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Showing content with the highest reputation on 11/10/19 in all areas

  1. Edit Nov. 15: Greetings fellow spacers, We want to inform you that Patch 1.1.1.0 will not be ready until Monday, November 18th. We apologize for this inconvenience as we tried to get this out to you this week, but due to some unfortunate circumstances the patch will not be ready until early next week. Again we are sorry to have to push this update back. We appreciate your patience and understanding regarding this delay. ________________________ Greetings fellow spacers, At this time, we would like to let you all know that we are looking at releasing a patch next week to implement some changes and bug fixes. This patch is currently in the testing phase and as long as no other issues occur during this time, we hope to release it to you all sometime next week. Please be aware that this can change, but we are working hard to make this timeline and things are looking good thus far. Resolved Issues: • The crashing issue in Tartarus • Increase Font Size - Conversations/Subtitles • Muffled sound effects occur at random times for players on the PS4 • Companions dying and failing companion quests on modes other than Supernova • Unable to finish "Radio Free Monarch" • Trophy "Not the Best Choice" fails to unlock properly If you do not see your particular issue or suggestion listed above, please understand that we are continually reviewing and working on items that you are sharing with us. We will continue to work on updates and patches to see how we can make your gaming experience the best it possibly can be. To continue to report issues and share suggestions, please visit our The Outer Worlds: Technical Support forums and search to see if a fellow player has already made a thread about it. If you find a thread with your issue or suggestion, feel free to comment in that thread with any details you would like to share. If you cannot find a thread with your issue or suggestion, please start a new thread detailing the issue/suggestion and then please contact our publishing partner, Private Division, at their website here. Doing so will help ensure that your specific issue or suggestion is in their queue, which allows us to prioritize requests to provide the fastest possible turnaround time. Thank you all for your patience and understanding, and we are so grateful to have you all here with us.
    5 points
  2. We need this. This bug is immersion breaking
    4 points
  3. Please add an option to use the right trigger to ready the weapon instead of pressing X, so I can keep my weapon holstered while interacting and talking to NPCs.
    4 points
  4. I had my first 10k race today. It was small local event and I finished 3rd overall with a time of 42:40. My wife won for the women, so she has a nice trophy for the mantle.
    3 points
  5. Please make a change so pressing X on Xbox one doesn't constantly draw my weapon.
    2 points
  6. I first played Chaos Gate back when it released in 1998. The game bugged out on me and I lost all progress. The next playthrough attempt it bugged out on the second mission. Today, 21 years later, I finally completed it. I think I can go on with my life now
    2 points
  7. Only seeing one quest marker at a time is a drag and interrupts the flow of the game. It would be much better to be able to track multiple quests at once so it's easier to see if any objectives are nearby.
    2 points
  8. Good write-up, pretty much agree with everything in there I think. It's a game that never feels like it wants to "push back" in any way. It's like everything was designed to be as non-offensive as possible (and I don't mean politics so let's not bring that up). It never challenges the player in a meaningful way, not in combat and not in terms of solving quests, finding your own way. It feels tepid as an overall game I think. Not horrible but just... forgettable. There's a lot to like in terms of some of the quest design, nice ways to "weave" through quests and some areas. But it never feels like it really amounts to anything special, there's no "whoa, that's awesome" moment. Everything is so laid out for the player. There's not any opportunies for real creativity and for the player him/herself to really shine. You never feel "clever" in how you solve things. The real killer for me is the combat and loot though. It's so uninspired, so samey, so cut and paste. The shooting in itself works well of course, better than NV as you say, but talking about combat encounters. It is downright boring, the way they designed this part of the game. It just reeeaally bogs the game down. I really appreciated Deadfire and how it tried to cut down on filler encounters, allowing the player to soak in the atmosphere a bit. But in TOW we are back to having samey enemy encounters just *everywhere* on the wilderness maps. It's not a terrible game for me but for the most part, it's terribly mediocre. There are some nice bits, really nice even in some cases, and a lot of great ideas and potential. But a lot of it feels buried under blandness. It's a bit of a shame. It's interesting, I actually also wondered as I was playing the game if a lot of my impressions of itwas just that I've been playing RPGs for a really long time now. But I don't think that's quite it.
    2 points
  9. nice to hold on to something during this time; happy birthday, 244
    2 points
  10. I guess not everybody can shield themselves emotionally while communicating with fans. Probably Sawyer has just found a way that works for him and that's it. Further, it is unclear how valuable is to communicate with your fans, because you are not actually communicating with a representative sample of your fans. A developer like Obsidian is interested in selling games to hundreds of thousands, even millions of people and the huge majority of those people are silent.
