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  1. Not really. You can do it like that, but there's no rule that says that you can't have important quests in a town or village and that it can't be a hub that you'll return to frequently. Example: Stalwart. That village seems to be liked best by most players who played PoE + expansions. I don't have numbers obviously, but if you read about complaints about settlements in PoE you only read about Defiance Bay and Twin Elms. Dyrford, Stalwart etc. are rarely mentioned, if ever. Now you could say that's because the players "forgot that they ever existed" - but at least Stalwart is so integral to the whole WM expansions that I don't think that's the case.
    6 points
  2. Greetings fellow spacers, We would like to thank you all for the continued feedback and reports for The Outer Worlds. We have been hard at work doing as much as we can to help improve your gaming experience, and as such we are preparing to release Patch 1.2 to everyone as early as next week for all platforms. There will be a lot going into the game with this patch, but for now we wanted to highlight a few of the changes/fixes being applied to the game when this patch goes live: Top Community Requests: Updated the "Large Text Mode" setting to apply to Examinables Added "Chromatic Aberration" setting to all platforms Added "Controller Aiming Sensitivity" setting to all platforms Added "Head Bobbing" setting to all platforms Added "Field of View" setting to Xbox One and PlayStation 4 platforms Fixed weapons unholstering when interacting with the environment Fixed additional cases of companion quests being marked as Botched incorrectly Additional Changes/Fixes: Fixed audio cutting out when scrolling on the map Added a notification for when companions gain Perks from quests Fixed companions calling the player's attacks ineffective, even if they were dealing appropriate damage Fixed the Prismatic Hammer not benefiting from several melee Skills and Perks Fixed the Prismatic Hammer not benefiting from Critical Hits Increased damage of Handguns Fixed "Pack Mule" Perks not applying while on the Unreliable Fixed Dr. Chartrand attacking the player after she agrees to help them Fixed the "Look Up" and "Look Down" keybindings being swapped Added "Foliage" graphics setting for PC platform Added "Enable Cinematic Kill Camera" setting Updated Vendor UI to show carry weight and encumbrance limit Updated item tooltips to better indicate Pristine items Added item sorting options to the Companion and Workbench screens Added SuperNova survival meters to the Consumables screen We are excited to get this out to everyone and we will have a full list of all the fixes posted when Patch 1.2 is live. To continue to report issues you come across and to share suggestions for the game, please visit the Technical Support forums for The Outer Worlds and search to see if a fellow player has already made a thread about it to help reduce duplicate threads. If you find a thread that matches your issue or suggestion, then please feel free to leave a comment and include any details you would like to share. If you are not able to find a similar thread, then please share it with us on our forums and then visit our publishing partner, Private Division, and share this issue with them through their support website. This will help ensure that your specific issue or suggestion is in their queue and will allow us to prioritize requests to provide the fastest possible turnaround time. Thank you again everyone for your patience and help in reporting issues and feedback, we appreciate everything you have been sharing with us.
    3 points
  3. I also think Twin Elms suffers for its place in the game. Like... I don't think the content there is amazing (well, except the conversations with the gods) but the biggest problem is where it shows up in the game. Like you say, you're kinda gathering momentum for the final parts of the story at that point, so it feels a bit weird running around even more doing people's sidequests and stuff. It's even more noticeable with the White March expansion, all the Twin Elms content just seems to fade into the background even more.
    3 points
  4. 2 points
  5. I'm too old for that. If it doesn't make me happy after a few hours it has to go. Same with books. I used to finish every book I started even if I didn't like it. Not anymore. If it stinks it gets thrown out immediately. No time for meh.
    2 points
  6. "Sweaty". I know its a typo but it made me lol in conjunction with the average score.
