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Showing content with the highest reputation on 12/08/19 in all areas

  1. With the same argumentation one could claim a refund if one doesn't like a chocolate bar. Take a bite and demand a refund for the 90% that's left. I know - it's not the same since software doesn't get used up just because I downloaded it. But even if physical products and software are not congruent in every aspect: That "let's just try it and get a refund if I don't like it" not my approach. Also not with Amazon products where that's a usual thing to do (I only send back a product once to Amazon - except broken stuff of course). I also don't try on some clothes in a boutique (which seem to fit nicely) but after some days I think "I don't actually like them" and bring them back. Not wha I do. I don't like that mindset. It seems to be a bit careless. Obviously it's ok to do that. But it's not my approach. I would give the clothes to somebody I know or to charity and move on. My approach is to accept that my decision was hasty or risky or simply poor - and I would want to improve my decision-making in the future. If I don't take responsibility for poor decisions I feel I will never learn to make better ones. A sideeffect is that I cherish the things I bought more and use them more often. Nowadays you can watch youtubers and streamers and reviews and tests and whatnot which can give you a good idea about a game. I'd say it's very easy to make an informed decision and the risk of buying something you actually loathe is very low. However - happened to my two weeks ago. I bought The Darkest Dungeon. Now I know which kind of games I don't like. Since I often buy indy games... I want more indy games than less. I also think they often can use every dime. So I let them keep mine. It doesn't hurt me. Of course you can only follow that apporach if you don't have to turn every dime. In that case it's a very good thing that you can get refunds at all. And I'm sure Steam and otehr platforms would be happy if they didn't have to give them - but some brave people fought for it. So no flak from me for getting refunds. It's just my personal feels.
    3 points
  2. You could simply tie certain quests to game progress. Or the resolution of earlier quests. Or character level. Or reputation. Or all of that. Or whatever would make sure you don't get them all at once. Wouldn't it be cool if you got certain "shady" quests only if you had build up the fitting reputation? Why would you get "benevolent" quests from townies if you're known to be a murder hobo?
    3 points
  3. Was more in reference to this: Opinion: Farmers ride the gravy train as Trump boosts welfare to the Heartland If they're going to accept what amounts to welfare to keep afloat, then so be it. But I don't want to hear _any_ lectures from them about the "evils of socialism" because if that isn't socialism then I don't know what is.
    2 points
  4. Actually, Charles Cecil told the German website Adventure-Treff that it was going to be point and click with classic puzzles. Maybe he makes the trailers look more modern to trick other people into giving the game a chance. Either that, or he was lying.
    2 points
  5. Haven defenses starting with scary deployment: Raider in flames: And New Jericho getting tired of waiting for me to clear out that lair in Europe:
    1 point
  6. There are different types of DOTs in different way afected by Int for eg. but in case of Wounding Shot and Runner's Wounding Shot - these stack. They are better with high damage range weapons. Details about DOT:
    1 point
  7. 1. He's the last gasp of the two party death trap that has engulfed U.S. politics for a long long time. I understand how he got elected because many poorer strata saw him as a collective middle finger which is understandable but not acceptable considering the racism and sexism and raging anti-leftism he's sowing, not to mention his absolute love affair with Zionism and Israel. Perhaps a decade down the road I'll see him as a necessary pivot towards something better once we elect a new Party into office but now will simply grin and bear it. 2. He's the end of an old era and not a beginning of a new one. We have a mess to clean up and I'm still uncertain how difficult it's going to be.
    1 point
  8. Well that comes as a surprise now...
    1 point
  9. Correct. Also lashes do NOT profit from DR bypass such as Vulnerable Attack or Penetrating Shot or Rending (enchantment on weapons). They always have to overcome DR/4, no further reduction of DR. Bythe way: there are some spells that also only have to overcome 1/4 DR. Those are the ones with fixed damage (no roll but a fixed base). No idea why. But stuff like Iconic Projection is actually a lot better than it looks at first glamnce since it also only has to overcome 1/4 of freeze DR. the other one I remember is Thorny Roots and Brutal Takedown (Ranger). I think there were one or two more...? Anyway - just a sidenote...
