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Showing content with the highest reputation on 11/12/19 in all areas

  1. I don't know if you're being willfully obtuse here. I am talking about "sales predictions" because I'm talking about the expected norm for sequels in the industry, which is in direct contravention of your argument. "Anecdote" is data that is not extremely meaningful (that is why I explicitly highlighted it as anecdote), but absent any other data a Bayesian can use to adjust their priors. More relevantly, Baldur's Gate sold about 2.2 million lifetime copies. Baldur's Gate 2 sold about 3.5 million copies. Baldur's Gate 2 is basically almost as much of a direct sequel as Deadfire was. About 1.3 million players had no problem jumping into a direct sequel (and who knows what the completion rate for BG even was back then, pre-achievements). Sales numbers are more closely guarded for modern games, but it seems that every successive entry in the main Mass Effect trilogy sold better than the previous entry.
    4 points
  2. didn't wanna start a new thread and couldn't think where such a post would be more appropriate. in any event, is 11:38 pacific time, so is still veterans day, which means we couldn't go to the bank today. more important we wish to express our gratitude for any and all who have served their country honorably as a member of the armed forces. thank you.
    4 points
  3. Not 50. But yes, I do really enjoy Deadfire. But tell me, what fact am i denying that is colored by me liking this game? Please, go through this thread and any other thread discussing Deadfire sales and highlight any factual inaccuracies or logical fallacies. (Hell, I'm the one correcting people about just how low Deadfire sold--lower than they speculate.) I don't claim to know the answer of why Deadfire sold poorly, all I can do is offer my own theories, backed by whatever data I have access to. But if we're trying to explain why Deadfire sold poorly, it's going to have to be a major explanation to explain 600k+ drop (and that is only compared to PoE1 sales, like I mentioned before OBS likely expected to do even better so the drop is even larger). And sorry, as JE Sawyer pointed out, if the game's metacritic score is about as good as PoE1 (and far better than P:K, which sold much better) and audience reviews are good, nit-picky arguments about side quests or other small things are not going to answer that question about the huge sales drop. All you've offered is conjecture that's trivial to verify as not being true. You're almost as bad as the dude chiming in "rage rage Chris Avellone rage rage"
    3 points
  4. Economy based on lust would be better. Except for rampant STIs.
    3 points
  5. At the very least, can we PLEASE have save on quit patched into Supernova. if I have to stop a game because my kids or family need something, I don’t have time to locate the nearest transition where the game will auto save. I need to save and quit now! Respect the player’s time.
    3 points
  6. I do this. For some people here, the cost of games is trivial. Not me. I like to spend wisely, but I rarely feel foolish over the games that I purchase early. I *do* sometimes feel foolish for some of my impulsive Steam purchases, which has taught me patience in that regard, but those aren't pre-/early release propositions. RPGs I purchase early or even pre-order have almost always been well worth the expense. I think Disco Elysium will fall into that category, although it was a little off-putting at first. If I wanted to play a late stage alcoholic, I'd get out of bed in the morning. Still, dying in the first five minutes of the game, in a game willing to kill me off nonchalantly so early, is impressive.
    3 points
  7. Nice argumentation, thelee. Especially on point #7. I agree with you there. The Woedica book and the added voiced lines for Eothas very much look like Obsidian caring, a lot. Many of the other points are, as you quite rightly say, opinions only, and dubious explanations for such a drastic drop in sales. (Am I detecting something along the lines of surprisingly many people being unable or unwilling to see the difference between opinions and more objective facts?)
