One Starfield player has effectively become the galaxy's ultimate Good Samaritan by breaking down how to build an outpost network collecting every single resource with perfect efficiency - or, at least, nearly perfect efficiency.
16.09.2023 - 17:45 / screenrant.com / Be A
Building a criminal empire is way easier than it should be in . There are a wide range of crimes players can commit, ranging from petty theft to first-degree murder. But for every crime, there's a punishment, typically following the usual Bethesda RPG formula of paying a fine and forfeiting all stolen goods, going to jail, or running away and likely dying in the ensuing battle.
The punishments might sound severe, and they often are, but there are too many easy ways around them. There are many tricks that can be used to literally get away with murder, and most of them aren't even that hard to pull off. Crime does pay in, and in the end, the millions of credits players can earn from their dirty deeds greatly outweigh the risks.
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Stealing is a snap in, and it's far too easy to turn a profit from stolen goods. As is the standard in Bethesda RPGs, most legit vendors won't deal in dirty money, and players are encouraged to sell their plunder at dedicated fences. In order to access them, players would normally have to join a Thieves' Guild and progress in its quest line. But in, automated Trade Authority kiosks will buy any and all stolen goods, no questions asked.
Now, Trade Authority kiosks aren't perfect. They may offer less money for certain items, and they may not have enough credits in stock to clear out an inventory full of ill-gotten gains. And of course, if a player wants to keep something they stole, like a custom weapon or piece of armor, the option to sell it does them no good. Even if they weren't detected when stealing it, they're at risk of having to give it up if they're ever caught for another crime. However, there's an easy way to launder stolen goods right at the local Trade Authority kiosk, with no risk for a high reward.
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Selling anything to a Trade Authority kiosk, then immediately using the Buyback feature to reclaim it, removes the "" marker from it permanently. The game registers items laundered in this way as though they were purchased from legitimate merchants, so there's no risk of forfeiture if a character gets arrested. If they so choose, they may even be able to take the stolen item back, then sell it to a better equipped vendor for a higher price. For an organization that's supposed to regulate fair and legal commerce, the Trade Authority enables some seriously shady dealings.
It's easy to make a case for either side in the debate over whether or is better, but one way in which easily washes its sci-fi successor is in its expansive and involved quest lines about thievery. In many of the prior games, and included, players had to join a Thieves' Guild in order
One Starfield player has effectively become the galaxy's ultimate Good Samaritan by breaking down how to build an outpost network collecting every single resource with perfect efficiency - or, at least, nearly perfect efficiency.
A series of Starfield live-action shorts are on the way to help you get to grips with the Settled Systems, and we’ve got our first look at the incredible set design already. Helmed by videogame short filmmaker Stephen Ford, the live-action series of shorts will help you learn even more about Bethesda’s newest universe.
A Dark and Darker hotfix has rolled out for the hardcore dungeon-crawler following its recent major update. Developer Ironmace explains some of the nerfs it made with early access patch one, and says it has plans moving forwards to “start working on some buffs.” The new Dark and Darker patch notes also revert the more generous merchants, after Ironmace determined that their new inventories “may have made it a little too easy.”
gives players the opportunity to decide the fate of Tomisar, a House Va'ruun higher-up, at the end of the side quest "." House Va'ruun is one of three playable religions in, which players can pick from when they begin a new game. Each one has its ups and downs, benefits and detriments, but whichever one a player picks, they're pretty much stuck with it. Unlike many of the other factions in the game, there's no official quest to join any of the religions. Players mostly brush up against them as part of side quests that involve their claimed territories or sworn members, in this case, Andreja.
Remnant 2 follows in the footsteps of its soulslike inspirations with some truly gnarly—and inventive—bosses. There are fey princes who call down deadly swords, knight-kings that raise walls of flame, and this big purple alien guy. My personal favourite is a boss in the Labyrinth zone, which is just a bunch of deadly cubes with nooks you have to crouch under.
's dual Crimson Fleet and United Colonies quest line comes down to one crucial moment, where the player may choose either to kill or persuade the pirate leader Delgado. As the captain of the Crimson Fleet, Delgado has been the player character's first point of contact with the pirate legion since the very beginning of their business relationship. This is intertwined with another faction quest line: that of the United Colonies. UC's SysDef requires the player character to infiltrate the Crimson Fleet, reporting back to the interstellar trade regulator with knowledge of the pirates' activities and ultimate goals.
Feel like going for a dip in Starfield? Then you might want to avoid this particular planet. It has a lake or ocean that’s so corrosive that it instantly kills the animals in it. What were they doing there? That’s a question you should perhaps ask Bethesda.
Starfield's community keeps getting smarter with their ship builds—we've had AI-exploiting nightmares made of corners, ladderless flat discs, and some sci-fi classics. But what about the little guys of the universe—pilots who don't want some big, fancy warship with 500 autocannons?
doesn't force the main character to explore its more than 1,000 planets alone, and followers can be a valuable tool in combat. Each companion will be combat ready with their own weapon, but asking them to trade gear will let the player give them a new loadout and choose what items they have equipped. Giving companions good weapons early on when ammo is scarce is a great way to ensure they're effective while fighting, but putting one other item in their inventory will increase their efficacy even more.
One of the many influences that can be felt in the world of is the real space exploration pioneered by organizations like NASA, and one side quest highlights this aspect in a unique way. The newest RPG from Bethesda Game Studios offers a somewhat grounded take on sci-fi space exploration, with concepts that draw from real space travel and spacecraft and gear that focus more on authenticity than futuristic sleekness. Although 's story is full of new material based on a galaxy of interstellar feuding, some elements strike a little closer to home, including some direct references to NASA itself.
Starfield has a glitch that allows players to farm a ton of credits in no time.
An illegal drug called Aurora is an item you can actually learn to make in , but managing to sell this addictive substance can be easier said than done. Ordinarily distributed by the Xenofresh Corporation in the city of Neon, Aurora has tons of regulations that make it hard to make money. Certain ingredients that can be obtained from almost any vendor make it far easier to create the drug through item crafting.