    1 point
  10. I think one reason why devs avoid to design quests like that (I mean quests that only a fraction of players might see) is that development time is so expensive. And if you make 100 quests you will have to spend money for 100 quests. But if only 50 quests will contribute to the "perceived" content of the game (because players will miss the rest that doesn't fit their char) players might argue "Why is this game 50 bucks? It's way too short/small for 50 bucks". Of course this would solve itself if all players would play the game more than once with different chars, but with the usual longish RPG not that many players seem to do that. That's obviously the advantage of roguelikes/roguelites where it's the normal game mode to start again very often.
    1 point
  11. You touch an important topic here, and one that frankly baffles me quite a lot. I'm sorry to bring up that old chestnut again, but back in the 1980s, Ultima V contained a world where people had their routines. For example, they tilled their farm during the day, they went to bed at night, they went to the tavern for lunch, and if they were a particular bunch, they even gathered for a secret meeting by the village well at midnight. There was a certain person who hid certain very useful tools in a certain location at certain times. And you were a part of this world: it was your job to figure out what happened where and when. The complexity was lovely -- if you were a low-level character and you arrived at a city too late in the evening, you might not be able to simply walk in, because the gates were closed and it was possible you had to sleep outdoors and expose yourself to proper danger. What baffles me these days is that none of the big CRPGs even make the attempt to create a living world. As you quite rightly point out, basically everybody stands still and waits for you to come to them, and they are willing to wait forever. This despite the fact that computers these days are capable of handling much greater complexity with great ease. Things do move around a bit in Neketaka, but here's the important point: essentially everyone who walks around the map is just a cosmetic backround phenomenon and has nothing to do with the story or any of the quests; they're simply scenery. The only exception to this that I can think of is the back alley thing in the docks, i.e. you have to arrive at the alley late in the evening to find the guy with the wolf -- he's not there during the day. There may be other examples like this, but I can't think of any. So even the bustling-looking Neketaka is essentially dead, it only comes to life when the player interacts with it. Quests could easily be given to you on the basis of your reputation (like Boeroer suggests). And things could be dependent on chance (a certain itinerant vendor will only appear in a certain street corner at certain days, varying from game to game, and it's entirely possible you will never meet him). Or some quests could become available only as a result of how you finished some other quests. Like, person A arrives at location X only if you made his arrival possible by providing him with the means to travel by supporting character B at location Z, and the arrival of person A at location X will happen six days after your dealings at location Z, because the trip takes some time. All of this and a lot more would be possible, but my sense is that nobody even makes an attempt at any of it. I do not understand why. In general, I would greatly enjoy a game set up in such a way that it contains, let's say, 100 quests, but only 75 of them can become available in any single playthrough -- their availability would be limited by the factors I described in the previous paragraph (note: one of them being chance). This would greatly increase replayability and this would make each game a lot more unique. Only the main storyline needs to be set in stone, so to speak. There's an awful lot of room to play around with the additional quests. But nobody even makes the attempt.
    1 point
  12. The Mandalorian gets worse with every episode. Too much fan service, and too much reliance on common tropes. The potential is there, but they're not really doing much with it.
    1 point
  13. One important thing about lashes is that they are not affected by minimal damage mechanic, so damage from a lash can be eaten completly by high DR. Normally if your damage is affected by high DR you will deal at least 20% of your damage score, so if you deal 30 damage but enemy has 28 DR then you will deal 20% of 30 so 6 damage (instead of 2 damage) - it has minimal damage afix in combat log. Lashes don't work that way. They can be reducted to 0 damage by that 1/4 DR they have to overcome separately.
    1 point
  14. To add: generall speaking every dmg bonusyou see in the game is additive. Exceptions: all lashes. This includes Wounding and also the tiny lashes that some weapon come with which is listed right besides their physical damage and not as enchantment. Weapons like Justice (10% crushing lash on top of its "official" 15% crushing lash), The Unforgiven (10% burning lash on top of the 25% burning lash) and Starcaller (same). All elemental lashes can be rised with Scion of Flame or one of the otehr elemental booster talents. So a 25% lash becomes a 30% lash or a 10% lash becomes a 12% lash. If you add several lashes (see Paladin with Flames of Devotion, Intense Flames and a burning lash on the weapon) they don't add to one big lash! They stey individual lashes which each has to overcome enemies' DR/4. So a bigger singular lash like Flames of Devotion (50%) is much more powerful than two 25% lashes. Turning Wheel (x% burning lash per wound) adds up to one singular lash though. Confident Aim. The raised MIN damage actually raises the min base damage of your weapon. Solitary on Comtessa's Gage gauntlets. Works a bit differently than Confident Aim but alters base nonetheless afaik. The highest damage numbers can be seen if you can add a lot of additive dmg bonuses with high base damage and then some lashes. If you have low physical damage but high lashes it's not optimal. If you have high physical damag but low lashes it's not optimal either. You want both. Rogues for example can get to very high physical weapon damage but they don't have access to many lashes like monks or paladins or chanters have. So if you can give them lashes they profit a lot.
