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Ommamar

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Everything posted by Ommamar

  1. No reason to be sorry if the setting and game elements aren't working for you that is a matter of taste so move on to something you like better life is to short to force yourself to do something for entertainment you don't like. Maybe if you come back later at some point it will click for you. I don't rate TOW as a bad game but it is definitely not a game I will play every few years, I might start a new play though for a DLC but more likely I will use one that is already developed.
  2. I agree on the loading screen issue that Obsidian seems to be expanding on the use of instead of shrinking, for all it flaws one thing I thought Fallout 76 did do was make the world have less loading screens. There was still interiors of buildings to enter but you could run across the world from end to end without having a loading screen occur, just can't seem to do that with the newer Obsidian games. A way around having to enter your ship was already introduced on Monarch when you could move the ship through a terminal between ports, so it would make sense to have a wrist intercom that would allow you to call your ship to you. Then have it access the galaxy map to allow you to choose where you wanted to go so all the enter-choose location-exit would occur in the background so you see one loading screen. Which would place you at the door of your ship on the exterior, they used a similar system in Fallout 2 with the car so it should be easy for them to revive it in TOW 2. So many people wanted 3rd person so I hope they listened and will implement it in TOW 2. As for reusing assets I hope that in addition they add in new creatures and fauna as each world should be different from the other. I would also like to see some sentient beings we could interact with other then just shooting them in the face. They kind of went with the 100 weapons in TOW but outside the science weapons they all felt the same so if they shrink that down to 20 weapons but made them have distinctive differences so your choice really mattered on what you used. They could keep the mod idea but make them more exclusive to each weapon since this would cause players to get drops they couldn't use a system that allowed you to break down a mod to recreate it in a more useful form would be good. Thinking of FO:NV ammunition system to base it off or tied into the science skills already there in TOW.
  3. A sniper type build works well with a strong leadership build particularly if you use a kite mechanic , you won't be as good as a dedicated long gun build but can get some good first strikes with your buffed companions to fall back on. It does take a little micromanaging of your companions though as if you don't pay attention to them they will have a tendency to blow your ambush, you can also wait until they have engaged a group to get a good first strike on the biggest mob in the group. Really all about the range as the further out you can fight from the easier it will be to maintain stealth which will give you good damage to add to your companions.
  4. Well said and I guess maybe why I always felt this game was made on the cheap. I am not saying that individually the developers didn't do a ton of work but I have always gotten the feeling that they where given parameters of what could be developed without any chance for a hey this would be cool idea development. Basically it seems they where given a time frame which was then used to decide what could be developed and the lengths that it could be developed then it was decide that it was good enough so they where told move on. Maybe we all have just been spoiled in the past ten to fifteen years on how dynamic games can seem to be. From things like actually seeing two guards from rival houses fight in a tavern you just happen to walk into or having a guard get of his horse in Oblivion (they really need to expand these guys training criteria) to fight a wisp which then attacks the horse which runs off somehow causing the wisp to get above the horse. So I would randomly have this keystone cop episode pop up around the world of the guard chasing his horse who was running from the wisp. It would of been great to see more mob interaction as it just didn't seem to happen in TOW. I even managed to get the big gorilla looking things into a band of marauders after much bouncing between the two camps. The result was they totally ignored each other while focusing on me, I was very disappointed with it as it took a good portion of time to make that situation happen with the reward being nothing happening. While some of this might be adjusted in a DLC I think it might take a fundamental shift with a much bigger team involved to really make this universe come alive. I have hopes that if we see a second iteration it will be improved on the magnitude of say comparing Wizardry 6 to Wizardry 8 or Fallout to Fallout 2.
  5. I think the foundation for that is already in the game but not sure they will develop it for a DLC. That has been a common comment though so maybe if they keep the series alive we will have that option in the next full iteration of the game world.
  6. This has been asked for a lot since the game released unfortunately I haven't seen any positive feedback from Obsidian about doing this so it probably isn't going to happen. The only hope is they include it with the DLC or the second game in the series, if we get one, will have a buffet style of game play where you can tailor it to preference.
  7. I always did like New Reno from Fallout 2 that was a pretty large zone to work through. In the contexts of TOW it fits because one of the ways to control people is to distract them from their misery so a corporation that had a ship or a planet dedicated to gambling and debauchery would fit in to the scheme. There is the one town that is suppose to be the guilty getaway place for people but it would be great to see it expanded on.