    2 points
  11. I second this. I feel like I'm gonna accidentally shoot someone in the face and screw up a mission or a faction rating.
    2 points
  12. got unseasonal gorgeous weather here in norcal. am gonna enjoy outdoors... outdoors away from our home. we got an enormous carob tree in our backyard which provides admirable shade and doesn't need much water. enormous is kinda understatement. current sounds as if we are living under power lines 'cause o' all the bees pollinating the carob. is perfect kinda foliage save for one small detail: it stinks. when the carob is in bloom, it has a genuine foul odor. what kinda tree blooms in autumn anyways? *shrug* if you are curious, you may google what stink carob is often compared. chances are you wouldn't believe us. regardless, we need to put some distance 'tween our self and casa de Gromnir during daylight hours for as long as temps are nice, 'cause am not gonna wanna open our windows at back of the house for the next week or so. HA! Good Fun!
    2 points
  13. Does anyone else think the text is just really small? I really hope Obsidian add an option or slider to change the text size for both console and PC.
    1 point
  14. That's pretty much it. Beat the game not long ago, expected much more. Still a great game but I can't help feeling dissatisfied and disappointed. I imagine there will be more to come of course. But that didn't feel like a full game.
    1 point
  15. It can get confusing when modifying or tinkering your companions weapons and armor trying to remember who is equipped with what. Especially when you have multiples of the same item in your inventory. A nice patch update would be to simply put the companion's name (perhaps in red font) in the item description of whatever weapon or armor they are wearing so you know exactly what to upgrade.
    1 point
  16. More places to go. More adventures to be had. More companions with interesting backstories to be had. Basically, give me DLC and I will throw more money at you
    1 point
  17. Happy Birthday my brother and to our other brother @ShadySands. Semper Fi.
    1 point
  18. I occasionally see I have a new codex item, so I open it up and there is no indicator showing what the new item is. I open each category, nothing. Any chance an indicator could go beside the new codex item?
    1 point
  19. Pretty much as you say, the Baldur's Gate games work really well for what Forgotten Realms ought to be. It's a fun, pulpy adventure, with plenty of character and personality throughout. It also has one advantage over many other RPG series in that every part of the "trilogy" (so far as we assume Throne of Bhaal to be a third part of the story) also feels like its own part in a greater, seamless overarching narrative as opposed to a series of addendums made to a stand-alone story simply because the first game in the series sold well. The game isn't especially deep but there's a decent thematic core at the centre that lends the story enough purpose and focus throughout to make the trilogy feel like a unit, which is more than can be said for a lot of videogame sagas out there. But Baldur's Gate II also especially shines with its quest design, really: off the top of my head there isn't a single quest throughout the game that feels like a mere fetch-quest or bounty or the likes, whilst some of the longer quests feel themselves like really compelling adventures that could have easily acted as the main plot to countless other games. I don't think there's any game since that's quite succeeded at making every quest within it act as an interesting short story of its own and not merely a task to get some gold, items or experience from. Even Deadfire, which I think is a superior game in many respects, has plenty of quests which also reduce themselves to being mere bounties or two-step tasks. Whilst sure, the choice and consequence can be a bit lacking, the morality behind the options available can often be very clear-cut (I don't recall a single complicated choice I had to make as a "good character" in the entire Baldur's Gate saga, or any situation where I felt I had to deliberate between several morally-grey options), several of the quests can be pretty inflexible and unrewarding for evil or neutral playthroughs, and plenty of the dialogue can come across as "flat" or merely functional, the game is just brimming with immensely enjoyable stories, and that is absolutely a triumph of the narrative team. As you say, it doesn't need to be War and Peace. Same for The Outer Worlds really, which I'd argue is the better-written game as well, even when it falls short in that aspect I mentioned Baldur's Gate II excells at. What I would add as a small caveat here, and why Disco Elysium seems like such an exciting game for me at least, is that it's extremely rare that a game will *want* to be its own Gravity's Rainbow, or its own War and Peace or Moby ****. I feel that level of ambition is often lacking in the medium and I would like to see more of it. Obsidian has pressed beyond mere escapism several times before (it's why I rate them so highly, really) and I do think The Outer Worlds presents one of its pulpiest products thus far, even if it also takes itself seriously enough to overcome being just that; but I guess where I would agree with others is that I would love to see them take this setting to stranger places and delve deeper into more provocative themes and interesting ideas in the future.
