The worst thing about it is that back when Fallout 3 was released I told my best friend: "Jesus... I hope their next game is going to have a new engine because it is starting to show its age!". That was in 2008... Since then we got Fallout New Vegas (you're allowed not to count it since it isn't one made from Bethesda), Skyrim, Fallout 4, Fallout 76 and Starfield running on the same fucking game engine. Morrowind was released in 2002 with the development starting 6 years prior. That means that some parts of the engine are 27 years old...
@@kenz2756 Bud..I think he means it bas to do with the fact that when they coded it in the first place, the only way they could think around the problem was to have a "physical" chest present.
They surprised me in Fallout 4 when they removed the chests, but they brought them back for whatever reason. Imagine if you encounter a wandering trader and there's just a chest following him below ground.
@@outlawedTV88the reason why, is because it’s technically a different engine to morrowind. Skyrim didn’t have the same engine as morrowind aswell. They update and improve the engine for every game.
This may seem disappointing from Bethesda but when you remember the Bethesda game engine is streamed directly from Todd's mind, it becomes incredibly impressive
@@TowerBuild92 the game is just skyrim/fallout in space, and was advertised as much. Sadly there have been a ton of good space games (or rather space games with good mechanics). So people thought Bethesda would try something new.
Look, I'm the last person to defend Bethesda on their laziness, but this is a complete nothingburger. Yes, it might've been a Skyrim exploiter's bread and butter, but it's literally a single player game. Who cares about exploits in single player games, that you deliberately have to go out of your way to reach?
How does Starfield a game with probably more than double the budget of Baldur's Gate 3 look so much goddamn worse? How does Starfield still play like a 10 year old game and have so many outdated mechanics? Like where the hell did all the money actually go?
unfortunately, i'd say the games focus and scope went into a lot of the backend instead of graphical design and making those systems optimized@@cinifiend
Covering NPC head with bucket Moving object to a secure location before taking it Cheese Pixel to just access an object behind the glass display Sideway incline walking
modders would have a rough time and mods would come out slower. devs would need to find a new system and test ti to ensure it works and is stable, other exploits would be found anyway like in every game, people will still call the game shit anyway.
I honestly feel the same way. I love the silly quirks and glitches and exploits. It makes the game truly a bethesda game. Although the price for it is a bit steep I must admit. Still I am loving my time so far
Yeah! When I go to the herb shop down the street from my house the dunmer there always has his stuff on display! Bethesda is sooooo unrealistic should be exactly like real life. Anyway I gotta strider to catch to get to work later ✌️
@@KABLAMMATS Not really. Riverwood sort of plays with the idea on some items, but if you go to Belethor in Whiterun the place is mostly filled with tomatoes, cabbages and other clutter
Honestly really nice seeing something I used to do in Skyrim as a kid still make it into one of their new games lol, such good times glitching through houses and shops to loot stuff way back
I was literally going to reply to the main comment with "tell me you're not that old without telling me you're not that old", and I find this comment. It always amuses me seeing just how many bethesda fans were formed as youths on skyrim. Makes sense considering it takes them a decade between releases in a franchise. Morrowind was from my time, oblivion was the first RPG that I "meta gamed" in. I honestly just feel bad for y'all though, cause skyrim was by far the worst entry in the series. It was just a hack and slash game with a lot of pre-existing lore. My evidence to support that, I have like 6k+ hours in oblivion between console and PC. I only have like 900-ish in skyrim(which had far superior mod support) The other games at least attempted to follow the typical GERPS format to an extent. In Skyrim all you could could find was the dusty bones of any typical RPG format.(yeah you could kinda spec into something for a typical casual playthrough but in reality being a master assassin did not inhibit your ability to be a greataxe wielding barbarian, you just had to grind hard enough, persuasion was just there to make you more money, no social skills present whatsoever, faction bias has never really been a focus of any elder scrolls game but it was even less so in skyrim the only real exception was the dawnguard dlc) Oblivion still kinda had that issue but you had to at least grind an absolutely absurd amount to max out all your skills and yeah you could join all the guilds still, but at least NPCS had something to say about it if it was known and even passing remarks about you if it wasn't. Skyrim only had a few things like once you became dragon born someone might mention it, or maybe someone would mention the emperor was assassinated if you did the brotherhood questline. But thats pretty much it no other felt cause and effect of your actions. But in Oblivion if you did the brotherhood questline after killing andromidous the imperial guard would be bolstered in and out of the city. Little hardly noticeable differences but there none the less. If you crank up the difficulty playing a battlemage or Cleric inspired build in oblivion you will definitely feel it, but in skyrim having healing magic was pretty much just the standard regardless of how your character was 'built'. and don't even get me started on the dumbed down mechanics like magic and equipment. Mods kinda fix those issues, but its just borderline offensive that they weren't on par with morrowind to begin with. The tech was there they just dumbed it down to sell more copies to people, but the reality isn't the amount of RPG mechanics making games less accessable, I mean BG3 has proven that, It's almost as deep as actual DnD. I just feel bad for the younglings that started on Skyrim, really missed out on what makes rpgs great, even with the shoddy story telling and graphics and physics and just aged mechanics oblivion still holds up better as far as replay-ability goes. Morrowind more so if I could keep it running. Old games really don't like new OS. Especially with mods.
