always facepalms the immersion and
remind you that you are playing a game.
Suggestion:
Player's toggleable visibility rules for spacesuit should use exactly the same rules as npcs, including the spaceship interiors.
Alternatively the active companions could use the same gear setup as player.
Example mod: Linked Companion Spacesuit mod makes active companion to use same gear setup as player.

On the note of spacesuit visibility, it would be cool to have toggle for jump pack visibility when not wearing space suit.

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Suggestion: Visible afflictions and environmental effects on our character’s face and body (Could potentially be added in the Survival update and be exclusive to that mode.)

Bags under the eyes and dark eye circles from not sleeping, scars and burns from combat, red eyes after taking Aurora, a tan from the sun, hell, maybe even weight fluctuation.

I would love that extra level of detail for photo mode, especially for people who wouldn’t bother to add the aforementioned things to their character (barring body scars) manually, in the character editor.
It’s so funny to see someone share a pic of their skinny Arthur Morgan and people in the comments are like “please feed him”, I’d love to see similar interactions about people’s SF characters. “Get him some panacea”

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Suggestion: Can we have alternate landing pads everywhere like we have on Mars, for those of us with really large ship builds?

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@full igloo ok, so what would you do in this Universe with no humans?

Wish we could populate planets properly, not just random outposts strewn about the universe but full blown cities w satellite (tributary-like; resource supplying) outposts on a single planet

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when you eventually add an entire DLC that expands on water related activities (because you ARE going to get around to that, right? ... Right?), please don't forget to add the Starfield equivalent of water bikes, fishing, and water sport boats...

and specifically at Paradiso, add NPCs playing on and in the water using the toys they would of course have access to (extra rental fee of course, but they can pay for it!)

And since we're on the topic, please add winter sports and related vehicular toys and gear and a ski resort on some planet with mountains and snow somewhere!

Paradiso expansion content! Paradiso Too: Winter Wonderland!

Not to mention on the water around Neon! A whole planet of water, and no watercraft? Insane!

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I'd love the addition of real crafting, not just modding. Add blueprints for spacesuits, weapons, recipes etc for us to find. Allow the creation of various components we can combine to make unique weapons of our own.

I'd also enjoy the addition of some other elements like an archaeology system.

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hud customization!!! it sucks that theres only opacity customization and it also affects stuff like loot and subtitles
being able to at least hide ammo and maybe make the compass disappear while ur not in scanning mode would be great

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Suggestion: "Option" for no soundwaves in vacuum (space, moon, planet). Limit sounds to suit/ship impacts from environment, weapons, and interactions.

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With a maximum of 8 crew my ship seems too empty. Let us add more crew, even if automated such as chefs cleaners security etc.

I would suggest adding the ability to rent space on your ship to NPCs with non-combat skills, gastronomy, security, commerce, etc., and turn the ship into a sort of pseudo settlement

You would need to have the passenger space, plus a place for them to sit down and eat, and most importantly a place to use their skill. This would mean that someone with gastronomy would need a kitchenette, someone with security a brig, medicine an infirmary. The player should also be able to make use of the NPCs skill, needing to have ingredients for the chef to make meals, which could give boosts to all active crew, or giving someone with the commerce skill stuff the player wants to sell and every time you land in a city or civilian outpost they sell the stuff you gave them and give you the money (minus a flat fee such as 200 credits or something similar)

This would give the benefits of settlements of FO4, like stores, minus some of the micromanaging

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Two Handed weapons. Be them more old Earth antique medieval weapons or "improvised tools as weapons" such as Fire Axes or Sledgehammers.

For the latter I know tech innovations may have made such things mostly or entirely obsolete for corporate use, but it just doesn't make sense to me these tools have gone entirely extinct. Even though Lin references Sledges in the first few minutes of the game's start. I'd imagine they would still see use and purpose out in the frontier that is space.
(Although now I'm starting to question myself if sledgehammers exist as generic loot in the game and I've just forgotten...)

I have no idea if it's been suggested before, I can only assume it has, but this was mostly for my whole "Improvised tools as weapons". As someone who uses an axe in real life a lot I know I'm making a selfish biased ask. Lol

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Suggestion: For roleplay reasons, I think it would be fun if any alien food we make is labeled with the type of ingredient we used. For example, if we got nutrient from a heatleech and use it to make a sandwich, it’s labeled “Heatleech Sandwich”, rather than just Alien Sandwich.

Should work similarly for Alien Tea. “Glossy Stickweed Tea”.

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Suggestion

Category:

Mission Board Missions

Background:

I take a lot of Mission style quests from the Mission Boards. As far as I can tell, they all take place at a Point of Interest, like Abandoned Weapon Station or Abandoned Research Tower.
I like how the Missions can take place on any planet, as there is lots of beautiful scenery in Starfield.
However, once you enter the Point of Interest to continue the mission, you often lose the sense of being somewhere different, as from inside they all appear the same.

Suggestion:

A way for Missions to happen "in the wilderness" of a planet.
If Missions need to be tied to a Point of Interest, then perhaps some new "outdoor" Points of Interest that are very minimal can be added, like small camps or shipwrecks etc.
While there are some outdoor Points of Interest already without interior loads, at a certain point they become too large and recognisable to feel like wilderness.

It would be nice if these were a small walk away rather than landing right outside as we have for the building Points of Interest.

If a Mission gets assigned to a planet with life then I think it would be really fun to have scenarios where the human NPCs and the local wildlife interact, as that doesn't happen very often currently.
If aggressive wildlife will complete bounty missions for players, perhaps a mission type like "retrieve research" could be added, so sometimes players can still go investigate the area even if the humans have been replaced.

Or perhaps even something like "safari escort" to look for legendary predators with friendly (expendable) NPCs.

Benefits:

Increased variety for players, by having more outdoor scenarios in addition to indoor scenarios.
Takes advantage of the one of the game's strengths of having a vast number of different planets / scenes.
More chance of (humorous) interactions with local wildlife
More opportunities to continue exploring after initial traversal to an outside location

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Suggestion: add gang attack events to Neon, and increase likelihood of Disciples attacking if you walk around with Sophia Grace.

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It's also wildly underpowered. Like, I just became a space god and you give me this thing with a piddly little cannon and useless missile?

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More decorations / objets d'art. Especially with the collector. It's ridiculous to keep seeing the same decorations over and over and for them to be 'valuable'. There should be unique decorations, including the Earth Preservation Society award.

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Suggestion: I know I’ve suggested this before but I just wanted to emphasize how vital it is that Sona be allowed to be adopted by Sarah and to become friends with Cora. Can we make this happen?

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Naz

Separate food/drink and chem aid items. With respect, this is a reoccurring thing and we keep asking for them to be separated.

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Two feature requests: Native HOTAS/HOSAS (flight sticks and rudder pedals) support; I mean, the seat in most ship cockpits has the sticks on it, so why shouldn't those that have the actual controllers be able to emulate that in the real world?An honest to goodness Clothing Crafting Workbench. I'm tired of finding clothing mods in the Industrial Workbench and having them spill over into custom workbenches.

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Suggestion

I previously suggested freeing 3 of the 4 D-pad buttons for more functions. I have another set of functions that could be added by freeing up the buttons (apart from the favourites menu)

1️⃣ Hide helmet toggle. Basically lets you toggle the helmet on and off without having to go to the menu, it could also have the function to remember options in certain places, such as keeping the helmet on while on a ship but off when on a breathable atmosphere

2️⃣ Hide spacesuit toggle. Similar to the helmet toggle above, this would let players be able to not have they spacesuit visible while in the ship without having to unequip. With the memory function, it could let you chose to have your spacesuit visible while in Akila (average temperature at just 11C) but let you not have it visible when in Paradiso (average temp. 32C) without have to toggle the option in the inventory or unequipping the suit, as an example

3️⃣ Unarmed. Pretty popular request I've seen. People want to be able to unequip weapons without having to go to the inventory, making this a new button (using a D-pad button on controller) would allow that

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Suggestion

Make an animation for activating a grav jump while piloting the Starborn Guardian. Currently there is no animation so it's very off-putting to have all pilot seats have their own animation except the one ship that comes from the aether itself

It doesn't have to be complex, it can just be the character putting their fingers tips (all five on both hands) on the matrix-looking armrests and just turning their hands, just something, otherwise make the grav jump start immediately without the awkward pause of the missing animation

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suggestion

I would really like it if our characters would automatically walk more slowly in our own ships right now, our characters have two speeds Running And extremely slow We need something a little in the middle for navigating our ships especially for those of us who have extremely crowded 1x2 Habs

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Add atmospheric pressure at the surface as a parameter for planets
i mean like the actual numbers would be completed by gravity too

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Suggestion: Ability to assign crew to specific Habs so they aren’t aimlessly wondering around the ship. For example your doctor should only be found in the infirmary or the living quarters.

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Suggestion

Add an infirmary to the Den. Currently there appears no doctor, or even a medic, aboard the station, which is weird because Vanguard and other UC personnel, and civilians, live and work there. Yet there's no one that can give proper medical aid

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Suggestion: Ability to assign crew to specific Habs so they aren’t aimlessly wondering around the ship. For example your doctor should only be found in the infirmary or the living quarters.

I would actually suggest just using the NPCs skills to determine which habs they frequent, with different habs having different priorities

So a ship weapons expert would prefer the battle stations (2x2), control room (2x1) and the cockpit, in that order. Payload specialists cargo halls (3x3, 2x3, 3x2) and storage rooms (1x1). With all the NPCs also going to mess halls and living quarters. This, I think, would be much simpler as it's just a blanket solution using stuff in common with the crew, the skills

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After you survey a planet with lifeforms present, you should be able to pull up an index on the star map screen that displays all that planet's flora and fauna, AND shows what their resource drops are, to help simplify the process of hunting for particular research or upgrade components.

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Ability to assign crew to a residence location - it'd be nice to make companions home bodies to get the extra sleep buff sleeping in my own bed.

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Suggestion

It doesn't necessarily need to be mechs, mechs are themselves banned. But what if someone where to remove the weapons, reduce the size and made it more power efficient? Exo suits would fit nicely within the universe of Starfield. If they can make massive robots that can self balance, then they can condense that tech to something wearable with little issue

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4 romance options that are even more limited by ur morality in game isnt enough ToT
at the very least, make them less judgy

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please make all weapons and space suits (and packs and helmets) equally capable of their highest quality level.

As it is right now, there are 4 guns (not counting the few that have no quality levels at all) and a LOT of space suits (and packs and helmets) that never reach Advanced (for guns) or Superior (for spacesuits, packs, and helmets) and even some "sets" (Mercenary Armor and Va'ruun from my experience) that have only a single Superior element while the rest sit and languish at Advanced or less.

It is both disheartening to learn as well as annoying to try and figure out which ones might only go so far/so high when you are trying to get "the best".

And since there is such massive disparity in the highest tiers, one gets "stuck" with only a handful of choices if you're seeking to be best equipped.

and while I have the floor, thank you for making melee at least partly viable again with the Quantam Edged quality level. A step in the right direction for sure.

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allow a verified mod makers to have their mods become achievement friendly so that it allows more customization of the game it could be like a once a month the top voted verified mod gets the friendly tag and cheat mods would not be allowed to win due to being cheats

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Suggestion

It doesn't necessarily need to be mechs, mechs are themselves banned. But what if someone where to remove the weapons, reduce the size and made it more power efficient? Exo suits would fit nicely within the universe of Starfield. If they can make massive robots that can self balance, then they can condense that tech to something wearable with little issue

Smaller mechs / Power suits similar to Power Armor could fit very well

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Hope you guys find a solution for the mod index problem soon. I would love to buy a couple of Creations but I dont see a point right now because I cannot use them anyway as I already reached the max mod index. And I already cut back a lot of mods.

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Suggestion: I wish I could hatch the alien eggs I find out in the wild. 🙂 also separate the food items from the drug items in the inventory menu please. I enjoy 60 fps on Xbox series X. Just keep optimizing around that and that’s all I have to add for now.