    1 point
  20. United aren't racists, they treat everyone equally as garbage. Going to Texas will be interesting, I guess.
    1 point
  21. Just finished the game myself. I have to seriously disagree with the Starwars' statement... Granted that there's few things more subjective than what makes one laugh, but I disagree with this on two fronts: firstly, I certainly laughed a lot through the game, I thought plenty of the jokes were witty, well-delivered and helped give even some of the most throwaway quests or encounters plenty of character. Interactions with the mechanicals in general were amidst my personal favorites, with the likes of Auntie Cleo's Groundbreaker mech attempting to feign shock and offense at your remarks against it, ADA's frequent psychopathic tendencies, or SAM's constant barrage of slogans and zingers mixed with his new violent program, all being highlights. Secondly, and perhaps more importantly, is that I think the pervasiveness of the humour is deeply overstated as well, for the most part - yes, the game does feature plenty of on-the-nose satire, but when it's time for the game to delve into darker or more tragic scenarios, it doesn't shrug these off with a throwaway joke, and when applying some manner of gallows humour does so pretty sparingly and never in a fashion that is jarring. Despite your later comments about Nyoka's character and portrayal as an alcoholic, I don't recall a single joke cracked through her companion quest for example. When we read into the experiments carried out by Chartrand, or the fate of the Hope's crew, there's genuine mystery and grimness respectively that is approached with the earnest tone such scenarios need/deserve. The game certainly doesn't laugh off the colony's plight, even if the portrayal of bureaucracy, capitalism and the upper class can often be broadly satirical and infused with the absurd. In many ways the tonal balance in the game isn't unlike that of Terry Gilliam or Wojciech Has' works (think Brazil for a clear reference for example), and also fits the pulpy "sci-fi serial" feel it's clearly going for and references several times throughout its length. Again, what hits one is really up in the air, but I will say that several sequences and situations certainly struck a chord with me. The whole story behind the Hope's crew for example was rather vivid and horrifying, and I say this as someone who personally knows a couple of people who've had to resort to cannibalism to survive a rather extreme situation. Plenty of the bureaucratic loops and situations of sheer corporate abuse in display here I've lived in the flesh and feel pretty grimly accurate despite the satirical and silly tone the game often goes for, where even the kinds of remarks uttered by the Byzantines feel verbatim what I've heard in occasions from members of the high class in Argentina. All of which, of course, makes the whole thing funnier (to tie to the previous point) and yet also rather nightmarish. Here my initial question would be: how much time did you spend with your companions? Did you bring them along despite not wanting to? Anyways, going down through each: Parvati is indeed extremely likeable, and I would probably agree with you that her quest doesn't do much to transform her character or press further upon the aspects that define her. That said, I would also hesitate to say it's pointless, or claim it wasn't enjoyable on my end. I do think it reflects a fair bit on the kind of character that she is and where her vision is often centered in opposite to that of the other characters - her motives to join you do seem more a wide-eyed desire to get to explore the world and find a place in it, and in a way the fact that she does with Junlei seems entirely in line with what her expectations of life in the colony for her would be. She isn't a revolutionary, she isn't a privateer, she isn't haunted by past events and decisions that she feels in need to right. Maybe the game could try to challenge her naivete a little more the further we delve into the story and into the state of the colony as well as the Board's plans, but in many ways this is also what sets her aside from Felix who is likewise naive and infatuated with an adventurous/heroic notion of a 'revolution' but only grows more aware of the meaning of one the more he travels the system and so on. Generally I agree that she seems like the most static companion, not counting SAM who is his own separate thing of course (and maybe Ellie too). Not sure annoying is a word I'd describe Vicar Max with though there's certainly a abrasive quality to his person that is described early on by the members of Edgewater and is also visible frequently in the way he interjects and takes command of conversations he's in, often siding with the more "system-driven" options like MSI, OSI and the Board and so on, at least until his companion quest is finished. Honestly I found him to be quite enjoyable as a companion, I appreciated his discussions on faith throughout the game which I also believe added this very strong thematic thread of the propagation of ideas and philosophies as nourishment for a society and progress, that much in the way Slavoj Zizek describes the infertility in Children of Men being an ideological and spiritual one and not just as physical one, so is the starvation in the colony one of ideology and not just one of food. My one criticism about his arc is that I do feel the resolution to his quest is the one part where the writing did completely falter for me, coming across as a bunch of empty, cliché platitudes delivered so earnestly and mechanically that they just felt like they outright belonged in r/im14andthisisdeep. This aside, however, I do think Max's arc is a strong one, I think his transformation is rather interesting if a tad abrupt, and, again, one which does explore an interesting facet of the game's central themes as well. Moving back to Felix, I guess I can understand how he could come across as annoying being that he's portrayed as a naive idealistic guy with a desire for adventure largely built on the serials he's consumed in his life and so on; but I do think he's also probably the