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Showing content with the highest reputation on 11/16/19 in all areas

  1. I think you are on to something, though I don’t think the blame is purely on the audience not being able to accept what PoE truly is. While I love those games to death, to some degree they always rang false to me. While trying to fulfill expectations one might have from IE games I don’t think they are truly free to pursue their own goals. Brilliance of Baldur’s Gates was that the player progression and RPG systems where smartly tied to the overarching narrative: you are a son of Bhaal and death follows you. No matter if you want to be good or evil you kill a lot of stuff, fulfilling the prophecy and your role. You kill Sarevok because you are a better murderer then he. As you near to having a shot in claiming the throne, you become more powerful, killing more and more powerful stuff. While mostly a pulpy adventure, there is a subversive cleverness in the story, which simply makes it all work. All better Bioware game do this: KOTOR, Jade Empire, all manage to tie your growth with the story of the game. Obsidian also leaned into this one multiple occasions. PoE, unlike so many post-BG RPGs, doesn’t follow this arc, but still has the gameplay. We kill stuff in hundreds, grow in power and move from killing wolfs and boars to mythic creatures. Yet, little of it is acknowledged in the narrative. There is some stuff in the lore (souls growing stronger etc.) but none of it is related to the main game. I would say that character growth happens purely in game space, and isn’t really acknowledge by game’s world. I do like that mere mortal can’t challenge a God. But that expectation isn’t challenged by the game either. Expectations are there: both because of tradition and existing gameplay systems, but the game doesn’t even acknowledge such possibility. The problem isn’t that we can’t challenge Eothas, but that after 20 levels and major in-game growth, game refuses to respond to it.
    4 points
  2. Hi all, Been busy putting together some maps over the past few days - thought they might come in handy for some people! It's still very much WIP, so there's plenty left to find. And right now only Emerald Vale + Monarch are available (others should be ready soon) Emerald Vale Monarch If anyone finds anything not marked feel free to let me know and I'll go hunting for it! Enjoy Cheers, Tspoon
    2 points
  3. Dark Souls II: Scholar of the First Sin. Defeated the Old Iron King. It has been a fairly straightforward run so far, I've been dying mostly to gravity, defeating bosses on first attempts. The Smelter Demon and the entrance to the Iron Keep were slightly more difficult, because the knights there were more mobile and aggressive, than I remembered, and I was low on Estus when I reached the boss. The bridge itself seemed to be recreated as a PvP spot even in the offline mode - I got two NPC invaders. The phantoms, added in SotFS, were both effective (could kill stuff and not die at the same time) and friendly (they performed appropriate gestures and used items). The old ones who were in the original version have not changed - sturdy, but not expressive. The two bosses who can be hard to defeat are the Fume Knight and the Dark Lurker (not sure about spelling). I have not yet found the keys to any of the DLC areas.
    2 points
  4. What do you mean "here in Greece" ? I am supposed to be the guy living in Greece on this forum. Are you trying to steal my job?