@@Haverlock Which would be weird considering the clearly visible evolution of the engine let alone the game itself and how much more advanced it is. People are upset because they want to be upset, in this videos comments every single individual I've interacted with complaining about the game hasn't played one second of it and they all admit it. So what are they complaining about? Screenshots about a video game, not an engine, not gameplay, not anything to do with evolution. Just wanting attention. If you want to complain about CONTEXT within the game and not "why isn't this game a space sim" or "why is this game the game i Bought and not some other random game" its strange as hell. Like I would understand the argument "its not evolved enough as an engine" but thats not the thing being proposed, whats being proposed is the entire engine is wrong aka Bethesda RPG's shouldnt be built on the Bethesda RPG engine, they should have just made it no mans sky 2 or something lol. This has NOTHING TO do with evolution of the engine, its like arguing humanity hasn't evolved since cavemen because we still have pinky toes. Nah, just because theres a chest under the guy out of bounds doesn't mean anything. Were you this upset at Borderlands 3 (Which does the same thing)? Lol. Nah, because it wasn't trending to hate on Borderlands 3. Wheres the anger with the bugs/graphical errors with BG3? Why can't I go into first person and walk around with WASD without a mod with BG3, worst game ever. Engine is so old, I couldn't turn it into a FPS without mods.
@@Haverlock Its like being upset about Total War games... like being mad at every single RTS out there and mad not because its bad or anything (You actually are having a lot of fun) its just you're mad they haven't changed the RTS to something else evolved it into a different thing. If you wanted Cyberpunk 2077, they sell that game. If you wanted a space sim, they sell those games as well. You can't complain about a signigicant lack of evolution if you expect the evolution to be so drastic it alters the entire game and changes the functioning engine. Like... what? Mortal Kombat drops today or the other day or whatever, is it a horrible game because its the same style? Like, what happened to actually USING SOMETHING to judge it instead of just being "look, that book cover is off I know the contents of said book are wrong" lol. Its like you think the games just a reskin of fallout or something, which I've seen a lot of people comment on, its so hilarious like find a lie thats actually not so easily destroyed if you have played 5 minutes of the game.
Honestly at this point I'm starting to believe it.. It's super easy to avoid this from happening yet they never fix it.. It's like they want console players to have something to cheat with, super weird.
Why do they exist? why are they visible? why are they allowed to be interacted with? Why is there a collision floor after you clip through to allow you to reach them? So many questions
@@lowie9783 The chest is in an area you shouldn't be able to access, it has a collision floor. Why would you confuse this statement with a regular gameplay area collision floor.
@@prototype21 no, I meant that some Bethesda games have secondary floors underneath the groud. I think that those are meant to prevent you from completely falling through.
Feels like meeting a friend who says they have been up to a ton, then tells you the same stories you've been being told for the last 15+ years. They aren't even telling the good stories either, just the newer stuff they remember better, cause they keep saying it over and over.