    3 points
  8. oh boy, there has been so much hashed about this already (in currently active threads even), so hopefully i will only say relatively new things. 2. This is opinion, also one I strongly disagree with. One of the biggest criticisms I have of PoE1 was how flat all the faction stuff was. It was literally like, do two quests for one faction and WHOOPS now you failed all the other factions. There was no feeling of impact or weight to those decisions. There was basically a thin central plot line (which admittedly I find more compelling than Deadfire) and everything else was pretty weak. 3. This is opinion, really, and can't explain a sales drop of like 600k+ 4. This is opinion, really, and can't explain a sales drop of like 600k+ 5. Difficulty was not amped up for PotD until well after the peak of sales for a game should have happened. While this is not opinion, it can't explain a sales drop of like 600k+, because it's not even relevant (the game was in fact criticized for being too easy on PotD). 6. Less of an opinion, but still can't explain a sales drop of like 600k+, because there's literally no perfectly balanced role playing system out there. I challenge anyone to argue otherwise. 7. This has nothing to do with Obsidian "not loving the game." Obsidian time is limited, and in any big RPG there are going to be tons of bugs to iron out. Dev time costs money, lots of it, easily 100k+ per person per year, probably 200k-ish considering benefits. It's a cost-benefit decision. If Deadfire sold like PoE1 i'm pretty sure we'd still be seeing ongoing support and even more mini-content. However, given the low sales, Obsidian can't sink the same kind of resources as they could in PoE1 (and frankly there are more game-breaking bugs in PoE1 at end of life than Deadfire anyway), it would be stealing money that could be spent for more successful projects (TOW) or new projects. While a lot of the original post was a lot of opinion, I think here you're just objectively wrong. Frankly, given how much new content they gave out (including fully-voiced mini-content, like the woedica book), I feel like all the support they gave helped them lose more money given the low initial sales. I think they persisted in spite of that because they love their game. If they didn't love their game, why did they make it? Obsidian is (was) a small indie dev studio with lower pay and worse job security than big corporate minders, love for their own style of RPG is (was) what drives (drove) them despite that.
    3 points
  9. I loved PoE 1 and I thought PoE 2 was even better. Shorter, but better. It sucks that they may not make or may drastically change the nature of a potential sequel. I grew up playing the D&D goldbox games. And fell in love with the isometric D&D games from the late 90's and early 2000's. I have always preferred turn based strategies over real time strategies. I prefer the solid tactical gameplay that turn based offers. PoE 2 had all that in spades. The naval part of PoE 2 also brought back some nostalgia for the old Sid Meier's Pirates! game. I probably spent months of my life overall playing that game and the cheesy re-release from the early 2000's because they were a blast. It also significantly changed the typical gameplay style of these sorts of games. BG1/2, Icewindale, PoE1, etc where you were exploring individual 'zones'. This felt much more free almost. More natural. Anyways, probably not a chance a developer with Obsidian will see this. I think they built the right and quite frankly an AWESOME game! I would hate to see them throw the baby out with the bathwater... I'm guessing there were other factors that impacted sales. I purchased this for PC and have every intention of buying another copy for Switch so I can be a pirate on the go. Good work with PoE2 Obsidian. Regardless of what your analysis says...
    2 points
  10. ugh, ok, now i do have to rehash stuff mentioned elsewhere. very few people ever complete a game. this is true about any game. the completion rate may very, but even getting a majority of players to finish a game is a challenge and seems basically limited to linear, relatively short action games. Fallout 4, for example, has a 25.9% completion rate (this is just for the main quest). https://steamhunters.com/stats/377160/achievements "Prepared for the Future" Pathfinder: Kingmaker (which keeps getting brought up by comparison as more "successful") has only a 6% completion rate: https://steamcommunity.com/stats/640820/achievements "The Story's End" (though apparently this is understated due to how buggy P:K is) D:OS 2 (which also gets brought up as wildly more successful) has a 11% completion rate: https://steamcommunity.com/stats/435150/achievements "Sourcerer" edit - For reference, Deadfire has an 18% completion rate: https://steamcommunity.com/stats/560130/achievements ("The End of the Beginning") I don't think you can draw many (if any) conclusions about a game's critical or audience success from a completion rate. It probably just tells you a lot more about how accessible/long the main quest is. edit 2 - just to really pile on, completion rate is information that is trivially available to anyone, including--for example--product managers. If completion rate was predictive of future game success at all, and this was signaled by PoE1 completion rates, there's no way that Obsidian would've plowed ahead on a bigger-budget sequel.
