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GhostofAnakin

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Posts posted by GhostofAnakin

  1. On 11/6/2019 at 2:03 AM, aquamarrocks said:

    Does anyone else think it's absurd that you can do all other side quest for the iconoclasts, but if you choose high-capacity cartridges instead of medicine during the side quest The Commuter, then you are locked out of the quest Sucker Bait and lose all chances at negotiating peace between the factions MSI and Iconoclast?

    It kind of makes sense, though.  Zora asked you to get the supplies, and her first impression of you is you didn't care enough about what she thought was important to do that.  Since you (the PC) don't have that connection with her, she's less likely to want to go against her instincts (which is to attack Stellar Bay) and agree to do what you ask of her.

    If there are no consequences for decisions you make (ie. no matter what you do, all options remain open to you), then where's the choice and consequence?

  2. 1 hour ago, Tale said:

    I started up Destiny 1. I see kind of why it was trashed when it launched. Stuff just happens and not much time is spent acknowledging why you're doing any of it. You just get a new mission and you go shoot stuff, with the Ghost talking abit about things you didn't know you were there for.

    But the maps are interesting. They feel bigger than Destiny 2's. Since I visited 1's moon and saw it was the same map, I've had to conclude this is an illusion. The lower camera angle and slower movement must make it look bigger.

    Illusion or not, I like it. The world feels more detailed too. Though it seems like it lacks for the lost sectors that 2 has. And the lack of a map helps sell that the world is bigger.

    I think I'm one of the few people who preferred Destiny 1 to Destiny 2.  Even the story I felt was better (though not exactly good) in the first one.

  3. Did you expect everyone on your crew to move in with you and live as some big family the rest of their lives?  Even close friends move on with their lives.  I've made a lot of close friends in my life and gone through some real tough times with them (albeit we haven't saved the world -- yet), but they don't all live in my house and don't hang around me 24/7.

  4. On 11/4/2019 at 7:20 AM, daven said:

    Hmm... how do you get the motivation to immediately replay a game you rushed through in a week? Takes me years to muster the will to replay games i've completed.

    I was curious to see how much difference the various choices actually make.  Early on in my second play through (no spoilers), I can say that I've had a new questline added and more options available to me by choosing the option I didn't pick my first time through.

    On the flip side, the quests that *don't* change are a bit more difficult to push through because I know exactly how it's going to play out with very, very little deviation regardless of what choices I make to solve them.

  5. 11 hours ago, imitenotbecrazy said:

    It was over before I even knew it. I wasn't looking to beat the game, just going with the natural progression of the story. I do that on first playthroughs as it's nonsensical to run off and do a bunch of random side quests that have nothing to do with the main quest when there's a sense of urgency. Wasn't that a main complaint people made of Fallout 4? Why am I doing all this side **** when looking for my son? Well, why am I doing all this side **** while trying to save the colony? 

     

    Some of you guys will make literally any excuse to cover the fact that it's a short story. 

    There was a sense of urgency?  The people in the cryopods were in there for 70 odd years.  They're not going to notice if the PC takes an extra couple of hours to pick flowers for a crazy lady to earn a bit of money on the side.

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  6. Playing through a second time, it drives home just how short Ellie's personal quest is.  I'm done hers already not too long after reaching Monarch.  I've still got more than half the game to go and she's basically just baggage on my ship at this point.

    I'm a little surprised at that because I thought she'd be a bigger part of the game.  Instead, she's one step above SAM in terms of content devoted to her.

  7. On my second play through of the Outer Worlds, decided to opt for a different option with regards to who side with in the main quest.  Pleasantly surprised that I ended up getting a whole new quest, and a whole new meeting with an important NPC that I didn't get the first time through.

    This part, anyway, makes it really feel like the choice you make can provide a (we'll see how much) different experience.

  8. Not sure if this is spoiler territory or not, as I'm not going to go into detail.  However, I'll list the companions in the post to give my opinion on each corresponding sidequest.

    1-Parvati - Only been able to play half of hers because of that bug that has her quest fail because she died for no apparent reason, even though I'm able to talk to her and bring her on missions.

    2-Ellie - Underwhelming.  I thought she was going to have a long sidequest that really delves into her past, but instead it was a brief exchange with her parents followed by a money scheme that left me thinking "That's it?" when it was done.  Really was hoping her sidequest would be about her life as a pirate doctor and some old acquaintances from that life.  Only touched on that briefly when you first meet her.

    3-Nyoka - Probably the most fulfilling companion quest, largely because you get the backstory that I didn't think we got from the Ellie quest.  Also involved multiple steps.