    2 points
  7. am not disagreeing with you. nevertheless, the strategic elements o' kingmaker were terribad and am thinking it would make sense to distance self from such rather than make sound as if return is a highlight. the mass combat in the pnp ap is, for example not actual strategic in the sense o' how such is used in game vernacular. you don't spend time building settlements to develop resources to support your army in the ap. armies in the rules we mention from ultimate campaign, doesn't necessarily have the kinda game use o' "strategic" as pathfinder armies is functional treated as having a monster entry. resolve combat 'tween armies much as one does 'tween a party and a bunch o' kobolds. particular in wrath, little time spent on resource development and acquisition for support o' your armies, though as a role-play game you may of course make such strategic concerns more integral and the system is flexible enough to accommodate such concerns. the ap itself doesn't have a great deal of mass combat in any event, and you sure as heck aren't spending effort maintaining and developing armies over the course of six installments with need to manage quartermasters and fortifications and whatnot. is nothing which would make us see similarities to kingmaker kingdom building. not even close. manage crusade or manage kingdom if is using a "similar system," is a fungible difference as in many strategy war games, the kingdom management is largely intertwined with development and maintenance o' armies, no? is precisely those flavor o' wargames which we avoid btw. the limited instances o' mass combat in the wrath pnp ap is not a similar system to kingmaker. can't help but feel like this is a round hole and square peg issue. they got resources already developed from kingmaker for strategic elements, so they is gonna use 'em in warth, whether they fit or not? lord knows we don't want anything similar to kingmaker's kingdom building. as @the_dog_days observes, such was not well received by fans or reviewers o' kingmaker. for the most part, people who liked kingmaker liked it in spite o' kingdom building. if one were adding mass combat to wrath as a selling point, am thinking it would make sense to explain how such is not gonna be similar to kingmaker. HA! Good Fun!
    2 points
  8. Athkatla and Sigil are probably my favorites. What I like about them is that they feel "down to earth". They get the feel right, the density, the ambience. And there's a feeling of danger to them. You get the feeling of "city life". As a sidenote, and nostalgia talking here, but one of my strongest memories of the Baldur's Gate games is the feeling of... relative safety when nearing an inn in the middle of the night, seeing the light spill out and hearing the tavern music play from within. You'd survived the wilderness, finally the safety of an inn... but, you still never knew what could happen. It really vibed with my pen and paper experiences at the time, as well as reading stuff like the Prancing Pony segment of Lord of the Rings. Huge nostalgia. But anyways, I think Neketaka was fantastic overall. I liked the districts, I think they felt nice and different. I liked that there was something like the little scripted interaction bit (The Narrows I think it was called?). I liked that you could get "stuck" if you take the elevator down to the old city. And locations like the Luminous Bathhouse were just cool, though I wish some of the locations had been used more and more "in-depth". But yeah, it was superfun to explore. I don't think it really nailed the "city atmosphere" personally. I think part of it is the music in those areas. I like the PoE soundtracks, and I liked the town tracks on their own, but they never really sold the idea of a city in my mind. I wish Neketaka's music had just a bit more tension to it, and with something connecting it to the culture and people of Neketaka. The tracks feel a bit lacking in identity for me. Anyways, another city I loved was Vizima in the Witcher. That whole game oozes atmosphere and the various parts of Vizima are no exception. I know lots of people like Novigrad from Witcher 3 but Vizima in the first game is where it's at for me.
    2 points
  9. Greetings, Watchers, We are excited to announce that Pillars of Eternity II: Deadfire - Ultimate Edition will be coming to Xbox One and PS4 on January 28, 2020, with the Nintendo Switch version release date to be announced early next year. This console version will include all the major updates available for the PC version, and will also come with the three expansions: Beast of Winter, Seeker, Slayer, Survivor, and Forgotten Sanctum. You will be able to digitally pre-order Pillars of Eternity II: Deadfire - Ultimate Edition through the Microsoft Store and PlayStation storefronts later today. A physical version will also be available in the form of a Standard Edition and Ultimate Collector's Edition courtesy of THQ Nordic. For more details regarding this release, visit the Versus Evil announcement post here. Cheers, The Deadfire team As always, feel free to reach out (Twitter, Facebook, Instagram, or on our forums) and let us know your comments, your critiques, and what you love about the game. We enjoy reading everything that you share!