    2 points
  11. Still haven't gotten there but I did rewatch the Petey Wheatstraw BOTW by RLM
    2 points
  12. am largely repeating what we said elsewhere... marketing is the frequentest excuse for why a good game sold poor. is a pleasant illusion 'cause it means the game you liked were still good, and it also means the developers you approve o' did nothing wrong. cheap. easy excuse which shifts blame. deadfire were the wrong game if goal were to improve sales o' poe. poe2, from start o' development, were making clear that design philosophy were refinement o' poe-- those who liked poe would get a better game in poe2. that were the problem. poe were selling ie game nostalgia, and too many folks who played poe did not get the bg3 for which they hoped. hardcore crpgs is an admitted niche genre. hardcore fans tend to become more polarized over minutiae than ordinary fans. unfortunate, deadfire developers narrowed appeal o' their title by letting those who were disappointed with poe failure to be another bg2 know that deadfire would be even more unlikable. as somebody who enjoyed poe, deadfire design were targeting Gromnir. save for a few mechanics issues, we appreciated deadfire improvements. yes, we did have more than a couple narrative concerns, but such has been belabored ad nauseum and were not, we believe, contributing to underwhelming initial sales. deadfire were made for folks such as Gromnir. liked the first game and wanted the sequel to refine what were done well in poe. the problem is, there were too few Gromnirs... which is pretty much insane. should never be more o' us. but again, deadfire were appealing to an already niche genre and developers made clear the game were gonna be even more exclusive than first title. diminished sales, in retrospect, should not surprise. HA! Good Fun!
    2 points
  13. Interesting, for me that was the reason I didn’t care for D:OS2. Without objectives and characters to cared for I was wondering aimlessly doing things, and completing quests but never caring one bit, about what was happening. It was a game about walking around, doing chores and stuffing meat into my elf’s mouth. It was a game with so many options, that nothing felt worth doing. I mean first quest, is to get out of the prison, which should be exciting, but whenever you move you stumble into so many easy ways out of prison. nothing felt earned, and made me wonder how this prison hold its prisoners with so many holes in its security. It was the first RPG where I dreaded entering a new city, as every NPC would have something to say, but none of it was interesting. You could kill an NPC but it would have no impact as ghost thing was there to still talk to him. but maybe it just my taste. It’s a bit like Skyrim to me: “You can climb every mountain!”. Yeah, but why would I, if there is nothing interesting on top. Give me one memorable quest line with couple interesting ways of progressing, instead of bunch of boring stuff. however, this game had an amazing marketing. Trailers for this game beam with fun, humor and character. I did find PoE trailers unappealing even to someone actively interested in the game.
    2 points
  14. Any of those points though (I agree with some, and strongly disagree with others), are relevant only to people who bought And played the game. none of the things you mentionEd a person who didn’t play the game could have an opinion about. there is also another thread on precisely the same topic already.
    2 points
  15. Yes. Imo RDR2 is a lot better than the first game. It improves in pretty much every area.
    2 points
  16. Yeah, but that was Feargus speaking half a year before. The interview with Aaron Greenberg is from August or September and issued for November 2019: "At Obsidian, there's the team working on The Outer Worlds, a team that's working on Pillars, and a team working on another secret thing." It doesn't sound like a small team doing cleanup but like active development. Especially because he talked about "exiting new projects" before that. I also don't think Greenberg would have mentioned it as an example if it wasn't something that's connected to XBox/Microsoft (Deadfire wasn't). So while it may be that this was some rehashed statement or just confusion on Greenberg's part I doubt it. Maybe we'll hear something new during X019 in London. It will start on Thursday and several members of Obsidian will attend, including Josh.
    2 points
  17. I don't normally play RPGs fresh out of the oven either, but I keep hearing how initial sales is Very Important Thing, and this is new independent studio that went for something more original than high fantasy cliche salad with mild Tolkien dressing No 112, so I made an informed decision to give them my money and then wait.
    2 points
  18. I am at this Sports Clips place so my son can get a haircut. I am sitting in the waiting area and two stylists have already asked me if I need a cut. I have no hair.
