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  1. Palpatine is a totally nonsensical but fun character, probably the funnest of the entire series. Literally the only reason I have even the slightest desire to watch the Rise of Skywalker is to see him reprise the role and ham it up (note: I still haven't watch the second one). Even though it'll probably be outrageously, insultingly stupid from a writing standpoint (it's JJ Abrams bringing back Palpatine...), Ian McDiarmid will still do a good job. Completely unrelated, this is currently my Steam avatar:
    4 points
  2. I always say that the best RPGs don't try to satisfy fans of a certain classics but stand on their own feet. This one has potential. Let's hope the developers will make a good game.
    3 points
  3. Playing Coteries, and while the writing is good and the characters interesting, I am unsure about replayability. The feeding mechanism can be frustrating, as you can't just waste a night to hunt but are limited to the feeding opportunities the story provides you with (which also sadly hurts the Ventrue feeling they built up so nicely early on). On the other hand it helps showcase you are an extremely young vampire who does not yet know how often, when and where to feed properly.
    3 points
  4. Greetings fellow spacers, Patch 1.2 has been released! The next time you log onto The Outer Worlds you should be prompted to update your game. This patch is available for players on all platforms and is required in order to fix specific issues within the game. Changes/fixes that are included in this patch are as follows: 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 Audio: Fixed multiple characters from talking over each other when the player dies Fixed audio cutting out when scrolling on the map Fixed NPCs continuing to have dialog after they have died Companions: Fixed some of Felix's belongings appearing on the Unreliable even when he wasn't recruited Fixed Vicar Max being available as a companion even if he was killed in Edgewater Fixed consumable durations not being affected by Max's "Tuned In" Perk and the "Beverage Service Technician" Aptitude Fixed enemies not always animating correctly when hit by Max's companion ability Fixed companion Perks being reset when the player respecs 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 lit areas of companions' armor being unlit after they were knocked out Fixed companion outlines not appearing after changing their armor Design: Fixed the "Battle Hardened" Perk not stacking correctly with the Inspiration 40 Skill unlock Fixed the Determination 100 Skill Unlock not applying to both companions Fixed the "Precision" Perk not applying to companions in some cases Fixed the Determination 40 Skill unlock not applying to both companions in some cases Fixed the SuperNova Hunger debuff not applying in certain situations Fixed description text for the Ambidextrine status effect Fixed duration for the Ambidextrine status effect Fixed the "Steady Hand" Perk stacking incorrectly Fixed non-drug consumables not stacking correctly Fixed automechanicals being susceptible to the Poison debuff Fixed the Burn status effect from Mantipillar attacks lasting forever in some cases Fixed the "Bleed" and "Sugary Drink" status effects not working with one another Fixed the "Leader" status effect missing a description when applied to a companion Fixed the Inspiration 80 skill unlock stacking incorrectly Fixed the "Caffeine Drink" status effect not applying when the "Permanent Concussion" Flaw was active Fixed the effects of the "Robophobia" Flaw not clearing in certain conditions Fixed "Pack Mule" Perks not applying while on the Unreliable Fixed the "Revenge" Perk not increasing damage Fixed misleading text in the description of Thinking Cap-let items Fixed "Adelaide's Gardening Shears" not applying the Bleed effect on targets 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 Quests: Fixed "A Family Matter" not updating properly if Tucker Needham was killed in Stellar Bay Fixed "The Amateur Alchemist" not progressing if the player intimidated Vaughn Fixed an optional objective in "BOLT With His Name" being blocked if the player exited a terminal at a specific point Fixed "Comes Now the Power" not updating properly if the Deserters returned to Edgewater under specific conditions Fixed "The Doom That Came To Roseway" being blocked if Anton left Roseway before getting his research back Fixed "Friendship's Due" not updating correctly if the player spoke to Harlow without meeting specific requirements Fixed "Friendship's Due" not updating correctly if the player killed Trask before