    1 point
  10. https://wrath.owlcatgames.com https://www.pcgamer.com/pathfinder-wrath-of-the-righteous-announced/
    1 point
  11. When this game was released, I was pleasantly surprised. It looked like a combination of Fallout and Mass Effect. But after a few hours of playing, I started to see the mediocrity that Obsidian is known for. My biggest complaint is that the main character is an emotionless husk. Why spend all my time at the character creation, making a human being, while I can only act as an eunuch? No flirting, no camaraderie (besides fetch quests for your team), no romance and barely any friendship. Why surround me with characters, if I can barely interact with them anyway? Whatever I can do in Outer Worlds, I can also do in Fallout 4 and more. And I know Fallout 4 doesn't have the best dialogue in the Fallout series. But Outer Worlds isn't better either. That and Fallout 4 has so many mods, and isn't Epic Store exclusive. When I compare Pillars of Eternity 1 to 2, I can see so many improvements. Maybe Outer Worlds 2 would be better, but currently I see more roleplaying in GTA online, and I don't even own that game. Outer Worlds. 4/10
    1 point
  12. Okey. I am done with it for now. Spend a solid 10 hours reporting bugs, and complaining about Line of sight, cover problems and door problems. I am putting PP on hold. I can’t see it being able to bypass design issues it is struggling with, and I don’t expect to give it more then one playthrough, so I will wait for the game to be more complete and functioning.
    1 point
  13. Which makes me wonder why should I continue DOS2 - I do not find combat particular good, so it's personally on my backlog.
    1 point
  14. Agreed. With the White March installed, Twin Elms becomes even more difficult to get into. It has to be said, though, that the White March itself is very good! No problem at all getting into Stalwart.
    1 point
  15. And released on a weekly basis. Seriously, Disney, it's not 1997 anymore.
    1 point
  16. I am not aware of a possibility of moving games inbetween accounts once they have been redeemed. There is family sharing, where you can share library between computers, as long as you don’t use it at the same time. there was also a french ruling that digital games should be allowed to be resold: https://www.rockpapershotgun.com/2019/09/19/steam-should-let-users-resell-games-french-court-rules/
    1 point
  17. I usually don't get refunds. I made the (usually informed) decision to buy that game - and as long as it's not broken or something I think that it's my problem if I don't like it. Usually it's not the quality of a game (reviews help here not to buy badly done stuff) but it's simply my taste that wasn't met. I understand that players who don't have much to spare will get refunds though. I would have done it as a student, too. Money was so scarce then. That's no longer the case. So - one could say that instead of wasting time I now waste money. But I don't feel that way. That's why stuff like Pathfinder, D:OS and D:OS2, Wasteland2 and lots of other titles sit in my Steam library with me barely looking at them, let alone playing them. Wait - now that I think about it: can't one give away games on Steam or something? Or lend them for free? Wasn't that a thing?
    1 point
  18. A city is a hub with merchants, taverns, quest lines, a something to return to, that changes and grows (and, occasionally, burns). Kirkwall was unique as it changed over time, more than any other city (excluding Baldur's Gate and its DLC) could due to the structure of the game. I appreciated that. Also there was the capital in Fable III, but I don't remember much about it. A town is a something to get a few unimportant quests to turn in, loot everything lootable, kill everything killable, then move on and forget that it ever existed. Though, I did like Majula from Dark Souls II, but it was a hub with merchants and all NPCs ended up there, so it fits the definition of "a city in an RPG" above.
    1 point
  19. Vizima had a decent, atmospheric environment. I like the people finding cover in the rain and the birds that flew off as you approached.
    1 point
  20. *rimshot* Slightly chewy is my preference.
