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fxluk

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Posts posted by fxluk

  1. Is there any chance for a balance patch/adjusting? Is it even considered?

    Such issue could be resolved by mods, but since you didn't provide a mod support, we can't count on it.

     

    I just stopped playing after like 6-8h when on supernova I was one-two hitting everything with plasma rifle.

    Not to mention that I was basically swimming in ammo (1000 each type), which is kind of a joke. 

    It seems that the game was hardly tested in terms of actual gameplay/difficulty.

     

     

    • Like 1
  2. Regarding Supernova Difficulty suggestions:

    • Harder Supernova - at the moment it is not that difficult
    • Additional options toggleable (custom difficulty)
    • Make every additional option also available in other difficulties
    • Add an option to make adreno work like stimpacks in New Vegas in hardcore mode (like 10-15 seconds to heal the same amount of HP) 
    • Add an option to prevent instant companion killing. Something like bleed-out timer after battle or make them un-killable for first 3 times. Each time give a debuff, then inform the player that next take-down will cause death of the companion. POE2 style.
    • Hunger/Thirst/Sleep is activating way to fast. Its like 80-85% at the moment, which is kind of fast and annoying. Move it to somewhere around 60%
    • Add sliders to Damage done by player/Damage done to player
    • An option to reduce amount of loot in containers (% as a slider - amount of ammo is just ridiculous)
    • Companions use ammo

    Regular stuff:

    • AI needs improvements
    • Where are granades? 😛

    Bugs:

    • Backup mod on armor doesn't work on companions

     

    • Like 1
  3. I do not understand why they just didnt copy paste solution from POE2.

    Instead of insta death it should be like 2-3 take downs, each with additional debuff and after 3-4 downing, without healing previous debuffs = death.

    You would still invest some in leadership to companions to be effective, but without worrying/loading EACH fight when they die.

  4. You can bypass save/fast travel/sleeping limitation with this mod:

    https://www.nexusmods.com/theouterworlds/mods/8

    At the moment there is no workaround for dieing companions, but with normal quick save it is less intrusive.

    As already many mentioned here and on reddit, some kind of bleedout time would be a nice solution for Supernova.

     

    Nevertheless supernova definitely need a rework. Everything should be toggleable (and also added to other difficulties).

    Would be nice to also have some kind of slider for additional modification of:

    1. How much damage you deal

    2. How much damage enemy deal

    Everybody could adjust it to get rid of sponge enemies.

    3. Maybe turn off automatic regeneration ? We could actually make use of food.

     

    Additionally, I just played like 2h maybe and what also struck me that after going out of first city i exploring a bit, I was already swimming in ammo (200 - 300 units EACH type)

    and additional weapons.

    I was like WTF, a Granade Launcher, Light machine gun, Heavy machine gun, dozen of revolvers and pistols also a lot of melee weapons... 

     

    I hope Obsidian is listening and will implement some of those ideas that are floating around.

  5. Go here (For MS xbox app): 

    Username\AppData\Local\Packages\PrivateDivision.TheOuterWorldsWindows10_hv3d7yfbgr2rp\LocalCache\Local\Indiana\Saved\Config\WindowsNoEditor

     

    Open Engine.cfg

     

    Add this:

    [/Script/Engine.RendererSettings]

    r.PostProcessAAQuality=6
    r.Tonemapper.Sharpen=1
    r.DepthOfFieldQuality=0
    r.MotionBlur.Max=0
    r.MotionBlurQuality=0
    r.SceneColorFringe.Max=0
    r.SceneColorFringeQuality=0
    r.LensFlareQuality=0
    r.DefaultFeature.LensFlare=0

  6. That is the main reason here. I would like to choose what is a survival mode for me, so why not make it toggleable?

    If you are pleased with all the changes there, sure why not, keep with it.

    For the rest of us who would like only some feature on and other off, there should be a way to do it.

    Easy at it is. Play it like you want.

     

    Dishonored 2 comes to mind. You can select "your own difficulty" and everything is configurable and you can change it at any point of the game.

    I cant see why it could not be implemented like this in Outer Worlds.

     

  7. Hi,

    I am a bit disappointed with Supernova difficulty.

    This is mainly because we cannot choose with options we do want from it.

     

    Not being able to save a game at a time I want is a no go for me.

    Additionally, if I would like to switch to Hard for this time, I won't be able to switch it back afterwards.

    The same is with POE2 and POTD difficulty. You have to use mods to be able to switch it on again and I think it is only because of Achievements.