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I would suggest adding the ability to rent space on your ship to NPCs with non-combat skills, gastronomy, security, commerce, etc., and turn the ship into a sort of pseudo settlement

You would need to have the passenger space, plus a place for them to sit down and eat, and most importantly a place to use their skill. This would mean that someone with gastronomy would need a kitchenette, someone with security a brig, medicine an infirmary. The player should also be able to make use of the NPCs skill, needing to have ingredients for the chef to make meals, which could give boosts to all active crew, or giving someone with the commerce skill stuff the player wants to sell and every time you land in a city or civilian outpost they sell the stuff you gave them and give you the money (minus a flat fee such as 200 credits or something similar)

This would give the benefits of settlements of FO4, like stores, minus some of the micromanaging

I could see this working really well especially with specific habs, such as having allowing a chef with the 2x3 mess halls and a doctor with the infirmary.

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I just think it would be cool to walk around our ship while it’s moving, hearing the engine hum and all that. Not very practical from a gameplay standpoint (unless they add a super cruise mechanic,) I guess, but still neat.

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Suggestion

It doesn't necessarily need to be mechs, mechs are themselves banned. But what if someone where to remove the weapons, reduce the size and made it more power efficient? Exo suits would fit nicely within the universe of Starfield. If they can make massive robots that can self balance, then they can condense that tech to something wearable with little issue

I don’t think we have to settle for exo suits, though they would be cool to see, too. Todd Howard said Starfield’s ship piloting mechanics were inspired partly by Mech Warrior, I happen to think they’re a solid framework for mech piloting.
The power management, modular construction, different weapon types, physics-based movement — they could all easily be translated to mechs imo. I’m crossing my fingers BGS is already working on mechs for Starfield but if that’s not the case, I guess this is me desperately suggesting for them to be implemented.

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Suggestion : There should be a way to lock the ship's heading. If you're 5km away from an object or a starstation, there should be a way to set the ship on autopilot instead of having to hold the mouse the whole time (This has probably been suggested before ngl but search returned nothing)

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We seriously need environmental suit protection indicators on the HUD, it should be an easy addition. The beeping is nice, but an actual indictor would be even better.

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Suggestion

Another set of mundane things that need to be added (and have been heavily suggested) is mini games, blackjack, solitaire, slots, pool, among many other things. But something that I, personally, haven’t seen suggest is improvements to already existing things. The Red Mile for example, the run could be improved by adding side objectives, things like needing a key on one of the sides of the crater, or killing/knocking out a certain amount of maulers, or making the run under a certain time limit, and some of this objectives could be active at the same time. The more the side objectives, the bigger the reward. Another thing that could be added is hazards, radioactive containers, artificial freeze rain, and any other amount environmental hazards could be active at random

There could also be runs with multiple people, the only rule being not attacking the other competitors directly. We could also have body retrieval runs, where we need to find as many old competitors and mark them before coming back, the higher the tags and lower the time, the higher the reward

Again, with new objectives, the game could fully utilize the crater in its entirety, bringing new life to the somewhat forgettable Red Mile. With buggy’s in the horizon, and fast approaching, the Mile could actually become a full mile in radius, with buggy specific side objectives. And with the multiple NPC events, death races could become a thing, where the maulers pretty much pick off racers as they try to complete laps around the crater

Right now, the Mile keeps competitors scores solely in amount of runs, but the different combinations of objectives and hazards could give different point values to the runs, and the scoreboards track that in addition to amount of runs, or it could replace the old system entirely

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Suggestion

Something that I’ve realized about games, the bigger the playable world, the more life sim elements it needs to not feel empty

Somethings that needs to be added to Starfield is more mundane things, specifically random encounters. Something like, miners gathering resources on the surface, then spotting you and challenging you to mine more than they can because the foreman wants their crew to have some fun too. Or spacers trying to open a container that was jettisoned during entry, or that they saw fall. Two rivalling factions like Ecliptics and Fleet fighting each other for the ship/remains of some poor civilian’s ship or outpost

Right now, the game does have nature photographers but they rarely appear, and only in natural POIs, having them spawn completely randomly would make the universe actually feel lived in. And there could be an encounter where photographers from rivalling magazines having a fit over who gets to take the picture. Just anything to liven up the universe

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Something extremely MINOR but please PLEASE update so that the real estate agent that sells you the house in Akila doesn’t stay in front of you lawn, please let him leave once you buy the house

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We need more romanceable companions, like Delgado, a quest for redemption

We need to expand neon and reveal that there’s a crime war. I didn’t like that we weren’t able to tip the scales or make any sort of recognizable change based off of our choices. That’s why I wish there was a fame system. I want 🤬 to be aware

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Suggestion:
Unless its already been suggested could you make it so that if we have a romanced companion in a bed already that we can "jump in" as well to sleep? Just as if we initiate a sleep session when we wake up our companion also appears in bed with our character.

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Suggestion for DLCs/Expansion : A starborn Skill-tree that uses the Quantum Essences as Skill points making them actually useful

  • More Starborn abilities that focus on Movement. Like omni Directional Dashing
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Suggestion for Red Mile : Multi stage combat Arena with different challenges and different enemies. Each level could reward us with unique weapon/armor or unique skins for regular weapons/armors

Right now the "challenge" is very lackluster and boring

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Currently there is no gain to be had for destroying Starborn vessels when attacked by them.

Suggestion: Award 3-5 Quantum Essences for each Starborn ship destroyed. (at least)

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Quest Name: The Best There Is
Platform: Xbox Series S (Gamepass)
Time/date of bug encountered: 20:30 on 30/7/2024
Description of bug and any reproduction steps: UC Vigilance isn’t spawning in at all at the end of the quest just after delivering the CommSpike to the Key. I’ve looked at Procyon, Phobos, Aranae and Mars, and the UC Vigilance isn’t spawning in anywhere and I cannot progress the quest at current.

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Suggestion : Please add animated Elevators for the sake of immersion. add some to the big buildings in New atlantis that give you the view of the city while inside the elevator.

it's not much but the less loading screens the better. I don't get why this was removed when F4 had this feature

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Anyone else getting overwhelmed with ideas for Starfield? I have so many notes on ideas and esps made to troubleshoot some of them and its crazy. 🤪 i dont see how some Authors are popping out mods left and right. 90% of these Authors should have bundled their mods instead of cheating the download numbers. But thats IMO. Some mods as singles make sense cause of choice but when they release 6 in a week and they’re are all the same settings, thats sus.

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Just my personal opinion - just watched an inverview with the FOLON team. I think Microsoft/Bethesda would do well to throw some money at them and hire them on to create content.

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Add a way to upgrade weapons and space suits to calibrated, refined, advanced, etc. So if you come across something you find visually striking, or has a fun unique power, you don't have to sell it for creds or place as a decoration in your ships, outposts, and houses.

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I have no idea if this suggestion has already been made: An option to toggle takeoff and landing sequences on/off. I would like to see my ship land, even if I have already been there

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Suggestion:

-To improve Starfield's performance,add Fsr 3 on Xbox series S/X. The Fsr 3.0/3.1 could significantly improve graphics performance on Xbox Series S/X, offering a sharper image and higher frame rate.)

-Xbox Series S/X Mouse and Keyboard. (adding mouse and keyboard support could give players a more precise control option, especially for targeting and menu navigation.)

-In the weapon modification bank, add an option that improves the rarity level of the weapon. (an option to improve weapon rarity could provide players with a deeper sense of progression and customization, incentivizing collecting and upgrading weapons.)

-To improve stealth Add the-take down

-offline mode (no Wi-Fi) on Xbox Series.

-After releasing the first land vehicle, add a motorcycle.

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Hi,
since the release of the game 2 things have bothered me in relation to the graphics of the game, the first is the filters/LuT which were quickly removed via mods, and the second is the space which is gray,

In space games where in astronaut stories the space is black and deep, I bought an AMOLED screen specially for Starfield and I admit to still missing that feeling,
On PC with a few commands on the console it is easy to change that, however on Xbox we do not have the possibility to do it, I downloaded the CK unfortunately my PC is not powerful enough,
Could a modder give us this gift?

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More variety in weapons and armor types and vendor for va'ruun weapons and armor and different types of robots / androids

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Suggestion:
New items for ship building and outposts:

  1. Cargo bay doors for cargo habs. There's no way they fit massive pallets through the tiny bay doors. Just for a bit of immersion.

  2. Walkways, catwalks, scaffolding, and stairs. They should be able to be used standalone, but also be able to snap to landing pad platforms and airlocks. If they are snapped to these structures, the structure's stairs should despawn as well.

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Suggestion🚀 : This has been asked for many times before but an impulse/cruise drive addition that allows faster in-system travel without grav jumping would be amazing. along side this feature there could be an auto-pilot feature as well. being able to look out the viewscreens as we travel between planets, near moons and stars would add a lot of immersion to how space travel works in game. Random encounters could trigger this way as well which could lead us to discover new locations and quests similar to how it works in skyrim

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Add gemstones / crystals as a resource. Various decorations/clothing/jewellery can become craftable. And some gemstones have industrial uses, which may make them resources needed for weapon mods. And of course, you can likely have various quests related to the gem trade, especially rare or unique types.

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Fix andrejas dialogue?

|| so I have the serpents embrace so ya know a worshiper of the great serpent but her romance dialogue options don't really take that into account she still calls you an unbeliever and stuff even when she knows you worship the great serpent,

So I'm guessing the voice actress has returned to do more dialogue for the DLCs so maybe record some more romance dialogue to take into account you have serpents embrace? ||

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After you survey a planet with lifeforms present, you should be able to pull up an index on the star map screen that displays all that planet's flora and fauna, AND shows what their resource drops are, to help simplify the process of hunting for particular research or upgrade components.

I actually like this idea, but I'd like to suggest something more immersive in it's execution. A table similar to the Navigation table. A digital table or monitor you interact with that acts like a catalog of this information. Preferably craftable at Outpost and ship. That way there isn't a need to rework the Starmap or clutter any menus. It could be contained in it's own place.

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Transmogrification.

Ie, changing the look of our gear, whilst keeping its stats.

Imo, the Mantis armour set is Ugly, but with a good roll, it can have amazing perks.

Having the option to have that suit, look like the tracker alliance one instead, after you have had a suit, thus “unlocking the look” ,would be amazing.

But keep it split into individual pieces. E.g. if you had the UC Marine helmet, the look is unlocked, for helmets, but you still need to have/had the suit and pack for the rest of the look.

Having the “unlocks” carry over with you on NG+ would be the icing on the cake 🍰

Recommend looking at AC Odyssey, for a great example of how to do transmog.

You can even transmog your melee and bow aesthetic in that game, and change gear look at will, once unlocked.

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Suggestion: How about exploring gas giants (without landing, lol) by just flying through thunder, rain clouds, or whatever is out there? Maybe with some rocks as minerals (like Kessel Run in the Star Wars solo movie if anyone has seen it) or planets like Bespin, which has some giant creatures and colorful clouds. Another cool thing would be water planets that you can explore with some kind of submarine or something (maybe some ideas from Subnautica)

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Suggestions, they are all somewhat related

The tracker's alliance update was pretty nice, but something that is very much missing from the quests is [Starborn] dialogue options. This lack of Starborn dialogue is incredibly apparent in the free Tracker's quest, the shipbreaker, ||because the mark is working under an alias, but you can't mention it or actually arrest the right guy despite knowing who the guy actually is||

▶️ Minor suggestion: The gravis Starborn suit should've been a starborn suit skin rather than an OP suit you can get at the beginning of any run

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Further to what's been suggested about artwork/antiquities, maybe you should partner with the British Museum, Landes Museum Baden-Württemberg, and other museums for 3d models.

Replacing humanity's greatest treasures with suitcases is dumb. Making humanity's greatest viewable treasures old VHS cassettes and baseballs is insulting.

Seriously, go visit the Kunstkammer in Stuttgart, or the Museum Quatier in Wien. Maybe you'll get some inspiration beyond FOOTBAW.

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I think after the vehicle we should get some kind of ridable mount, and Idea I had was a type of alien horse, but only really 3 types, 1 on Akila to help with the old western vibe, 1 on Polvo where Hopetown is, the reason why Hopetown should have 1 type of horse like creature is because they could maybe develop a specific hab that allows you to contain a tamed alien horse, and 1 more type would be anywhere else that has somekind of savanna biome
just another nice way to move about and adds 3 new horse type aliens to the world

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Snap-to-cover mechanic for the player character.

I see npcs, both hostile and friendly use cover animations, but we are unable to.

This was also the case with Fallout 4, where npcs could use cover, including animations, but we could not.