    1 point
  15. I can (edit: oops, was late ). Weapon damage is the base of all calculations. But you have to understand that every weapon has a base damage that does never change. Not with quality (fine, exceptional etc.) nor with Might and Sneak Attack or crit. The base damage always stays the same. In your case, an arbalest has a fixed base damage of 22-32. The number shown above is that base damag PLUS all dmg bonuses the game can easily calculate (like the +45% dmg increase because it's superb). Stuff like Sneak attack or crits are of course not part of that tooltip because those are circumstancial bonuses that not always apply. So, basically the tooltip is preventing you from grasping the "real" calculation which goes like this: Weapon base damage * (1+ dmg_bonus_1 + dmg_bonus_2 + dmg_bonus_3) = overall weapon damage. This has to go through DR. That overall weapon damage is used to calculate the lash damage (if you have a lash): overall weapon dmg * lash = lash damage. Lashes have to go through 1/4 of DR. Grazes, crits, Might, Savage Attack... basically ALL dmg bonuses and mali are additive as you can see. So a crit isn't really a multiplier. It's just an addition. Maybe it once was a multiplier in the beta version or such, but nowadays it's not. It's a plain additive bonus. Lashes as you can see are multiplicative. But they have to overcome DR seperately. So while they tend to have a bigger impact at higher levels they can get eaten up by DR and then do nothing. Now in your case the calculation goes like: 22-32: avererage of 27. Crits usually do *0.5 base damage. But arbalests have -0.3 so it's only 0.2 in this case: 27 * (1+0.45superb+0.2crit) = 44.55 on average. However you rolled a 52.1 in this case which is absolutely in the lines of what's possible. Maybe yo ualso have some other dmg bonuses like a bit more Might or whatever - or not, no idea. You rolled 52.1. So 52.1 has to go through 12 pierce DR. Usually that would mean 52.1 - 12 = 40. But an arbalest has 3 DR bypass and thus reduces the enemy's DR from 12 to 9 (12-3) and thus it can do 43 pierce damage. If you had a burning lash (or whatever element - which I highly recommend to put on every weapon asap) you'd have an additional 52.1 * 0.25 = 13 burn damage which woud have to go through the enemy's burn DR/4. Let's say it also has 12 burn DR. So that would mean 13 - (12/4) = 10 burn damage that goes through. All in all you'd have 43 pierce + 10 burn damage. You can see why lashes are so good.
    1 point
  16. As we all know, RPGs often look artificial in that everybody waits for you to solve their problem and are willing to wait for you forever. Hub cities that dump on you twenty quests as soon as you enter the city make that situation look even more artificial. Were these poor souls waiting specifically for me? And what would they do if I didn't show up? Unfortunately, there aren't easy solutions for this, it seems, because if the quests were spaced temporally, this would force the players to patrol the city periodically to check if there are any new quests whose time has come. And if the quests were set to be dependent on each other, then players would start to complain that their freedom is restricted.
    1 point
  17. Damage formula is: Base Damage * (1 + coefficient 1 + coefficient 2 + ...) You add 0,5 from critical hit and substract -0,5 when you graze. Damage displayed by tooltip are already affected by weapon enchantment (superb) and bonus from your Might. Iirc Arbalest has base damage range 22-32. So you have a number from range 22-32 multiplied by: (1 + 0,45 from superb + your % from Might Bonus + 0,5 from critical hit - 0,3 Crit Damage from Arbalest multiplier) Final value is lowered by DR. Lash damage are multiplicative and calculated from final value before aplying DR and lash damage must overcome 1/4 DR. Eg. +25% fire damage is your damage result (before DR) * 0,25 and then apply 1/4 of Fire DR. It's possibly huge damage boost so lashes are important enchantments. I don't remember if Slayer Enchant/Talent is additive or multiplicative +25% but I would guess it's additive with the rest of the bonuses. Correct me if I'm wrong.
