ABearIsHere
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New Obsidian IP Announcement at X019
ABearIsHere replied to Infinitron's topic in Grounded: General Discussion (NO SPOILERS)
If you look at the tweet thread, he says it's two different new IPs, one from Obsidian and one from Rare. I guess we'll see tomorrow, though! -
Yeah, Mind Control is pretty powerful, I will say, but the first weapon you get for example, the Shrink Ray, really only works as support weapon and doesn't last very long if you don't invest in science. Giving it to Vicar Max, it seemed to like it worked better than if I were using it with my character (until I leveled Science up significantly anyway), plus it was far easier to handle when it was the companion that bothered to target the enemy and not me. I don't personally see what's so amazing about the Mandibular Rearranger and the Prismatic Hammer, while the Gloop Gun is fun but didn't feel to me like it felt particularly more powerful than any other effect that paralyzes or temporarily staggers an enemy, especially considering the Mind Control gun makes the enemy you target similarly non-threatening while also providing far more advantageous effects. I do like the idea a lot though, and I generally feel stuff like the N-Ray effects are where the creativity in the combat system shines.
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I think Science weapons are generally pretty fun but the fact that they are positioned as "reward weapons" jars with the fact that their effects are mostly gimmicks/status effects and they require a heavy Science investment to work effectively. In New Vegas, the uniques generally were just... very good weapons that would compliment a build that was built to use the base version of the weapon generally quite well. Technically there are uniques in The Outer Worlds too but, not having looked at the stats in depth, they just... don't seem like a huge upgrade to me, especially considering that you often find them while you already have a Tinkered weapon that can deal more DPS by default. I feel like this is all part of an itemization system that needed some more fine-tuning, to be honest, there are a lot of good ideas in The Outer Worlds concerning character progression, build variety and combat flow, but it's also kind of a victim of being a smaller game that didn't perhaps have the iteration time it needed to nail really rewarding balance. I dunno how Private Division and the team will approach patching compared to the Pillars of Eternity, but I hope to see a bunch of tuning in the future, concerning both items and perks. Was a very fun little game, though.
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Survival mode
ABearIsHere replied to Facethebooks's topic in The Outer Worlds: General Discussion (NO SPOILERS)
Uhm. You are aware that stuff is already present in the Supernova difficulty, right? Except for the oxygen bar.- 1 reply
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You see your character's face in the inventory and when the camera goes into demo mode spinning around the character model (this happens, IIRC, when you leave the controls untouched for a while). Plus, in general, people like to customize their characters. It's something you could even do in Daggerfall, way back when.
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Pillars of Eternity I conversion to Pen and Paper
ABearIsHere replied to Toxxus's topic in Pen-and-Paper Gaming
I can't imagine anyone would stop you from doing that for personal use. I'd recommend checking Obsidian's rules for the use of their IP, otherwise. I imagine posting a conversion of what they might look like in PnP form on these forums crediting it properly and without using logos/copyrighted materials from Obsidian will probably be okay in the sense that no one will come after you. Obviously doing something for profit is a no-no. However! I'm not a lawyer and this is not legal advice. -
Welcome welcome @Shyla ! Hope the job is rewarding and you have a good time interacting with the community!
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Obsidian is hiring Unity programmers - new isometric game?
ABearIsHere replied to Infinitron's topic in Obsidian General
What's the source on those projects? Not disbelieving you, just hard to see where the information comes from. -
I can't imagine Obsidian is going to collaborate with other publishers again as long as they're under the Xbox Game Studios umbrella. So, while a Tyranny 2 is possible, I guess, I can't imagine it would be developed by Obsidian.
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Companion helmets
ABearIsHere replied to coogee78's topic in The Outer Worlds: General Discussion (NO SPOILERS)
Off the top of my head, I didn't see the option when watching the footage released for the game (but also, most people didn't really spend a lot of time on the interface), but it was present in Tyranny and Deadfire, so I'm optimistic about its presence in this game too. I'm sorry that I can't give you definitive info. -
Color Palette and saturation
ABearIsHere replied to AeonsLegend's topic in The Outer Worlds: General Discussion (NO SPOILERS)
I'm not really noticing any similarity in art style with Fortnite. While both games employed saturated colors, the color palettes are actually rather different. Same with RAGE 2, the color use of which reminded me of Tyranny most recently. Both games tended to feature brown/earthy tones most of the time but very saturated colors to indicate when you were encountering magic/technology/superpowers. Now, it's totally fine not to enjoy The Outer Worlds' art style, you certainly wouldn't be the first person I see online to find it visually unappealing, and it's not even totally incorrect to argue that there's a trend towards more colorful artstyles these days (it actually predates the incredible success of Fortnite and can be seen in the shift of Bethesda's Fallout from the sickly greens of Fallout 3 to the wider color palette of 4 and 76), but I don't think you made a very compelling argument overall. -
Lack of Music In TOW?
ABearIsHere replied to the_ragnarokkr's topic in The Outer Worlds: General Discussion (NO SPOILERS)
I've noticed that some NPCs are subtitled but have no dialogue and in many gameplay videos the sound effect for the "You've gained reputation with this faction" notification drowned the dialogue, so I think it's fair to say they're still working on the mixing and the sound design in general. By the way, there is definitely some music in this gameplay video: -
Documentation/Outline for turn based mode request
ABearIsHere replied to Matt's topic in Beta Feedback for Turn-Based Mode
Sorry for the bump. I was starting a new turn-based playthrough and noticed that the tutorials still reference the old miss range. If there is no way to split the tutorials between turn-based and RTwP, then at least the tutorial should have a small addition noting that the range is different in turn-based. -
Documentation/Outline for turn based mode request
ABearIsHere replied to Matt's topic in Beta Feedback for Turn-Based Mode
Sorry for the bump, but given I've seen no movement about this, I figured the team might be interested in an opinion (granted, this list was compiled by me and another person, which doesn't make for much of a case, but hopefully our arguments are sound?) Personally, I think these aspects of combat should be elaborated on in tutorials and the Cyclopedia: - Initiative is a key aspect of the current implementation of Turn-Based, but the intended behavior is not very clear. So far it seems like it benefits casters the most and that it does not grant extra rounds at any point. It would be interesting to know exactly what the intended behavior is. Of course, I can understand that maybe the team is still considering changing this mechanic, which is why they might not have committed to a tutorial. - Interrupts and Prone. What is the intended effect of Interrupts outside of interrupting spellcasting? Is Prone supposed to inflict any kind of penalty on a character? - Durations. This isn't really completely tied to tutorials, but tooltips often reference seconds. As far as I can tell, a bunch of helpful fellows in the community have figured out the conversion method, but it would be better if all tooltips in Turn-Based mode referenced how things work in the turn-based combat. - Action Speed. Action Speed is still a mechanic in turn-based but it is not completely clear how it operates. It obviously has an influence on Initiative, but how exactly does that work, and how useful is it? - Losing Turns. Currently, there are situations in which a character can lose their turn during a round, e.g. when casting a spell with a low Initiative and long Casting Time. is that intentional? How exactly can a player anticipate these situations and plan accordingly? There might be something else I'm missing, but for now it would help if the devs could give more information on these mechanics/potential issues.