    2 points
  5. So... I said in my previous posts that I'd try to expand a little more on some personal thoughts I have on the series and why Deadfire may not have been as successful. I do think that the factors to blame are most likely due to lack of awareness, poor marketing, disinterest in/ignorance of the IP and so on, but I do think these have all been touched already so I'll just set them aside for this post. For the next couple of reasons I'll add the caveat that I don't necessarily think they're the biggest or sole contributors to Deadfire's dip in sales, I'm mentioning them mostly as food for thought and so on. So, without further ado... Deadfire as a streaming experience Earlier in the thread, @ekt0 brought up the issue of influencers and streamers and their role both in spreading awareness of a game and also in acting as "tastemakers" for specific parts of the gaming community. There's no doubt that people like Joe Vargas, Yahtzee Croshaw, Jim Sterling, CohhCarnage, Forsen and many other big personalities have an influence on what their followers consume and how the consume the same - but they also have a role promoting games and do so by showcasing them as videos or live shows, and essentially showcasing their games on a pure audiovisual level instead of an interactive one. I think isometric CRPGs in the style of the IE games especially suffer in this medium: they're usually text-heavy and involve conversations seen from an overhead view that often pause all action and animation, and can even do away with voice-acting altogether; they often make of combat a relatively secondary element to the experience that can be sparse enough to not come into play for stretches of *hours* at a time, and which is often made pretty stilted as a visual experience either due to turn-based or paused mechanics; and they involve plenty of systems that are often complex and abstract enough for the uninformed viewer to not make heads or tails about. The player's experience in games like these are night and day relative to the experience of those watching, and I feel that many that take a quick look at Deadfire in any such video or stream without prior knowledge of isometric RPGs or without the right context to understand the systems may feel confused, alienated, and simply bored and disinterested. It is simply too static a game as a viewing experience, and this, in a day and age where streaming has become as big a form of game consumption and advertisement as it is today, really plays against this subgenre of games regardless of how interesting or fun they are once the viewers actually play the game themselves. Josh says this could be a result of the games being 2D or isometric, but I feel it's more the combination of elements that make the aesthetic of an isometric RPG that becomes the issue - in comparison the Supergiant games for example are far friendlier games for streaming because on a visual level at least the action is more fluid and consistent, and these rarely ever contain long stretches of dialogue, or scripted interactions composed entirely of text and static 2D images, or numerous complex sheets for characters, inventory, quests and abilities, or the likes. It's less a single component and more the addition of all these to make for a poor non-interactive audiovisual experience, regardless of how great it is an interactive one. Setting I don't have much to say on this one but I think it's a point worth making, that despite Deadfire not being a "pirate game", enough people have been left with that impression either after playing it or simply from early word of mouth, marketing and buzz. No matter how one might argue otherwise or how gross and incorrect a simplification of the setting it may be, it unfortunately hasn't prevented people from believing this and holding to this perspective. Why would a pirate setting be a problem is something of a mystery for me, as I figure there's enough pirate games out there that did well enough or seemed to be interesting enough to an audience so as to not be such a detractor, and yet I feel like I only ever see this characteristic spoken in a negative light and with plenty of frequency as well. I would posit the following two possibilities: The pirate setting is perceived to be too modern and divorced to the traditional medieval European fantasy setting that the Baldur's Gate, Icewind Dale and Neverwinter Nights games as well as most fantasy RPGs are set in, and a game or game subgenre that is primarily banking on nostalgia depends very strongly on the familiar, which this setting was not. Pillars itself downplayed the fantasy Renaissance setting enough to have been assumed by most players to be a bleaker take on a medieval setting instead, and thus the more colourful, modern and adventurous appearance of Deadfire felt like a tonal whiplash to what came before. An interesting point about Baldur's Gate II is that it itself was meant to be a small departure from the first game's setting to a more Byzantine one instead - yet personally I can't say I noticed until someone else pointed it out to me years later. This might be my own stupidity or unawareness talking of course, but I feel Baldur's Gate II still felt like more of a traditional medieval European fantasy setting than Deadfire ever did - and likewise, it's not uncommon to find comments referring to Pillars' setting as "medieval", or even complaints about the inclusion of firearms in it as anachronistic and the likes. I can see in that sense that maybe expectations were set for a particular tone or aesthetic for the saga that Deadfire then in some way broke, and alienated a part of its audience in turn (I reiterate, however, that I would never say it's the sole or main reason for the substantial drop, just maybe a contributing factor). Story Last but not least, there's the franchise's story, or rather, the kind of story the franchise has developed over these two chapters. Many issues have been brought up about the story for both games according to different reads of the same: some felt the first game was too ambiguous, lacked any real hooks and didn't adequately portray the stakes or communicate why the player should care about their condition as a Watcher or about the whole Hollowborn crisis; meanwhile, others complained that Deadfire had a very linear and short story, that they didn't