    2 points
  19. You can do combat if want but im gonna do overall how much I like them 1.Parvati 2.Nyoka although she is very close to #1 3. Ellie 4. SAM. although if it was a combat list hed be #1 5. Vicar......just really boring 6. Felix. so lame and annoying. hated him. and his special ability sucked to
    1 point
  20. I sent an email to the support team with this suggestion for future content, but I'll copy and paste a portion of it here and include additional thoughts for discussion. Obviously guys have GREAT writers and game designers in general, though I feel like a little more could have been done to slake our inner psychopaths. I hope this post will reflect on how weird your fans are. Why not more options for an evil playthrough? For example, when at the power plant on Terra 2, how wicked would it be to choose to just shut off the power for both settlements have everyone after your head? OR, perhaps divert the power frivolously to an abandoned settlement that can’t support life but has a big secured vault that can only be hacked and opened when it’s powered. The vault would contain armor, weapons, bits, consumables, everything person needs to get an early boost to selfishly progress through the game and get the heck off that planet at the expense of screwing over EVERYBODY. It would be a softer equivalent to nuking Megaton in Fallout 3 — which I only mention because you worked on the Fallout series too. It would be great timing, too, since you’re done with that part of the map in terms of the main story anyway, so it wouldn’t have a negative impact on a persons playthrough. Also, the gunship cannons on Monarch. MSI. Iconoclasts...why not keep those for yourself?!?!?!!??!!?!?!?!?!?!?!?!?!?!? SAM and Ada can help get those installed. Maybe have that new addition go toward your total "intimidation" rating? This can lead to new speech XP yielding speech checks, for example, in Felix's companion quest, "[Gunship] If we cross paths again, it'll end with you and your crew getting blown to pieces". Maybe have a special attack that has Ada or SAM rain down fire on enemies over an area from the ship's armament. Maybe an additional quest or two that unlocks after you choose that option? That's my bit of Outer Worlds fan fiction for the day.
    1 point
  21. In Finland, Sweden and Norway government owns quite lot of the means of production and have centralish planning economy Greed also drives you to want what someone else has, because greedy enough people want to own what other owns. And envy also can drive people try to make better of themselves so that they can feel that they are better than people around them. You could say that capitalism is "I first then others" and socialism is "community first then me". So I would say that "I want them to have less" is quite misleading when it comes to socialism, because it also is based to idea that people should have more, difference is more in who should be primary gainer of the wealth in the system. But as we know either of these ideologies don't matter when this is the reality https://www.sciencealert.com/a-handful-of-super-corporations-controls-the-fate-of-the-world-scientists-warn
    1 point
  22. Well wouldn't say capitalism is founded on greed or socialism on envy in an ideal sense. But you're both right in what they appeal to. Just was trying to say that greed is not a virtue (I can attest by the various relatives I long to toss into a ditch someday) any more than being envious is. Both end up being an impetus to **** over others. If Gekko had said 'ambition', he'd be more accurate. But then he wouldn't be Gekko, I guess.
    1 point
  23. I can't enter the secret lab in Roseway. I get stuck on the loading screen at all 3 doors. A minor issue is that the game needs more indicators for thirst, hunger and sleep in supernova mode. I must say other than the aforementioned issues I LOVE this game. I hope to see more story driven RPGs like this in the future and less online freemium style cash grabs. Keep up the good work.
    1 point
  24. I agree so much. Bioware games have become glorified dating sims at this point. Romances are fine, but when they become the center talking point of your game; that's a problem.
    1 point
  25. The combat isn't the best in this game, it's functional at the very least. The real enjoyment comes from the characters, dialogue, and story.
    1 point
  26. 2133 to quote the erudite Jordan Peterson, " Capitalism can lead to both wealth creation and increase inequality but communism\socialism leads to just one thing.....inequality " You know its true, history doesnt lie
    1 point
  27. Apparently you're unable to see the thrust of my argument and get caught up in irrelevant details, mistaking pedantry for insight. Completion rates likely do not predict anything about the success of a game or its sequel. You asked how people play successive games if they didn't complete prior games. I gave you anecdotal data where people (myself included) don't complete prior games but complete or jump into (yes, even direct) sequels (in another thread I mentioned mysefl not having played prior Mass Effects or Dragon Ages, but jumped into the third). This is the fundamental basis why sales expectations for sequels tend to be higher than prior games, because the mind share already exists. This is by all accounts the same assumption OBS was using for Deadfire going into Deadfire - they were expecting it to be a BG2-level hit (even then, BG2 wildly outsold BG), which colors some of the hugely expensive decisions they made (like full voice-over). I also provided empirical data of wildly successful games (and one more "successful" game) with low completion rates. edit - as mentioned many times, over and over, and even in backer beta updates, the fact that virtually all games have low completion rates (especially RPGs) is precisely why OBS designed their version of "new game+" the way they did [berath's blessings], where you don't actually have to beat the game to start unlocking its benefits. From a logical perspective, it's up to the person making the claim to provide the evidence anyway, so I await you sharing market research on how direct sequels and "non-direct" sequels are treated differently by consumers.