    1 point
  21. just saw this, so sorry for long delay in response. josh leaving had nothing to do with the boards getting friendlier. what made board friendlier is release of poe. particular during the beta of poe, threads were often long and nasty. dozens o' issues had clear us v. them divides and when josh would jump into the fray to comment, predictable half of the community would be disappointed. this happened over and over and over again. deadfire community were/is a smaller and far more homogenized group than we had with poe. the folks enraged everytime they heard josh were advocating for a pivot away from bg2 were no longer posting at the obsidian boards once poe were released and it became apparent deadfire were gonna be even less like the game they wanted. josh leaving were incidental to friendliness o' deadfire fan feedback compared to poe development. yet another example o' obsidian making a causation v. correlation error? josh also let slip how he liked smaller and more limited sa boards with its registration requirements. less toxic. while his main claim were that he were allowing obsidian debates to unfold organic w/o the polarizing impact o' direct developer intrusion (ignoring fact we got a thread on this board dedicated to reposting every relevant josh post from sa and tumblr and twitter and wherever anyways,) were clear he were fatigued by toxicity o' obsidian board feedback, and he admitted as much while making seem like a secondary issue. oh, and while is gauche to quote self, am too lazy to essential repeat self, so... "our suggestion were too late, or too difficult to add... and the obsidian folks weren't bothering to read the obsidian board feedback anyway, which were made clear when josh noted how he were unaware 'til almost release o' deadfire the way in which might were affecting damage calculations in spite o' such being one o' the more common repeated concerns from the hardcore number crunchers routine posting in the deadfire feedback section o' obsidian's own freaking message board since almost firstest week o' the beta. reality o' pointlessness o' board feedback were utter mind blowing and complete disheartening... not that obsidian indifference annoyed us or anything o' the sort. not like am still bitter. nope." wouldn't have minded obsidian developers posting here less if they had been at least been paying attention to the board beyond bug-hunt sections... and the it-just-won't-#$@%ing-die ydwin threads where the artists were defending their aesthetic decisions. the problem is if @Hieronymous Alloy did not post an obsidian board concern at somethingawful, then there were a good chance the obsidian developers would never hear the board concern. am thinking the developers were admitted busy developing deadfire and far too enamoured o' their new telemetry toy to realize just what they were missing by avoiding their own boards. dunno. regardless, am thinking developers avoiding their own boards is a mistake on multiple levels and such avoidance had no impact on the relative civility o' the boards. HA! Good Fun!
    1 point
  22. Still waiting on those CRISPR hogs, so we can have CRISPR bacon.
    1 point
  23. Baldur's Gate will probably always top the list for me, just because of the impact it had when I finally got there. It felt like a real city and it was such a BIG contrast to the small towns and many (many...) wilderness areas of the Sword Coast I had visited up to that point. The "seamlessness" of it was (and still is) very cool to me and, coupled with the great sound design and atmosphere and NPC's that felt like people with real lives and their own daily concerns, made the city feel alive. Neketaka is a close second though, and to me it's a better city than Athkatla. I really like its structure and how you ascend the city as the districts open up. I like how unique each district feels while still fitting the overall themes and atmosphere of the city, how each serves its own clear purpose, has its own identity, and teaches you (in many ways by showing rather than telling) about the Huana culture as well as the cultures and habits of the foreign factions that have come to the city and how and why they clash. In addition to this Obsidian also gives us good reasons to keep coming back there, and show us reactivity and new content opening up when we do. That, and it's just beautiful to look at. Athkatla has always been a mixed bag for me. I like some of it but for some reason the districts feel very disconnected to me, even though places like Defiance Bay and Neketaka are similarly structured (ie. not "seamless" like BG). A lot of the content is cool, but it also feels like they just threw every single idea that they had into the city, which really affects its sense of realism for me. I liked Defiance Bay quite a bit. Even though I agree with the common criticism that it didn't feel very alive, I have become very fond of Brackenbury, Ondra's Gift and Heritage Hill. But I have a feeling that Defiance Bay might have been a lot better if it had been the only big city in the game. That stretch good was a big mistake and Twin Elms was average at best...