strongest-written companion as well. His companion quest seems almost moot to his arc, which really develops across and in reaction to the main story instead. I do wonder how much of his transformation is tied to our choices and so on, but speaking from my playthrough of the game, what I saw with Felix was someone who approached the spacer life with starry-eyed idealism and saw his beliefs and worldview tempered as the icons of his youth, with people like Graham or Harlow, proved to not be the people he once imagined. He first comes on board as a bit of a fish out of water playing to be a space pirate, but by the end of the game has pretty clear and passionate convictions grounded on what he's seen and experienced and not merely on some romantic idea of revolution. Like Max he's also one who takes strong and determined stances on conversations and actions that bother him and who's quick to voice his support for that which he agrees with - and in doing so I wouldn't be surprised that in a more Board-allied playthrough he'd be a strong antagonistic force in the party (though I haven't played through that path yet so I can't claim this with any certainty). Ellie's pretty handily the weakest of the lot for me, and the only one which I feel nonplussed about at the end of the game. I find it curious that she was made the "face" of the game in the marketing campaign when she also feels like the companion that is the least involved in the central story, aside from SAM who I once again place in a somewhat different category to the rest. Her "rich kid with daddy issues on a rebellious/nihilist streak" theme provides a fun enough episode about the high class' two-facedness but doesn't really add anything to the story that isn't already apparent all throughout Byzantium, and in terms of interactions with other companions and NPCs seems to often act as the catalyst for situations that say more about everyone around her than herself. The Fry/Leela dynamics between Felix and herself for example are amusing and endearing more because of Felix's input than her own, and it does feel like her only mode is to act pragmatic and jaded before everything and everyone. Even if at the end of her quest you can manage to coax out an admission of sympathy or care from her, she's quick to dismiss the scene as "mushy" and it's not as if we can't see a similar concern or attachment in denial right from the start with her. I'll straight-up disagree with your description of Nyoka as a "funny alcoholic", even if some jokes are played at the expense of her alcoholism (I only particularly recall two instances: her introduction at the Yacht Club and during her interactions with SAM in the ship). Generally speaking however, I don't think her arc is made light of, nor is the alcoholism trope particularly overplayed. Her story and arc may be fairly cliché inasmuch as it plays on the death of loved ones and a feeling of guilt or non-closure leading her to drink and how we eventually help her find some closure, but as far as that arc goes, I think it's pretty decently executed and makes her a pretty empathetic character. With regards about how effective her story proves to be, I also think it's in no small part that unlike Ellie, Nyoka exceeds whatever archetype one may want to file her under and doesn't lean into the more "jaded/self-concerned" side of that archetype either. She has a genuine interest in the future of Monarch and earnestly engages in political discussions with the protagonist and other characters whilst defending her own set of beliefs on these matters, which themselves are pretty interesting and idiosyncratic. She's arguably the strongest voice in the game in favour of a middle road between the unfettered capitalism of the Board and the radical, anarchist stances of the deserters and Iconoclasts. And on top of it all her hunting stories, much like Ash's for that matter, are quite evocative too. Lastly there's SAM who is in something of a different category to all other companions, partly because he isn't fully sentient to begin with. He doesn't really have an arc, or is particularly in need of one either - he's certainly there for comic relief, mostly riffing on the notion of a sanitation robot being reprogrammed as a killing machine and how cleaning zingers, pre-programmed responses and so on could be absurdly twisted or weaved into violent acts or used as automated responses for all manner of questions. He's akin to this setting's Nordom, in a way (I will say that Nordom is a stronger character because he did have an actual arc across Torment, but again, he was in a position to have one unlike SAM). Again, as I've mentioned with my opening paragraph, what makes each person laugh is up in the air, but personally I found SAM to be hilarious and endearing, providing plenty of witty, absurd banter, and being performed to perfection by the voice actor. Save Ellie and maybe Parvati I can't say I agree with your stance on them, and even ignoring the companions themselves I feel the game offers a variety of memorable NPCs elsewhere as well. Be it Phineas Welles, Martin Callahan, Zora Blackwood, Sanjar Nandi, Graham Bryant, Sophia Akande, Gladys, and more, there's plenty of characters throughout that feel colourful, insightful, funny, or simply possess their own quirks and idiosyncrasies that make them stick out in my mind. I really don't feel there's a drab moment in the game as a result. I will also say that I've heard others express disappointment in the writing following their playthrough of Disco Elysium, which I'll be tackling shortly... Yet I think this comparison isn't really fair, myself. As I've mentioned earlier, the intention behind the game's tone and feel are certainly inspired by and aiming for a particular pulp sci-fi serial feel, whereas everything I've seen of Disco Elysium strikes me almost Pynchonesque in its rambling, post-modern pop-culture collage approach. I suspect it'll be the better game of the two and the one which will stick more with me as a favorite since that's the kind of literature and feel I tend to enjoy more, but again, taken for what it's going for I think The Outer Worlds has done a superb job as well.