speaking to Harlow Fixed "Solution Vital" not updating properly if Captain Irion's medical automechanical was killed Fixed Dr. Chartrand attacking the player after she agrees to help them Fixed issues with manti-creature spawning during Nyoka's companion quest if the player left the area and returned in the middle of the fight Settings: Fixed the "Look Up" and "Look Down" keybindings being swapped Added "Foliage" graphics setting for PC platform Added "Enable Cinematic Kill Camera" setting UI: Fixed player response nodes being numbered when using a gamepad 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 Fixed the companion damage bonus from the Inspiration skill not appearing correctly in the UI Fixed two-handed melee weapons not showing the correct DPS value Fixed plus signs appearing next to Skills that cannot directly gain points Fixed quest objectives disappearing from the Quest Tracker after certain quest updates Fixed the "Sublight Sniper Rifle" unique Dead-Eye not being marked as unique Fixed the Vendor screen from becoming misaligned when selling many items at once Fixed the effects of the "Paranoid" Flaw not displaying correctly Fixed encumbrance limit not updating correctly when applying a Backpack armor mod Fixed certain lootable NPC corpses not highlighting correctly Fixed the "Compare" option incorrectly being available on the Companion screen Fixed the effects of the "Adrena-Time Crash" debuff not displaying correctly Fixed Adreno not being automatically equipped to the Emergency Medical Inhaler Fixed the "Leader" status effect missing from the player Updated description of "Field of View" setting and moved it to the Graphics screen Fixed a missing button icon in the Quick Melee tutorial General: Fixed a crash involving mind-controlled enemies Fixed a soft lock when trying to interact with the Meditative Aid after attacking the hermit Updated description of "Everybody Likes Me" and "Destroyer of Worlds" Achievements/Trophies to reduce confusion Fixed the player's weapon becoming invisible when trying to attack while using the inhaler with the weapon holstered Fixed facial animations not playing in certain conditions Fixed NPCs continuing to climb beyond the end of a ladder on the Unreliable if the player started a conversation while they were climbing Fixed not being able to open the Ledger if the player has unspent Skill points and two NPCs are conversing Fixed Raptidon Collosi being able to knock targets hundreds of meters Fixed Julius Moreau missing voice-over on a line of dialog Fixed not being able to hit enemies with ranged weapons from point-blank range Fixed various issues when trying to fire a ranged weapon and use quick-melee simultaneously Fixed modded Flamethrowers being able to damage targets through walls Fixed Raptidon Matriarch being invulnerable to Flamethrower damage during certain animations Fixed beam weapons being able to lock on to underground targets Fixed the reload animation playing too fast when exiting Tactical Time Dilation Fixed a missing collision issue in Amber Heights Fixed a spot in the Byzantium Tunnels that allowed the player to fall out of the map Fixed not unlocking the Cascadia landing pad fast travel point in certain circumstances Fixed collision issue in Edgewater junkyard Fixed grass showing through the floor in Fallbrook Fixed low-resolution blood textures in Labyrinth Fixed a temporary asset being visible in Monarch Fixed collision issues in Monarch Fixed flickering geometry in Stellar Bay Fixed rare cases of characters falling through the world as it was loading Fixed "Hemlock's Eyepatch" unique item being weightless Fixed rare instances of player response options not being available after loading a save Fixed an issue resulting in duplicate items appearing Fixed consumable durations not updating correctly after saving and loading Updated credits to correct a title, added two focus tester names, and added a developer that was uncredited Fixed instances of missing text when playing in non-English languages Fixed German localization issues Fixed Japanese localization issues Fixed various text errors 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. You all are the best community we could have asked for. Thank you for being awesome!
    2 points
  5. Ooooh, someone else who's irritated by PoE's combat muzik and loves Deadfire's. It's really so annoying I want to have a mute toggle on my headset just for it. ...and it just dawned on my why I loathed BG2's intro music since very first accord on my recent playthrough. I also agree with Mr Red Riding Hood on most things except for the setting. Deadfire rules!