  8. I am hoping that the content the one developer said he worked on for 6 moths could be included in the DLC. I agree they don't really need to add any new areas just flesh out the one they have that where really not developed. Some of the story I would like moved forward is more about the potential intelligent aliens hinted at, maybe have events in the first year of the hope colonists reintegrating back into the world, expansion of skills or new ones such as hand to hand abilities which is hinted at in some of the dialogue, and an expansion on what had happened on earth to make them cut of communication.
  9. A simple question for those who have finished the game, I am going to wait to see the responses before I give my opinions.
  10. It is not insulting because it is true on this very forum there is an interesting video with the two people most responsible for TOW's development. They talk quite a bit about the cutbacks in both scope and content they had to make. This was due a lot to team size which ties into the minimal amount of effort, it is obvious that they spent a good amount of time deciding how to do that. Since they only had 75 people throughout the development (it sounds like a lot but that is probably a third of the size of the usual current development team) that points to the least amount of effort. This of course doesn't refer to the individual effort as it was likely a higher rate for them to deal with as with a small team each individual handles multiple things they wouldn't on a larger team. If you mean by development the idea for the game I would put it as occurring much sooner then that, but as for grey boxing in areas and systems it appears that started around March 2017. Listening to the video it seems like the cuts where more based on learning the ins and outs of the Unreal 4 engine. As for using the trinity I get the feel they actually tried to achieve all three which as your statement points out usually doesn't work. Simple things like an auto move button or proper text display on a multitude of platforms seem to have gotten lost at release and still didn't get addressed until several patches later. The graphic issues in particular could be pointed to as a major bugs as many people found it unplayable for a long time on their chosen platform. Things like that is what gave it that rushed feeling which to me points to a thought process either spoken or unspoken that we need to get this completed and shipped before this merger happens. One thing Obsidian has done well has always been DLCs particularly if you look at the New Vegas DLCs that really lengthened that game. I foresee a similar situation happen I am not sure there will be the same number of them but one of the comments made quite a few times in the development video is a lamentation that they had to cut this content or not develop all that they wanted to. So there is a good chance that the DLCs (lets hope) will expand the Outer Worlds game play out to not only answer some lingering questions but bring in new ideas and areas.
  11. Using these facts what I deduced is that Obsidian could of built and released a editor in some form with the game. The fact that they didn't tells me they have no interest in going down that path. While there is likely to be renewed interest when they release the DLC I am not sure if there will be enough interest in TOW after the majority have completed the content to support a modding community. Maybe if they make a TOW 2 it will have some modding tools but I think unfortunately the time for a modding tool to be released for TOW has passed.
  12. "I have heards Ancestors, wasn't good."-Wormerine The problem with that game is it takes a ton of time to see it develop, in a way it is similar to an RTS as you need to develop all assets of your tribe. What this means is you have to develop each individual through play so they pass their abilities on generationally, it takes some time to figure that out so it kills a lot of people motivation when they have a really strong individual but it doesn't do them any good later on in the game. Or they realize it then switch to build up another individual of the opposite sex is best and find the new avatar to be very weak compared to what they had been playing. Regarding the original post you replied to, I wouldn't use the word refrain as that indicates a totalitarian action that might not be the case. I know several people who won't buy it until it releases on steam or GOG, so it might get to the 3-4 million point especially with a DLC being on the horizon. I was annoyed that I had to utilize the Epic launcher to use the code from Gamespot mostly because it seemed needlessly complicated. But while I grumbled about exclusivity of a platform I do use it and I understand why a developer would be motivated to sell through that platform.
  13. One other factor was Fallout 1 was developed in peoples off time and wasn't authorized as a developing project until it was in basically a releasable state. Even then Obsidian management didn't think it had much potential so wasn't given the time it needed to develop fully. It was still a ground breaking game that did well enough to make a well developed sequel possible.