feel they had any agency in the game, that there was a strong premise but nothing was done with it, etc. I think that some of these criticisms are valid but don't really explain why the story or the franchise failed to stick with people so as to cause such a massive drop. So I got down to thinking about all of the other comparable Western RPGs out there which were frequently praised for their story, and think there's something curious about the Pillars franchise when compared to these others, in that it stands as a rather separate and unique case in that it doesn't really stick to a monomythic hero's journey or attempt to indulge the players' power fantasies quite like so many other games of this genre do. What leads me to think of this is mostly certain characteristics I've noticed about some of the most frequent complaints I've seen about Deadfire's story here and, most importantly, on Steam. While not so frequently seen here, a complaint I ran across on Steam time and time again - one which made absolutely no sense to me - was that people were actually disappointed that they couldn't ascend to godhood at the end of the game. Some also were disappointed that they couldn't fight Eothas, or really stop Eothas from doing what he was doing. Some felt they had no agency and were just witnessing a story they had no real part in. I feel like the common thread across all these complaints was that the player, or the Watcher, didn't attain the power to be able to stand up to the gods by the end of this game - a game in a genre that is ridiculously full of stories about adventurers becoming heroes, kings and even *gods* by the end of their journey, who are literally taking down other kings, other foul evils threatening the realms, or other gods and so on. The Watcher's feats, in comparison, aren't quite so clear-cut heroic, and arguably his most heroic deed - that of bringing Thaos down and learning the truth of the gods - is one that is pretty shrouded in obscurity since no one really knew who Thaos was anyways, and it's not like you managed to find a way to share the gods' secret across Eora somehow either. Despite the Watcher growing into a strong and arguably powerful figure by the end of either game, the franchise is never about the Watcher's heroic or villainous feats, the franchise isn't so much about an individual's journey so much as the cultural shift they help push along and unfold in their journey. I think this makes Pillars a fascinating story, but one which is arguably far removed from the expectations of a playerbase that are pretty decided in the kind of experience they want and the gratification they expect back from a game. I think it could be this stylistic, thematic or tonal mismatch that could have also lessened interest in the saga despite fulfilling a demand for more games of this ilk. Again, I couldn't be sure, but it feels to me that maybe the issue isn't that Pillars and Deadfire are bad games or somehow fail, but rather that they are different in enough ways to be just off of what hooks their niche or the gaming community in general. To all of this I'll make clear, I think the story, setting and aesthetic for the franchise are wonderful. This is pretty much my favorite (hopefully) ongoing saga in the medium right now. This is just me brainstorming on how the game could have failed in others' eyes, or even how a game could have been well-received or well-liked and yet failed to either garner or retain interest in the long run.
    2 points
  6. Maine. That implies there are three other projects (Mississippi, Illinois, and Alabama) potentially under consideration. Check it out. Grab a copy of the video loop from https://grounded.obsidian.net --->> https://d1079ywfijtdjs.cloudfront.net/images/grounded/videos/grounded-looping-video.mp4 Parse it for strings, and you'll find: <creatorAtom:windowsAtom creatorAtom:extension=".prproj" creatorAtom:invocationFlags="/L" creatorAtom:uncProjectPath="\\?\C:\Users\mmiranda\Documents\Adobe\Premiere Pro\13.0\Maine 15 Sec Loop.prproj"/>
    2 points
  7. Edit Nov. 15: Greetings fellow spacers, We want to inform you that Patch 1.1.1.0 will not be ready until Monday, November 18th. We apologize for this inconvenience as we tried to get this out to you this week, but due to some unfortunate circumstances the patch will not be ready until early next week. Again we are sorry to have to push this update back. We appreciate your patience and understanding regarding this delay. ________________________ Greetings fellow spacers, At this time, we would like to let you all know that we are looking at releasing a patch next week to implement some changes and bug fixes. This patch is currently in the testing phase and as long as no other issues occur during this time, we hope to release it to you all sometime next week. Please be aware that this can change, but we are working hard to make this timeline and things are looking good thus far. Resolved Issues: • The crashing issue in Tartarus • Increase Font Size - Conversations/Subtitles • Muffled sound effects occur at random times for players on the PS4 • Companions dying and failing companion quests on modes other than Supernova • Unable to finish "Radio Free Monarch" • Trophy "Not the Best Choice" fails to unlock properly If you do not see your particular issue or suggestion listed above, please understand that we are continually reviewing and working on items that you are sharing with us. We will continue to work on updates and patches to see how we can make your gaming experience the best it possibly can be. To continue to report issues and share suggestions, please visit our The Outer Worlds: Technical Support forums and search to see if a fellow player has already made a thread about it. If you find a thread with your issue or suggestion, feel free to comment in that thread with any details you would like to share. If you cannot find a thread with your issue or suggestion, please start a new thread detailing the issue/suggestion and then please contact our publishing partner, Private Division, at their website here. Doing so will help ensure that your specific issue or suggestion is in their queue, which allows us to prioritize requests to provide the fastest possible turnaround time. Thank you all for your patience and understanding, and we are so grateful to have you all here with us.