Having this enabled for the player would enhance gunplay and immersion much more.

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We definitely need a huge overhaul on the player outpost system. I would love to see the outpost system more like Fallout 4, where you can build huge towns and cities, manage settler communities and their jobs, farms, weapons dealing, and sponsorships. Companies like Hope Tech, Shroud, and others could build shops in your town. As your town grows, you can add more attractions, improve security with forces and defenses, including giant walls and gates. The more money your settlement brings in, the more people will want to live there.
Building functional public landing pads for tourists and people in general can provide opportunities to recruit them, offer jobs, and grant citizenship. The bigger and more prosperous your town is, the more opportunities you will get. More tourists will want to travel to your system to enjoy the luxury of your town and city, then leave.
Job opportunities for your citizens could include:
Security/policing (create a set uniform and with guns)
Mechanic
Repair engineers
Manufacturing workers
Hotel manager
Armor
Bartender
Farmer
Miners
Zookeeper
Doctors
Chef
Hotel stay
Shop owner (food stalls, drink stalls, restaurants, gun store, and more)
Sponsorship opportunities (Trade Authority, Shroud representative, Tech representative, Deimos representative)
And more
Recreational opportunities could include:
Gyms
Shooting range
Bars
Clubs
Virtual reality stations
Zoo
And more
Just give us the opportunity to build functional towns and cities where random settlers from different parts of the galaxy can land on our public landing pads, explore the city, and apply for citizenship while you’re away. You can check your computer for those who applied. You will be greeted by an image of the person who applied, then you can accept their application after reviewing their entire background, personality, and the skills they can bring to your settlement. Be careful, though—the more popular your city is, the more raids will happen from undesirable factions.

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Please allow us to see the stealth meter when we have the scanner on! It's kind of annoying to walk around scanning a planet not knowing if you're antagonizing the local wildlife.

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Suggestion: Please add more food variety (pizzas, more sandwiches, cheese sticks, burgers, fries etc)
i wanna get my face stuffed with goodness while mowing down my enemies, please and thankies! :WiggleWiggle:

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Minor suggestion for placing objects in houses, outposts, and ships that you are decorating: add a snap-to feature that automatically applies when you push an object against a wall, to simplify things for us folk that can't stand crooked set-ups.

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Fast traveling to The Lodge or The Eye spawns you inside the structure instead of just outside. This would cut down on literally hundreds of loading screens over the course of New Game +++++++++++++

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I'd like to see a far greater variety of terrains, including the strange and otherworldly. Think of the stone forests, China's rainbow mountains, etc. Same for cave formations.

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Having more craftable items would be amazing such as the primers you need to craft ammo or chasmbass oil for...you know, the good good. I think it would be so much more fun if we were able to obtain those items in an easier way.

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I would love to have the in game modding system like FO4. Being able to switch a great mod from a low level piece of gear to a legendary piece of equipment would be nice. And I'd love to be able to buy in game mods from merchants or find them in containers.

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Improvements related to modder-support and CK:

  1. Ship modules are associated to icons via a file in Data\Textures\Interface\ShipBuilderIcons that is named <FormID>cl.dds, where <FormID> appears to be the Form ID of the PKIN. Causes problems for modules defined in mods as the FormID changes based on load order. Either a property in the PKIN that indicates the name of the file for the icon or some other immutable reference to the PKIN that doesn't change with load order - perhaps the EditorID instead of the FormID?

  2. If a mod defines its own manufacturer there appears to be no way to create a logo for the manufacturer and get it displayed in the module info card. It seems like the logic that maps a manufacturer to a logo file is hard-coded into the SWF scripts. I don't see a way to attach a property to the KYWD form, but maybe a file-naming scheme? \Data\Textures\Interface\ShipBuilderIcons<EditorID-of-KYWD>mnf.dds?

  3. Consistent behavior for clicking on references to forms in the form-editor windows. There should always be 3 options: a) pull up the referenced form in its own editor window
    b) go into a pop-up to select a new form for this field (should start with focus on the current form and a filter field to narrow the choices)
    c) dup and rename the current form, update field to reference new form and put new form into an editor window. Currently the behavior that one sees when clicking on a field that references some other form varies depending on which form one is in.

  4. More documentation

  5. Some sort of filter to see only those forms that come from a specific ESM/ESL/ESP file. The 'Details' button in the File menu is insufficient as one cannot navigate/inspect/edit the forms from there.

  6. An option to discard all unsaved edits without having to restart CK (for when one realizes that one has painted themselves into a corner and they need to start over again). Restarting CK/reloading data takes too long when materials have been unpacked.

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Suggestion; - Ability to customize change your land vehicles like a spaceship (this lego mechanic so you can make a home on wheels or tanks, trucks & construction vehicles for mining like in the begining of the game) and spawns system enemy vehicles, tanks trucks with load etc. On water boats vehicles (for enemies too) so at least it will be instead of building on water if it will not be?

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Suggestion: How about exploring gas giants (without landing, lol) by just flying through thunder, rain clouds, or whatever is out there? Maybe with some rocks as minerals (like Kessel Run in the Star Wars solo movie if anyone has seen it) or planets like Bespin, which has some giant creatures and colorful clouds. Another cool thing would be water planets that you can explore with some kind of submarine or something (maybe some ideas from Subnautica)

and stations that are IN the gas that you can fly to and land on with a landing pad using the gravity of the planet.

like Bespin Cloud City

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Even more difficulty options -- medpack weight, and limited starship fuel and ammo (ballistic, missile, and particle) come to mind.

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Please introduce more then one land vehicle and also bikes 🏍
Like maybe hover bikes that resemble something off jak and dexter 2

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This might sound simple/stupid compared to other suggestions, but it would be cool for immersion if we could ride the NAT. Have it be an actual tram/train/thing that has a short schedule and goes around New Atlantis. Those who don't want to wait for it could just fast travel, but the rest of us can travel in style! BGS games have always attracted those of us who love that kind of simple detail (I, personally, loved riding the Institute elevator in Fallout 4).

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I'll agree with the idea that vehicles should have a special hab. The essence of engineering is achieving performance within constraints.

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it’s been so long now that the game has had crashing and freezing issues and it seriously needs something done about it

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@wooden quarry
I think we should have a second bay dedicated to a vehicle with the ability to customize the vehicle like a landing pad does.

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Once you become class 1 or a ranger can the contraband scan be omitted or halved in time?

Or add a dialogue option to say that you found contraband while on duty (Vanguard or Ranger) and that you're coming in to deliver it to the right authorities

Giving it to the authorities could give XP instead of money, so you have options both benefiting you in different ways, cash with the TA or XP with the police

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Real quest lines involving AEGIS and/or UC Security. There should be a number of interesting possibilities: organized crime, espionage, various shades of corporate/government crimes, etc.

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I would love to see the UC military, Freestar collective and even the crimson fleet come with their new own advancements of
Military equipment (New Armors, weapons, makeshift futuristic weapons and throwables)
Armor advancements (Dash capability jet back packs that allow you to dash forward, backwards and side to side while still maintaining the ability to go up. Body vests , state of the art exoskeletons and makeshift skeletons, new armor slots and paint jobs for armor)
ship modules that can house larger crowds and make bigger battle ships
and new ship weaponry advancements.

Make the world feel like it’s ever evolving, companies are coming up with new tech and the world of star field moving ever forward into the future

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It would be nice if we had an in game journal we could type in so we could write notes where different ore is located, master locks we can’t open yet, etc.

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Suggestion : More Content for our Parents (kid stuff). we should be able to invite them to our wedding, talk to them about our adventures and maybe even some unique dialogue about the ||unity/starborn|| and saying goodbye to them

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Heavily armed and armoured GalBank freighters with escorts that carry significant hauls of credits for the well prepared, and that could also be the target of Crimson Fleet radiant missions, either straightforward board and commandeer or more subtle heists.

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Can there be some variation in the Constellation members reaction to your choice in the Terrormorph elimination option. If you choose the Aceles, which frankly is the better option, all 4 members dislike it!

I understand Barrett as he's a scientist whose all for experimental stuff.
But Sarah is down right chastising.
Sam dislikes it even though if he's in the meeting with you, he likes when you do choose the Aceles, which is a contradiction in script work there (amongst quite a few).
And Andreja, you'd think she'd prefer the solution of reintroducing a species wiped out by humanity that is the Terrormorph's natural predator over a microbe that could indeed mutate. But no she doesn't like it either, though she is less chastising about it than Sarah at least

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A lot of people have already suggested that we add mechs or exo-suits to game so that Starfield can have its own version of power armor suits. However, there has been less input on how to alter and balance it so it is not just another version of a Fallout game. So here are some suggestions on that topic:

1: Instead of mech/exo-suit using whatever weapon your character normally has, it would have the weapons pre-attached (like the mechs in Matrix Revolution), and could only be changed at an appropriate workshop.

2: Mechs can automatically be summoned to any location that is outdoors and NOT in a major settlement (sorry, but there is still civilization in Starfield, and most societies consider bringing such dangerous equipment into civilian areas a bad idea).

3: Whatever skills you have invested your skill points into would automatically unlock new toys for your mech, so a person that actually invested in the boxing skill would get some fabulous overpowered robotic fists for their mech

4: The parts of the Mech that can be modified are the legs (together as a pair, since it makes no sense to me for them to be modified seperately), the chest, the the head, right arm and left arm seperately (so you can have a machine gun AND a robot fist if you like), and the back (do you want a bigger jetpack or a mortar?).

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Suggestion

Something I would like to see is more extreme weather. Things like tornados, blizzards and typhoons, among others

Some planets don't really have any environmental hazards until the weather kicks in, Porrima 3 (Red Mile) for example, but when the weather starts, your environmental protection is gone in less than a minute. This would make sense if the weather was worse than just snow, but the game doesn't really appear to have that, so to me, it breaks immersion because the "bad" weather isn't that much worse than the regular weather, yet my thermal protection is gone in the blink of an eye

Some plantes have very short days, this means that the planet is likely spinning extremely fast in its axis. If a planet with an atmosphere were to be turning that quickly, the Coriolis effect would create massive storm networks, this in change would make the planet's weather more extreme and unpredictable, with fast winds, and many air and water currents fighting with each other

▶️ Another thing I've noticed, some planets have a tilted axis similar to Earth, this means that their poles have constant sun light (or lack of it) at all times, and if the planet has intense solar radiation it won't take effect until the game considers it "day time" despite the sun never going bellow the horizon

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Suggestion: I really enjoyed the little June update that added the Tracker's Alliance, and think that small content additions every month or 2 would be a great addition to the game. Bethesda could also have the community vote on different additions as a way to build engagement, say by outlining 2 different quests, or 2 different POI's, or even 2 different guns, and picking whichever of the two wins the community vote. One of the most common complaints about the game is that it's a mile wide and an inch deep, and adding more random content could help mitigate this issue, especially by doing so for a few years.

I had first thought of this for adding new guns, and given the different manufacturers it would be pretty easy to outline new suggestions. Say a .50 caseless Allied Armaments battle rifle (with damage between the Lawgiver and Hard Target) versus a 15x25 CLL Laredo lever action shotgun (with damage better than that of the Breach). There are many guns in Starfield already, but I think more is always better, and it would probably not be too much work to add new weapons. It might also be wise to add more 'late game' weapons, as currently the Va'ruun Inflictor massively outperforms most other weapons.

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Environmental damage doesn't make sense in many cases.
If you are wearing a spacesuit that is designed to protect you against....space, then It's a sealed suit which means you are breathing the air supply in the suit and it's protecting you from outside air or lack there of. So lung damage shouldn't happen unless that seal is broken then there is a lot more than just a cough to worry about!
I get radiation damage and corrosive, heat and cold damage. But lung damage makes no sense if wearing a spacesuit!
So suggestion. Make damage fit the environment.

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Suggestion: Allow us to see space battles from a planet’s surface like this deleted scene from Star Wars https://youtu.be/fUvN1X3qewk?si=nZ6drKjCcuo0zdDK&t=21s (timestamp: 00:21)

If we see sparkles in the sky, it would indicate to us that we will encounter a space battle if we fly into orbit (ergo, we get an incentive for not just fast traveling off a planet)

Perhaps make it so space battles can only be seen from a planet’s surface if looking at the sky at a high enough scanner zoom level.