  14. I actually think the comparison to the first two fallout games gave people an unrealistic expectation. TOW is a good game but it is obvious that it was made with the minimal amount of effort in the shortest time possible. To me it definitely has a point where you can see development shifted to an we have to get this finished and shipped before this merger occurs mentality as there is one zone that was hugely developed while the rest where more of a satellite zone to add a little bit of flavor. How the last zones and battle where designed left me feeling let down the first time I played through the last ship I literally did not engage anyone as there didn't seem to be a need to. The next one I engaged everyone and it only added maybe 10-15 more game play so it was rushed and poorly done in my opinion. I don't really see any motivation out of Obsidian to do any DLC we might get a TOW 2 at some point but I haven't heard anything about that either. Nor has there been any indication there will be some kind of mod support that would extend the games life. So it might just be one of those good games that people played through a couple times then moved on from with it being mentioned every once in awhile.
  15. This is a well discussed issue so no your not the only one. So far no really indication that it will be fixed any time soon or at all.
  16. Well it isn't like it is hard to get drops. You can also easily get around this by keeping one helm to put on a companion which will place the current helm in your inventory that will allow you to place it on the second companion. So not a "set" but just a meh helmet you aren't going to use for your build or any of your companions. I wouldn't of chosen to do the way it is designed but I also don't see it as an issue.
  17. Well if it is a visual issue as you yourself said there is an option to not see companions helmets but you still get the buffs the piece of equipment provides. If I had to guess on the why of the decision it would be a time crunch issue as it would be easier to remove the ability to see the graphic then to put in a method to adjust the stats back down to base. It would be interesting to have heard a developers thoughts at the time of the decision but I doubt anyone in the development could explain the reasoning after release. Really it is a none issue though as the benefit of not being able to remove the helmet just results in a companion with a stat boost it doesn't lessen the effectiveness of the companion in anyway.
  18. I am not understanding. So you can no put a helmet on a companion so this wouldn't become a problem. Same solution for choosing who has a helmet and who doesn't just put them on someone you want to have one then don't on someone who you don't want to have one.
  19. I think it is an interest thing which I thought might happen, there is also the fact that those who bought on Microsoft store can't access the executable as it seems to be more of a "rent" type situation where you have access to play the game but manipulation of files is more difficult. At least that is what I have been told I bought through Gamestop which is tied into the Epic store. As to the sale I expect the price has dropped (haven't really checked as I already have a copy) as it will traditionally do with games after release. I would say it would even be possible to search around to find it at $20-$25 as there always seems to be those who bought copies they didn't use that they will sell cheap after a game has been out awhile.
  20. I understand where you are coming from and this issue for consoles should of definitely been caught in Q&A or at least handled in the first patch. The interesting thing is this issue only really effect console players who view things on a display several feet away. On PC I never had an issue in fact I didn't even realize there was an issue until I saw the complaints on the forums. There have been so many games I have played on PC that where modified to fit a console crowd that are so restrictive for PC so it is interesting to see it reversed so people on console complain about design decisions that work better on the PC.
  21. I think there are things like companions controls and ethical decisions to take from Mass effect but I wouldn't want them to try and make it the next Mass Effect. That is always available to play if you want to so no reason to try and mirror that universe. I could see room for sentient alien life in the Outer World universe but humanity could also supply enough content to carry the story along. If they introduce alien life on a wider scale that made sense in the logic of this universe I wouldn't have a problem with it but if it is added just because the story would be happening in space on other planets I would be less pleased with that direction.
  22. Are you using the epic store? If so then the game is default set to automatic update so you would have the most up to date build. I do not believe there is a way to show multiple objectives I generally cycle through the quests then look at the map to see what is closest. It sounds like you can't select a quest which I have not heard as a complaint before. If that is the case it would be a bug and you need to post it on support forum then email private division with explanation and pertinent data. The UI takes a little bit but once I got use to it worked fine for me, of course more data to differentiate things is always a bonus.
  23. I am not sure but the feel I had was that Private Division had something to do with how the IP would be developed. I could see Microsoft paying PD if they felt there was enough interest in seeing the universe expanded. That is true about the design (or at least that is what I get from watching videos about game developments) but it seems what often happen is that what is developed first is often not polished as the content in later stages. This could explain why endings in a lot of games seem to be done poorly as they where initially developed but the designers ran out of time to make things equally polished. It could be false but it would also explain some of the poor endings I have seen while gaming.
  24. Your ship has a work bench they are also found scattered across the universe. Groundbreaker is a good place to shop.
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