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ABearIsHere

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Everything posted by ABearIsHere

  1. 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!
  2. The Sawyer post is worded vaguely enough that it doesn't explicitly deny that more games in the IP are in the works or that a Pillars of Eternity 3 as an isometric game will never be made.
  3. 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.
  4. 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.
  5. Uhm. You are aware that stuff is already present in the Supernova difficulty, right? Except for the oxygen bar.
  6. Taking the discussion away from Larian's games for a moment, it does look like the Unity programmer position isn't available anymore, so it's probably been filled.
  7. 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.
  8. I mean, yeah, but that would still imply some sort of negotiation and agreement on the part of the two publishers? Microsoft can't just sneakily insert the game on Game Pass without permission, is my point.
  9. I mean, I imagine that Microsoft and Private Division *negotiated* the release of The Outer Worlds on Game Pass day 1. Microsoft can't just do that on their own, given they don't own the publishing rights to The Outer Worlds.
  10. There is at least precedent for enemies immune to Interrupt to still be affected by special interrupts. I know using abilities like Skyward Kick on the Oracle of Wael still worked as an Interrupt for me.
  11. 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.
  12. Welcome welcome @Shyla ! Hope the job is rewarding and you have a good time interacting with the community!
  13. What's the source on those projects? Not disbelieving you, just hard to see where the information comes from.
  14. 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.
  15. 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.
  16. FWIW, I've seen Medical and Engineering checks in dialogue in the footage available. It does seem like checks for other skills aren't doled out as prominently as in New Vegas, perhaps, but they're still there.
  17. 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.
  18. 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:
  19. From Obsidian's official Discord, courtesy of Aarik Dorobiala: "Hey friends! Apologies for the long wait. We're currently investigating a bug right now that is alluding [sic] us and we're having a hard time reproducing the issue on our end. We have super star Andy on the case."
  20. (Not a dev) Have you completed both sections of the Halls Obscured? You are not just supposed to give any memory to the Trephine, but a very specific one. Just getting the knowledge of how to operate the Trephine by itself is not enough.
  21. They have confirmed in the GameInformer podcast that Hunger/Thirst/Sleep meters will be present at the highest difficulty level.
  22. 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.
  23. 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.
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