    1 point
  18. Along with the wonders of hung parliaments, no-consensus governments, ministries coming and going within months. And don't get me started on problems in socialized healthcare. It's not all greener grass over here.
    1 point
  19. I don't agree with this. The quests did pile up fast, but I didn't get the impression of randomness or disconnectedness. It was more like being in New York, London, Paris or Bangkok for the first time: boy, there's a lot to do here. So I was enthusiastic. And yes, I can understand the opposite reaction, too, but I didn't have it myself.
    1 point
  20. Played through the whole game three times in hard difficulty. Highest armor + highest DPS is what I settled upon by the end of the my first play through. Didn't change for subsequent playthroughs as I had no role-playing reason to do so. I didn't notice any advantage in sticking to any different armor or weapon type either. I only noticed my companions more often.
    1 point
  21. Well they seem to get bonuses if you equip a weapon matching what they do for their specials or the weapon type they originally used. The thing is that if you level up damage over all becomes very over powered so they will do fine with any weapon you wish to throw on to them. I do prefer to use the heaviest armor for my companions as I feel the skill bonuses on the lighter armors are wasted on them and the heavier stuff really helps their ability to survive battles.
    1 point
  22. Only played all the way through once, but I think your assumption is correct.
    1 point
  23. I hadn't thought of it that way. Two Weapon Style relies on the "Two_Weapon_Style_SE_DualWieldAttackSpeed" status effect, so I'm not sure if that complicates things. I'm pretty sure I know how to make an ability invisible, but how would I make sure it gets added to every character, including enemies? Thanks for your advice so far, I really appreciate it.
    1 point
  24. As @Boeroer said, the problem with having a majority of the game take place in a city is that the devs have to pack the place with quests. In Athkatla, after leaving the tutorial dungeon you can't walk three steps without running into another quest. If you grab every quest as you come across it soon your journal is full of a quests, making them feel random and disconnected because they piled up so fast. Spreading that content out over several locations and putting space (spacial and/or temporal) in between them makes those same quests stand out more. In this way Vizima (as it was mentioned earlier) in the Witcher 1 is a case of 'town' because in order to reach new districts you have to progress the main story, thereby separating those districts in time (also, half the game does take place in towns or the swamp anyway). Cities vs Towns is the Open World vs Hub World argument in microcosm.
    1 point
  25. 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.
    1 point
  26. Error 404: politician not found. As soon as any Democrat (or Republican) starts to get traction (and we're talking about the presidency here), there's usually a massive hate movement against them, . Speaking personally, if you have Democratic staffers and ambassadors testifying President Sanders used his office to extract personal political favors (this is other Republicans that have been testifying against Trump, remember!), I'd be in favor of impeachment. But that's easy to say because 1. he's not currently president and this is an easy hypothetical, and 2. I'm probably not as big of a moron as your average voter. Probably - can't make any guarantees there.
    1 point
  27. I played Disco awhile before ToW came out, can't say I empathise with people's desire to mention it in same discourse surrounding ToW. Maybe it says something about how desperate people are to validate their petty agendas; we may as well be pointing towards great books now by virtue of text density and using them as a sort of pulpit to demerit any attempts at differentiating subgenre. It's a textbased narrative CRPG and it's somewhat rigid in it's story and 'play dress up' progression based rolls - it tells an excellent story though and is quite unique. I have criticisms for it personally, I may prefer Planescape (barring combat) as well but that's neither here or there. I sit down to play something like that passively and to be absorbed in a way, that first playthrough especially in Disco's case. ToW is classic player/character first person ARPG, where every skill has a distinct curve and function and each of your choices must be rewarded relative to investment. It consistently accommodates a wide range of character types by opening up unique opportunities and giving the player clear choices. I think for what it is, it's [redacted] brilliant, even if like anything it could be bigger and better. I love it all though.. every skill, the great perks, characterised attributes, the leaner character derived loot system, leashed mobs, equal support of generalists and specialists, the level design(skill based, not arena shooting), the dialogue, the characters, the art....I could go on. It seems too, like a lot of the internal logic that went into faction and quest progression was clearly designed with the same level of comprehension that was behind New Vegas even if it's deftly muted in the interest of presentation. ToW to me, is a masterstroke for the argument that less is more in having a no frills highly reactive handcrafted adventure. I do hope we get DLC, that's more narrative focused though with less emphasis on dungeons, has longer quests and that has more task based skill checks like the work order in Amber Heights. I'll get back to my nth playthrough of jsawyerNV eventually but I've been happily distracted by ToW since it's release and continue to replay it aggressively.