    1 point
  28. https://theouterworlds.wiki.fextralife.com/Grimm's+Tossball+Blocker So I don't know how trustworthy this wiki is, but it claims that Grimm; the man who greets you at the port of stellar bay, requesting for you to get his poster for him , is supposed to give you a unique tossball blocker as a reward, but as we all know, he just gives us a pro tossball blocker, so if this claim is true, it would be very nice to get this unique I am sure that plenty of players including myself want to get their hands on every unique they can, please bump this post so devs can look into it, thankyou very much
    1 point
  29. dude, with all due respect, between you and me, there's only one person actually trying to draw in actual evidence. go get hired as a product manager for obsidian if you're so confident.
    1 point
  30. Can't they appeal to both greed and envy? I'm thinking of something like keeping up with the Joneses
    1 point
  31. Greed is good. It inspires you to achieve more. It drives the enrichment of the self. Envy breeds discontentment and resentment. It does not make the person who feels it want to improve their lot. Instead it promotes theft. It drives the desire to tear others down rather than help themselves up.
    1 point
  32. Socialism appeals to envy. This person has more than I do and it's not fair! Waaaaaa. Of course it's all a sham anyway. Bernie and Warren can promise the moon but they will never be able to deliver. The AOCs of the world no withstanding Congress is not going to go along with anything so radical as what those clowns are proposing. So it's all just a show.
    1 point
  33. I've never quite understood what savegame limitation has to do with difficulty. It's just a stupid nuisance when you can't save wherever you want. The whole limited savegame mechanic is a leftover from arcade games and consoles with limited memory. It's about time we stopped limiting them as a means to "increase" difficulty.
    1 point
  34. There are some avellone die-hards out there. Definitely not 600k+ sales drop number of die-hards. Probably like hundreds, if that.
    1 point
  35. While I still enjoy Bethesda's RPGs, they aren't really all that complex and their base games are usually broken messes. They tend to rely heavily on community mod support to fix the issues in each game. Outer Worlds is more comparable to games like ME1 -- a team size that isn't too large and a game that is more focused in scope. In that regard, Outer Worlds fits with that level of time-to-complete, which for me was around 40 hours, and that was with doing everything and finding all unique items. If you choose to just rush the main story, then of course you'll be disappointed, hell, Fallout 3 can be beaten in just 15min if you really try. There's also the matter of replayability as choices can actually matter in Outer Worlds and the writing is significantly better than what goes into the Bethesda RPGs. I'm just waiting for a patch to fix a few things before I start a new run, but with bugs specifically, there's really not many. On the other hand, if this were to be Skyrim pre-update2, I would have already come across a myriad of issues (which I did back when I played Skyrim in that state). Though now that Outer Worlds is complete and released, a sequel / expansion should be easier as the bulk of what's needed is done -- the universe, lore, base-gameplay, and tone. Anything new would have that solid foundation to work off of, and they'll be going in with much better funding.
    1 point
  36. most of the people complain about are things that you need to buy the game to experience. So it must be a combination of bad marketing and focus on other games that came out at the time
    1 point
  37. Is this still ETA this week ? - Ive stopped playing hoping I'll finish the game on the latest patch
    1 point
  38. As someone who bought the game and spent 400h with it, I cannot say why would someone wouldn’t do that.
    1 point
  39. Even if they don't add a playable third person mode, it would still be nice if we can pull the camera back when we want to. Not just if you don't use the mouse for a minute. It's a shame we can't see our character's armor in game
    1 point
  40. Linger time is influenced by INT. The more INT the longer the linger time. Linger time means that the effect of the phrase still works although you can already start to sing the next phrase. Like an echo - the effect lingers. Then there's also Brisk Recitation: it shortens the chant time (not the linger time). So let's say a phrase has 6 secs chant time and 6 secs linger time (like Dragon Thrashed). With 20 INT you'd have 9 secs linger time now. And with 50% Brisk Recitation (level 16) the chant time would be only 3 sec long. So 3 sec chanting + 9 secs linger for you Dragon Thrashed phrase (or Mith Fyr).