    2 points
  6. Absolutely loving the game and decided to chronicle the journey of my Captain Hawthorne (a former tossball mascot named Brewer Cole) and the intrepid band of the Unreliable. I also have an instagram page for it: https://www.instagram.com/theouterworldsadventures/ One of the immediate things that struck Brewer about Phineas Welles was that in picking somebody to save the universe (alright, the colony) he was not just going to pick just anybody. It was only after careful deliberation would he choose just the right person for the job!
    1 point
  7. Ye Great but Totally Subjective 'PoE' Comparison Table (by Messier 31st of His Name) Lo, and behold! I give you my subjective 'PoE' comparison table, in which I briefly describe what Obsidian did better in my humble opinion. Note that inferior/superior doesn't automatically mean that it is awful/awesome, it just means which one I liked better. There are also things I would like to personally see in the hypothetical third part, if it ever comes out. We know that Josh wants to learn from the low Deadfire sales and it isn't clear if we get to see a continuation anytime soon. Super brief notes regarding a specific feature are in the right-most column but if you want to see a lenghtier explanation, then scroll down to the less interesting text part down below. Don't discuss, as there is nothing to discuss, because my will be done, my will is law. Sorry, got carried away there for a minute… what was I? Ah, yes, feel free to comment! Cheers! Ye Not-So-Great 'cause Less Interesting Text-Only Part for Reference That's right. I like the medieval feel, and this is why I prefer the Eastern Reach. Deadfire is a great addition to the RPG genre, but I sure wouldn't like to see another tropic regions of Eora too fast. I guess a big chunk of Aedyr is out of the question. I wouldn't call the story in Pillars 'down to earth', but truth is the first game has an impact on a nation-scale, whereas the sequel decides the fates of all Eora. Aren't the stakes too high too fast? Iovara dropped a huge bomb there, telling you that the gods are artificial beings made by kith. Eothas wants to do exactly what I suspected all along (destroying the Wheel of reincarnation), thus the reveal is predictable. Deadfire had better moments, e.g. the true meaning of the godlikes (they act as failsafes for the gods), or what Eothas was thinking when he marched as Waidwen toward the Evon Dewr Bridge (he was aware of the Godhammer bomb and walked into it on purpose). Thaos is not the best arch-villian out there, but sure he is a memorable one. Deadfire lacks a character like him, but the story of the game clearly doesn't need a nemesis type. Hypothetical sequel could use one, though. The great come-back of Fyonlecg! Oh, and the final boss of Deadfire? In my playthrough someone took care of him for me, so that's a small disappointment. The White March is not only a great story - it blends in with the main game quite nicely. The expansions to the Deadfire are really good, but some things bug me. BoW seems as an excuse to make yet another Icewind Dale shout out, SSS is an arena (and I detest arenas) with a 'meh' plot behind it, and the FS (the best of the lot) has the Cult of the Unseeing Eye (BG2) vibes. And Fyonlecg. PoE companions are both good and bad. If you wanna know any better here is the ultimate PoE1 companion review (https://forums.obsidian.net/topic/94100-companions-the-ultimate-review). These companions are fine, I like the idea to finish some of their quests with a feeling of no closure. Yet it was Deadfire that gave the companions more life. They speak more often, and are not so incapacitated as in the original. I can hate Tekehu, but I must admit he is better written than - let's say - Maneha. What I really need from the 3rd game is a fully fleshed out proper dwarf companion. The DCRF will not stand idly, I say. Sidekicks are a good way to spice up the roster without having to spend too much of the precious devtime. Maybe this could be a way for Cadegund, Gacgen or Bonteru to make an actual in-game return? Ekera, do you even remember Cadegund? Open worlds tend to get you marooning in the dark too much, or running straight ahead to the final levels. I think that the Baldur's Gate style map and travel system looks and works better. There could be a line showing progress while traversing the land, just as it is done within the Deadfire cities. And speaking of cities... First of all, I think that the Deadfire city screens are fantastic. You know, them places where you decide where to go and also see info regarding population, trade, et cetera. Neketaka is a huge improvement since Defiance Bay, but… I really want to see another Athkatla, where the background sounds of chatter and ringing bells give the best impression of a city in a computer game. Other than than that, I'm waiting for a dwarven town that hasn't been abandoned, destroyed, and/or fallen. Durgan's Battery was close in the second part of the expansion. No brainer, this one. PoE1 factions were interesting, but lacked