    1 point
  28. 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
  29. You'd probably have to create your own passive ability that only activates with the conditional that the player has a weapon in slot 1 and slot 2. I say this because I think the recovery penalty is not a normal status effect and is in the "base" code that isn't exported into the gamedatabundles, but I'm not sure.
    1 point
  30. 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.
    1 point
  31. This game sounds great. Seriously considering breaking my 6-month quarantine rule.
    1 point
  32. Don't know how it's handeled in Deadfire, but in PoE dual wielding (carrying two weapons) didn't actually have a status effect. It was two handed and single handed usage that got a malus. So maybe it's the same in Deadfire and instead of looking for a bonus you should be looking for a malus...? But anyway: if you can find the entry for Two Weapon Style which somwhow hooks onto dual wielding it should be easier to see which conditions must be met so that this ability is used for attack speed calculations when dual wielding. You could then maybe simply copy Two Weapon Style, name it something like "Two Weapon Malus" and instead of +15% attack speed it does -10 accuracy or something. Then you automatically add it to every character as a invisible passive. Shouldn't that work?
    1 point
  33. Looks like the producers of FOXCATCHER submitted it as a Drama for the Globes - its the producers who submit under the category; the change allows the Hollywood Foreign Press to move dramas out of the category. Also...
    1 point
  34. Hi, Athlex. I'm sorry for the late reply, but thank you for letting us know you were able to get this issue resolved. In the future, if you encounter any issues, please visit http://privatedivision.com/support and they'll get you taken care of. Of course, you are always welcome to post on these forums, too. Thanks for playing The Outer Worlds. Jay Malone, please let us know if that solution has solved your issue, too.
    1 point
  35. Greetings, Watchers, We are excited to inform you that Patch 2.65.00 for the Nintendo Switch version of Pillars of Eternity is now live. The next time you load the game on your Switch, you should see a 2.5GB update available for download. The Dev team at Grip Digital, and the QA teams brought on board to help with this patch would like to thank you for your patience and understanding while they worked hard to bring this update to you. We appreciate every single one of you and are excited to be able to deliver this patch. In Patch 2.65.00, you will find the following changes: Top Community Issues: Grey screen visual corruption of the game. It should also repair the issue for the players that have already experienced this issue, not just for the new players. Graphic corruption (HUD, UI) as related issue of grey screen. Improved stability. General Fixes: Pathfinding in some areas was improved. Icon corruption in inventory was fixed. Game now generates autosave before loading screen. Will-O'-Wisp in the Temple of Eothas flickering during the pause. VFX that shows the outline of nearby objects. Long tooltips in Cyclopedia were not scaled properly. Stuck weapons under the feet after taking items from fallen companion. Spells/Skills and Items Fixes: Hatchets did not apply deflection bonus. Weapon and Shield style did not apply bonus deflection or reflex bonuses. Modal effects did not apply their bonuses. Bonuses from in-game effects were not applied. Fine/Exceptional/Superb enchants did not apply their bonuses. "Afflictions" status effects were not applied. Missile and Dart traps in Galvino's Workshop behavior was fixed. Thank you for your continued support and for all of the feedback you have provided, we use your feedback to continue to improve the quality of the game. If you have any issues with the game, please contact us through our support portal to help you on your journey. Our team will be waiting to help assist you. Cheers, Obsidian Entertainment 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
  36. It might make more sense if you read the link about the Golden Globes reclassifying UNCUT GEMS after the producers submitted it for consideration for "Best Motion Picture - Musical or Comedy". The Hollywood Foreign Press Association created new rules to allow them to move dramas out of the category after THE MARTIAN won "Best Motion Picture - Musical or Comedy". ...this is what I get for trying to be topical.
    1 point
  37. Great episode of Watchmen, wish I could watch the next one right away.
    1 point
  38. They send you an email with my key as well?!? Whoa, good thing I redeemed it before you did. You should ask for your own though.