    1 point
  22. Hopefully there is some relief coming with the patch on the small text issue. A lot of good suggestions of how to use the systems in the game to help the OP out.
    1 point
  23. After wrapping up my first playthrough of Outer Worlds I wanted to share my thoughts, and hopes for the sequel. Overall, I quite liked it. I was prepared for a smaller RPG, and that’s what I got. It reminded me a lot of earlier Bioware titles, like KOTOR or Jade Empire. Maps were more open then I was expecting, so that was nice surprise. Emerald Vale and Monarch were easily m favorite parts of the game. I liked the story and tone, character were well realized with personality and clear motivations. I didn’t fall in love with any of the companions, but I found them all alright. I was happy to see them responding to other NPCs in conversations. I found choices and consequences to my actions a bit too… safe? At no point did I have a doubt regarding what I should do, and in most conflicts there seemed to be 3rd, “everyone gets along!”, option. I was struggling to think in terms what my character would do, but I felt I was encourage to “solve” problem for an optimal outcome. The overwhelmingly positive ending slides, did feel disingenuous. That said, while Outer Worlds was good, I don’t think it will stay with me for long. And the sequel will need to show something interesting to make me excited for it. Combat was fine. I think it is improvement over Fallout: NV, in terms of controls. I think basics framework is good, but it would need some kind of decision making to make things engaging. As it is pretty much every encounter felt the same to me. I never found a benefit to targeting various body parts. Aiming at head would usually do the job. I never found the game to use combat for story telling – most fights felt same in terms of difficulty and none of them force me to change tactics(?). Or rather none of them forced to adapt any tactics. Just click on heads. I played on hard difficulty BTW. I felt that content Byzantium-forward was the weakest. There was not much to do in this major city and I felt like most of the quest I had left required me to hop back and forth between planets. That meant a lot of loading screens and running, just to kill a thing, or talk to a person. That was the part I really felt the negative impact of the budget quest design. Overall, I felt quests rarely took an interesting turn. It might be me knowing the dance a bit too well by now, but in this game I could predict plot-twists a bit too often. What’s worse, due to simple quest design, I wasn’t too involved in playing through individual quests. I never felt like I am interacting with the world using skills of my character. My single favorite moment in the game was when I bribed someone to let me through, and then used my newly acquired “pickpocket” skills to steal money back. Unfortunately, this consistency seemed to be an exception to the rule. This lack of ability to take charge of how the quest can progress meant a rather passive approach to the game from my part, following objectives and waiting for the game to tell me I have a choice to make, rather than looking for ways to progress which would make sense to my character. In character creation, I liked how every 20 points we got a perk from raising the skill. In Skyrim I felt like I was getting worse, rather than better, as with each level skills there were fewer skills and weapons that I could use effectively. Those skill “perks” allow communicating progress, even if other skills fall behind. I think it could be nice, if in future games we have a choice of a skill perk – a bit more way to customize my character. As it is, I don’t expect my next playthrough to feel much different than the one I just finished. I wasn’t impressed by actual perks and flaws – I couldn’t tell you which ones I picked. None of them seemed to leave an impression. I thought that lockpicking and hacking was a wasted opportunity. They somewhat reminded me of the way original Deus Ex handles those features – you could always pick any lock and hack any computer, however, level of your skill compared to level of the object you lockpick/hack would decide how much resources it would take to lockpick/hack said object. It was limiting characters without specialization in those skills to still access containers/door/computers but they were more limited by resources. In OW, you get so many items that resource management is a non issue. Locking containers behind binary skill check isn’t very interesting, especially as those doors and containers only consisted of more stuff I didn’t need. Speaking of resources – it’s way too forgiving. Too much ammo, too much hacking equipment, too many mods, too much money. At the end I was rolling with thousands of ammo and over a hundred lockpicks. They are everywhere. Literally: boxes with ammo lying in every encounter room, in every corner of the street. Exploring stopped being exciting – I would just find more of what I have in abundance. If I could make a request for the sequel, it would be adding a bit of Immersive Sim into the design. I think mechanics work fine – stealth, disguise, pickpocketing, lockpicking, talking – but I would like to see more consistent world and those being used as a way to interact with the world. It is somewhat disappointing to see such a standard experience, when compared to Fallout1&2, Arcanum, Bloodlines. What I loved about those games, was the feeling of interacting consistent world. I would rather break into someone’s backroom, than open yet another container with ammo, lying in the corner of the street. Items should be a more valuable resource. Now I am aware, that OW aims to be more mainstream. After all, it’s not like Troika closed down due to overwhelming popularity. But I think that for the most part mechanics are there. I “just” wish for a more sophisticated quest and area design and more consistent systemic approach to interact with. I would also prefer if the next game had a different protagonist. I think it worked really well for Fallout2 and most of older Obsidian sequels. Conflict in OW has been solved, and issues teased for the sequel can easily be tackled by a new hero. Isn’t it easier to come up with new story hook, rather than try to drag the old hero into another adventure?