    1 point
  8. Thread inspired me to delve into Dark Souls III again. Trying as a Caster/Thief build and showing great early success. But then again I'm reminded that once you hit triple digit character levels, specialization becomes irrelevant and you can just equip or customize anyway you see fit. Tis the bane of Soulsbourne games,
    1 point
  9. Watched the second episode, and I feel like I have to lower my expectations considerably for what remains of the show. I don't know what I was expecting, really - I suppose I was hoping for an interesting and more iconoclastic take on the Star Wars underbelly, but instead what we're getting is a pulpy space adventure serial dressed in self-seriousness and drab grey photography. Disregarding the satire, it's odd to see this so closely after playing The Outer Worlds as it feels like all the notes and points the game hit to make a fun space adventure, The Mandalorian seems woefully inept at. The character is the worst kind of "stoic" and the framing does him no favours, often attempting to get a Kulechov-esque reaction shot of his helmet to his surroundings whilst rarely exploiting the physicality required to make a performance and character like this interesting. The dialogues are stilted and devoid of detail or character to the point that they resemble Skyrim interactions, the whole thing is so utterly uncharismatic and humourless, so ponderous and yet meaningless thus far. We're two episodes in and already it feels like they're throwing a bunch of padding our way. Pretty handily the worst Star Wars venture since the Disney acquisition, bar maybe Solo which I haven't seen. It's an even bigger shame because I like all of the parties involved.
    1 point
  10. I'm curious as to what people who feel The Outer Worlds was lacking in content consider a game with content. Far as I'm concerned I've found plenty to do in each new map and section I arrived to in the game, each section likewise filled with interesting characters, each with their own unique set of idiosyncrasies and with a voice unique enough to make them feel like their own person independent of whatever function they fulfilled in the game. I'm honestly confused at how divisive this game is in certain circles whilst a game that to my mind feels far emptier or more mechanical like, say, The Witcher 3, is regarded as one of the finest games of the decade.
    1 point
  11. Have you tried going alone? With every crash I had exiting the ship, it helped. Afterwards I could re-enter the ship and exit again with crewmates of my choice.
    1 point
  12. even console peasants are above apple users imho
    1 point
  13. I went with Supernova right from the start because I like the idea that I have to be careful and measured in combat. I love almost everything about Supernova, EXCEPT the sleeping. I compare it to Fallout 4, where at least you had other beds around that you could sleep in. Making only one spot on a planet to sleep makes no sense. In fairness, I did discover that on Monarch you can move your ship to other locations (Stellar Bay, Fallbrook, Cascadia, etc). But if they were going to do this, then why not simply make it so you have a place to sleep in each location? As far as followers, mine seem to be fine, but only because I went deep into the Leadership tree. But I certainly sympathize with those who didn't. If Obsidian wants to have a hardcore mode, it has to be viable for any build.