     

    Why not make it switchable to player get what they want and switch off everything else? It is quite easy to do.

    Maybe somebody already went through .cfg files and it is possible to somehow configure it there?

  8. I am playing with Deadly Deadfire mod (was actually, when I got stupid map loading error on main quest:P).

     

    For me it is quite perfect as it is. It is difficult, had to load a lot, but not to a point of frustration :)

    You got to really prepare for some battles, and mostly it is for completionists, because you will be outleveled most of the time.

     

    Because of xp reduction, mid-late power spike is happening later. 

    I am playing with regular companions, so maybe with custom companions, you could install additional mods for mid-late game.

     

    Deadly Deadfire has hardcore version.

    Second option would be Baldur Scaling Pig Buddy, but I would rather be cautious about it, as it can be an overkill when combined with xp reduction.

    It can be modified though.

  9. I would not count on fast resolution.

     

    https://forums.obsidian.net/topic/98693-map-load-errors-unable-to-continue-playing/

     

    I provided my save games and reported a bug almost 2 months ago.

    What I got is some vague answer that this is being worked on, but since then, 2 or 3 patches were deployed and non of them resolved it.

     

    It seems that it is not their priority to fix it.

  10. So, today I just went through with main quest in Magran's Teeth.

    After the talk with Eothas and cutscene, game quits to main menu with the same error message.

     

    I have removed all mods and verified the files via Steam. Problem still occurs.

     

    Before, I could just ignore some quests, but now I cannot proceed with the game at all.

     

    I can't believe such game breaking bug is still not fixed...

  11. Hi,

     

    After last update, it seems that I am missing combat sounds.

     

    Spells and auto attack do not generate any sounds.

    I still hear companions speaking.

    While casting the spell I also hear incantation, but after the fireball explodes, there is no sound.

     

    I am using headphones, tried another headphones on USB and it is the same.

     

    Firstly I was thinking that I didn't change 5.1 to stereo, but that was not the case.

     

    I also do not experience any issues with audio in other games.

     

    This is quite annoying.

     

    Anyone experienced something like that?

  12. Hi,

     

    Unfortunately Spirit Successor:

    https://spiritualsuccessor.net

    is not working with abilities anymore :( Changing cost of abilities would be very easy.

     

    Without it, you would have to go through your abilities.gamesbundle file.

    If you do not want to mess much with separate mods for things, it is easiest to change it directly in abilities.gamesbundle file.

    Con of such way is that, when there is an update which reverts your changes, you have to do it again.

     

    So, open abilities.gamesbundle preferable in Notepad++ and search for the smoke_veil. After you find it, look for "UsageValue":2. Change it to 1 and it is done.

     

    I also messed a bit with Assasins, I created one small mod that reverts backstab multiplier to 150% (100% at the moment)

    https://www.nexusmods.com/pillarsofeternity2/mods/77

     

    I also raised stealth speed (unfortunately for whole team, not only my assassin) because for me when playing on POTD + DD, it is very hard to actually land a hit from stealth.

    You can find info on how to do it here:

    https://forums.obsidian.net/topic/103839-need-help-stealth-speed-multiplier/

     

    I would like to do some more changes to assassins, but I lack time and skills to do it :)

  13. Nice :)

     

    So, I found 3 movers objects:

     

    Default Mover

    Default NPC Mover

    Default Party Member Mover

     

    All set to: "AnimationRunSpeed":4,"AnimationWalkSpeed":2,"RunSpeed":4,"WalkSpeed":2

     

    I tried to change "Default Party Member Mover" to:

    "AnimationRunSpeed":4,"AnimationWalkSpeed":4,"RunSpeed":4,"WalkSpeed":4

    but it didn't have any effect.

     

    I tried two other and it seems that only "Default Mover" does make any difference on my char and party members.

    I set it up to "AnimationRunSpeed":4,"AnimationWalkSpeed":4,"RunSpeed":4,"WalkSpeed":4, but is seems that if Walkspeed = RunSpeed, the walking animation take precedense.

    I guess I don't have to mention that walking animation with running speed looked wonky :)

     

    I lowered it to: "AnimationRunSpeed":4,"AnimationWalkSpeed":3,"RunSpeed":4,"WalkSpeed":3 and it seems even better now for my taste to buff up Assassins a bit.

    I am not sure what else does "Default mover" affects, so I will have to test it some more.

     

    Ideally, I would like to change Assasing/Rogues only with stealthed speed buff, but I guess somebody with more experience would have to do it :)

     

    Anyway, thanks again for the tip BMac.

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