    1 point
  24. I do hope they bring out some harder difficulty options...
    1 point
  25. This is true BUT, the people who talk do actually often voice the opinions of the many. Most people also don't report bugs, for instance, yet companies rely on the few that do. This is why you have customer service people or community managers to sift out the valuable feedback from the trolling and toxic dross. Other than that, they really only have statistics to go on.
    1 point
  26. Is the motivation to see the companions face? There is an option in settings that allows you to disable helmets for both yourself and companions. Or is it some role play objective? I am just wondering why you would not want the helmets armor and skill boost.
    1 point
  27. Count me among the people who feel that TOW is not particularly well written either. The world is nice, the ideas are there, there is so much potential in the setting but I think the writing actually holds the game back from ... I don't know, making something interesting from it all. Some of my problems with the writing: -For a game that is so much about humor, it's really rare that it actually is genuinely funny. It's silly, yes. Very silly in parts, but it's rare that it hits home. There are some funny bits, like Hawthorne smashed under the pod, but they are really rare in my opinion. Most of the time it is just sort of tepid silliness. -And for a game that is so much about *dark* humor, it's really rare that it actually hits me in the feels somehow. Perhaps it is because it is such a *thing* now with Fallout's brand of humor and all of that but again... it never manages to move me in any way. -I'm not one to need a huge plot twist or anything in my stories, I think they're often overused in fact, but there's just not much going on in the story either. There's never a "whoa" moment or a "damn, that put a new twist on this character" or "well I didn't expect that!". It feels very much like a straight shooter from the start. You never uncover anything truly interesting. It feels like you "get" what it's all about as soon as you see the sort of conflict in Emerald Vale. -For the first time in an Obsidian game, I actually don't want to bring companions along. Parvati is an exception as I just find her extremely likeable, sort of in the same vein as Edér in a way but obviously different. But that human quality. But her quest, and the rest of the companions? They just feel really shallow to me. With companions like Max and Felix being downright annoying (and not in an interesting way to act like a foil or bring conflict to the party). Ellie is a trained surgeon, who is also pirate, who also acts like a spoiled little girl, who also acts tough. Nyoka is a funny alcoholic who is only an alcoholic sometimes because it's kinda cool and funny and tough. They never come together as interesting, compelling characters to me. Not to say that the writing in the game is all-together terrible, there are bits and pieces I like. But yeah, for the first time in an Obsidian game I was kind of feeling that feeling of "can this conversation end soon please?". And I have always been a dialogue person, to exhaust all the options and make dialogue focused characters and all of that. But I don't know, perhaps I just don't "get it" any more. It's my biggest problem with the game along with 1) the horrible encounter design and 2 ) the horrible loot system.
    1 point
  28. Parvati Ellie ... Don't really use anyone else.
    1 point
  29. 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
  30. Why is everybody talking about FPS, Isometric or Dragon Age? Why not something like Witcher 3 or NWN 2, or even like original NWN, but with better graphics? FPS wouldn't work in this kind of game, you will need to see range of spells and stuff. There was FPS mage game called Lichtdome and you couldn't see your spell range because of FPS Truth to be told, Obsidian maybe made NWN2, but somehow dropped the ball on POE. POE felt too slow because devs don't know that RTwP isn't faux turn based - it's Real Time *with* pause where you don't press pause every one second. That way of playing is just issue command while paused then let AI partially handle the rest while you control one or multiple characters in *real time*. You're supposed to *let it go* while fighting.