    1 point
  41. always love in-depth companion quests always hate all rpg “romance” especially, the shallow, adolescent bio/beth junk *KC:D! the game i was playing right before TOW! cant wait to get back to it after my second run...
    1 point
  42. hope dlc will add science shotgun sniper rifle helmet and armor
    1 point
  43. If they re-balanced survival/supernova and added the ability to recruit say sublight mercs on monarch to eat some of that "your companion AI refuses to do anything but LEEEEEROY at mantis queens" it'd be a cool little add-on. In game fashion maybe depending on stats if they die you don't have to pay them, or if you had low speech skills you get bent over by a contractual payment for their deaths. Same for when you get in good with a faction. Would make some of the endgame actually make more sense if you were getting military assistance from spacers choice/deserters/monarch/iconoclasts/the pmc government faction the whole time. They didn't really leave room for a romance option. Maybe Ellie, there are rushed hints of that, but you're already a 3rd wheel for parvati if you're a girl. It's sad the one thing lacking in this game seems to be companion interactions. Their quests take no time or skill and everything moves lightning fast for the developments. In new vegas companion interaction was small in scale to match being on the road together for maybe a few ingame weeks. Boon opens up about what happened to his wife to you and you could call yourselves almost friends, you learn about the BoS from veronica and her arc dovetails into that questline, etc. In Outer worlds you're at the center/facilitator of major life shifts for the companions... despite knowing these people for literal hours. days at most.
    1 point
  44. This play style isn’t for everyone I could see how some people might not find it enjoyable, however I’ve had a blast with it because it’s so much different than any build I’ve done in RPG’s. ATTRIBUTES: Strength: Good Dexterity: Below Average Intelligence: Good Perception: Below Average Charm: Very High Temperament: Very High Increase Strength by 1 point because you want your “Inspiration” stat to be the same as your “Determination” stat when you increase your Intelligence by 1. Increasing your Intelligence helps both “Science” and “Determination.” Dexterity can be below average because you won’t be shooting guns yourself very often. Same goes for perception because weak spot damage isn’t necessary for this build. Charm is increased to max since you want as low companion ability cool down as possible. Not to mention you’ll want the bonus to every skill charm has to offer. Match Temperament to charm so your “Determination” skill does not fall behind “Inspiration” not to mention the high health regeneration is just all around great to have. SKILLS: First skills to prioritize are going to be Leadership skills, get them to 50. After they get to 50 you want to push your “Determination” to 100 as soon as possible. For once you reach level 100 you’ll unlock a bonus where “When Companions kill an enemy, they gain 50% Health.” This is the secret sauce. The survivability of your companions shoot way upwards after you unlock this. 100 Determination = +1,001 Companion Health Next you want to increase “Inspiration” to 60 to unlock “Companion Skill Bonus to Player Skills +100%.” This will help you with skill checks and the likes. Tech skills are next, once “Science” reaches 50 push it to 100 for “Further Reduce Tinkering Cost to -90%.” This is essential so you can upgrade your companions gear and keep it up to date with the level you are at. Receiving a bonus 30% plasma and shock damage along with a 50% boost to science weapon effects is not something to pass up on either. I’m pretty sure they affect your companions plasma and shock damage but I could be wrong. This next part of the build is where you can deviate if you so choose but I don’t recommend doing so. Take “Inspiration” to 100 next. The leap from 60 inspiration to 100 inspiration with companion damage is insane. Level 60: 68.2% Companion Damage Bonus Level 70: 94% Companion Damage Bonus Level 80: 124.6% Companion Damage Bonus Level 90: 159.8% Companion Damage Bonus Level 100: 200% Companion Damage Bonus As you can see with only 40 perk points you nearly triple companion damage bonus. The core of the build is now complete and I focused on dialog skills till they were at 50 and then focused on stealth skills after that, but it’s personal preference. You might want to take stealth skills first because you have 0 “Lockpick” skill without Parvati in the party. PERKS: Tier 1 Perks DEADLY DEMONSTRATIONS: 50% XP from companion kills is amazing and you should be letting your companions kill everything TOUGHNESS: 50% Base Health is good for every build PRECISION: 15% Companion Crit Chance increases their damage potential all game CHEETAH: 20% Sprint Speed. There’s almost no fast travel on supernova so always getting to places 20% faster will save you so much time PACK MULE: 50kg Carrying Capacity is a quality of life perk THE NEGOTIATOR: -20% vendor prices. Take this if you don’t want pack mule Tier 2 Perks TAG TEAM: 25% Chance to reset a Companion Ability cooldown when using the other Companion’s Ability. You should be using your companion abilities a lot in the early/mid game so this will come in handy. SNAKE OIL SALESMAN: +20% Vendor Buying Price. Sell sell sell, always be making as many bits as possible to buy/improve your companion’s gear. ROLLING THUNDER: -20% Companion Ability Cooldowns for each of your kills. This perk is a good perk, however you won’t get much use out of it because you should be letting your companions get all the kills so that deadly demonstrations perk procs. WEIRD SCIENCE: 50% Science Weapon Damage. Science weapons are the best weapons so if you ever need to intervene you want to make sure you can still do damage yourself. THE REAPER: 25% TTD restored per kill. When you first take this perk it won’t be useful, it’s for setting up your end game potential. WE BAND OF BROTHERS: 25% Chance to reset a Companion’s Ability cooldown on each Critical Hit. This perk is almost worthless early/mid game because you won’t ever be getting crit hits due to the fact your weapon skills are so low. Tier 3 Perks DON’T GO DYIN’ ON ME!: When you use the Inhaler, any downed Companions are revived with a small amount of Health. Revives companions to 25% health with a cooldown of 15 mins. I shouldn’t need to explain how essential this perk is when companions have perma death on supernova mode. ARMOR MASTER: Increase the Armor Rating and Skill bonuses from any armor you wear. Step 1: get A very nice hat Step 2: get Chimera Step 3: profit TACTICAL MASTER: When you activate TTD, you continue to move at normal speed for a short time. This effect only occurs when your TTD meter is full at time of activation. You should be carrying around the prismatic hammer as your primary weapon although you’ll never really need to use it. Tactical Master + Reaper Combo makes it so you can bum rush everyone and never leave TTD. First, activate TTD. Second, run up to the poor bastard. Third, charge up a power attack with your prismatic hammer. Lastly, undo TTD right before you strike an enemy and the reaper perk should fill your bar all the way back to max and you can repeat the process. Like I said though, this is really unnecessary and just there for those O **** moments. WILD SCIENCE: +50% Science Weapon Damage. You should be using science weapons so this self explanatory. SUPER PACK MULE: +100kg Carrying Capacity Another great quality of life perk. CONFIDENCE: Your next attack after killing an enemy is a guaranteed Critical Hit. If you took We Band of Brothers then this perk will help you utilize it. COMPANION BEHAVIORS: Distance: set to close, you want to know where your companions are at all times. Weapon: Ranged exclusively, I didn’t try melee but I assumed it would just lead to an early death. Mode: Defensive this allows you to micromanage your companions without having to always tell them who to attack like you would if they were on passive COMPANION PERKS: ELLIE HEALTHY: 30% base health is essential for every companion on supernova FIRST RESPONDER: +20% Heal Amount granted by the Medical Inhaler. If you have to heal your companions this allows you to heal them more. CPR: Recover 25% Health when fatally wounded. This can potentially save your ass SHOWTIME: Damage +25% for 5s. Increases damage of companions by a lot. SECOND WIND: Healed to 25% Health when downed. Cooldown 15 mins. This works well with Don’t go dyin’ on me. Your companions can die twice in 15 mins and not die at all. By this point in the game you’ll almost never need it though. FELIX HEALTHY: 30% base health is essential for every companion on supernova BOOTLICKERS: +20% Damage to Cowering Enemies. It’s a decent perk, nothing to write home about. REBELLION: +20% Damage to Corporate Military. If you’re struggling with Tartarus, then take Felix. SHOWTIME: Damage +25% for 5s. Increases damage of companions by a lot. SECOND WIND: Healed to 25% Health when downed. Cooldown 15 