0:08 you don't need to climb this wall, if you run fast you can jump from the previous rock and pass straight in the white wall without need to fall in this hole.
It tries to do things that Mass Effect did better, it doesn't have the same charm as the Outer Worlds did (and that was mediocre at best). The menus are abysmal and you can't even turn off aim assist
@@chriswilbur1356 Ah, another mention of Outer Worlds. That game was so boring man, I don't see why people keep making a negative comparison to it. The combat was so bland, your power is just slow motion, the combat AI was as primitive as Bethesda's, there were so little incentive of getting perks as they were just so uninteresting, there were barely any variety of armors and weapons. There's just not much to do in OW in general. The story quests were decently made, but it's not enough to compensate for it's general blandness. I felt so bored finishing that game, and I couldn't even finish the DLC. Starfield has a shallow main quest, but even with that it still feels more engaging due to the amount of things you could do and achieve. The progression system is meaningful, the perks are rather useful. You could at least spend your credits on ships, homes, and resources which gives you an incentive to gaining credits. The side quests aren't even half bad either, they are not shallowly written like FO4s stupid fetching + radiant quest and bad dialogue. Overall both are so flawed, but I don't think it warrants the label of a bad game at all. I certainly think OW is much worse than Starfield to just play and have fun.
@@kenz2756 the dialogue felt on par with fallout 4 even though we have the list back nothing matters. I encountered three named npcs with the same voice actor in the first five minutes in the first big city, some guy asked me to FETCH sensors on trees, when you deliver the ship and whatnot back to constellation you don't even have a choice of whether to join or not, you say lemme think about it and its no different than if you said yes. You walk around and npcs are as cardboard as ever. OW's atmosphere had more charm in one conversation than Starfield does in two hours. The menus are an awful experience to navigate and the skills have no more depth than what you'd find in skyrim. And then the navigation while piloting the ship is so stupid, why do I have to open menus to select a planet to land on, not to mention the Five Nights at Freddy's power management. The world itself just seems so generic and uninteresting it might as well just be a continuation of the fallout universe. Overall it's just not the game for me and I'm thinking about trying No Man's Sky, it might scratch the itch next time I want to play a Space exploration game.
@@chriswilbur1356 The skills have no more depth than in Skyrim? Oh boy... I see you haven't even played the game much. The skills hard lock a lot of features of the game, pretty ruthlessly infact. The list does matter.... You get a lot more context because you could ask and react about more things. And the power management is fine, the heck are you on about? It's a fair mechanic. If anything is a flaw it's the hideous transitions between cells and worlds, too much of it. You will try No Man's Sky, or forget about it. If everyone is upset it takes too long to get into starfield, well No Man's Sky takes that to an even more extreme.
I like Starfield, but the way they still require a loading screen to go into a tiny area kills me. Though with FO4's "elevator is a live action load screen" thing, I thought we would move away from it in future. Let's hope the other long-standing horseshit bugs are done..
So that ‘live action elevator’ Not a fan. So I was playing fallout 4 on my pc recently and it’s more than capable, a 5600 combined with a 6950xt and an m.2 nvme ssd. From killing Cornflakes to seeing the BOS airship I was in that elevator for several minutes. Had the game crashed? It did load eventually, but I ended up playing on series x cause the load times we’re getting on my nerves.
@@christinaedwards5084 I mean we can walk from the vault to the far edge of the glowing sea with zero loading screens, but not from the red rocket station to the end of the cave under it to grab the fusion cell. Both should be possible with loading screen or neither. Who knows what the reasoning is, but I'm guessing Bethesda is simply not motivated to really change up how their system works. Easier to keep pushing the creation engine along then to build a new one that doesn't lock you into the computer terminal when you're done forcing you to tap tab like crazy.