significance. Once you're out of the capital, nothing about them really matters anymore. Factions from the Deadfire are so much more meaningful, like the ones in Fallout: New Vegas. Caed Nua started as a joke of a stronghold, and is much better after lot o patching. I think that the idle companion adventures are a great addition, and the whole questline revolving around a certain Lord Gathbin is one of the most fun things to do in the first game. The worst thing that persists is them darn loading times, which prevent you from walking around your hold. The Defiant, on the other hand, is a much more useful thing (being a aprt of the whole travel mechanic, duh), yet nothing important happens there. Naval combat is a chore, so I just hang out and listen to the shanties. The Endless Paths are serious business. You can't rush through it at the beginning, it is a memorable experience that has to be cleared in intervals. Despite the great ambition you can tell that levels are inconsistent, and sometimes boring. Also, I had a different vision of the final level at the bottom. The closest thing to a dungeon like that in Deadfire are the Drowned Barrows. Writing is top notch in this adventure, but the whole thing ends quite quickly. So the future grand dungeon should be either shorter version of the EP, or a longer version of DB. Questing in the original game was simply better. More side quests were fun in PoE1 than in PoE2 in my humble opinion. The greatest thing I remember from Deadfire is exploring the Narrows and finding my way into the Delver's Row (fantastic locations). Naval battles? Don't get me started - they're a chore, and I almost always end up in direct combat. Bounties always were alright, and the addition of optional mega boss fights is a nice move. Full VO and watercolour portraits do their job, change my mind. Never was I a supporter of multiclassing. But given the fact that it is optional even in case of your companions and not thrown upon you/them by force, (+ the addition of great subclasses), well, it would be a setback to not give this option in a future game. Skill trees are kinda standard procedure, aren't they? Similar situation as with multiclassing - as long as there is choice, all is good. My preference is RTwP as in Baldur's Gate, but I don't have a quarrel with good turn-based system. Dragons! (yay!) Yeah, it bugs me to see an unnamed dragon. I wonder why the name of the adra dragon (Sefyra) isn't revealed untill you venture into the Mowrghek Îen… Anyway, I can't have enought of these lizards. That is fully grown dragons, Searing Falls was crawling with them younger drakes, and it was driving me crazy, why so much spam? I also like the possibility to talk things through with dragons, because I like using diplomacy with powerful creatures. Music coulda been more throneofbhaaly. I still remember "Abazigal's lair", "Amkethran", or the "Domain of the Dragon" from Shadows of Amn. I caught myself humming them the other day. Lots of Deadfire tracks blend into one, and are easily forgetable. Taverns and inns are both great, though. This is such an improvement! I couldn't care less for more eye-candy in a isometric cRPG. First Pillars were the last game that I've tackled on normal. Ever since I've become a father I'm playing on easy or story related modes, because of the lack of time. I'm sure there are a lot of parents who play more than me, but in my case there's just not enough time. High difficulty and big challanges were not for me to start with (I had immense trouble with Big Boss Battles on story-mode, good thing this is all optional). Lack of time means I'm not going to replay the game anytime soon, but that's a nice addition. There you have it, I like PoE1 slightly more. And now for the Pathfinder: Kingmaker *cracks knuckles*
    1 point
  8. So I was just wondering what everyone named thier character? I know it makes no real difference to the game or story, and is just personal choice, but have you chosen funny / silly names or proper sensible ones? I have gone for, so far, MALCOLM REYNOLDS (because, let's face it, this game is Firefly the videogame! ) and ALEX HAWTHORNE (so my character doesn't have to lie about his / her name! )
    1 point
  9. 1 point
  10. It’s certainly tackling the same theme as CIv, but there is inherent way Civ games progress. It’s all about positive feedback loop. What I am most interested to see is, if it is something they will try to tackle. Civ6 tried to fix some of Civ inherent problems, especially with Rising Storm expansion but I didn’t feel like they quite succeeded. RPShas written a nice article about it a while back. https://www.rockpapershotgun.com/2018/03/15/all-rise-and-no-fall-how-civilization-reinforces-a-dangerous-myth/
    1 point
  11. If you haven't seen it and are into Woody Allenesque "dramedies", I can recommend The Meyerowitz Stories. Also people have been raving about his newest film, Uncut Gems, which seems like a pretty major departure to the stuff he's been doing his whole career (and is also setting him up as an Oscar contender apparently).