    1 point
  14. When do you think you share your mod ? i enjoy to read your work!
    1 point
  15. They are definitely pre-planning it while working on support for the game and creating the DLC(s). However it might take some time before they can get the production into full gear with all the different projects being worked at the company. The AAA cRPG will eat away a lot of resources at the company for a while and The Outer Worlds isn't a small game either when it comes to manpower needed to make such a game. So fully staff the sequel team, that is going to take some time, but I don't think the sequel will suffer if Cain&Boyarsky and some of the leads take a moment and see the feedback and think it through where they want to take the franchise. As always on a bigger game, some people will be hired specifically to work on the project and let go after the game (or their part in making it) is finished. So they can certainly beef up the team by hiring as well. At least based on the Eurogamer (?) interview Feargus and the studio is still kinda pondering where they want to settle with the number of people at the company and number of projects they will have. Having two bigger games in full production would eat a lot of their manpower if they stay at around 185.
    1 point
  16. One project was cancelled sometime this summer. One Obsidian employee has a cancelled project listed under his resume in 2019. Adler's project is then newest out of the 3. Perez has been leading his team since January. Parker who knows how long. Adler added Game Director to his LinkedIn sometime this summer.
    1 point
  17. Win 10 is only free for some though*. OEM or upgrade versions of previous OS versions haven't got free upgrades for... 3 years or so? Retail win7 still being eligible also isn't advertised so you have to know about it and, the objection might not be to upgrading to win10 but having to install it at all, ie Linux users who iirc have zero chance of running UWP games but can often run standard windows games via WINE or whatever. *I'd suspect most people could get a free upgrade to or purchase of win10 legitimately with the right advice on how to do it, but most also won't get that advice.
    1 point
  18. Can you say... Ludonarrative dissonance? I don't necessarily agree that the games ring false, but I do agree with the criticism that the game doesn't exactly do its best job at recognizing or reacting to the milestones of power you break along the way, even if Deadfire does have a degree to which it responds to some of your past deeds (you're known as the Lord of Caed Nua, as a dragonslayer and so on - but again, this also signifies little for its own narrative arc). I expressed some disappointment with the first game with how acquiring Abydon's Hammer generated no response from the followers of Abydon either in Defiance Bay or Stalwart. Again, I like that the story's focus is elsewhere, that it isn't fixated in being a power trip and so on, but at the same time it's as you say, there's a disconnect between the capabilities of your character and the settings' recognition of the same.
    1 point
  19. This is not something that I expect to be considered for a patch of DLC for TOW, but maybe something to consider in the future. Having recently changed the settings in the game so that I can see ALL dialogue options that are available, not just the ones I am close to reaching, it's really sad to see that failed skill checks in dialogue are simply not available. I understand that it requires a whole load of new responses from NPCs, but some of those options and the responses in New Vegas were comedy gold. The [Dumb] dialogue choices get a lot of love from everybody as far as I can tell, but the inept responses in New Vegas were just as good. Trying to pass an Intimidation check with my stick figure scientist should be an amusing little moment, not simply greyed out until my meathead playthrough. I had the game issue with Tyranny and Pillars of Eternity as well.
    1 point
  20. I've heard good things about Subnautica, might check that out. It's just not a style of game that attracts me much, but we'll see!
    1 point
  21. I finished Code Vein NG+ with the true ending. I found the Skull King battle a bit easier this time around, my glass cannon build did indeed pay off. I didn't outright kill him before he went into phase 3, but my damage output was high enough that I was able to finish him very quickly once he went into phase 3, so he never had a chance to really get going. The final battle of the game, The Virgin Born, I had significantly more trouble with than on the first run through the game, probably because of the glass cannon build. The odd thing about that battle is that it actually become easier IMHO once she (?) goes into phase 2. Phase 1 was the difficult phase for me, I obliterated her once I managed to survive into phase 2. I'm done with the game for now, 82 hours is enough, I guess. We'll see once the DLCs come out if they're worth picking up. The true ending definitely sets the game up for sequels. Whether it sold well enough that sequels will be made, that I don't know, but story-wise, the opening is certainly there.
    1 point
  22. Ok so fantastic game I got it recently, but I have 2 small things: 1: I cant place any marker on the map so I have to keep looking at the constantly to see if I'm going to the right place 2: my character having their gun out all the time is sort if taking me out of the Immersion
    1 point
  23. BREAKING NEWS........ Three judges get into drunken brawl at White Castle. Two are shot. I see not one, not two, but three potential Supreme Court nominees!