mins. This works well with Don’t go dyin’ on me. Your companions can die twice in 15 mins and not die at all. By this point in the game you’ll almost never need it though. NYOKA HEALTHY: 30% base health is essential for every companion on supernova FINE AIM: 10% Ranged Damage. It’s a flat 10% damage buff, and Nyoka’s hunter perk is useless because you won’t be sneaking much at all with this build. EXTERMINATOR: +20% damage to creatures. Every time I’m on monarch i take Nyoka because she shreds creatures. Give her the “Sublight Contractor Helm” and watch her shred Mega Mantiqueens with a whopping 45% increase in damage to creatures. SHOWTIME: Damage +25% for 5s. Increases damage of companions by a lot. SECOND WIND: Healed to 25% Health when downed. Cooldown 15 mins. This works well with Don’t go dyin’ on me. Your companions can die twice in 15 mins and not die at all. By this point in the game you’ll almost never need it though. PARVATI HEALTHY: 30% base health is essential for every companion on supernova FINE AIM: flat 10% ranged buff is great, you can take the mod finder skill instead but I don’t think it’s necessary SYNCHRONICITY: +25% TTD meter. TTD is extremely useful so might as well take it. You could take spec ops instead though. SHOWTIME: Damage +25% for 5s. Increases damage of companions by a lot. SECOND WIND: Healed to 25% Health when downed. Cooldown 15 mins. This works well with Don’t go dyin’ on me. Your companions can die twice in 15 mins and not die at all. By this point in the game you’ll almost never need it though. VICAR MAX HEALTHY: 30% base health is essential for every companion on supernova SERMON: +20% Dialog Combat Effect Duration. You get use out of this from time to time. MAD MAX: +20% Science Weapon Damage. A buff to science weapons should always be taken. SHOWTIME: Damage +25% for 5s. Increases damage of companions by a lot. SECOND WIND: Healed to 25% Health when downed. Cooldown 15 mins. This works well with Don’t go dyin’ on me. Your companions can die twice in 15 mins and not die at all. By this point in the game you’ll almost never need it though. SAM HEALTHY: 30% base health is essential for every companion on supernova FINE AIM: 10% Ranged buff is the best perk out of the three available. BAD SAMARITAN: +20% Damage to Automechanicals. Kill all the robots!! Except for Sam. SHOWTIME: Damage +25% for 5s. Increases damage of companions by a lot. SECOND WIND: Healed to 25% Health when downed. Cooldown 15 mins. This works well with Don’t go dyin’ on me. Your companions can die twice in 15 mins and not die at all. By this point in the game you’ll almost never need it though. EMERALD VALE: The first hour of this build is the hardest part of it. I highly recommend grabbing Ol’ Reliable as soon as humanly possible. If you don’t know where this is, it’s in the primal nest in the vale. If you take the quest to find the deserter Zoe you can find this place pretty easily. Just head like you would be going to rescue Zoe and it will be to the right of you once you get close to her. I do not recommend trying to fight the primals, this will just lead to frustration and dead companions. Instead. Tell Parvati to hang tight and just sneak in and out without ever alerting the primals. Ol’ Reliable will last you a very long time. I tinkered Ol’ Reliable to level 15 and with 100 Inspiration it had a DPS of 2,571. I’m level 28 right now and I have my companions use Heavy Machine Gun Twos. A level 30 heavy machine gun 2 with a corrosive mod will do 5,813 DPS. If you activate showtime then you should be getting 7,266 DPS instead for 5 seconds. This is my guide for a companion focused build on supernova difficulty. I hope people read it and give it a try themselves. Like I said before, I’ve had a lot of fun with this build and it’s a big change from anything I’ve tried before, so for anyone who is thinking of trying supernova but is worried about their companions dying then I think this is the build for you.
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  45. Apparentely NPCs attacking me just because they are on the same side with guards and NPCs will not attack you on they own. So if anyone else faced the same problem, here is a "solution": Kill all guards, do not kill hostile NPCs, go back to ship, sleep for three days, come back to the city: all guards are dead, all NPCs are non-hostile.
    1 point
  46. Its png format. You need two portraits. The large one ends in "_lg" and is 210 x 330 and the small one "_sm" is 76 x 96.
    1 point
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