[YouTube] Cinerama

Tosche Station (Deleted Scene) - Star Wars (1977)

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Here’s one for the Devs…

If someone puts a base/outpost up in a deserted area with very little vegetation or roacks, leaves for a day or two and comes back - let’s nOT have the place populated with vegetation and rocks. I mean like rocks that are now potruding through the habs, onto the shipbuilder - or trees doing it.

WHY IN THE WORLD would you artificially grow ROCKS?!??!?!?!??!?!?!?!
STOP IT!

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Since vehicles are a thing, 2 things...

  1. A Hab for you ship, for the vehicle to stay in, idk if that's even going to be a thing or is planned or what, but it's the best way to have access of your vehicle so you don't have to purchase 1 vehicle per planet.

  2. What about having a trailer for the vehicle? This is a thought for the usefulness of having a big portable locker, or maybe it could be a towable camper trailer.

I feel like someone who RPs in Starfield would think of this idea for the vehicle, once the vehicle's released.

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Something that could help with immersion in this regard too, armour condition. Maybe the suit gets microscopic leaks that don’t let the suit lose its atmosphere, but let’s small contaminants in. Also, real spacesuits can be in direct sunlight, which can get extremely hot, or extremely cold in the shade, so the thermal lining degrading and not being as effective

I know there’s a lot of people that hate the idea of weapon and armour condition, but I truly believe it can help with immersion and some major balancing issues I personally think the game has

it would also allow all that vacuum tape to be useful as a part of a repair kit craftable!

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suggestion:

  • would love to see some volumetric clouds (like in RDR2) that would drastically improve the immersion of planets with atmosphere
  • Maybe add more variety like vulcano/ fire planets with lakes out of lava (like Mustafar from Star Wars for example)
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Platform: XBox Series X
Time/Date encountered; problem has existed since at least March 2024
Description of bug: Ryujin quest “Managing Assets - Meet the operative” does not work. I previously reported this and it was not resolved with the latest release. Reporting it again to keep it on the bug radar
The operative never appears at the designated spot. Reloading the game before the quest only results in getting a different location but no operative. The Ryujin quest line cannot progress past this

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So here's a crazy suggestion but

In gameplay options have the ability to remove outpost budget limit, put a warning saying it will impact performance and then let us remove the budget

Because I'm tired of building like epic outposts but then not being able to furnish the outpost cause budget limit

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Well actually it's a recoilless rifle, because the projectile is powered and follows a straight trajectory. 🤓
But enough beating around the bush, more olde timey-esque weapons in general would be nice.

my suggestion would be having a new mod for the Lawgiver that changes the regular handle to lever action

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Suggestion

The wet filter that the characters gets, should have a longer fade out period as currently the characters get dry in an instant. This is mostly for immersion since it doesn't really affect gameplay, and only visible in 3rd person view

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Suggestion

NPCs should also be affected by the environmental hazards, it doesn’t make sense that in some planets I can die from exposure in just a minute while NPCs just stand there for days

Either that, or add items that can reverse the effects of environmental damage (lost max health). If this is done, add it to the loot table of NPCs on planets with environmental hazards, this would explain why they can just stand in solar radiation for hours with minimal effects

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daz

please stop with the have you tried this and have you tried that you know we know it never works but you insist on telling everyone the same never-fixes year after year if you spent more time fixing the game instead of treating us like zombies you would have it fixed by now but no you just repeat the same post after post

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All unique named weapons and armor should be legendary and scale to player level and more customization options for ships, weapons , and armor

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Please improve obstruction detection when placing items in our homes, ships and outposts - it's difficult to place items on shelves and in fridges, especially food; placing food items next to each other often requires rotating them for no apparent reason. It also currently appears impossible to place items atop one another, such as pens on notepads or chunks on plates, and cutlery is often placed too low, clipping through table surfaces.

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Please let those poor vendors go home after an 8 hour shift. We really need voiced replacements at all vendors so vendors work in roughly 8 hour shifts.

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When landed, seeing your crew out and about in the cities browsing in shops or in local bars
Give em a bit more character leaving the ship and acting like people

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Additional flora that has some kind of food would be a great addition to the culinary aspect, plus you get something to eat on the way if you harvest them
Also the fruits we see that are like ours state that it’s surprising to find those kinds that look exactly like ours, they could grow on Jemisson and you could find them

Hell this could go a bit further and be a new farm poi that grows old earth foods, certain seeds were saved or managed to get to use

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Additional flora that has some kind of food would be a great addition to the culinary aspect, plus you get something to eat on the way if you harvest them
Also the fruits we see that are like ours state that it’s surprising to find those kinds that look exactly like ours, they could grow on Jemisson and you could find them

Hell this could go a bit further and be a new farm poi that grows old earth foods, certain seeds were saved or managed to get to use

Expanding on this: A seed vault, either point of interest or a unique location attached to a mission. If the latter, Earth could be made more interesting with the addition of the Svalbard Global Seed Vault -- if not there, then maybe a vault on Luna's surface, as that's a candidate for such projects.

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<Suggestion> The Infirmary in your ship should heal your illnesses and wounds not just cosmetic.
I think cargolink system is sometimes too complicated to manage, I believe something like the fallout 4 settlement link system makes sense, allowing easy transport of materials.
Also being able to search for resource location Let's say Iridium or Adhesive, should point me to the planets that have these resources.
for the upcoming vehicle maybe we can have a separate habs that has to be at the same level as landing gear where you store and customize your vehicle.
be able to upgrade weapons and armor to higher tier (maybe have a skill for that).
lots of social skills should be combined in one (intimidaiton, bribe, manipulation).. each tier just smoething new. Having 4 skill for each feels very wasful for skill points.

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Suggestion

A lot of people (pretty much everyone) has asked for the ability to upgrade weapons and suits from base to advanced/superior, as well as being able to keep removed weapon mods

I have an alternative for one of those suggestions. With the addition of the Tracker's Alliance, they added a new currency and an NPC that takes that new currency, Stache. With this in mind, if you guys (BGS) don't want to let the player upgrade their weapons and suits on a workbench, then let us use Stache to upgrade our equipment in exchange for Astras, one level up costing one Astra. So from base level to superior costing 4 Astras, so from refined to advanced costing just one Astra

▶️ Another thing, FO76 is getting a legendary crafting update, so why not Starfield too? It's been asked for a couple times, if I remember correctly. Again, if you guys (BGS) don't want to add that, let us use Stache to roll and re-roll legendary effects on our owned equipment in exchange for Astras. Just give us players more options in the RPGs you create. EDIT: Let us choose which effect to reroll to reduce the amount of RNG for a good roll

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A new laser pistol that does better damage than the solstice. I don't understand why we only get one option for laser pistol but we have two particle beam pistols and the Solistice doesn't even compete with the Nova light.

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Can we please have it that Vlad gives us at least 3 temples to visit at a time. Going back and forth to the Eye for one temple per visit gets dull after multiple New Game+s

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A new laser pistol that does better damage than the solstice. I don't understand why we only get one option for laser pistol but we have two particle beam pistols and the Solistice doesn't even compete with the Nova light.

To add to this suggestion,

Just having more laser weapons would definitely feel more accurate to the time being 2330s and in space, and that gives us a lot of time to have developed more than 1 measly little weak lazer pistol.

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Suggestion

If fully open planets come to the game, when choosing a landing area we should be able to open a local map and chose where we land since there wouldn't be any more "play tiles" in the game. This would allow us to have more control over where we land, as well as letting use land on POI landing pads (if they have any). And with vehicles, this would help in finding an area where deploying the vehicle is easy rather than hoping that landing on mountains starts you in a valley and not surrounded by steep cliffs

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Unique weapons should have their own colored name like green or red. Also they should all have their own look and not use the base model as some do.

Plus they should all have interesting 1-3 modifiers that are unique.

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Finally, i wish you could just purchase full decoration sets for your houses/apartments that you purchase. Like they had in Skyrim. From there i could tweak things but it just takes too long to design from scratch

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Also i wish you can purchase blueprints for cool new spaceships, or that you can find them.

It is so clunky to build a ship and it takes too long. So i wish there were other ways to get fun designs. On that note, i wish the game had more tutorials on how to build ships, and the interface was easier.

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Two suggestions that are sort of related
The first one being have a script that plays so when if your ship does land at a base that’s filled with enemies they get alerted all immediately and a group of them move towards and set up positions waiting for you to get out, adds a cool moment and makes it more immersive when landing right at the enemies doorstep

Second for stealth alone, I enjoy it but what it needs is a way to distract enemies, either some item you can use to create a sound or like only when in sneak mode vending machines and computers get an extra option to make a sound that attracts an npc
Second item would be either a sound grenade or just a throwable item that’s used to distract, I think this would add much to players stealth capabilities

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Starborn power suggestions

1️⃣ Quantum Entanglement: Unleash the power on quantum physics and bind the existence of your enemies. While an enemy is affected, they will receive the same damage as others under the same effect. Lasts for 60 seconds

-Basically, any marked enemy will not just share damage, but they will receive the full force of it

2️⃣ Broken Reality: Starborn are not of this universe, and as journeymen shall never return home, but glimpse back at a past lost. After initial activation, any enemy damaged within 5 seconds will be transported back to the Starborn's original universe, where they will have the power of their body merged with the universe

-You will be send to a random location of importance, the Lodge, New Atlantis, the Astral Lounge, etc., and will have unlimited power for 30 seconds, then you will return back to the original battle. ▶️ Side note: this is most likely too inconvenient to actually implement to the game, but a man can dream

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# hot ivy 🌟 **18** | https://discord.com/channels/784542837596225567/1217183866528333915/...

Two suggestions that are sort of related
The first one being have a script that plays so when if your ship does land at a base that’s filled with enemies they get alerted all immediately and a group of them move towards and set up positions waiting for you to get out, adds a cool moment and makes it more immersive when landing right at the enemies doorstep

Second fro stealth alone, I enjoy it but what it needs is a way to distract enemies, either some item you can use to create a sound or like only when in sneak mode vending machines and computers get an extra option to make a sound that attracts an npc
Second item would be either a sound grenade or just a throwable item that’s used to distract, I think this would add much to players stealth capabilities

Adding to this Suggestion : I think throwing weapons like throwing knives, spears, Shurikens would add a lot of fun to stealth gameplay.

aside from that the option to hack doors, lights and enemy radios from afar could also create a new gameplay loop for stealth

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Very very likely already suggested, but my search didn't dredge anything up.

I'd like to see more clothing options for sure, but the main thing I think that is missing in terms of outfitting is eyewear. While I'm sure Enhanced is perhaps the reason behind the lack of prescription Eyewear, I'd imagine Sunglasses, visors and eyepatch wear would still exist.

This was sparked by the fact my teenage son started playing and chose to make himself in the game. Well, he's actually blind in his right eye and pointed out to me that he couldn't find an eyepatch anywhere for his character or well eyewear at all. I mentioned that Enhanced has likely solved blindness issues, but he further reminded me of a character on Neon, Frank Renick who has an eyepatch on his left eye. So the model exists in game.

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Our Starfield Steam Beta is now live! Opt in to play the beta version of #Starfield's next update, coming later this month. We'll see you out there! 🚀

Details: https://beth.games/3QNUFwu

Starfield Beta Update 1.8.83 Notes - November 8, 2023

Starfield’s Steam Beta is now available for you to opt-in. The Beta allows our Steam PC players to try out our next update for Starfield in a separate Beta version of the game before the update goes live for all Xbox and PC players later this month. This update features DLSS support, improvements and adjustments to performance, as well as genera...

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<@&1159523035703939102> The REV-8 drives, jumps, shoots, and can even mine for resources - and it's Vasco-approved 👍

Get yours from your favorite city's ship services technician! Available as part of tonight's free update.

https://youtu.be/rA1z1DbA_Io

[YouTube] Bethesda Softworks

Starfield: Official REV-8 Trailer

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I dont know if the devs have noticed but the planets without haze have thier atmosphere and clouds missing when you land on thier moon so please fix it

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I know it's been requested a million times since release but please add manual ladder placement into base game. I shouldn't have to sacrifice gaining achievements on a save by using a mod to control how to get around in my ship. If a community modder did it surely Bethesda has at least 1 dev who could make this work.

