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TheOuterDUrls

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Everything posted by TheOuterDUrls

  1. I don't understand how anyone at Obsidian thought it was fun to have to constantly upgrade your guns (to magically deal more damage), so you can fight against enemies that for some reason can survive a full magazine from an assault rifle. Bullet sponge combat is horrible gameplay, and the constant upgrading and repairing of guns is nothing more than busywork. Its one of the biggest criticisms of this game, and I hope it doesn't carry over into TOW 2. How can this be fixed? Well in Fallout New Vegas (also made by Obsidian), they have the same style of combat but to a lesser extend. High level enemies can survive several shots to the face from a pistol, but not from an anti material rifle. Already by not having guns that have levels, and enemies only level scaling a little, they improve combat a lot. Furthermore you can make it even better with mods. Firstly there's one that mimmicks Fallout 4 survival mode, where you deal 1,5x damage but also take 2x damage. This makes combat much more intense as each hit matters. The next are the mods "real recoil" which gives your guns a lot of recoil, and "enemies can miss" which makes the enemies' accuracy much more realistic. Together with bullet time and sprint mods you can make New Vegas combat super intense, and this is something I would love to see in TOW 1 with mods or a new difficulty mode, or in TOW 2. Having long, drawn out slap fights isn't fun. Its much more rewarding when combat more intense. Having realistic accuracy and recoil also makes it so installing mods to improve this or having skills/perks that improve it much more useful, and its more realistic than "+20% damage" perks. It also makes stuff like TTD or drugs much more powerful, as the extra performance they give can now give you a much needed edge. Getting rid of level scaling enemies, leveling weapons, and (in my opinion) also repairs, would make this game a lot better. Its a shame that there isn't official mod support, then I'm sure someone would have made a mod for it already.
  2. Im surprised this game even has issues now that they have infinite microsoft money. Worst case reuse the story and setting of Pillars 1 but in first person like Skyrim, or third person like Dragon Age.
  3. Yesterday Bethesda revealed a lot of Starfield in their not-E3 conference. You can see it here https://www.youtube.com/watch?v=fcs0eyZF6ng What they revealed was: * Ship flying and combat * Leveling system based on Fallout 4 with perks such as "+10% small guns damage" and "+10% medpack healing" * Scanning animals and plants * Resource gathering and crafting * Base building and management * Over 1000 planets that you can land on. This will probably be completely auto generated landscapes similar to No Mans Sky. None of this is why I want to play an RPG. In fact they barely seemed interested in that. All they said was that the story was about gathering some thingies and that there would be factions. So more of Fallout 4 essentially. They do not care about trying to write better stories or characters. instead of inventing cool new alien worlds, which is what made Morrowind so great, they have just made a bunch of human settlements with generic space architecture. I know this is a lot of criticism for a game that isn't out yet, but based on what they wanted to advertise this game with it seems to be Fallout 76 + No Mans Sky. I hope Obsidian does not feel inspired to try and copy that. I still replay Fallout New Vegas a lot more than I replay Fallout 4, even with its technical additions. For TOW 2 I would much rather be engaged in a great story, discover cool alien worlds, or have to make hard choices, than running around gathering iron ore so I can add a new gun to my space ship so I can kill my auto generated enemies.
  4. Do we even know that TOW 2 is being made in UE5? It must have been in pre-production for some time so it might be on UE4.
  5. I really liked TOW, I have played it a lot of times by now. Its funny, it has good characters, interesting places, and decent gunplay. Compared to standard Fallout 4 I actually prefer it overall. But when I replay Fallout 4, or New Vegas, or Skyrim, I always start by modding them. They all come with great official modding tools that allows me to change them in almost any way I want. For New Vegas, which is a bit old, I usually add mods that make gun play more responsive and intense. Also add some user made expansions and locations (love New Vegas Bounties). For 4 I add mods to improve the crafting, add tons of new components, and mods that allow settlements to expand automatically instead of me building the whole world. All these mods make the games way better, and in the end its why I have more hours in even Morrowind than I have in TOW. All of them come with official modding tools that are based on Bethesda's own game development tools, allowing you to modify almost anything. This adds so much longevity to their games. Meanwhile TOW has just a few mods that changes some minor things. Its either graphics changes or small changes to variables. Not having mod tools remove so much potential for improvement. So yeah, for The Outer Worlds 2 (and Obsidian's upcoming RPG Avowed) they really should add mod support. They use Unreal Engine 4, which has actually come a long way when it comes to modding. Look at other UE4 games like ARK or SQUAD for simple proof, or look at Unreal's own documentation, tutorials or forums. They have gone out of their way to allow developers to add mod support. I hope the devs see this. I am in no way saying that this is something easy to do or anything like that. I just want to point out that mod support is not just some extra gimmick, its one of the biggest features a game like this can have.
  6. I really liked TOW, but like many of you I also thought the story and world could use a bit more work. The game's critique of capitalism felt pretty hollow and the game's tone was all over the place. It wanted to be Futurama but also serious. What made Fallout great was the it was an extremely depressing game with some dark humor sprinkled on top. It seems that the devs went for the reverse (a "fun" world but with a layer of depression underneath) but missed the mark. I don't dislike this new style, but obviously the devs need to find the right balance. The game also had a lot of worlds, but they weren't large or had a lot going on. For TOW 2 I think it would be better with fewer but larger worlds. Make each of them more impactful (more quests, locations, enemies, player homes, etc.) 3 worlds max would honestly be fine for me. I hated having to spend time going to my ship, entering it, speaking to the console, then waiting for a load screen, then exiting the ship to finally be at a new world where I had like 1 quest to complete. Fewer worlds! 3rd person mode would also be great so we can see the character we made. I see TOW as a series that isn't as big and ambitious as Elder Scrolls or Witcher. I don't need a giant world map with 300 dungeons, 100 weapons, 200 enemy types and tons of other bull****. New Vegas was made in 18 by reusing assets and using the same engine, do that for TOW 2. What matters is the role playing, not that it has the newest rendering system and that you have to redo every rock and tree texture. I think TOW 2 has the potential to be a masterpiece.
  7. I have the exact same problem! Its keeping me from getting any further in the game. Nice to know that there is some small statistical chance to get through it, I guess I will just have to make a save right before the room and keep trying to get in.
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