    1 point
  12. More Pillars of Eternity, I have tried to create one Adventure NPC, just for the achievement, it ended up being Female Moon Godlike Barbarian Created it just for 250 copper, and after few more small maps around Gilded Vale, I have decided to go to Caed Nua for the first time. I cleared main area and went underground, where spider kicked my tank little bit, and then when I've spoken to Maerwald, I have for some reason completely ****ed up the positioning of my party, so he needed to hurl few spells, and I ended up in afterlife and I have to redo the whole conversation with him again silly me. I have to watch out little bit better for my crew next time
    1 point
  13. DIdnt know where to post congrats but congrats @thelee i assume this is you.
    1 point
  14. Rebalance. More challenging game modes. De-Couple Supernova features from its difficutly if we want survival elements in lower difficulties.
    1 point
  15. El-P looks so adorable and fuzzy in that video.
    1 point
  16. Wow - that's weird. Also doesn't make any sense unless they turned it into some kind of mini Wounding Shot mechanic (which would be pretty awesome and way better than a flat 20% additive bonus). Maybe this was a more recent change because there still were some issues with Stalker's Torc's bonus not getting removed after taking it off and turning it into a DoT fixed that issue - no idea. It used to work as I described and I didn't play PoE for quite some time now. I will just check in game and report back... @mentaltyranny Edit: Ah, so I guess I know what happens now. It seems the game applies the 20% additive dmg bonus to your character every 3 seconds. I tested the dmg output with the help of the console and it really seems to be a standard 20% additive dmg bonus as I said. It won't show on your char sheet under weapon dmg though because the dmg bonus is circumstancial (only applies if the AC attacks your target as well). Another hint was that the description doesn't say something like 20% over 3 seconds like it does with other DoT effects - but instead it says 20% per 3 sec like it does with "pulsing" effects like Beams, Chillfog or Wall of Flame. Sp the "buff" gets reapplied every 3 secs and overwrites itself (doesn't stack). In the end it works just like before and as I said above: a simple 20% additive bonus to your weapon's base damage (no DoT effect). Only weird thing is that the bous gets reapplied every 3 secs. But I guess I know why: in the past there was a bug with Stalker's Troc: if you put it on it gave you the passive 20% dmg bonus - but if you took it off in certain situations the game wasn't able to remove the buff from Stalker's Link and you had it permanently then. The dev team had big troubles in fixing this in a straightforward manner (I guess because the buff wasn't pinned on your char directly but onto Stalker's Link). So I guess what they came up with is that the Torc now refreshes the buff every 3 seconds - and once you take it off it can't refresh that buff anymore and thus it runs out and goes away. Funny workaround - but seems to work. A bit confusing though. So tl;dr: it's a 20% additive dmg bonus only with a funky application.
    1 point
  17. Weird... With Stalker's Torc equipped, if you compare the item card for Stalker's Link it reads like damage over time. However, it does use "per" instead of "over" like known DoTs like Touch of Rot. I just don't know how else to read "per 3.0 sec". Could someone please clarify what this language means in the Stalker's Link item card below. I included the item card for Touch of Rot for comparison.
    1 point
  18. hmm. we enjoyed wedding singers as mindless fun, but is punch-drunk love which has made us disappointed in everything sandler 'cause we were shocked to discover he is able to do better than the infantile schlock he habitual delivers, but chooses not to do so. perhaps ironic is punch-drunk love which ruins sandler for us, 'cause from that point forward we knew he were were more than a collection o' ghastly one-liners and every man-embarrassed moments. HA! Good Fun!