@@beyondfubar I get other people want innovation and something new, but me, I wanted a new Bethesda game. The fact that it plays like every other Bethesda game was a big win for me. I felt instantly I could just pick it up and play and not have to spend days understanding all the systems and game mechanics. My “chef build” has been easy to role-play As I know what to expect from a Bethesda game. I’m Gordon Ramsey. 😂 Knives, cooking food, intimidation. Sarcastic responses. Started farming ingredients at outposts. You know, home grown hearty healthy food. Then I thought about it, many chefs sniff coke, multiple celebrity tv chefs have been caught with it too, so it was a no brainer to also craft chems. Walter white from breaking bad was also ‘a cook’ 🤔 My Gordon Ramsey can cook! Chems, food it’s all the same right…….? 😂 Awesome melee character btw. Fudgemuppet would be proud.
Every time I got in those elevators, I counted the floors that I theoretically passed. For some reason the number of floors those elevators passed didn't match the building. 😏
The load screens are necessary for some of these tiny areas because of the scope of the game and what the engine is capable of doing. Bethesda is known for doing a couple things that no other games do. Object permanence is one of those things. If you drop some items someplace in an indoor area in Starfield just on the ground and not in a container and then come back several hours later from the other end of the galaxy, those items will still be exactly where you left them on the ground. That is memory and processor intensive to do. Those load screens are there because the game takes time to remember the location as you left it. Other games can store most of a location's data in memory somewhere and only have a few things that are even possible of changing like switches in a dungeon or looted chests which makes a load screen much less. Having to check every possible location on the ground and make sure it's not forgetting to load in an item that you left is a very different mechanic and it requires some small sacrifices like load screens. The other thing about indoor areas in a Bethesda game, they are filled with tons of objects that are affected by physics. The over world in Starfield is filled with a lot of static objects that just sit there, signs, buildings etc. There aren't 45 tables, potted plants, and other things that can be knocked over and interacted with in that way. I've noticed in games like The Witcher 3, indoor areas that are seamless with the outside world don't have as many physics objects. Tables don't move, cups and sandwiches are glued to the tables, that kind of simplicity that Bethesda's games just don't have. I am very happy that in places like New Atlantis, there are a few places like The Viewport bar, Jemison Mercantile, and TerraBrew coffee that are seamless with the outside. It is impressive that Bethesda is able to implement those few changes at this point without breaking the game. But if every area were seamlessly connected indoor and outdoor with the amount of physics clutter Bethesda goes for, the game couldn't run at more than 1 frame every 5 seconds.
It has an average of a quarter million of players online. With that much players it doesn't take long to find stuff like this, especially when there are lots of players, streamers and other content creators are specifically looking for them. And given the history of Bethesda games they even know what to look for. That doesn't even include beta testing.
In this day and age gamers are ridiculous with these things. "Look I did this complex series of jumps and parkour to glitch through the map and exploit the game. Way to go Bethesda" meanwhile speed runners glitch through elden ring a game that is just dark souls with a jump button and everyone claps like it's a game of golf "game of the year 👏👏👏" lol
@@helygg8892Well for elden ring it's something that is unexpected yet interesting, this is just par for the course with bethesda. A think that has been in their games since the first skyrim came out. (I can't believe that skyrim has been re-released this many times at this point.)
@@helygg8892 Elden ring was an improvement on previous dark souls games and is an actual open world. Starfield is a copy paste bethesda title with an "open world" that is just a bunch of loading screens.
But why should that even matter? This player clearly glitched his way into an area he shouldn't be in... Why bother changing the properties of the chest then
@@CrazedDanMan It just seems a little dumb. Why code a physical render of a chest that's interactable for the player if it was never meant to be found in the first place? It just seems bizarre.
Don't get me wrong, I love little sneaky workarounds like this. The Fallout 3 tram being a hat on a tiny NPC that runs on the track is something I still think about. It's genius.
even if its broken i have a great love and apreciation for the game. it gets me in a way no other game did and the themes adressed are my favorites in general.
@@FireFox64000000 300 hours of padding more like. Didn't Ubisoft have to come out and literally say their next Assassin's Creed won't be as big and impossible to beat in a single lifetime like Valhalla, because one of the biggest complaints about it was that it was way too long and all of the content too samey? All of a sudden, that's a good thing in Starfield's favor? Atleast Assassin's Creed still has hand built and interesting locations, not entirely procedurally generated planets that look generations behind other games' procedural generation.