    1 point
  31. Will this fix the Pavarti quest if it is already bugged in our playthrough?
    1 point
  32. Hey, I'm of the opinion that we may very well be frauds, too. We're probably just better frauds than the Cowboys is all, .
    1 point
  33. I think they might/might not like it. It depends what they exactly didn't they like.
    1 point
  34. I second this I have tried 6 other games that are xbox one x enhanced and when I start those games up they automatically switch my TV to HDR video mode and play them in 4k but outer worlds isn't doing thus I've tried everything possible even uninstalling the game and its still not working for 4k just leaves my display settings on standard I don't know what else to do it actually worked the first time I played it on my new xbox one x but now it's not doing it and I'm really not happy about it because unfortunately standard display settings is actually making the game look worse Surely there is something wrong with the graphics?
    1 point
  35. This seems like a feature. I mean, choice and consequence, right? You made decisions that ruined your reputation, and that makes life more difficult. Bit too close to real life, maybe.
    1 point
  36. So let's say an option to disable markers for those who don't want it, and markers for those who want it... Considering the walking/running speed, it is hard to cover the entire map to see if there is a quest in a corner of the map...
    1 point
  37. Right and all the 0/10s are completely legit. Metacritic is hot garbage. It's people who dont like the game giving 0s and people who like it giving it 10s. I mean... The Xbox and PS4 are still around 84... So does that mean that console versions of the game are good and PC version is bad? A 0/10 should be a completely broken game. Not just "it's too short 0/10".
    1 point
  38. Try a hard Sneak/Long Guns build. Sneak skill increases damage plus you get plenty of time to place your shot and fall back if need be. Always a beauty.
    1 point
  39. You might to be able to get by if you rely heavily on your companion characters to take care of the combat. You can invest your skill points to buff your companions, so that sort of build is probably viable. The only problem might be getting through the tutorial area without a companion, but that is a relatively small segment of the game.
    1 point
  40. And I am even ready to admit that writing is excellent for a casual console game aimed at the widest audience.
    1 point
  41. How has it failed. The general consensus across the board is TOW writing is fsr superior to Fallout. The choices and morality is far far deeper and richer than Fallout. The focus on KOTOR 2/Mass Effect hub areas as opposed to boring open worlds filled with nothing is a huge bonus over Fallout. Slow Mo is so much better to use than the terrible Vats system. I can literally go on. And this is what most reviews say. It's not like TOW isn't loved. It's a huge success. So I can only Imagine your a Bethesda fan that really is hurt by how amazing TOW is.
    1 point
  42. I've got a 52 inch TV and I'm finding the text way to small to read. I need to almost sit infront of the TV to be able to read the dialogue and tutorial notes. I feel like this must've been missed in QA because extensive testing must've occurred on a PC monitor instead. A feature to increase the font size would be great!
    1 point
  43. Hey everyone, Thank you for the input about the font size. The devs have been made aware of this issue so they can consider what action they want to take. If you notice any other issues during your playthrough, please keep reporting them in the forums so we can continue to make the game even better. Thank you, and sorry for the inconvenience the small text is creating.