    1 point
  19. My wife is like: "how much longer is this going to take? make it stop!"
    1 point
  20. I actually kinda agree with a lot of your table. The one thing that stood out in particular is soundtrack (combat music). The PoE1 combat music is a running joke in my household because it had such a repetitive and unpleasant theme (coupled with my long playtime) that my wife will just periodically go "dun dun... dun... da-da-da-dun..." to sing out the beats of Combat C. Deadfire on the other hand, is perfectly fine (and personally I really enjoy the mostly-drums battle music).
    1 point
  21. Uuuu... Ex-Arcane people https://www.rockpapershotgun.com/2019/12/13/arkane-veterans-announce-weird-west/ so like Hard West, but hopefully good.
    1 point
  22. I learned English playing Fallout 2 and holding vocabulary.
    1 point
  23. Everybody who uses Area of Effect (AoE) abilities of any kind. This includes nearly every class. Even Barb's Carnage is affected. Rogues may get the least out of it unless they are using equipment with lots of spellbindings (like a sabre with Fireball on it or something). Note that a Ring of Overseeing doesn't stack with Aloth's Armor (also Overseeing). One will get suppressed. You can only make use of one Overseeing item. But it stacks with the effects of Intellect (which also influences AoE size). It also staks with Voice of th Mountaintop (chanter item) which raises your chant AoE. So high INT + Overseeing + Voice of the Mountaintop = big, big chant area. There are also boots for Paladins which raise their aura AoE. They also stack with Overseeing and INT.
    1 point
  24. Those talents themselves will add nothing if you don't already have a source of direct damage that fits (e.g. fire damage + Scion of Flame). They will affect the following: Lashes on weapons (like a burning lash on your sword). The lash will gain a 20% increase. This means it will rise from 25% to 30%. It doesn't matter where the lash comes from (enchantment or own ability or chanter's phrase or whatever). Weapons which do elemental damage as primary dmg source. Examples: Firebrand (burn + Scion of Flame), Bittercut (corrode + Spirit of Decay), Stormcaller (shock + Heart of the Storm) and such. This means that they will get a general 20% dmg bonus that always applies, even if the secondary damage gets used. So for example Bittercut does corrode/slash damage and will try to use the damage type the enemy is weak against. If you take Spirit of Decay however, Bittercut will get a general 20% dmg increase even if it does slash dmaage to an enemy. Weird, but it's like that. Note that weapon which have elemental damage as secondary dmg type (e.g. Durance's Staff has crush/burn) do NOT profit. The elemental damage has to come first. This also means that if you have a weapon with elemental damage AND an elemental lash (e.g. put a corrosive lash on Bittercut) you will profit twice. All spells and abilites that do direct elemental damage. Direct means NO damage over time (DoT). So - stuff like The Dragon Thrashed (Chanter) or Wizard's Corrosive Siphon will not profit from those talents. DoT means there's one hit roll and then the damage is applied iver the course of several ticks without further hit rolls. Pulsing spells though (Chillfog or Wall of FLame or any Beam spell) which do a hit roll every few seconds will profit. If your cipher's weapon doesn't do burn damage nor has a burning lash then you will not profit from Scion of Flame. Powers like Soul Shock however would profit from Heart of the Storm. Note that a cipher has no power that profits from Scion of Flame. Soul Ignition is a DoT and therefore gets nothing. So - usually Scion of Flame is a bad pick for a cipher unless you are using Firebrand as your main weapon. For a cipher with Bittercut or Stormcaller Spirit of Decay/Heart of the Storm are decent picks though.
    1 point
  25. Q. How many of Trump's flunkies does it take to change a light bulb? A. None. The light bulb didn't break. It's fake news. That's the greatest light bulb ever. The greatest ever. It never breaks.