    1 point
  24. So, being proven wrong after feeling this way is a pretty great thing... A couple of weeks after these posts I picked up my playthrough of Deadfire (Veteran with Berath and Galawain challenges enabled) and went back to the drawing board, respeccing my character and most of the companions, redistributing gear, re-evaluating enchants, crafting a bunch of potions and scrolls, etc. etc. and played through the rest of Forgotten Sanctum. And I loved it. Then I played through Seeker, Slayer, Survivor -- of which I had 0 expectations -- and something clicked. The fights were challenging but fair, some taking many tries and shifts in tactics, but I was able to beat them. Long story short -- the DLC's made me fall in love with Deadfire and, more importantly, respect, admire and truly enjoy its systems in their own right. By the time I finished the final parts of the main game and the story came to a close I found myself satisfied while at the same time wanting to start over right away. With a better character, using a more thought out build, paying more informed attention to gear, enchants, etc. So yeah, I was proven wrong and it's interesting and great. Interesting because I think I wanted Deadfire to be something it wasn't, and great because, once I let go of trying to put it in a box it didn't fit and just enjoyed it on its own terms, it became one of my all-time favorite CRPG's.
    1 point
  25. really hope more rpg will have majority of content in one or a few big city(even though da2 try and failed) and more feast quest like the second dlc of da2
    1 point
  26. I get what you're saying but I'm not trying to get too serious with this. I'm just seeing what people like or dislike about the big city concept. They tend to be disappointing in general, except athkatla probably. Kotor doesnt have any main cities, just the hubs of the different worlds and that works perfectly fine. Edit. I actually think it works best when it's the main area of the game, bg2.. and a controversial one here... dragon age 2s kirkwall. I think in bg1 you get to the city a bit too late, iits built up too much and doesn't live up to expectations.
    1 point
  27. I had never played a CRPG before POE so I didn't know what to expect. But right when I entered the gilded vale and saw the tree with bodies hanging. I was fully immersed and had to know more. Its hard to say exactly what makes a good town or city, but I always like when things aren't as they appear.(gilded vale is a bad example) dyrford is a good example. There is a lot bellow the surface. Literally and figuratively .
    1 point
  28. I like spending more time in one place in a game. A good city is the one which has you coming back to it. It should be a fairly save, populated space, with a dark underbelly. Quests should weave through it. A decent choice of companions recruitable for adventures. On a most basic level it can be just a hub you come back to: shops, companions, NPC to talk to, stuff to store. Ankathla is great, as unlike PoEs don't have a mobile keep - you are likely to have a keep there, and companions will return to tavern. Cities are also a convenient way of delivering multiple quests - be it by giving a wide choice to start with, or setting scripted encounters as Devs know you will come back to it. I prefer if we get to the city early on, with stuff we can't afford, and possibly not all districts welcoming the newcomer. A city can be a nice reflection of our progress throught the game as we move from doing jobs for randoms in the tavern, to dealing with kings.
