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The "Accelerated Bursts" mod for Heavy Machine Gun increases its ADS damage by 25% (multiplicative bonus) in addition to increasing the rate of fire. The mod description doesn't mention this; plus, there's a typo - "... changes the weapon's aim down sight MORE to a 3 round burst." The same mod for Light Pistol & Bio-Mass pistol works correctly — i.e., it changes the fire mode without increasing the damage.
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Problem - When playing with a controller, buying or breaking down an item makes the cursor reset to the top left position. Solution - The game should remember the current cursor position after buying/dismantling an item the same way it already does when selling items (which works correctly). EDIT - I believe the cursor resets any time there's a confirmation prompt (e.g. when breaking down an item or buying items from a stack)
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Problems with aiming in general: ADS Sensitivity slider setting isn't applied uniformly to all weapons; some weapons (like Light Pistol & Burst SMG) still have incredibly sensitive ADS aiming even ADS Sensitivity is set to 0% or 1% ADS Sensitivity slider scaling is also overtuned; it's still too high even at 0% or 1%; the entire purpose of this setting is to enable the players to aim precisely, so it doesn't make sense for ADS to scale so high that it ends up faster than normal camera movement Problems with Aim Assist: Bullet Magnetism - it either doesn't work or it's so subtle that it barely functions even when maxed out (set to 2) Aim Friction - is also barely noticeable even when maxed out; it doesn't work at all with weapons like Light Pistol & Burst SMG Aim Adhesion - multiple problems; occasionally, it appears to swap limb tracking at random (a video below demonstrates this); also, adhesion remains active even when the setting is set to 0 or when Aim Assist is completely disabled Snapping to Target - way too subtle, even when maxed out; it appears to snap to the nearest limb instead of center mass Aim Adhesion problem (video recorded by another player) - https://www.youtube.com/watch?v=okhFejG583A Solutions: fix the Aim Assist settings and make them scale reasonably (i.e. base intensity needs to be upped significantly) fix the ADS Sensitivity slider so that it applies uniformly to all weapons; in addition, it needs to scale reasonably (i.e. lower the baseline sensitivity so that 1% actually feels like it's 100 times slower relative to 100%) ADS Sensitivity slider needs to be tied to the regular aiming sensitivity slider so that it represents a percentage of its value (e.g. - if regular aiming was set to 30%, then ADS Sensitivity at 50% would be half that value - 15%)
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Marius' Wounding Shot passive doesn't apply Bleed Accumulation and its associated debuffs if Shadow Step is also unlocked. It's very easy to reproduce — once you spec out of Shadow Step, the passive ability works fine (i.e. it applies bleed and you deal 50% more damage to enemies hit by Marius' basic attacks). If you spec into Shadow Step again, the passive ability stops working.
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The Outer Worlds Patch 1.3 Release Notes
Insolentius replied to Shyla's topic in The Outer Worlds: Announcements & News
The QoL changes are appreciated, but are there any plans to tackle the (lack of) challenge/difficulty? Level scaling? Adding weight to ammo? Having companions use ammo? Anything? -
Patch 1.3 Coming Soon!
Insolentius replied to Shyla's topic in The Outer Worlds: Announcements & News
Yeah, I agree. I'm just about to head to Byzantium for the first time, and I have around 5k light ammo, 4k heavy ammo, 3.5k energy cells (with nearly 200 adrenos). This is completely absurd since I never bought any ammo/meds (and I'm using weapons with high RoF). Let's not even mention that slapping a 'melt' mag onto a weapon makes it godly against every single enemy in the game. The only way for this game to be challenging right now is to ignore loot, avoid modding/tinkering items, and not use companions. In Fallout 3, NV and Fallout 4, I used or made mods that rendered resources more scarce and made enemies tougher, but that's not an option here. I don't know if anyone from Obsidian is reading this, but the game needs to: drastically reduce the amount of meds/consumables found in the world significantly reduce the amount of ammo in the world and ammo boxes make your companions use ammo make your companions' gear degrade introduce some form of level scaling (with min and max level caps for different zones) tone down the sources of extra damage (crits, weak-point dmg, elemental dmg, science bonus to elemental weapons, perks etc. make the flat damage reduction system in this game practically pointless) tone down the power level of tier 2 weapons (because the enemies' HP and armor values fail to keep up - again leading to the same problem with the flat damage reduction system) introduce skill and/or level requirements for weapons (give us an actual reason to specialize) - right now, characters with minimal strength and zero points invested in the 'ranged' skill tree are still death machines with high-level heavy weapons Make these an optional difficulty setting that caters to players who like to explore, do side quests and loot everything. -
Great game, too short
Insolentius replied to BionicKitten's topic in The Outer Worlds: General Discussion (NO SPOILERS)
The game might be short relative to the open-world monstrosities that are chock-full with pointless collectibles and repetitive missions, but it's by no means 'short' if you take your time exploring everything, talking to everyone (without skipping dialogue), doing every quest etc. I'm about 32 hours in, and I'm just about to lay siege on the Devil's Peak station with my newfound buddies from C3. -
Patch 1.3 Coming Soon!
Insolentius replied to Shyla's topic in The Outer Worlds: Announcements & News
One of my biggest pet peeves is the painfully obvious texture streaming issue during dialogue whenever the camera switches to a companion. It happens always unless you select the 'Ultra' texture setting (which is too much for mid-range GPUs to handle during normal gameplay). -
Jerky screen scrolling
Insolentius replied to Cirio's question in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
You'll just have to get used to it. Even high-end PCs can't maintain a solid 60 FPS in certain areas. Restarting the game every once in a while helps a bit (or just lock the frame rate at a lower value if you want consistent frame pacing).- 1 reply
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After selecting a dialogue option and seeing the dialogue UI contract, the position of the subtitles adjusts itself twice before reaching the intended position (which is a bit distracting). This happens all the time.
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When I first played the game (June 2018), I freed the dragon without trapping a part of its essence, and I got to fight the Guardian at the harbor even though the dragon assisted me during the scripted sequence. In my current playthrough, I freed the dragon after trapping a part of its essence with the 'Metaphysics' check, and I didn't even encounter the Guardian (I still got the assist during the scripted sequence). Are we sure that Scyorielaphas is supposed to prevent the Guardian from showing up, or is it just a bug? It didn't work this way when the game was released, so it was either broken then or it's broken now.
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Those games had a much higher budget relative to Deadfire, and besides - the amount of dialogue in games like Mass Effect, Horizon or God of War pales in comparison to the number of lines in typical cRPGs. Do you get what I'm saying? I'm not claiming that full VO is the main culprit here, but it didn't help the writing process one iota.
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AAA action/adventure games don't even come close to cRPGs in terms of the total amount of dialogue. Considering the limited budget/time that Obsidian had to contend with while making Deadfire, the decision to implement full VO had an overall negative effect on the writing quality (mostly in terms of having to cut the amount of actual dialogue in favor of filler prose).
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Full VO is why we have tons of filler text ("furrowed brows" anyone?) and purple prose, and it's the main reason why the dialogue is chopped up one sentence at a time ('Continue' mashing), with each sentence being recorded as a separate audio file in most cases. While the voice acting for the companions and important characters like the faction leaders and gods is decent, the poor quality of VO for the rest of the NPCs is immersion-breaking at best and wholly atrocious at worst.