@@nickv1212 Yes, because no one who's a Bethesda fan actually expected anything else. Have you never played Skyrim? Seriously that's what the entire game is. Most of us just want some good old-fashioned turn your brain off fun. Which every single Bethesda game provides in spades. Not a single one of us gives a damn about beating the game, save the crazy ones who do. We just want shit to do that doesn't require much thought. Go in quick 30-minute adventure come back. Something you can relax with. If you don't like something go to the modding community and get free extra content. And if we change our minds we can just dig through the lore. Hell there's more than a few careers dedicated to that here on RU-vid. As for Ubisoft... Well you're kinda talking to one of their biggest detractors and trying to use a game series I actively hate as an argument. Someone who thinks Black Flag was mid at best. However we probably agree that it was one of the greatest things they ever made. Also remember this is the company that put actual ads in Assassin's Creed Odyssey's loading/map screen. Ads that you had to watch to continue.
I swear Bethesda have a sweepstake running at their offices to see how long it takes from the moment of release for someone to find out how to break the game without messing around with the code.
It would take alot, and I mean alot to break the games engine. UE5 for example wouldn’t be able to handle a modded Skyrim game. Sounds crazy but makes total sense once you understand.
All engines are old though. They just modify or replace code in the old engines. Starfields engine being worse than others has nothing to do with how old it is. It has everything to do with it not being updated as much
@@Crowbar source 1 and 2 ar the same just modified like the creation engine and creation engine 2 with starfield, and source has roots like i said from quake 1 much older than creation engine.
@@adityan3208 it's not even necessarily worse, most of the bugs come from different systems clashing with eachother, which would happen in any other engine. CE has proven very successful to Bethesda, not sure why they would change it (even if facial animations look goofy af)
This might look weird and dated but its a clever technique to safe time. For a trader you want to have something that lists all items they can sell. Now you could add some kind of list to an npc but the smarter way is to just reuse what you already have. A Container is a thing that can give you a list of items. So why not reuse it ? It reminds me of the mannequins. They are actually just npc's cause you need a thing that has a inventory and can display items. So you just make a poor npc stay still and let the player open its inventroy when interacting with it.
No, making a new data structure that is associated with a vendor and holds the items that they sell should be trivial. It doesn't even need to literally hold any items, just have what the item is, its quantity, and its price.
Its simple yes but you already have a working system and your short on time. Why waste time making something new just so that gamers can complain about something else ? This reminds me of the time when bethesda reused the dragon AI for vertibirds. You got something that flies through the air and can navigate it. Why NOT build on top of that@@elaxter
@@Mr__Chickenwhy is it a problem? It gets the job done. It's just being smart by reusing what you already have instead of building everything from scratch.
@@piotrmazek540 It's a problem because the industry standard for making games is now so fucking low. If you dont higher your expectations they will take you for a fucking ride. A modern game should not be slapping old tidbits from 20 years ago. It's not hard to make inventory systems/UI, they should be taking more pride in their work.
the reason there is collision under the map is because bethesda generates the terrain for a location first, then places the buildings and walkways on top of it. As for why the containers are there, its so the npc vendors aren't carrying all of the items on their person. Npc's cannot go over their max carry weight like the player can, if they have a carry weight of 120, that's it, they cant have a single item more. it also prevents the player from being able to simply pickpocket all of the items off of the npc. as for why they put the items in a chast, its because npc's can grab items from chests they are linked too. Its a cheap and simple work around for the carry weight limitation. In older games bethesda would hide the chests in a dedicated "cell" where the player could not get too short of using console commands. but with the newer engines, forcing the game to perpetually load multiple cells at once, just for the sake of item storage was a waste of needed system resources, so the chest method was developed. If you think that bethesda is lazy and shouldn't allow players to get under the map like this, then you should spend the literal thousand's of hours needed to check every nook and cranny of the map to make sure there isn't any terrain gaps. Once you get it all fixed up, be sure to release the fix to the public as a mod. also, to those who want to blame the engine, id only like to point out every other game engine currently out has quirks like this. They are also not suited for the massive open world style game bethesda makes, so even if you could fix issues like this you would be sacrificing in other areas.
