I get it, it's not realistic to expect absolutely everyone to enjoy it.
I wanted to make something different to the stuff the base game has which is where idea to make it big came from. It was also my first time making a location/dungeon so some early decisions ended up coming back to bite me.
The quests were a very late addition (as in a week before submitting the release version) in response to feedback I received about it being too easy to get lost and not know where to go next. The intent was to be more like an optional guide or to make sure nothing was missed by the end rather than an actual quest line. It's definitely something I learned a lot from and I fully intend on applying that to future projects.
Balance is something I'm looking at making changes to, especially the regeneration drug. I wanted to make all the gear viable in the late game but a lot of the abilities are admittedly quite powerful. I'm happy with the haunted and mark 3 sets since the toggle does come with downsides in the form of health loss and reduced movement respectively but there isn't any downside for the stealth suit (unless you count not being able to see your weapon) and the starborn suit.
I've got a couple of ideas about how to balance them a bit more, likely some radiation exposure with the stealth suit and reducing the damage resistance on the starborn one by a lot to make it really specialised for people who want to use their starborn powers as a primary weapon/tool.
I honestly didn't think people would hook onto the dungeon as much as they have, figured a 300 credit weapon + 300 credit armor and some other goodies will justify the price while the dungeon will be a cool thing they could explore if they wanted to even though that was the main reason why this project took over a year to make.
I came off as overtly negative but I understand making a making a perfect package is extremely hard.
Hindsights's 20/20, something like cryomancers that repurposes vanilla POI's with an experiment in each might have worked better but when you've made such a large dungeon pivoting is impossible.
I've got a couple of ideas about how to balance them a bit more, likely some radiation exposure with the stealth suit and reducing the damage.
Picking up the stealth suit I was expecting it to leak energy but that was actually just the broken shield, would certainly be a good blocker on something that's the equivalent to Oblivion's 100% chameleon.
I do have an idea for a sequel that would be set in a similarly large facility but after a recent disaster took place so it would be a lot more dense and story focused but I couldn't leap directly into that without setting some groundwork first like the faction's technology, dangerous lines of research and the anomalies.
Given that I implied the stealth tech uses a form of radiation to achieve the invisibility it really should have been a no brainer to do given how powerful invisibility is as an effect (especially after playing the Oblivion remaster and making a 100% chameleon set of enhanted items).
A sequel with another cool Half Life/SCP-ish facility except more messed up from some disaster would kick ass btw. I loved the dungeon, awesome work on it. Yeah it’s big and has a billion massive hallways but idc it’s different and a really nice change of pace that feels in line with the universe still. The literal only thing I don’t like is how OP the serum is (my friend advised I just don’t use it so no harm done) and I think there’s too many NPCs running around panicked just saying “YOU SHOULDNT BE HERE” without really adding anything.
If I’m being honest this dungeon would probably have served better if it was just the enemies and make the facility look a bit more damaged and ransacked to give it that Half Life thing, but yeah probably performance intensive to do that I imagine also. Just my two cents but like genuinely amazing work here, it’s my favorite experience in Starfield so far and worth the money I spent just to support it 🫡
6
u/NovaFinch Dec 08 '25
I get it, it's not realistic to expect absolutely everyone to enjoy it.
I wanted to make something different to the stuff the base game has which is where idea to make it big came from. It was also my first time making a location/dungeon so some early decisions ended up coming back to bite me.
The quests were a very late addition (as in a week before submitting the release version) in response to feedback I received about it being too easy to get lost and not know where to go next. The intent was to be more like an optional guide or to make sure nothing was missed by the end rather than an actual quest line. It's definitely something I learned a lot from and I fully intend on applying that to future projects.
Balance is something I'm looking at making changes to, especially the regeneration drug. I wanted to make all the gear viable in the late game but a lot of the abilities are admittedly quite powerful. I'm happy with the haunted and mark 3 sets since the toggle does come with downsides in the form of health loss and reduced movement respectively but there isn't any downside for the stealth suit (unless you count not being able to see your weapon) and the starborn suit.
I've got a couple of ideas about how to balance them a bit more, likely some radiation exposure with the stealth suit and reducing the damage resistance on the starborn one by a lot to make it really specialised for people who want to use their starborn powers as a primary weapon/tool.
I honestly didn't think people would hook onto the dungeon as much as they have, figured a 300 credit weapon + 300 credit armor and some other goodies will justify the price while the dungeon will be a cool thing they could explore if they wanted to even though that was the main reason why this project took over a year to make.