    1 point
  44. Yeah, the test is small. I also wish they'd add a font size slider.
    1 point
  45. I had a character accidentally take Monastic Unarmed Training and was actually surprised what I ended up with, so I dug a bit more. I can't seem to find much around the forums/internet about how monk fists and other weapon scaling works, so decided to create this post. NORMAL SUMMONED WEAPON/ARMOR SCALING are character level based. All summoned weapons/armor (including druid weapons) follow this scaling. They have a base effect, and then automatically get an enchantment based on your character level. levels 1-4: mundane levels 5-8: Fine (+15% damage +4 accuracy or +1 armor rating or +2 shield deflection) levels 9-12: Exceptional levels 13-16: Superb levels 17-20: Legendary Multi-classing doesn't affect this scaling, so a level 17 character summoning a weapon will get a +60% damage/+16 accuracy weapon regardless of whether they are PL8 (single-class) or PL6 (multi-class). MONK FISTS are power level based. They do 14-19 damage, 7 penetration, are effectively single-hand weapons that you dual-wield with by default, and have .5s attack and 3.0s recovery. You start off with +5% damage, +2 accuracy, and +1 penetration, and get an additional +15% damage, +4 accuracy, and +1 penetration every even power level (so PL/2 rounding down). So at PL2 you get +20% damage, +6 accuracy, and +2 penetration. At PL9 with Prestige for effective PL10, you get +80% damage, +22 accuracy, and +6 penetration (basically better-than-mythic quality fists). Notably, if you multi-class a monk your fists will be worse throughout the game because your PL will be lower. Unlike most PL scaling for martial stuff, this is actually a fairly significant PL scaling penalty, and so to get up to legendary level fists you must have some alternate source for +1 PL to jump up from PL7 to PL8 (like nature godlike racial, that amulet that lets you get +1 PL for rest of fight). Or if you're multi-classing you might rather just use weapons. BARE FISTS are crappy and don't scale. Something like 6-9 damage. MONASTIC UNARMED TRAINING are buggily power level based. Upon taking this talent, your fist damage automatically upgrades to monk quality fists of 14-19 damage, 7 pen, .5/3.0s attack/recovery. Then, you get a scaling similar to the monk's version except for two critical differences. First, instead of improving every even power level, it does it at every third power level e.g. PL3, PL6, PL9, etc. Second, it buggily always uses single-class power level scaling progression, even if you're multiclassed. In practice, this means that the scaling is fixed at: levels 1-4 (buggy PL1, 2): +5% damage, +2 accuracy, +1 penetration levels 5-10 (buggy PL3, 4, 5): +20% damage, +6 accuracy, +2 penetration levels 11-18 (buggy PL6, 7, 8 ): +35% damage, +10 accuracy, +3 penetration levels 19-20 (buggy PL9): +50% damage, +14 accuracy, +4 penetration This is different from what this post originally said (special thanks to mant2si for bringing some interactions to my attention and doing some testing), which was that it was fixed based on character level. The difference with the changes here is that things that influence your PL still affect the scaling offered by monastic unarmed training, unlike normal weapon scaling. If you manage to cobble together +3 bonus PL (remember that passives from your skill tree and items stack, active abilities and consumables do not) you'll be able to get better-than-legendary scaling by end-game and speed up how quickly you get other sources of scaling. CLOSING THOUGHTS Monastic unarmed training is a weird talent. When you can first get it (level 2), it basically grants you the best basic weapons available to you at that point in time and for a while. On its own, however, it doesn't scale well (staying at basically the "fine" and "exceptional" equivalent levels waaaay too long) and may not be able to match the legendary items you may find late game or even the legendary scaling that summoned weapons will have. However, with a few sources of bonus PL (at least +3) it actually can still get to legendary (and potentially even mythic) level scaling and solves that long, slow scaling problem. Regardless of whether or not you optimize for the +3 PL, it is viable (whereas the PoE1 version of this talent was extremely niche). A barbarian might get more mileage out of it compared to other classes because its highest base damage (14-19) combines well with the fact that carnage's damage is keyed off solely from base weapon damage. It also helps that this is a "fast" melee weapon (3s recovery) and normally to get close to this level of damage you end up with "slow" weapons (4s recovery). In fact, any class that relies heavily on weapon damage passives might get some mileage out of monastic unarmed training, because while a sabre does the most tool-tip damage of basic weapons, it has a slightly lower base damage (13-19) and gets up to 14-21 via its inherent +10% damage scaling. So e.g. rogues might like having sneak attack/deathblows/backstab/streetfighter damage scale directly off 14-19 rather than 13-19, and all of this on top of being a fast weapon. It is almost as if monastic unarmed training gave you better blunt sabres that also had a huge inherent action speed/recovery time bonus. You also have higher penetration early on (8 vs 7 for a sabre, then 9 vs 8 for a fine sabre). However this extreme early advantage is mitigated over time due to the slow scaling; you might be wielding legendary sabres with all sorts of additional abilities while you are still stuck with +35% dmg/+10 acc/+3 pen fists at which point does it really matter that fists are that fast? So again, to really get the most mileage out of the talent you need to cobble together sources of bonus PL (paying real close attention to stacking rules). For those taking Abydon's Challenge, monastic unarmed training might be more useful even without bonus PL because they are basically decent weapons that you will never have to worry about repairing (and don't need to be summoned). The cost is that without bonus PL you will still be behind the enchantment curve and won't get up to approximately superb or legendary quality (since it straddles the line between them) until extremely late in the game. PS. the sensitivity of monk fists to PL scaling suggests that even something basic like Shaken (-5 resolve, -3 PL) is a good way to weaken enemy monks.
    1 point
  46. I think it's nieche in this game as well, bro. It's nice to have some crush dmg on demand, but I wouldn't go around... fisting everything. Speaking of which... why are you so interested in... fisting?
    1 point
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