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Please consider reverting the change that went out to today for ship module flip/variant glitches. Being able to use that to build interesting ship designs was a lot of fun, and now my current designs are “frozen,” with future designs being forced into being much less interesting, unless I want to start using mods.

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Windows 10 22H2 Steam NO MODS
GeForce 4080 @ 1080p max settings + DLAA
Time/date of bug encountered: Today with the Aug 20th patch
All planets show the placeholder texture (see below). Tried multiple saves. Deleted both starfield and nvidia driver cache and it still happened.

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Repeating a suggestion made over months ago when the buggy was first shown: have the vehicle leave tracks in sand, etc. They don't need to be permanent; you don't need to bloat our save game with them. Have them disappear some distance away.

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# hot ivy 🌟 **10** | https://discord.com/channels/784542837596225567/1217183866528333915/...

Repeating a suggestion made over months ago when the buggy was first shown: have the vehicle leave tracks in sand, etc. They don't need to be permanent; you don't need to bloat our save game with them. Have them disappear some distance away.

Adding to that

Foot prints. Like the most iconic picture that just screams “space exploration” is the astronaut boot print on the moon dust

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Suggestion: get the flips and merges working again. The only reason most of us are still on this game is shipbuilding and y’all just nuked it

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Suggestion: restore the merging of pieces in the ship builder. This allowed players incredible flexibility to stretch their creative muscles, and you've just removed it with the last update.

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Platform: PC
Time/date of bug encountered: Today, 8/20/24 after updating w/ August Patch
Description of bug and any reproduction steps: "Interact" (the E key) no longer working to interact. E key is not broken on keyboard, and works when in UI screens - it does not work when actually playing the game to talk to anyone, use doors/elevators, etc.
Creations you have installed: Several, but had zero issue when playing the game 5 minutes prior to the August Patch.

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Platform: PC
Time/date of bug encountered: 22:57 UTC+01, 20/08/24
Description of bug and any reproduction steps: can't interact with anyything, can't enter buildings or talk to NPCs
Creations you have installed: Vanilla

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Now that there is a land vehicle, I'd love to encounter spacers, crimson fleet, pirates etc. out cursing/patrolling maps in their own vehicles. Actually, it would be nice if a map has some building POIs that contain baddies, that they periodically spawn and send out patrols around the map. Cause problems for the locals, poach wildlife etc.

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PLEASE stop putting in paid quests. I paid 100$ for Starfield, I don't see why I would pay more for new quests given the amount of games out there which provide this kind of update for free.

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For crying out loud - undo the "fix" regarding hitting "cancel" while flipping/variant in the Ship Builder. You've just broken about 95% of the ship builds that folks are doing. Do you not follow the Starfield Ship Locations & Builds group in Meta (or any of the other ones there)? Ship building was about the only reason left to play the game and that is now broken...

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Please add the ability to save face presets in the character creator. Would love to restart with my character, but the values are never the same.

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Suggestion: The AI needs total overhaul. Right now they barely react to what you're doing. in combat they just stand around missing half their shots, it's even more apparent with this update because guards do not seem to care about the rover rampaging around the city. Stealth AI needs an overhaul too

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Suggestion : Either create and Sell questlines (like the smaller F4 DLCs) or make the one quests part of the free updates. making ONE short linear quest a paid creation is very predatory practice and it ruins the trust you've built with your audience

Adding ONE tracker alliance quest every two months for free doesn't seem a big ask since we've already paid 70 to 100 dollars for this game

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For posterity: Starborn buggy variant. I'm hoping they already thought of this, in order to prevent breaking immersion after exiting the Guardian, but also because it would look sick.

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⭐ Suggestion: Unique REV-8s for each Faction. Pirates and other factions should have patrol units with vehicles that can chase and attack us. if we defeat them, we could steal their unique REV-8s. maybe we could see NPCs with broken down REV-8s asking for help etc

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I'd like to see other factions taking an interest in the artefacts and the Starborn, and possibly be people that the PC can work with. What would make them interesting is that their goals don't align with the player's: they're not interested in exploration for exploration's sake, and they don't have an endgame that necessarily involves helping the player. This may ultimately lead to tension and a violent rupture. Imagine working with a megacorp for part of the game, and then suddenly waking up while being prepped for vivisection or forced brain implants.

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Suggestion

The main menu video is nice and all, but it's way too short, and I think the time of the initial prerendered video could be use to load other planets (or the planet of the last save) and use it as a real time rendered video in the background. It could also chose planets at random and have the camera orbit it, with it's moons (or parent planet) as well as the ships that might be coming in and out of the planet

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Han

Add an option to control the verticality of player jumps. Maybe an option that cancels the height of the jump when you release the jump button.

It's pretty annoying when you need to make a small jump over a fence but the character just flies 50 meters beyond because the gravity is lower than usual and/or the perk that increases jumping power.

It's also annoying in interiors where the player is often bumping in the ceiling with any jump.

There could be better solutions but currently my suggestion is that, an option that allows you to cancel the height mid jump when you release the button.

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There needs to be a third vehicles controls option that is actually more traditional/conventional. Camera axis should be independent from drive axis. Eg right stick controls camera/weapon and left stick controls forward/reverse and left/right based on the direction the car is actually heading, not the the camera position.

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# hot ivy 💫 **23** | https://discord.com/channels/784542837596225567/1217183866528333915/...

⭐ Suggestion: Unique REV-8s for each Faction. Pirates and other factions should have patrol units with vehicles that can chase and attack us. if we defeat them, we could steal their unique REV-8s. maybe we could see NPCs with broken down REV-8s asking for help etc

YES, make collecting REV-8s exactly like collecting ships in the vanilla game.
There should be more vehicle types as well — like a ratty spacer motorbike or a sleek ecliptic hovercraft.

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Suggestion: Controller settings for REV-8 TL to allow full cuatomizing. Having the steering/throttle on one stick is very Halo style and awkward to drive through trees.

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Suggestion

Allow customizing the Rev-8, I would say that making it use a system similar to "upgrade ship" button rather than the ship builder would be more than good enough. Every part of the vehicle should change how the vehicle handles

Wheels: They are your contact with the ground and how you push off the ground to move, changing this should affect your grip and handling. Lighter wheels giving you a higher top speed, while heavier wheels better turning. Also have different designs of wheels that could help you move in water better, or have better grip on different terrains such as sand, ice, and volcanic ground

Chassis: This is the main part of the Rev-8, so it should affect the mass of the vehicle the most out of everything. Changing this should affect your grip and top speed in different gravities, a heavier chassis would give you better handling in low-g's, while a lighter chassis giving you a higher top speed

Weapon: Self-defense is important with how lawless the settled systems can be, so having a weapon that your character specializes on seems pretty important. Weapons from ballistics, to lasers, explosives and particle beams, and from single fire, to burst and full auto

Boosters: Sometimes being able to run for longer is better than running fast. Let us have different boosters, ones for smaller but longer lasting boosts, others that balance between power and length, and obviously, a bright boost that burns through fuel more quickly

Fuel tanks: Increases weight, but it lets you boost for longer. The increased weight reduces top speed

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Starting or loading a game with a large number of mods (yet well below stated 255 limit) results in plugins not properly loading, missing assets in game, etc. due to the uint-8 value mapped to forms by the engine at runtime exceeding 254. Every plugin is incrementing this value by at least one but in some cases double-digit increments so that cap is reached even before 100 plugins are loaded. Even if every plugin only incremented by one, the limit at which game stops working properly is still only 255 plugins instead of 4000+. See https://www.nexusmods.com/starfield/articles/635

ETA: our research supports these findings:

  • At runtime Starfield engine maps an uint8-t (8 bit unsigned integer data type; valid values: 0-255 or 00-FF; also referred as byte) to most plugin Forms (Statics, Furnitures, Actor References, Spaceships, etc.) loaded from active ESMs
  • The mapped value is incremented by +1 for every ESM added to your load order
  • The mapped value is also incrementd by +1 for every existing ESM that a new ESM overrides (ex. adding the new ELFX mod at the end of my load order incremented the mapped value by +15 for only one new ESM!! ...it overrides 14 other unique ESM in my load order)
  • As soon as the mapped value exceeds 255 (FF) the game stops working properly - either Forms are not loaded, or possibly the mapped value restarts at 00 so that Forms are loaded with recycled mapped values, conflicting with previously loaded Forms
  • Starfield is advertised as supporting a load order maximum of roughly 253 regular-flagged plugins, 255 medium-flagged plugins, and 4000 light-flagged plugins (compared to Skyrim SE which truly supports 254 regular-flagged and 4000 light-flagged)
  • Due to the Starfield mapped value quickly exceeding 255, the current reality is that the game FAILS after you load, on average, 100-110 plugins, regardless of whether they are regular, medium, or light
[Nexus Mods :: Starfield]: High Mod Index Warning

[color=#f4cccc][size=3][b][u]About the [/u][/b][b][u]High Mod Index Warning feature:[/u][/b][/size]

[size=3]Displays a save game load warning when attempting to load a save game with a v

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im getting the same thing on a new game, clean install, verified integrity of files, and made sure no CC or other mods were downloaded at the time of testing Windows 11/22h2 Steam 08/20/2024 Clean install no creations or mods downloaded at time of testing

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Win 11 23H2 / Steam with Creations and Mods / GeForce RTX3060Ti max settings + DLSS / time encounter is the 20th august patch (Load a new game with same specs and no bug) . Reloaded previous save and now it works. ;/

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Re-add the glitching in ship building
(I know there are posts about it, but you are currently killing the builder community, witch is the biggest one)

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Suggestion: Allow us to harvest resources while driving the RE-8.

Okay, i just found out you can shoot the REV’s laser to mine iron and stuff. It would still be nice to be able to pick plants from the driver’s seat.

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Nerf the enemy ships in the Vanguard simulator when the player has their game set to easy space combat difficulty.

I get that it's supposed to be a bit of a challenge. But if a player has their game set to easy, then they are obviously not looking for that.

And especially after multiple NG+ runs, it is basically impossible to pass, let alone get to tier 5 and 6.

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Another POI idea:

  • Towns on habitable planets. Towns where we can go, visit, work on our ships, buy goods/gear, and maybe a quest or two in there. There are more planets without human intervention other than baddies. Gets dull after a while (600+ hours in). Bring some villages to the starfield
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I don't know if this has already been said, somewhere to actually store your vehicles, instead of it spawning next to you. A ship module or something?

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# hot ivy 💫 **23** | https://discord.com/channels/784542837596225567/1217183866528333915/...

I don't know if this has already been said, somewhere to actually store your vehicles, instead of it spawning next to you. A ship module or something?

Adding to this - I don't recall seeing a 2-width landing bay at all. The widest bay that comes to mind (that barely fits the REV-8) is the Hopetech one. Adding a double width landing bay with vehicle support would also fill an aesthetic niche.

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So when it comes to transporting npc's ,there is 1 human spot and 1 robot spot, I want that if you have already a human companion and have another human to escort they should have a spot probably on the back where Vasco would have to sit, so they don't have to run after our vehicle constantly

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Bethesda, here me (us) out:

  • More POIs/Dungeons by YOUR HANDS that include not humans but vicious, mean, and ugly aliens in a large network of tunnels covered in goo and stuff. Big alien boss at the end with a chest. Make it a hole in the ground and/or cave in a mountain.

  • Same concept but derelict stations as well.

So, both.

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More mission board variety, with missions tailored to different backgrounds; xenobiologist missions to catalogue certain species, collect samples, or heal sick or injured fauna, for example. Existing smuggling missions could tie into space scoundrel, long haulers could benefit from increased payouts for cargo missions, etc.

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💫 Suggestion : in the concept art book there's a poster of a game called blade gliding. Apparently it's basically a zero G battle arena

I think adding that as an activity in game would be interesting and it could also reward players with credits and loot if they keep winning against stronger opponents

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Suggestion: in ship builder if there is an unattached piece there should be an easy way to identify where the piece is instead of having to look for it, for example: in the menu where it shows if the ship can be used or not and the problem with the ship, there should be a button or something that takes you to the unattached piece so you can fix it.

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Suggestion: space taxis between the main planets or something similar to a carriage ride like in Skyrim where you just pay and they take you there or at least quests involving you stowing away or blending in on a cruise liner.