    1 point
  24. Hear hear! Am I supposed to to accept that a gaming company might make a game I'm not interested in after I have put in the effort to post on their forums?! Never! That's not what the internet is for! I demand Obsidian to only make games that I like.
    1 point
  25. If your only requirement for a dungeon is ‘subterranean chamber’ then sure. The Shipwreck graveyard, the imp-cultist place, the archmage’s house, the crypt under the temple of tangaloa, the old city... these are all dungeons.
    1 point
  26. The thing about the plot - I think there's an oversampling about the gripes about the plot (the loudest voices in the room don't necessarily reflect the audience at large) -- as evidenced by audience scores. JE Sawyer is not exactly the most unbiased participant, but he tends to have a pretty decent self-awareness and self-critical eye. He was more exposed to the community than any of us, and the general sense I got from his writings was that there was at worst minor aggregate disappointment about the plot (either about the actual narrative or how it was structured). If the plot was trash and that could explain sales drop (or even just a significant chunk of it), I think Sawyer would be one of the first to acknowledge it. It would even be great, because then they 'd know precisely what to fix for PoE3!
    1 point
  27. I have reached the very last area in my NG+ run in Code Vein. This area is fairly large, has a number of traps, and, as you can imagine, contains the strongest regular enemies in the game, as well as a few mini-bosses and several true bosses. It will be slow going for sure, but I'm this close to the finish line, so I gotta see it through. I've done everything necessary to get the true ending so far, just one thing left to do, and it's in this area.
    1 point
  28. 1 point
  29. If you call a reasonably presented argument bonkers you are indirectly calling that person who made it bonkers. It's bad style and totally unneccessary since nobody attacked you or your arguments in the same way. As you can see with most other folks participating in this discussion it's perfectly doable to have a controversial discussion while stying decent. Besides that, none of the points you attacked were outlandish to begin with. That might be your perception because you seem to have become obsessed by the Avellone theory. I made some points why I think that theory is not very convincing - or better: why this theory (Avellone leaves --> sales drop) might not be completely wrong but can't explain the massive sales drop. That's my whole point on this. Maybe several fans turned their back on Obsidian after that. But 600,000 Avellone fans boycotting Deadfire? That's a theory that I could call "bonkers" if I wished to attack you personally. Which I don't. I presented no numbers because I don't have access to any that would show the impact of Avellone leaving Obsidian or writing for other games. However, I made some observations and draw logical conclusions that oppose your theory. You didn't present any numbers either and besides that not even one solid argument or even anecdotal evidence (which isn't strong but it's better than nothing), yet you are accusing me of fabricating stuff and call other people's reflective take on this "bonkers". My analysis of the situation is that we can't know really why Deadfire sold poorly, but when I look at all the points that were made I think that unseccessfull marketing, disappointment with PoE, isometric RTwP CRPG saturation, alleged pirate setting and change of crowdfunding platform and narrowing down on the target audiance instead of trying to widen it are the main reasons. Yet I can't be sure - like you can't be sure. Therefore I choose to not to crusade for a certain reason. I only challange theories that I think are weaker than others. Since we can't know for sure (I mean not even the developers with telemetry and other tools do know) it's just for the sake of the discussion itself - so better keep it decent I'd say.