    1 point
  39. If Avellone would be such a legend that he draws in hundreds of thousands of customers by using his name alone then Kingmaker would have sold way better than it did, wouldn't it? Maybe it's indeed best to steer away from isometric RTwP for a while and instead try to establish the Pillars IP more with more popular game formats that don't need to feed on nostalgia - like a Skyrim on Eora or something like that. I would even be very happy with a more Battle Brothers of the Eastrn Reach, a Slay the Spire of Old Vailia or even a Faster than the Child of Light (all with more roleplaying tweaks). Just keep telling the story of the world with differnt games. Once your IP has drawn in more players that love and cherish the stories, the lore, the whole world you can shrug off nostalgic IE ballast and try again with an isometric party based RPG I guess. Or you simply use a smaller team with a smaller budget, use the actual Deadfire engine and focus on new story, quests, awesome vilains etc. and keep the mechanics as is. Lower sales numbers don't hurt if you don't put too much money into development, right?
    1 point
  40. If there are too many annoying fans one doesn't wish to ban, the middle point is to have a customer service style person read posts, report back and then make statements covering the most often brought up or interesting points without engaging further in ensuing discussions. That way you still communicate with the fans but don't get sucked into pointless arguments and time wasting bickering.
    1 point
  41. I have no issues playing with beta starbound characters, graywarden, inquisitor or shephard... But with fallout 4, in some point i feel that i could not play as Nora Hawke (there is no way to know what her maiden's name was) making even the gender decision completely useless too ala Dragon Age 2 (Eventhough, in that game was more the mage/non-mage Hawke). I understand why Nate would kill Kellogg all the times, go hunt a Courser and accept the rank of general or being a member of the Brotherhood of steel. But Nora, being a lawyer with absolutely no knowledge in combat except from whatever Nate could had teach her between his reinsertion in the civil life working at wilson atomatoys as ammo expertise and any time he was not being a husband and dad of a baby... You can't expect i believe that she would not try to outwit and soft talk Kellogg into helping her after hearing his testimony or she not being able to excuse herself on why she can't be the general, the overboss or the silver shroud and tell those two lazybums and that con artist to MAN UP and stop being useless sissies. And while I understand why Nora would had mixed feeling when arriving the institute, I can't imagine Nate not commiting genocide or shooting his own soon without giving him a chance to explain himself unless he is working for the railroad
    1 point
  42. I do disagree: I think Bethesda's Fallout is the "cheap knockoff". Simply because Bethesda isn't smart. They do not do smart design, they do not write smart things. They themselves stated "You can either fill a large world with cheap content or make a small game with handcrafted stuff". This was true until CD Project Red showed them a pretty large middle finger. Bethesda-games do one thing right: Large, cheap worlds. It's McDonalds, sometimes I like it, but it's just "cheap, low-quality stuff, lots of it". Nothing the Bethesda-makers so far have said or done over the years made me think "Yeah, cool! That is smart!" If you want a piece of their actual abilities to plan, design and execute a game you need only to look at Fallout 76, the writing that lead to that fiasko has on the wall for all their previous titles, just they worked as moddable (!) single player titles, so we did not mind and got our fun out of them (I played Oblivion, Skyrm, Fallout 3 and 4 and enjoyed them for what they were - but always wished they were done smarter in basically all regards). Here's the actual issue: Even though they seem to look similar and are basically the same genre, Fallout 3/4 and The Outer Worlds are *very* different game with very different goals and basic ideas. Both studios want different things and do these "fairly well" when measured against their own goals (note that neither is actually perfect; Bethesda lacks in being smart, Obsidian often has lacked in funding to actually finish a large project and make it as good as it could be (Kotor2, anyone?)). So to be honest: I take "Obsidian-Fallout" over "Bethesda-Fallout" anytime. Simply because I like "smart" better than " incredibly lots". Do you know what I hope for? An Obsidian-Game made with the development effort and money that Bethesda could afford!
    1 point
  43. No. But disarming traps and picking locks will give you XP.
    1 point
  44. I haven't encountered any bugs yet. But for a "true trajectory" system I am missing an alarming number of sure shots. Or they all hit the carapace and miraculously do minimum damage and get soaked. Projected damage: enemy dead. Actual damage: 0.
    0 points
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