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I'd like it if the buggy spawned next to you when you fast travel to a planet. Fast travelled to a landinf zone, ship half a mile away (can you also address that?) But no buggy near me which kinda defeats the point

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Suggestion: a ship hab that has a stored version of the rover. Doesn’t have to be functional. Just a cosmetic hab you can walk in that has it parked inside. Could be a cool optional hab to add for people that want the immersion of the ship carrying the rover.

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More REV-8 customisation - turret swaps, different engines and thrusters (more focus on straight-line speed than vertical jumps or vice-versa), and maybe a small mounted cargo box.

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Thank you for the rover somewhat it gives a boost to the game, but I have a suggestion :

  • don't spam the vehicule into the different city or spam it outside (maybe we can have a revamp of what the outside of the big city in the game look like, road and more living exterior)
  • time to think to new ship hab to stock the rover like in mass effect, the rover was store into the garage and the crew exit from space from this same garage.

It's exciting because, this rover add will challenge the way we build ship and it create a more cohesive exploration feeling, bravo for that !

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Suggestion: Thank you for the REV-8! I like being able to scan while I’m driving… I just would like to be able to harvest and collect items if I drive close or over them.

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Of course I doubt you'll add an npc being able to shoot from the vehicles with a whole new animation so here's an alterative thing you could try

  1. maybe a button that switches the turrets controls over to your companion sitting next to you, so you can focus on driving while your companion shoots

  2. on the back where Vasco sits it's a perfect fit or an npc to just crouch and stay glued, maybe falling off comedically when you flip upside down, this goes with the other suggestion of letting a 3rd human sit in the back of your rover when you have someone next to you already, this way you can have an npc at the back providing covering fire and it's not even a whole new thing just have them crouch and glue onto the rover until you exit or flip over
    and of course vasco should be able to fire too from behind

https://media.discordapp.net/attachments/1106724663918350347/1275583038922821662/Photo_2024-08-20-232443.png?ex=66c71387&is=66c5c207&hm=32c1a28390e915ca232587280e5e79100e257867d6852e1718ccb990078e1f66& picture example

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Since we now have a vehicle with some firepower, we need more destructive capabilities like a tank. Surely a tank design would have survived and improved upon after humans left Earth?

Of course it would need to be a heavily armored and slow moving tank with a classic cannon, but maybe we could upgrade it to have a fast-firing machine gun/turret and some form of anti-air firepower (either through a third weapon upgrade like a sniper barrel or a extending the range of the front cannon). It would be cool if enemy ships could engage in low altitude combat and the player would have to shoot them down or have enemy ships drop their own vehicles to attack the player

Also it would be cool if the player could swap seats/weapons with crew (player could drive for a bit and have ally crew npc use weapons and switch places if player needs to use weapons)

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Give the Rev 8 a cargo hold or storage capacity. This way we can dump excess items into it and not become as over encumbered when looting… I mean exploring 🙂

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REV-8

  • Control: The vehicle's controls should be independent of the camera, and steering via the camera should be disabled. Currently, driving in reverse and looking backward is confusing because of this
  • Dirt: The vehicle should get dirty depending on the terrain
  • Bug: Sometimes, the vehicle does not spawn
  • There should be random vehicles at cities/POIs that can be used
  • Random NPCs should be driving vehicles
  • Hovering over water should be made more realistic (e.g., folding wheels and hover mode with thrusters or something similar)
  • The vehicle should provide a kind of buff, allowing you to carry +500 weight or something similar as long as you're driving or a cargo storage
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Platform - Steam (PC)
Time of Day - 8:49 PM EST
Description: Cannot complete purchase of land vehicle. After spending the credits, the vehicle is not added to my ship

Load order:
Starfield Community Patch
Visible Choromark Watch
Dark Universe: Crossfire
Observatory
Starborn Perks and Powers
Tracker's Alliance: The Vulture
StarSim: Mining Conglomerate
Audrey - Starborn Companion

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Suggestion: update the camera during the animations of entering/exciting the rover so that it stays in whatever option you’re currently on. Seems a tad odd that there isn’t a first person view of entering the rover. The switch back and forth from first to third back to first is jarring.

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Suggestion: Driving Focused Control Scheme for controllers : triggers for acceleration and breaks, left stick for steering, right stick for camera and aiming, buttons and stick clicks for actions (thrusters, shooting etc.). I would love something like this!

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Reinstate ship flips and allow us to rotate all ship parts in more ways, why can't we rotate habs or attach structural pieces on the side of ships to expand design and creativity

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Suggestions:

  1. In new Atlantis, there needs to be a suburbs somewhere, with new player homes.
    2.New Atlantis needs an old earth museum, or a heritage center.
  2. There should be old earth nation flags that we can use in our ships and outpost, and on new Atlantis, preferably outside the old earth museum/heritage center.
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A real simple suggestion today...

I want a dog.

...or a wolf, that would be a lot cooler actually. So a choice of different K-9 companions, like Dogmeat from Fallout.

...and a cat too, I guess
(both animals need a space suit)

The story behind how they came back, they were cloned from DNA.

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Just found a random guy who needed help back to his ship, and I have a buggy! But he could not climb into the back of my buggy to get saved, very sad, would like to save. Suggest adding a seat or letting them climb in back, and we'll be off!

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Suggestion

Something I've seen, the Adoring Fan doesn't seem to have any dialogue relating to the Rev-8. Everyone else has something to say when you crash or take some air, but the one character that never seems to run out of things to say remains completely quiet while riding

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The only thing that bothers me about this game is how npc shop keeps don’t have sleeping schedules, and npcs that do have sleeping schedules are few ish for the most part.

I feel like sure there’s less citizens during the night but it feels weird shopkeep is up for 24 hours, it would be cool if they somehow implemented this back into the game like previous titles, but given the complexity of time in starfield I understand why they excluded this, but feels alien. Maybe have different npcs that do night shift? Like a robot or human npc

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Suggestion

A few things that relate to one another

First, for the Rev-8 controls, I would recommend changing the name of the "traditional" driving scheme to "retro" since it resembles the control scheme for the warthog from Halo all the way back in 2001

Second, add a third control scheme that resembles the more modern driving standard in video games, using the triggers to go back and forth, and removing camera steering all together

Third, in 1st person, the camera boundaries seem arbitrarily small, I can't even turn my head enough to look at my passenger

Fourth, I would really appreciate (and I'm sure a bunch of other people too) if the camera stayed in 1st person during animations. If we can have the Riuyin questline have a 1st person animation, with visible legs and everything, then the game can handle it in other animations, if not the entire game, in immersive 1st person. Looking down to see no body is no longer the standard, and having 1st person shadows would add so much to the immersion too

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Platform: Steam/PC
Time/date of bug encountered: 8:30PM EST August 20th
all planet textures are displaying this. in space map, in person, and in UI

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<@&1159523035703939102> So much news today, thanks for all your support and excitement! StarfieldAdoringFan

Starfield's August Update is here! https://bethesda.net/game/starfield/article/Emj9ipPXy3RsdbKPaSnjK/starfields-rev-8-land-vehicle-august-update

🚙 Buckle up - the REV-8 has arrived to help you explore planets with ease
🎮 Xbox Series S display settings
🔧 Numerous fixes and improvements

We will monitoring #1146512307753590956 as usual, so please report any issues you may encounter there.

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Once more, I hope they add dirt roads connecting human made POIs. Roads are the biggest sign of civilization lacking in Starfield and makes traveling between POIs feel a bit disjointed and separate from each other. Also goes really well with the new vehicles.

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Han

Landing the rev8 after a boost is very unsatisfying, it completely nulls the speed every time.

Please consider adjusting that aspect so it retains some speed when you land while accelerating or just having momentum at least. This little tweak would make it more fun

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Quest name: Family Reunion
Platform: Xbox series X
Time/date of bug encountered. 8.20.24 at 5:00 pm
Description of bug: When I return to Abe the ECS constant isn’t there so I can’t complete the quest.
Creations installed: only achievement friendly ones that were release from Bethesda game studios.

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Please fix PlayStation. The game constantly crashes and freezes, I lose so much motivation for this game when I constantly crash, especially crashing during events and losing loot and ammo.

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Really think the vehicle should have a starship module attached on the outside so you can choose to deploy it or not with the button press and then have an animation where it deploys that’ll be really cool but also then fast travel if you want to see you don’t forget for the animation just seems a bit random but it would appear from nowhere considering other things are not as random and sit in reality a little bit more,

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The game needs bigger and more cities. Also a menu where us can just select the city, settlement, or outpost and fast travel immediately.

I dont understand how there are only 4 major cities in the entire universe, and how there was a major war involving huge fleets when there are only 4 major cities, which in all honesty are small themselves.

Also more clothes options. Some fancy stuff.

Also more named people to join your crew and more romance-able people. All the crew members should have a side mission that gives a bonus or perk like they did in Fallput 4.

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Your creations pages should have someway to properly give feedback, so the creators and you know whether there is a bug or other issues for that mod, especially if it costs something, either on your website or in game being able to check some review to know if there is an issue and so the creators can easily check feedback

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Now that we have the car I would kinda like it if we could have it that our ship lands a bit away from POIs for stuff like bounty missions and such so we don't immediately land at a outpost, maybe even have it be in the landing options. Like, when you land you can choose "Directly on the base" and "A bit away from the base." with the first causing the entire facility to go hostile (because really, it's weird an unknown ship lands at a place filled with crimson fleet and the pirates there don't go immediately on the defensive)

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One change when it comes to landing at enemy poi I think would be better is, if the ship does land on enemy captured poi's, they should all immediately be on alert and go towards the ship, waiting for you to either get out and shoot at you or leave
more reasonable than them just casually sititng by while an announced ship landed near them

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Xbox Series X
8/22/24; 23:00 EST US
Cannot place weapon workbench in either empty Deimos or Stroud Workshop 2x1 hab. Weapon bench sinks into the floor. And even when it does allow placement it is obstructed when attempting to use it.

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When landing at an outpost, the game spawns the player near the outpost beacon; it would be convenient if the REV-8 also spawned near this location.

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Because thats as far as human civilisation has gotten for now, they got into space in very limited numbers. Most of earths population was wiped out

I mean they had a major war. Create mechs. Built massive m class spaceships. To do all that you would think their would be more infrastructure and bigger cities.

Also just look at all the abandoned structures on every planet. Obviously someone had to build them. It doesnt add up.

And Akila looks to be from skyrim rather than a futuristic city that was capable of defeating the UC.

And alpha centauri is the new “earth” yet on the planet they only built one coty? One stinking city on the entire planet? I mean have 3 or 4. Make it somewhat immersive.

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Suggestion.

Revert the "fix" of ship parts placement.

You've litrally spoilt the one part of the game that keeps me playing.
I found collecting credits then going into the ship building to create a ship i had an idea/thought on making is now scuppered for the simple fact i cannot "merge" certain parts for creating that look i envisioned.

I dont use any mods at the moment that would easily fix this issue as im doing NG+ just to max the starborn powers.

So please revert this change.

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Suggestion: For when we drive the REV-8 with our companions, I would like for Sarah Morgan to quote "Come on Captain, take a girl for a ride" in reference to Halo when Cortana says "Come on Chief, take a girl for a ride."

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When it comes to buildings and star stations and towns/cities that are under a major factions jurisdiction i.e Freestar or United Colonies
What I think would be nice is, if there was a kind of Heat System you get for evading capture but still sticking around, so basically normally you can start a shootout and eventually clear all the security and guards, so they stop spawning, my suggestion for the important faction locations is having a system where if you do start a shootout and kill enough security more npc's will spawn coming after you, this way it doesn't feel like you just wiped out every guard in a city, small groups of 3 to 4 with maybe a robot could spawn, for star stations, they can have ships constantly coming and going docking to let npc's show up and you fend off

This add's more challenge if you decide to do criminal activities or get caught and choose to have a shoot out...
A step further my other suggestion was separating each ship to be it's own thing as in separate inventory and crew placement, and this means that your ship will get grounded if you cause enough chaos, and you have to release or disable whatever is making your ship stay, similar to the quest with Walter Stroud in Neon when your ship isn't able to leave

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Suggestion:

Add some elemental heavy weapons to the game. Like a flamethrower, or the cryo-cannon. Maybe even a plasma sprayer.