    1 point
  30. 21:9 FIX HOW MANY TIMES DOES THE COMMUNITY HAVE TO ASK 21:9 FIX HOW MANY TIMES DOES THE COMMUNITY HAVE TO ASK 21:9 FIX HOW MANY TIMES DOES THE COMMUNITY HAVE TO ASK 21:9 FIX HOW MANY TIMES DOES THE COMMUNITY HAVE TO ASK 21:9 FIX HOW MANY TIMES DOES THE COMMUNITY HAVE TO ASK 21:9 FIX HOW MANY TIMES DOES THE COMMUNITY HAVE TO ASK 21:9 FIX HOW MANY TIMES DOES THE COMMUNITY HAVE TO ASK
    1 point
  31. I defeated Cannoneer & Blade Bearer in my NG+ Code Vein run. In the standard run I breezed through this battle, completed it first try. This time around I struggled mightily. Part of it, I think, is the glass cannon build I'm using right now. The build is based around buffing the bejesus out of my weapon attacks, but it does leave me extremely vulnerable and with 2 bosses in 1 battle, it's hard to battle 1 and keep track of the other to not get blindsided. Still, I got the job done eventually and I'm now in the final stretch of the game. The Skull King battle, the hardest battle in the game IMHO still awaits, but I think I have an ace up my sleeve. The main difficulty of that battle is when he goes into phase 3 at approximately 15-20% health remaining. My plan is that if I get an opening when he's really close to that threshold and I'm sufficiently buffed up and I can pop Merciless Reaper (next attack ignores defenses) and hit him with Severing Abyss (a slow jumping attack that does roughly 500% damage)I can just outright kill him right there and he never even goes into phase 3. That's the theory, anyway.
    1 point
  32. Submitted my bug report to private division also. Everyone should.
    1 point
  33. Everybody, if Obsidian isn't doing anything about this then let's all go bug Private Division about it. Here's their support form: https://privatedivisionsupport.zendesk.com/hc/en-us/requests/new
    1 point
  34. Emailed support at privatedivision as per previous suggestion on this thread
    1 point
  35. I'm having the same issue, PC version (through Microsoft Game Pass) C'mon, please fix this issue. I can't continue with the game. Nothing I've tried worked. Stole the pill, still no dialog. (For people with this problem, there are workarounds if you look on the web but they involve doing really extreme stuff, like KILLING NYOKA and looting the quest location from her....... There's also a game hack that enables console commands sorta like a game cheat but that only works for the Epic store version......... Maybe this would help some people to get on with their quests but that's totally not the proper way to get on with the game) THIS IS A GAME BREAKING BUG PLEASE FIX ASAP
    1 point
  36. I may have posted this last night, it may just need approving before displaying... So yeah, I am also confounded by this bug. My last hard save was before I'd even got the Unreliable in the air. I am currently doing all the side missions I can until this gets fixed, and I really do not want to have to progress to the next story point in the quest and risk not having Nyoka on the team - in fact I just won't. I'll stop playing, which would be really disappointing as up to now I have been raving about how much I'm enjoying this game to anyone who'll listen. I'm going to struggle to maintain that enthusiasm right now. Anyone experiencing this bug (and it must be a lot of us as it is just choosing the "I'll consider it" dialogue option that seems to trigger it) should keep this thread alive.
    1 point
  37. Honestly was having a great time up until this point. Immediately had a flashback to the elevator bug from Rage 2. Please fix this, might as well be a hard stop if you want Nyoka.
    1 point
  38. I thought I was going crazy, good to see (I guess) that other people have this problem too. I even found the woman who sells the pills and there was no dialogue option to talk to her about the quest. I walked to the next room and picked the lock to get to the storage room, stole the pills I needed and the dialogue options would still not change, and I still can not progress with this main quest...quite a shame as it was going so well up until this point.
    1 point
  39. I stopped playing. I'm not sacrificing my experience just to get past. There's no lack of good games to play instead. I'll come back to it if they fix it.
    1 point
  40. When will there be a fix to this MAIN MISSION? I wouldn't be as concerned if this were an issue with a side mission. I opened dialogue with Nyoka and did not respond correctly to open the side mission to collect the pills. Now my game is stuck. I cannot complete any further dialogue with Nyoka and the pill lady won't give the side mission. Total brick wall. Any ideas when this will be patched, or if the dev's are even working on it? Extremely frustrating.
    1 point
  41. Hello Joshua, Thank you for reaching out to us about this. Other console players have also been reporting this and the team is considering the potential of adding the FOV slider as a result. If you think of anything else, please continue to post about it on the forums Thanks again for the help and I hope you're enjoying The Outer Worlds!
    1 point
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