    1 point
  26. TOW is a slow burner given the starter location in Edgewater IMO. By the time you get to Sanjar/MSI and the Chairman's obsequious, Prima Donna exec at Byzantium (and especially the Adjutant), that's where Obsidian's dialogue and NPC character development really begins to shine. So TOW game play is mediocre? Well folks that claim this (ESPECIALLY if the words "Fallout game" follows TOW immediately afterwards) either never played an Obsidian game, or are too vested in mindless pew pew FPS style game play. Or are too brain washed and conditioned by a certain AAA dev who took the intellectual property of a franchise (which they lacked the innovative capital to conceive) and transformed it into a mindless, linear, and completely superficial FPS RPG. Same AAA dev who hides the lack of meaningful RP game play behind higher replay value open world sandbox mechanics. Same AAA dev who has historically depended on the goodwill of the PC modding community to constantly improve their games for FREE and extend the shelf life of their shallow RP games. To the point where said dev has finally found a way to exploit, monetize and monopolize the distribution of once FREE & professionally superior modded content provided by the PC community. Then make a profit by acting as middle man peddling fan base made content locked behind outrageously expensive paywalls. Profiting off the free/cheaply acquired PC community intellectual property to the vast mod deficient console player base. Same dev/publisher that was too lazy to come up with their own original way of crafting/building loop in FO4. Which btw, replaced the deep RP/choice game play that formerly existed in FO1, FO2 and New Vegas. Same dev which decided to permanently borrow the crafting/settlement build mechanic in a superior PC mod called Real Time Settler mod for New Vegas. Same dev/publisher that even resorted to STEALING proprietary intellectual capital. Like Autumn Leaves (a New Vegas mod) that somehow was magically teleported into FO4's Far Harbor DLC. Like an exact cut and paste copy of high popular Wizards of the Coast quest line. And then said dev blatantly trying to illegally profit off said theft. Shamelessly trying to pass said stolen content off as original DLC in one of their online game franchises.... So TOW is mediocre? Well perhaps the assessment of others is true. That the OP may be a bitter Bethesda shill? Who turned a blind eye to all of Bethesda's professional, ethical and morally grey faults as a AAA dev in the past. But can no longer ignore personal disillusionment with Bethesda's shenanigans with F76 to date. And so perhaps don't care to see Obsidian succeed where Bethesda has failed? Perhaps OP and others like them either extremely love/hate FO4 and/or that vile dumpster fire called F76? Are salty because they don't want TOW to be perceived as being a superior alternative to what the Fallout franchise has devolved to for both single player and online? BTW: notice the coincidental timing of Fallout 1st live service with TOW's release date? Now why do you suppose that was?
    1 point
  27. There are some NPCs and items that only appear if you agree to do a quest, but in many cases you can find NPCs or quest items before being offered or agreeing to a quest. For example (unimportant early area spoiler alert, but just a warning in case you don't want spoilers): However I can think of several more quests throughout the game where NPCs, items, or areas do not appear until you agree to a quest. Sometimes they are justified (most of the area gates are mostly understandable), sometimes they are not.
    1 point
  28. I don't think there's much to be gained by directly comparing DE and TOW, they are very different from one another. BUT, as someone who also played DE just before TOW, it was pretty hard for me to shake the feeling of having just played something that felt bold, fresh, wild and extremely ambitious, flaws and all (and I could list many), and then going into TOW which is pretty much anything but as far as I'm concerned. I've been been a big fan of Obsidian in the past, even through projects that some considered to be downright bad, and I've always managed to squeeze enjoyment out of them (well, except for stuff like Armored Warfare and Pathfinder maybe, which I didn't play) and look forward to the next project. But TOW is the first game by them where I just felt like the whole experience was too lukewarm, too "safe," too... boring. It just didn't move me in any way whatsoever, the whole thing felt very "meh" to me despite there being flashes of brilliance in there such as solutions to quests, good reactivity, stuff that I usually eat up with delight. It's the first Obsidian game where I could not wait for the NPCs to finish talking (and that's coming from someone who usually loves dialogue and always play dialogue-centric characters), but then it only meant that I was back to an incredibly uninspired loot system and very boring combat encounters instead. I just could not bring myself to care about anything in the game, it never pulled me in at all. And again, if we bring up DE, it was a game that I just could not put down, despite its many flaws. I don't know, it's not my jam at all obviously and that's fine. I'm glad there are others who enjoy it. But I was pretty surprised by my reaction to it because I was looking forward to the game quite a bit.