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Suggestion: knocking people out with EM should reset them so skills like Diplomacy and Intimidation can be used on them again. I think that would give more incentive to use EM weapons

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I recorded and clipped out the Ghoul stuff said by Jon and found by RavenWulf :
Obviously SPOILER TERRITORY - watch at your own peril :
https://youtu.be/jgsZNwlWKz4

[YouTube] Sage Shadow (Josh)

Fallout 76: Becoming a Ghoul ( from Gamescom2024 )

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Suggestion: Add military tanks that could be used to take down giant monsters such as the Terrormorphs and other stuff for land warfare.

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With regard to player spawn point would be a good to have an option to stay inside the ship instead of jumping out side when revisiting landing site or planet ie I don’t have a space suite on !!!! or just don’t spawn outside the ship if player does not have a suite on in unsafe locations !!! Now wouldn’t that make sense.

Another idea would be to have doctors the player recruits to actually function has doctors and get perks if you have a med bay. As “Rose” is not very helpful otherwise.

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Suggestion

Add other rovers/vehicles with 3 and 4 seats. Roaming with a companion, sometimes you'll get a quest in which you need to escort 1-2 people somewhere, with only one passenger seat, that leaves the escort just running behind

Perhaps, even add an personnel transport vehicle along side a squad system. Maybe even quests where you have to fight along side a squad of marines, vanguard, rangers, etc., to fight enemies

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After update, unable to interact with door, elevators, cockpit, crafting stations, cargo console, computer, locks, decor button. Tried many different saves for many different scenarios interacting is broken ...my heart is broken 💔😢

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Suggestion
"Fog of war" for the map. The map starts as the old low detail contour map, as the player explores the new HD map is revealed around the player (e.g 50m radius). Skills etc could effect how much map is revealed around the player. Settlements would start with the map fully revealed.

The new maps are great however makes exploring new planets too easy. I think this would bring back some mystery to exploration while keeping the new improved maps.

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A vehicle icon on the watch compass, so we can see the direction it's in without having to open the scanner and turn around.

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I'd like to see people re-building / re-creating the places they've lost. I'm in Dresden right now, and the old town and palaces were mostly re-built. People care about their past, and their history, and their homes. They don't just shrug and decide that a 7-11 or commercial park would be just as good.

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The terrormorph could get some part expanded upon making them more dangerous
the part I love is their psychological aspect when they make you hear sounds, but I was thinking make stronger ones could have such a control over you that you get visions too

my suggestion is they would spawn in npc's that are easily killed but do no damage cause they are hallucinations, hoping you can make it so they only attack you the player and other npc's don't attack them cause only you see them
something I guess more extreme but would work great in a horror aspect and really make them awful is: story spoiler - ||they spawn in your dead companion and they throw insults at you as they shoot you|| that would make the stronger terrormorph really something

other than that I think they should have less of the taunting and more constantly being aggro'd so they are a threat, maybe they can even climb on walls idk
In general some more variations of the Terrormporph would be nice, maybe due to certain circumstances there are some that evolved differently
A very tank one, evolved to have really tough hide, is a bit slower that a regular one but will knock npc's and you over if it charges or attacks
One that can puke out or spawn several smaller creatures that swarm npc's or alternatively constantly has large bugs flying around it that attack anyone near

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The terrormorph could get some part expanded upon making them more dangerous
the part I love is their psychological aspect when they make you hear sounds, but I was thinking make stronger ones could have such a control over you that you get visions too

my suggestion is they would spawn in npc's that are easily killed but do no damage cause they are hallucinations, hoping you can make it so they only attack you the player and other npc's don't attack them cause only you see them
something I guess more extreme but would work great in a horror aspect and really make them awful is: story spoiler - ||they spawn in your dead companion and they throw insults at you as they shoot you|| that would make the stronger terrormorph really something

other than that I think they should have less of the taunting and more constantly being aggro'd so they are a threat, maybe they can even climb on walls idk
In general some more variations of the Terrormporph would be nice, maybe due to certain circumstances there are some th…

If you have the kid stuff trait, your parents could also spawn to shoot at you and tell you how disappointed they are of you. The hallucinations could also cause friendly NPCs to be marked as enemies in you compass and turn your crosshairs red when you look at them

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Suggestion

Non-companion crew members, meaning, crew that stays on your ship (or around your ship) and outposts but can't be taken on as companions. For example, Noel could get better readings and research from actually scanning the immediate area around the anomalies (artifacts and temples), but she is not build for combat which you lead to her refusing to follow you into dungeons, or at all, but still providing crew benefits, including stuff yet to be added into the game, like a codex

Edit (one star): Another thing that could be added with a system like this, if a squad system is implemented, a quarter master could be hired to control the equipment of the squad mates without having to interact with them individually

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Suggestion

If it can't be implemented into Starfield now, it should at least be considered for games to come, height and limb sliders in the character creator

Something that I've always found fascinating when playing Skyrim, is how every race and sex has it's own height, which is even seen in first person as the camera changes height, but it's missing in Starfield because everyone is human. Letting us change our character's height would be fantastic as it would be yet another thing to customize on our characters, making even more unique combinations to play around with

In that same regard, editing individual body parts has never been (to my knowledge) in a Bethesda game, and implementing a system like that would make for more varied players and NPCs overall

This two aspects combined would allow for more immersive NPCs inhabiting the world, as well as letting players create unique characters without the need for outside tools and mods

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[Suggestion]
Please consider adding an assortment of primer builders in the outpost menu. Ammunition crafting in its current iteration is functionally useless, especially on higher difficulties. If you add primer builders—rather than primer workbench crafting, you'll avoid players doubling up on ammo crafting xp. Simple Fabricator for small primers—Compound Fabricators for charged diodes & large primers—Multiplex Fabricator for magnetic diodes. Add a "small" ammo container for cargo linking under the storage tab.

Add a gameplay option that multiplies the ammuntion crafting yields by 2-8x

Sell primers in bulk quantities at their respective vendors. Preferably all of these changes would be welcome. I don't see how any of us vanilla players could find a negative in any of these additions.

Stoked for shattered space! Keep up the good work StarfieldSandwich 👍

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Suggestion: Restore the "flip glitch" to the ship builder.

Rationale: You just gave somebody an expensive GPU, in real life, to build a ship for the contest using this technique (and all three of the top 3 used it). So, why take it away from the rest of us after rewarding its use?

(I don't personally use the technique, but it is a bit unfair to reward some people for using it and then take it away from everyone.)

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A buildable garage for outposts that spawns the REV-8 inside or in front of it, rather than on the landing pad, also with a terminal for vehicle customisation.

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The current sustenance gameplay option is just lazy… even just adding a “middle ground” to the system would make it a much more better experience than just huge buffs or huge de buffs. Like you don’t just get suddenly malnourished and dehydrated.. add a middle ground plz or even several sections.

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Han

Procedural exploration improvement:

When talking about this, most people (including me) suggest new POIs to be included in the pool. With or without that i suggest a new system to go along with it:

  1. Create a list of say 30-50 unique aggressive human NPCs or creature bosses, unique **legendary **characters.
  2. Create a list of 30-50 unique **legendary **gear (a special suit, weapon, helmet, rare treasure item, weapon or armor skin blueprint with it applied on the item), this would go into a random container, display or location for abandoned POIs OR the unique NPC's inventory.
  3. Add a say, 5% chance that one POI from the current landing zone could be marked with a ⭐ icon next to it's name.

How would it work: The POIs that have this star icon indicate they have something unique from the above, either an unique item or the legendary NPC + an unique item. So now that we have that in the POI, we know it's inside somewhere, the player doesn't know if it's just the item or the legendary/boss character is within, roaming the place.

As soon as the player obtains the unique item (from looting the place or the NPC carrying it) the star icon will go from a white outline star to a golden star ⭐, indicating the player has explored the location and acquired the unique item (similar to the EXPLORED mark after exploring a dungeon 100%).

Why it's interesting: Because it makes **exploration **more attractive, knowing that there is something unique to find that you wouldn't find anywhere else is a big incentive to visit those places. One of the complaints is that there's isn't much unique things to find in the procedural POIs but this would change that and give them more purpose in the game, especially now with the REV-8 encouraging trips to far POIs.

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WORMHOLE STARBORN POWER

Lets you create a quick travel point anywhere where there is no combat. Then when you activate it again you quick travel to that location.

for example, set the point at the Trade Authority, then when you activate wormhole you quick travel there.

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So as it stands

The UC, FSC, Constilation and crimson fleet all have their own faction quest and companions

The spacers don't have a single quest line but they do have alot of the larger single side missions like failure too communicate, ground pounder and mantis

With shattered space the va'ruun ate getting their own quest, this leaves the ecliptic faction being one of the only ones with no large questline

Across the game there is alot of hints that the ecliptic mercs are one of the more powerful factions, not only have they taken over many old colony war bases and stations meaning they got lots of weapons and tech, but they also use mostly taiyo ships which aren't cheap so they got funding too, and they have also proven to ignore the armistice by having large M class ships, and at one moment during the UC quest you find them trying to capture a xenoweapon, and one of their main bases is inside a mech factory so this shows they have no issue using xenoweapons and mechs

So a DLC focused around a Ecplitic attempted coup where they use their vast resources to try take over the UC and FSC with the player either as a vanguard captain or freestar ranger attempting to stop it through large battles in space and on the ground

Could start small with a bombing that the player is assigned to investigate (if your in the vanguard it happens in New atlantis, if you a ranger it happens in akila) leading you to uncover the coup attempt by various high ranking officials using the ecliptic mercs

Could be an opportunity to add player owned M class ships for large space battles with multiple ecliptic and UC M class ships, (maybe even have it so if you are in the vanguard you get a M class ship but if you a ranger you get a mech) by the end of the quest you have destroyed the ecliptic leadership and have removed some corrupted individuals unlocked whole new weapons and armors

Could maybe even have an evil ending where you join the ecliptic and actually help them take over the UC and freestar

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Suggestion: Since land vehicles are finally introduced to Starfield, why not have air vehicles? Spaceships don't count since they're for space. I'm talking about having air vehicles such as small planes, hellicopters, drop ships, gunships, etc. small aircraft used for surveying and to carry heavy items as if it's a package delivery and aside from having jet packs and "flying cars", we should have air craft to combat flying creatures in the sky. Since now drivable land vehicles is possible in Starfield, I recommend having aircraft vehicles for surveying land or combating flying enemies or when you're carrying too much weight, you could use the aircraft vehicle to fly back to your outpost or space ship to drop off the loot you found. Like the REV-8, you could optionally have companions be your passengers in air vehicles, or when picking up a lost traveler that needs to go back to their ship after being stranded. Also air vehicles should be used by enemy NPCs for air dogfight combats, similar to spaceship combat.

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Suggestion

Something that I'm sure I'm not the only one who noticed, Bethesda has focus a bit more on food items, not only in how they are modeled and textured but also on their effects. What if cooking worked somewhat like potions did in Skyrim? With each ingredient having it's own effect and then being added to the final product once it's made, with similar effects adding to each other while opposing substracting. With this in place, players could truly pursue a culinary route for their characters, and making rare ingredients actually more important. Nutrients from space worm would not taste or have the same effects and nutritional value as nutrients from an ashta, and tea from spices found in bone marrow of an animal would probably be more interesting than from a leaf despite it's flavour most likely not being the best

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I don't know if anyone writes these proposals, but here is my suggestion:

  1. What if you added Legendary Ship Parts? This would also apply to the deconstruction of modules as reverse engineering , antoher one is add Little fighters we have completed ship starborn why not little fighter , and like the Ranger Astarte please add big space battles , two battleships class M fight with some little ships .

  2. It would be nice to do something about loading screens . for example, when grav jump see animations like wormhole flight, for elevator use the same as F4 ( I know there are mods , but for yours it would be a nice innovation instead of loading bar )

  3. I would like to see an encyclopedia of visited planets in game, animals seen and some lore about the planet

3.1 please adjust the map I really don't like clicking through 4 maps to get to the map of the galaxy

  1. I believe it is possible to make more vehicles, I would especially like to see some heavier 8x8 APCs, more POIs with static turrets for fight
  2. I would like to see some nebulae in space , or a passing comet , it would improve the overall feel in space , the same goes for the planet if I look at the sky at night , I want to see a comet or anything
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Suggestion: More Starborn dialogue! Eg every time i meet Vae Victis i have to go through the choices of being ignorant to who he is.
There are SO many questlines that should have Starborn dialogue options but dont and that's a lacking point.