    4-Felix - The actual "plot" of the quest was interesting and had potential to be more than it was, but it felt rushed.  As though there was a lot more that could have gone into it, but instead it was so quick and felt almost tacked on.  Still better than Ellie's quest, IMO.

    5-Max - Closer to Nyoka's quest in that you get to learn more about Max.  Although, I don't think they touched enough on his prison time.  At least it felt like a fleshing out of the character.

    6-SAM - uh, did I miss something?  Other than getting the acid, there was no quest, right?

    All in all, I thought Nyoka and Max were the only ones that were good to great.  Parvati's is incomplete due to the bug, Felix's had a good concept but was incredibly short, and Ellie's was flat out disappointing.

    • Like 1
  9. 3 hours ago, MedicineDan said:

    I couldn't care less what they do with the sexuality of the characters.  I mean, after a while you'd figure it'd be insulting to women if all the high powered people have to be chicks.  It's downright condescending.  Fun fact, condescending used to mean something good a few hundred years back.  More or less it meant not to put yourself above someone.  I'm sorry if my explanation sounded patronizing.

    Anyhow, I'm level 12 in The Outer Worlds.  It's truly an addictive game.  Unlike my usual playstyle, I'm actually lying quite a bit.  I even used intimidate once.  Usually I'm a goody-two-shoes.  Don't get me wrong, I'm still playing a good guy, but I'm cutting the crap and just getting things done  Won't kill anyone who isn't trying to kill me, but I'm playing this one more Han Solo style than Obi Wan Kenobi.

    The dialogue skill tree can be a bit of a cheat code as you get higher.  I maxed mine out and I can talk my way out of so much stuff that I feel sorry for anyone who didn't bother to put much skill points into these.

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  10. 51 minutes ago, melkathi said:

    Playersexual characters (for example DA2) always bothered me. Sexuality isn't important to me, but having it player dependent reduces the npcs to ... not sure what to, but something.

    Yeah, that was dumb.  If you're going to have a straight NPC, fine.  If you're going to have a gay NPC, fine.  Don't make their sexual preference change on a dime depending on what gender the PC is.

  11. 29 minutes ago, poisonmonkey said:

    I have just had an email from Private Division support about this issue, reply may be of use:

    "I'm sorry to hear that you've encountered a bug where your companion has been marked as dead in the quest log, despite them still being alive.

    From what we've discovered, this bug can happen when your companion is climbing a ladder while you start a conversation with an NPC. This causes the companion to continue climbing the ladder forever, and then meet an untimely death when the conversation with the NPC ends. Make sure that your companions are not climbing any ladders before you enter a conversation and this should hopefully prevent this bug from happening to you again until this bug has been resolved.  Please note that we currently do not have an ETA as to when this issue will be fixed, but we are actively looking into it.

    Sorry for the trouble, and please let me know if you run into any other issues."

    Had the same issue as the OP, but the scenario described in the response email isn't what happened for me.  I had the "quest failed" message pop up when we were conversing and she was literally standing in the engine room, no ladders near her.

    I don't think the bug has anything to do with ladders or whatnot.  It must be tied somehow to dismissing her from the party and adding a different party member in her stead.  That's the only thing I could think of (I replaced her with Nyoka in my party during a lot of the Monarch stuff).

  12. 12 hours ago, melkathi said:

    Do you have companions in TOW? I hate having those in first person games.

    You can solo if you want.  When you leave your ship, you can decide on zero, one, or two companions.  I mainly bring two along because their banter is kind of amusing.

    Been leaving Parvati on the ship because I ran into a bug that's causing her to be considered "dead" when one of her companion quests starts up, so I don't want anything to do with her until that's patched.

    • Like 1
  13. This is pretty widespread.  Hopefully Obsidian can patch this up as it's a pretty major bug and a pretty major character to have considered "dead" for no reason.

    I'm not sure whether to continue playing or wait for a fix because I don't want to play another 10 or so hours in only to find that Parvati is still considered dead and it ruins the ending state for me.

    Edit: PS4 Pro version for me.  Happened after finishing the Hiram stuff at the radio tower on Monarch when I returned to the ship and engaged in dialogue with her.  She said she had something to talk about, and as that dialogue chain played out, a "quest failed" message showed up because of the bug.

  14. Might have to pause from Outer Worlds until a bug is fixed with one of the companion quests.  Won't go into spoilers, but essentially the quest is listed as "failed" as I'm talking to the companion because, for some reason, the game considers that companion dead.  Even though, you know, I'm literally talking to them at that moment.

    I don't want to play further into the game until this is patched/resolved as I don't want to end up having one of my companions considered "dead" throughout the remainder of the game.

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