    1 point
  29. Don't think so. I grew up in a rural environment (but in Lower Saxony/Germany - so in terms of wealth and cars and roads and stuff it's not that much different from the cities - just more fields, cows and pigs between the houses and a forest here and there) but I very much liked the first city I moved to (during university) and then Berlin. Berlin's pretty great (besides some really annoying side issues). Bucharest is very nice, too (if you pick the right district that is). Heck, even if most people don't know what it is: Tashkent was also great to me. Actually all bigger cities I lived in so far I found nice. And I didn't live in gated communities or something like that. Right beside the clay oven, yeah! I'm not a big fan of the "Open World" approach (as I have stated numreous times now, please bear with me) - and often you find big cities in games with that omnipresent "*gasp* Open World!!11!!1!" tag. I guess it often works as an anchor-point so you always know where to return to when you're totally lost wandering around without any sense of purpose or direction... Big cities with tons of quest hooks in it make those games easier to develop, too. If you'd have to manage the same amout of quests but spread over 10 smaller towns which even may be done by different teams you would be having a hard(er) time. I have the same problem as @draego: first I have this motivation to press forward, explore the "strand" of the game if you will. Then I reach the big city and it feels like that strand gets frayed into hundreds of threads. It takes away my motivation to press forward. I can do it, but only because I know it will get better with every quest that leads me out of that city (I also consider stuff like the Old City as "outside the city" since it's so different and a dungeon). It's way better with smaller cities or towns: they give you the feeling of a save haven with taverns, shops etc. but they don't drop all kind of stuff on you until you're quest-dazed. I don't think it's the city itself that sets me off, it's the function as quest dump. Maybe it would feel less awkward if you could buy/build a home and use that as base of operations. At least that would give you a better connection to the city and a more plausible reason to return all the time. If then all the quests would get unlocked time after time I would be happy I guess. It's not the "flair" of a big city I'm repelled by. I now realize that this might be the reason why I love dungeon crawls so much: no "open world" stuff - usually there's one/two main directions where to go. And no quest dumps... You're doing everything bit after bit. The parts I (and when I read correctly several others) liked most about PoE and Deadfire are those well-done dungeons or other contained areas like Temple of Eothas, Raedric's Castle, Temple of Skean, Fort Deadlight, Drowned Barrows...
    1 point
  30. 200% agree. Cities are where's fun at, down with pastoral Ruritanias! My absolute favourite would be Arcanum's Tarant. When I start the game I might wince a little at UI, at scrolling, speed, turn based vs real time shenanigans etc, but as soon as I arrive in Tarant, every nuisance fades away, imagination takes over and I find myself immersed in the living, breathing, 3D city with sounds and smells and people and everything...it's magical. Other favourites would be Fallout 2's New Reno (so! many! things! to! do!!!) and hub of Bloodlines (ambience, atmo, muzik...mmm)
    1 point
  31. Is this related to just an urban vs non-urban (suburban, rural) preference? I'll say that I'm unabashedly into urban environments, which colors the fact of why I appreciate some RPG cities so much (esp Fallout 3's DC). If they eliminated a bunch of the quest density, I would still enjoy it on its own merits I think. To reiterate, Athkatla was great because there was just so much discoverability and interactivity. It was just an added layer was that it was a richly realized city environment (bridge district was hella cool when I was a kid, and it blew my mind to learn later that there are actually cities outside the US that have big thick bridges with markets on them). But if they could do the same with a rural environment, it would still be great in its own respect. In that respect, I would agree that Dyrford is pretty great - as far as quest hubs go it was deep, there were nice little narrative easter eggs (such as the tanner opening right into the skaenite dungeon and them having a hidden book on skaen). But cities are still better
    1 point
  32. Double post, but I'm planning on frying my first goose this Friday and I'm wondering if anyone has fried water fowl before. As I understand it, I need to score the skin, boil for ~10 minutes, and then completely dry before putting in the fryer. I've roasted plenty of geese, but I've never tried to fry one before. I'm frankly worried about the sheer amount of goose fat, so hopefully the boiling will take care of that. I'm also concerned that my fryer won't be big enough. I'll have to scope it out beforehand.
    1 point
  33. 1 point
  34. Di verus, don't go to every district and pick up every quest like some touristy nasenale.
    1 point
  35. I like having a home, or a HUB. Neketaka, or Athkatla are a brilliant thing to have. Think you return to, shop, hand in, and get new quests. A busy, living metropoly. Cities in PoE1 were pretty bad overall - to make a big city work one needs to have a lot of things going on there, and a reason to return there. Perhaps we simply prefer our games differently. I thought a lot of PoE1 locations were problematic. Guilded Vale, for example, had little to no content. It was for the most part an empty map, which we would leave behind with no reason to return to. On a side note, Roderick's Caste is not a city - it's a dungeon. Dyrford Village was probably my favourite in PoE1 - with a nice vilalge feel (everyone knows about everything), and at least couple loops through the village (initial visit, trip and likely return from ruins, and loop, when searching for the missing daughter of the noble). I loved coming in and out of Neketaka, and finding something new to do with every visit. I never tried to "clear it" though. Get enough quests to warrant a trip out, do that stuff, return, explore more, do some stuff in the city and venture out again. I saw many people complaining that they are stuck in Neketaka, but I think it is misunderstanding how this game is to be played. I don't think Cities have to be big though. My favourite HUB in PoEs is still Stalwart, which is small and detailed. I love the feel of it, and how interconnected everything is. Being able to see it develop in WM2 was pretty great as well - that's something many games aspire to, but usually don't reach. A small scale of Stalwart was probably a good thing in that respect. EDIT: A good city is what Outer Worlds is missing for me. The Groundbreaker is nice, but again, it's a nice single trip and afterwards it's a static, dead place. Fine for a dungeon, but not for a place where people live. Byzantium was just empty.