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Han

Rare upgrade item:

Similar to the implementation of **Astras **in the game, there could be an even more rare item/material that allows the player to either sell for a good price or spend it to give a really top level **upgrade **to a piece of armor or weapon.

Why it's interesting:

  1. To add another valuable and **rare **item to find with the procedural exploration.
  2. So that the players can make better use of particular armors or weapons they like that normally would never find with status as good or nearly as good as for example, Starborn suits.

Sometimes people could find an armor that they are really attached to because of the visuals but feel discouraged to use because they came across something with better stats, this would be good to both allow players to give a worthy upgrade to their favorite gear, making it their own unique/legendary items but also giving more purpose and rewards to exploration. Also noting that this material would be really, really rare to find, even more than the Astras which would also justify their value.

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Honestly I know it's a small maybe stupid suggestion but can we get dogs and cats ?

Like add a unique dog companion to the game that we can have follow us around Like dog meat but in space

But then also add dogs and cats to the the crowds Like as you walk around the cities there would be random dogs following their owners or random cats just walking about

And with that add a unique space suit for the dog

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Suggestions for an Immersive feel:

  1. Mini-games. I’m thinking card games (Poker, black jack), Billiards, Darts, competitive target practice. Ability to add these activities to your home. Maybe Solitaire on computers. Maybe a home console to play simple games (Shenmue 1 you can turn on the Saturn and play Space Harrier I believe). Akila being the western town would benefit being able to play poker at the local bar. Red Dead Redemption does this well.
  2. Casinos should exist where gambling occurs. Slot machines, card games, betting on events (races or fights between ppl or captured animals). Perhaps you can capture an Ashta, feed and train it, and enter it into fights, etc. Shenmue 2 did this well with the dice games, fight tournaments, etc.
  3. A codex like in Mass Effect that describes every planet you visit, the biomes, fauna, flora, and geological locations of said planet with images. Would compel me to explore it all. Maybe have it be part of a mission with a huge payout of credits and XP at the end when you give the information to someone who wants to make an official encyclopedia out of it.
  4. The landable areas on a planet are pretty vast, I believe 64km^2? Again, for an immersive feel, there ought to be a city, an actual city, that spans that landable space. Think GTA San Andreas size map, or Cyberpunk, with roads, and an actual city layout. I thought New Atlantis would be that. In Mass Effect, the Citadel was huge but we only accessed a small part of it. New Atlantis feels like it should be the entirety of the Citadel on a planet surface, but it’s just the limited part of the Citadel in feeling and scope that we got in Mass Effect. Having an actual realized city would be incredibly immersive. Would that even be possible though…
    I have other ideas that are of personal interest (a planet with a Ninja village ala Naruto??), but these suggestions I wanted to focus on Starfield feeling like an immersive universe.
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Another suggestion:

When I drive around the city, people panic and scream, run away, etc.

So I'd like us to see the good old panic when I shoot there and the guards come running at me,and people running , it's weird when I shoot there and people don 't do anything

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The sleepcrate is very small yet we can customise it
In ryujin we get our own office
Be great if we could also customise our office add stuff to make it feel more homey
A better work environment
And to add personal computers would be nice either build them or like in our ryujin office we can use them
Either make custom notes or use them fro missions maybe they can be connected to mission boats but instead of just getting all the same ones from the boards, you get notified of a mission you can do nearby maybe Whithorn a system

Or maybe it’s a special request from a faction

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I'd just like my normal sized ship to land on the pads at POI's where we have missions. Heck, too often my normal sized ship won't even land at my LARGE outpost pads; instead landing a click away. A standard purchased Pirate Ship class, Dragonfly class, or similar normal sized ship only fit half the time; they should be able to land on these pads without issue.

One pet peave is the landing spot for the First Calvary mission: instead of landing at the Factory pad, my ships land 4 clicks away through horrible terrain - terrain even the new REV bouncy-house doesn't work for.

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Explorable ruin POIs on Earth, buried under the sands. Also some ocean remnants, as realistically it would take much longer timescales for Earth to lose its entire water stock to vacuum.

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suggestion :
because we have now vehicles, it would super cool to encounter patrol on planet, like 3 or 4 vehicles, armed, and attaking the player (depending on their faction)

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More to add to this previous post: #starfield-suggestions message

What the game lacks is not really the amount of weapons, but the customization, modularity, whatever you want to call it, that add variety to each individual weapon. In FO4, the basic pipe weapon can be turned from a pistol to a marksman rifle, to a machine pistol, to an assault rifle, that's 4 different ways to modify this weapon. But that's not all, you can also increase the damage it deals, making it worthwhile to the mid-game. But that's not all, within those upgrades, you have calibrated and light variants which make the weapon more efficient in VATS combat, one for regular VATS hit-builds and VATS crit-builds. This means that the humble and often hated pipe pistol has not 4 ways to be used in game play, but actually at least 6 different ways to use it. And to top it all off, changing from semi-auto to full-auto means that you'll probably want better ammo capacity and recoil control rather than stable and better accuracy, so changing that naturally drives you to change some of the attachments, some which change the profile of the weapon, effectively changing it's look by enough to differentiate between what use it has, adding visual variety to it's gameplay variety

In Starfield, there is no weapon to be able to be compared to the pipe weapons, there just isn't a weapon platform as modular as the pipe weapons are. This make the weapons feel stale and one-noted because their use remain almost stagnant, despite actually needing more work to upgrade and modify the weapon. Most guns in SF have 2-5 modifications per slot, and some others were merged into one, like grips and stocks, this makes the weapon not change look, and ,on the gameplay side, with little variety

They can make the weapons feel better by adding mods will add to the guns without needing to add guns, just make the weapons more customizable (+dmg) and most issues will be gone

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I'm not sure if this has been brought up but in the TA in Akila when you gain access to the lounge area under the first floor the Astra exchanger named Stache: would it be possible to make it so that he doesnt give you any items that are of lower tiers (common, calibrated, refined & {advanced for armor})?

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Suggestion:
Expand upon the illegal chop shop idea that was present in the Tracker Alliance mission. Have us do some ship-jacking missions for them. Could even have some new ship parts that you can only get from them as part of it.

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Han

The game is beautiful, add an option to hide the hud when not in combat, it could fade out in 5 seconds if you're not in combat and come back up when you toggle the scanner

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Quest: The Best There Is
Platform: PC
Date: Launch-08/20/2024
Description: Not a new bug, just reporting that it still remains unsolved. The UC Vigilance quest marker shows it is by Aranae II-A , while the Ship Icon is at Procyon B, with the UC Vigilance not appearing at either location. (UC SYSDEF Ships are present at Procyon B however)
Without players compromising either hours invested, quests completed, and/or achievements, there is no solution.
Creations Installed: Observatory, Gravis Suit, All Bethesda Blackout skins. (Quest was broken long before creations were released)

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Quest suggestion @frozen bobcat:
Please do more quests like the recent "Escape" one! Please, why has this to be paywalled. Quests with this amaount of tought and creativity should be available for all. Do you really think that peaople love your good old BGS fetch-quests? They can be nice besides really cool and well tought out quests like "escape": In this quest, you really have to actually use your brain and explore your surroundings for clues. This level of qest design is needed for the baseganme. If you add more of such interesting qests, Stafield will become the game it deserves to be in no time and it will be played by so so many people. Because you know what, we are not all dumb and brainless gamer zobies who needs to be pointed towards the most obvious solutions with a quest marker. Come on BGS, please add more of such good and interesting quests and please don't paywall all of them. 🚀

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Monthly updates to the creation club content on all Bethesda games especially the creation club content that are achievement friendly and verified by Bethesda ......oh also gonna throw it out there again we need radio stations one for each faction have them play a mix of songs and have it where you can also hear old earth broadcasts they would be just making their way to these new home planets and lets not forget pirate radio the quests would pretty much write themselves liberation from pirates(crimson fleet,ecliptic,va'ruun,spacers) that hijacked radio space stations

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Just like how any ship can be taken, ripped apart and put back together in any way desired to make them "our own", please make the gear system have the same outlook: Upgradeable tiers, swappable mods, craftable and swappable legendaries as if they are themselves mods. Pretty much like how Fallout 4 are, plus craftable and swappable legendary traits now that they are abundant in this game.

Taking this further could be done by making weapons have more divisible parts: grip and stock separated, round type and magazine type separated, such that we could have a drum magazine with explosive rounds for example.

Again just like the ships, making the gear modding more modular allows us to "kit out" an arsenal that is more fully our own, not just in taste and style but also the sentimental value in upgrading something throughout a character's journey.

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Rev8 is cool but the auto Spawn when you land in a realistic space game its just stupid.... Bethesda why cant you add a slot to put in The ship like in subnautica ?

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Two improvements for crew ship combat dialogue: suppress system damage lines regarding ships that are already destroyed, as well as after a set period of time, to prevent lines continuing well after combat has ended.

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Genuinely upset that glitch building for ships is gone. It was the one thing I loved doing in this game and it's been taken away for no good reason. It's not like it was cheating - we still had to abide by mass, mobility, and slot restrictions, and Bethesda seemed totally fine with all the other glitch methods of building all the way back from Fallout 4 and never bothered "fixing" it, so why this? It genuinely makes no sense to me and they're literally just making the aesthetics of their ships worse by not allowing us to hide things inside dead/empty modules. Bethesda needs to bring it back. 😡

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Mining with the cutter or harvesting springs/gas vents should give a small amount of XP, depending on the rarity of the material gained.

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🌟 Suggestion : A semi-realistic Dismembering mechanic. right now a lot of melee and expulsive attacks feel very lackluster because there's not much visual feedback. There's been a new mod for skyrim that adds a dismembering framework to skyrim and it makes the combat for a 12 year old game much more impactful and fun. I think it can do the same for starfield and since starfield is a mature rated game, I don't think that adding it would be an issue

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Suggestion: A way to choose where the REV-8 spawns upon landing the ship, and/or an option for it to stay aboard the ship unless summoned, at which point it spawns somewhere "safe" near the player, based on the player's current location when summoning it -- not a fixed point beside the ship.

This would head off something I tagged as as bug -- the REV-8's default spawn behavior can drop it in places where it will clip, or worse, get entangled and stuck in some landing pads -- like the handrails on outpost landing pads, or the entry ramp at New Atlantis, if the ship has a boarding ramp that's placed far forward at the nose.

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Suggestion for Cora: I think it would be nice to be able to change her clothes - extra outfits for kids at vendors.

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It would be nice if we could go on dates with any recruitable companion we like, (Not just the constellation members.) and being able to choose where the date should occur, and also some more romantic poses in photo mode or gameplay, similar to emotes, would be really good! I mean, Vasco has a Propose pose, but the player and the companions don’t get any? It’s a bit jarring seeing as you can have a partner and get married too

I would suggest having something like this but with the Kid's Stuff trait, allowing the player to actually get to know the parents

The NG+ comment of "I never thought I would see you again" feels very unearned on the player's side. The parents only have a few unique interactions with the player, but there is no real get-to-know-your-parents type interaction, no "this is their personality", no real reason to like the characters as the player

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It would be nice if we could go on dates with any recruitable companion we like, (Not just the constellation members.) and being able to choose where the date should occur, and also some more romantic poses in photo mode or gameplay, similar to emotes, would be really good! I mean, Vasco has a Propose pose, but the player and the companions don’t get any? It’s a bit jarring seeing as you can have a partner and get married too

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So much like how ships have furnished and unfurnished habs and different options like science lab, all in one berth and so on

It would be cool to get pre decorated ground habs

I love building Colonies but sometimes the furnishing takes FOREVER so having them ore decorated with like one that's an armory, a multiple different housing units. That would really speed up outpost building

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I have rethink about helmet vision detection functions modifier maybe should optional such as night vision, thermal detector or other some thing else for one selection and press N for toggle used.

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Han

Temporary "companions" such as survivalist that need help getting back to their ships do not enter the vehicle with the player and instead chase you on foot.

Make it so they take a seat when it's not occupied by an active companion

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Platform Xbox series x
When: since release, not fixed
Description: location of ECS Constant remains broken, not in porrima ii as quest marker indicates
Creations vulture, observatory, Starborn gravis suit, blackout drumbeat skin