hmm yes, the engine theyve used for litteral decades is not suited to be used the only way theyve ever used it... no matter how you look at it, its bethesdas fault for beeing incompetent. noone is forcing them to use a shitty engine. theyve had since morrowind to fix these bugs, license a new engine or make one themselves. anything would be better than their current one at this point. id even trust source to run an open world better tbh
The problem with both points here is that using the Chests for the storage of the NPCs is more a game design flaw and actual negligence. The engine can be easily modified at the source level to allow for NPCs to pull from a storefront, a chest, or other places. Sometimes the developers have to make cuts to the way they do things because the production manager says "No, we're not rewriting the entire shop system to support X, it will take too much time and resources." What the real problem here is, why are the chests in a spot that players can potentially glitch into. This is where Bethesda hasn't learned anything. Why is the limit actually enforced for NPCs? Why do we need a chest? Where is the software engineer when we need an engine-level change? The game engine should be as easily accessible as the rest of the game's data from the development end. I know there's a split between the game developers and the engine's software engineers, but the split shouldn't be this freaking big to the degree that changing something this trivial, shouldn't be anything other than a day's worth of work. Why aren't the chests in some benign, lowest point on the map, lower than the terrain? I've seen Bethesda hide all kinds of things. Alternatively just make a flag that makes these chests unlootable or locked with an impossible cipher, or something. It's not rocket science. Bethesda has the means of making the chests only a dummy object, and nothing for the player to have anything to do with, but they don't do it, and it's probably out of the fact they had more important things to be doing than future proofing a dumb chest under the map. I don't think Bethesda is lazy, I think their bureaucracy doesn't support the effort it would take to make a change this retroactive, on a whim, without layers of paperwork and whining to QA.
@@Helperbot-2000 What bugs? Traders having inventories in chests are not bugs. Why would you change the system that works perfectly, except really rare exploits (which are not even a big deal)? The idea that Morrowind and Starfield have the same bugs is silly, they do not.
@@ThatVulcan Better question: why is the chest a problem? Why would you need to flag it? If the player finds a way to glitch to the chest, the problem is the glitch not being able to loot the chest. If you not actively search and than use these exploits the chest system works perfectly, why chagne that? NPCs haviny a carry weight probably has to do with spells in TES that can overencumbere and also to stop exploits (like people using companions / NPCs as endless storage).
I really don’t see why this disappoints people. It’s a hidden chest, only accessible through glitches. It functions wonderfully as a vendor inventory, and adds more charm to the game.
@craneum123 And the downside to that is what? It literally doesn't matter. It has no impact on the rest of the game except for when you go out of your way to reach that chest. Lazy doesn't mean bad. If something works well, why change it?
What disappoints people is how shallow the game is, these kind of bugs are already expected out of an engine that's over two decades old, this shit is just icing on the cake of Bethesda's incredibly lazy game design.
@@abram730 that mean a true Bethesda game, the dev intend to do that and we love this. Haters will laugh at this glitch but we dont care, the game really bring me fun and entertain
@@user-kt7gz7cm3c So you worship a company or something? It's how their engine works, not a glitch. It's how all their venders work in their games. They all have a hidden chest.
@@abram730 i feel joy and fun when i play Starfield thats all even its flaws. The adventure RPG experience of a space game which i never seen from Star Citizen and No Man Sky make me stick to it . I bought diablo 4 and play for one month then quit thia game, very boring after main story. Even the main Story of of D4 has no any good dialouge line compared to Starfield
The Unreal engine is older. Both engines are developed further by implementing new functions and renewing old lines of code. The approaches of the two engines are completely different, the creation engine is characterized by the modular structure (very difficult to mod UE games).
No it is not. Unreal Engine 4 was a full rewrite and not the next iteration of the UE3 codebase. The foundation of what Unreal is today is not older than decades old Bethesda spaghetti code.