    1 point
  29. Also, a Spacer's Choice watchface for y'all: https://www.facer.io/watchface/kP9ouwlwl0
    1 point
  30. Cole’s law:Always have the best armor! And by that Brewer Cole meant the most fashionable. If you were going to go down blazing in a gun fight the last thing you wanted was to leave your corpse in some bulky unfashionable armor. NOTE: I have run out of max space to post images so you can follow the rest of the adventures at: https://www.instagram.com/theouterworldsadventures/
    1 point
  31. It's certainly a difficulty spike. I didn't think the difficulty itself was a problem, but combat in OW isn't very interesting. Making fight more demanding just makes it more annoying, without providing any mechanical/tactical depth.
    1 point
  32. Hi Something I would like to have seen.. marking weapons/armor/items as important by the player.. and unique items being automatically marked. You can unmark items just as anything you already marked as important.. this is to prevent salvage/break down accidentally. DCUO (DC Universe Online) has this system .. and I use it daily. There seems to be an ability to mark items already.. but what it does I am not at all sure, as I was able to break down a marked item without extra confirmation. Dava -------------- and if anyone knows what the marking of items is in the menu.. please lmk.
    1 point
  33. Unfortunately I do agree with OP. I had so much hope for TOW, yet what they delivered is a mediocre game designed with old formula and nothing innovative. Even the writing is bland.They tried so hard to make conversation "humorous" it's just too deliberate. NPCs are boring, too many fetch quests offering insane amount to XP. Too many resources lying around evey corner. The whole "exploration" is more like a chore offering reductant resource you never would need. Whole game offers little challenge. In fact, I'd prefer Greedfall than TOW. Pity, I was hoping it could be another amazing game like Arcanum.
    1 point
  34. Here is a picture of them when they were older Pretty cool looking
    1 point
  35. I'd say the odds are very good we will see more in the PoE setting, as it is an original IP that they have complete control . It is probably unlikely we see another Tyranny, since Paradox would need to be involved.
    1 point
  36. The cat had been acting out of sorts, and suddenly started walking funny. The vets initially thought it was sudden onset athritis, and gave us pain meds for him. A week later, after spending 90% of his time curled up on top of the laptop bag rather than doing anything he starts staggering, walking with an arched back and face to the floor. Turns out he had a large tumour in his spine. So now he has gone to the big sleep. The weekend has had that slow dismantling of cat-trees and collecting up the various scattered toys and grooming stuff.
    0 points
  37. Anna Karina (79) https://www.nytimes.com/2019/12/15/movies/anna-karina-dead.html
    0 points
  38. Of course: - They did not have resources to make interesting perks - They did not have resources to make decent selection of weapons, why should they, it is not FPS - Since it is not FPS, enemy variety is no longer needed - 3rd person view is a huuge money - as a configurable UI that allows to hide/show separate elements - It is not AAA, so good looking character models, longer hairstyles and at least decent animations is also out of options, let enemies die in the storm of limbs, it is so cool - And requiring more than 5 different armor models is totally not fair to Obsidian - Writing that main quest is ridiculously short and shoehorns player into 2 stupid good/bad endings is even less fair - And do not forget that companion writing is not cheap, so it is completely ok for half of the team to barely have any personality - Also showing changes in settlements after major decisions is way too much for AA, ending slides will do the work just as well, everyone will still praise them for brilliant C&C - etc, etc So yes, you could believe that Obsidian had not cut costs at everything you are willing to forgive, and had totally no resources to spare after getting paychecks from PD, Epic Store and Microsoft. At the same time they did had time and resources to spare on modding support for heavily crowdfunded Deadfire, that still awaits its console release and had not brought millions with exclusivity deal alone.
    0 points
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