Everything posted by AlexHawthorne
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The Outer Worlds 2 Patch 1.1.0.0
The Outer Worlds 2 -- Polish Request (Immersion Features)Issue Type: Feature and immersion improvement request Summary: Request to introduce a carrying capacity or weighted item system, and to expand the new wait mechanic so that all beds in the game allow the player to sleep. Description: The current game systems provide a strong foundation for exploration and role‑playing, but two small additions would significantly enhance immersion and world consistency. The first request is the introduction of a carrying capacity or weighted item system. Even a light encumbrance model would give looting and inventory management more meaning, encourage thoughtful item selection, and create a greater sense of physical presence in the world. This would add depth without disrupting the established gameplay loop. The second request is to expand the new wait feature so that all beds in the game allow the player to use it. Changing the interaction label to Sleep would create a more natural and immersive experience. Beds are already placed throughout the world as environmental objects, and allowing the player to sleep in them would make the world feel more interactive and consistent with the expectations of a role‑playing game. Expected Result: A more immersive and cohesive experience in which inventory choices feel meaningful and beds function as logical interaction points for resting or passing time. Impact: These adjustments would strengthen the sense of role‑play, improve environmental consistency, and enhance the overall atmosphere of the game. They are small changes that would contribute noticeably to player immersion.
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The Outer Worlds 2 Patch 1.1.0.0
The Outer Worlds 2 - Bug Report #2 (03/14/2026) The Outer Worlds 2 - Bug Report #2 (03/14/2026) Issue: Third‑person movement breaks when the camera is rotated 180°, causing the player to walk backward instead of toward the camera. Description: When the player enters third‑person mode and rotates the camera to face the front of the character (camera positioned in front, looking at the face/torso), pressing the down movement input -- intended to walk toward the camera -- causes the character to walk backward, turning away from the camera instead of moving toward it. This prevents the player from seeing the character’s face while moving in that direction and breaks expected third‑person control behavior. Expected Behavior: When the camera is facing the front of the character, pressing the movement input toward the camera should cause the character to walk forward toward the camera, maintaining proper directional alignment between camera orientation and movement. Reproduction Steps: Switch to third‑person mode. Rotate the camera 180° so it is facing the character’s front. Press the movement input toward the camera (typically the “down” input). Observe the character walking backward instead of toward the camera. Impact: Breaks intuitive third‑person movement, disrupts player control, and prevents players from walking toward the camera while viewing the character’s face. This reduces immersion and makes third‑person navigation feel inconsistent or incorrect.
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The Outer Worlds 2 Patch 1.1.0.0
I just found a bug with the idle camera panning near walls and objects. The Outer Worlds 2 - Bug Report (03/14/2026) Issue: The idle camera system is colliding with nearby walls, preventing a smooth 360‑degree camera pan. Description: When the idle camera activates, it attempts to rotate around the player but becomes obstructed by environmental geometry. Instead of smoothly orbiting, the camera snaps, jitters, or stops entirely when it intersects with walls or large objects. This results in inconsistent camera behavior and breaks the intended idle‑view presentation. Expected Behavior: The idle camera should maintain a stable orbit around the player and smoothly complete a full 360‑degree rotation regardless of nearby walls or obstacles. Reproduction Steps: Stand near any wall or large object. Allow the idle camera to activate. Observe the camera failing to complete a full rotation due to collision interference. Impact: Reduces visual polish, disrupts immersion, and makes the idle camera feel broken or unfinished.