No it really isn't, UE4 was build from the ground up. It was mostly Tim Sweeny working on it alone for years that created the foundation of what UE5 is today.@@carizzmoo
@@Eric-ki7qsyou do realise unreal engine wouldn’t be able to properly handle a good modded Skyrim game right. There is some things that go into it technically that I don’t know of, but I was speaking to some modders and they do say themselves that bethesdas engine can literally be beaten to a tee and still run, unlike UE5.
I’m looking forward to the first fully-working release of this game, with the Anniversary Edition some time in 2033. No doubt I will purchase the 5 or 6 other versions before then, across 4 different platforms, and enjoy all these sorts of bugs / features in each of them. I’m also looking forward to trying out the alpha build of the remake of MORROWIND in the Starfield engine, some time in 2047.
People really do not understand how game engines or game development work and whine about Bethesda using an old engine, often saying "why don't they just use Unreal Engine" without knowing that it's also 25 years old. Basically all the major game engines are ancient at their core. The game looks nice because the rendering engine has been massively updated since Morrowind, there was a big jump from Morrowind to Oblivion and an even bigger one from Oblivion to Skyrim, followed by another one from Skyrim to Fo4.
@@treeaboo Unreal engine has had full rebuilds. These are just minor version numbers. It's still the gamebryo engine. It's still the same 32 bit, single threaded engine from 22 years ago. That is why all the loading screens.
@@abram730 and you know that how? actually do you know what a game engine is, or how it even functions? are you even a game dev let alone a game engine dev?
Wait till you realise it's the same in Witcher 3 and Cyberpunk 2077 lol. Also RPGs with a vendor system uses this trick, because it's easy to implement, flexible and hassle free.
Like the admins' vault where you can get any tool for any job. How it is build is just hilarious in a good way... The only bad thing is: they didn't learn from their mistakes
The human race will end one day, but I hope that whoever finds our last remains finds out about Bethesda and the perserverance of gamers to break their games.
@@ElGreco15 it's not really a bug, it's how the traders work with this engine and the player's choice to exploit it. Perhaps you could make a similar comment about the perseverance of bethesda to not let go of their base two decades old engine. But as you know we all fear what affect that would have on the modding scene.
Mostly because its an understandable cheat by the devs that the vast majority of players will never know about. If you spot it, you're a rare person that gets a bit of understanding about how the game was made. The only way it breaks anything is if the player actively works to cheat, and there's sooooooo much more simple ways to cheat in a Bethesda game. :D
Yep, they can't even put the chests in a separate room in a separate unconnected from the rest of the game world. Personally I wish they'd drop the creation engine on its face.
@@JohnnyShagbot Indeed they would but I would be willing to wait until they learned how to use something better, it doesn't even have to be the Unreal Engine, literally anything would be better than the creation kit 😅
@@Christians_4_CannabisAnything would be worse than their engine. It's literally tailored to their big open world rpg needs. If they chose to use any existing engine, they would have to rewrite 90% of it (excluding the graphics part), and that would take a long long time.
@@Christians_4_Cannabis no, it would not, you don't know what you are talking about stop talking about things you don't know. do you know anything about game engines? do you think you can just switch them like a pair of glasses? why do you speak about things you cant even begin to grasp? a game engine is 100 times more complex than a whole car including its engine, and each game engine is made with exactly to work with the game types its made to work with. even if theoretically bethesda took the 10+ years it would take to move creation's engine framework to say unreal engine, there is no guarantee it would not function worse or even be at all possible.
It's not even about the engine at this point. It's bethesda devs using the same design principle that they used over a decade ago. Surely giving NPCs their own inventory has to be easier than having to use a separate physically interactable chest for it? At this point I believe they design their games in a way so players can break it
@@SPITSPHIRE the first thing can be easily changed and what's the problem with the other? Why shouldn't a high level pickpocketer be able to... You know, pickpocket things?
@@tanker00v25In skyrim vendors offer you specific items at specific levels, if it was like you want it to be you could essentially pickpocket endgame shit at level 2. And in the end why is it important to change the chest system? It’s not like it hurts people or makes the gameplay worse. You have to go out of your way to find this chest in the first place, so if you hadn’t seen this video chances are low that you would have seen the chest.