    1 point
  36. Well, considering Outer Worlds is Fallout in space, comparing the two isn't a silly things to do. OW is exactly a budget, less mechanicaly and content rich but more stable Fallout: New Vegas. [shrug]
    1 point
  37. New stuff on tumblr: https://jesawyer.tumblr.com/post/189033149681/why-did-you-and-the-team-decide-on-deadfire-for https://jesawyer.tumblr.com/post/189033278221/why-blame-the-relative-failure-of-poe2-on-already https://jesawyer.tumblr.com/post/189033409996/its-a-shame-deadfire-did-worse-the-poe-1-it-had https://jesawyer.tumblr.com/post/189033619441/in-an-imaginary-world-where-an-eccentric
    1 point
  38. Well you're entitled to your one man's opinion. I've rated it 8.5/10 so far. Not just for storyline, but LACK OF GAME ENGINE BREAKING BUGS WHICH BETHESDA IS REKNOWN FOR. Thankfully this time around, Obsidian devs WERE NOT under any contractual pressure from Bethesda to rush out another buggy New Vegas. Which is why the game is so polished. And understand that this game is NOT open exploration sandbox that Bethesda games are known for. So no Skyrim/FO4 wide as the ocean & deep as a puddle sand box questing. And the possibility for mods is still a possibility in the future. IMO, imagine what Obsidian would've been able to do had they had the budget of an alpha release game like Star Citizen. Or AAA budget that Howard had to make FO4. Would they have been able to produce an open world space driven sandbox the likes and scale of New Vegas? Very likely. A Newtonian flight model with PvE exploration and PvP spaceship combat? Possibly. Even more detailed NPC interaction and RP story line? Most definitely. That being said, I plan on taking my time to enjoy all the side quests and not blindly rush through the MQ. Just to beat the game in 10hr or less for bragging rights and/or the achievements. IMO The Outer Worlds is VASTLY SUPERIOR in the storyline/RPG/player choice aspect of anything Bethesda added to FO4 to date. And don't get me started on that cancerous macro transaction, PvP wannabe, BR virus infected dumpster fire that is F76 to date.
    1 point
  39. The very first game i remember playing (more or less, as i was 5-6 at the time) was a version of Prince of Persia recorded on magnetic cassette tapes, and you had to rewind the tape each time if you died. The damn thing got stuck more times that i would like to remember. Things got a little better after that, for a while at least. In any case, having utilized mostly Macintosh computers until late 2011, I'm used to waiting for the games I want to play.
    1 point
  40. Think of the characters.gamedatebundle as a raw blueprint for a npc/pc. After a npc/pc is generated in game, many of the character variables are stored in the save file and recalled from there. Changing the blueprint won't change, what is already created. You would need a save editor like eternity keeper, but for poe2, to change those.
    1 point
  41. Fascinating, so you can have more than two parties in a government. Next your going to tell me something silly like they provide reasonable health care to the population.
    0 points
  42. D. C. Fontana writer and story editor for a number of television shows over the years, but maybe best remembered for her work for Star Trek over the Original, Animated and Next Generation shows. I just finished watching THE FANTASTIC JOURNEY series she was story editor for.
    0 points
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