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Clawdius_Talonious

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Clawdius_Talonious last won the day on October 27 2019

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About Clawdius_Talonious

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  1. This is insulting, and untrue. For one thing the development started in May of 2016, while New Vegas had an 18 month turn around. Secondly a great deal of effort was put into the game, just not precisely in the ways we're necessarily used to seeing from Obsidian since so much of it was directed at releasing a polished relatively bug free experience. There was also clearly a fair amount of effort put into a visceral and enjoyable combat loop. What you're calling rushed and minimal effort is neither. It was, however, made on a budget. The team reconciled the fact that the more content and reactivity they had the more difficult it would be to bug test/fix. The content was likely reduced in the fairly early stages of development, because Obsidian didn't want to release a buggy game and has in the past had a reputation for doing so. We are not privy to contract stipulations from Private Division, but it seems rather like this was a deliberate decision from Obsidian rather than anything forced on them. Have you heard "Fast, Right, Cheap. Pick 2." They chose right and cheap, and made it extremely clear from very early on that this was not a huge game with a AAA budget. Much of Obsidian was working on Deadfire and the DLC for that title for most of The Outer Worlds development. And as has been mentioned, there is confirmation that there will be DLC for The Outer Worlds. This, to me, seems to indicate that Obsidian is taking their time to expand the game with significant and likely well fleshed out content. It wouldn't surprise me if they released a DLC pack with a sizable colony and comparable amount of content to Monarch, though that's certainly just speculation on my part. There hasn't been so much as a teaser trailer and official announcement of the DLC, which is likely a good thing given the hectic nature of things lately. Dates you haven't announced can be delayed without push back from the fans. I didn't make it through a second run through The Outer Worlds, and I made 5 through Deadfire before the first DLC released. There wasn't really a lot I wanted to do differently, I found the third option for most major story beats and felt like I would just be rehashing the same content to the same ends more or less. I just am willing to say that there was clearly effort put into things that not everyone even sees as a plus. Things like not forcing you to execute wave after wave of robots to unlock the ship section by section on the Hope, which it sounds like you might have enjoyed and I'd have enjoyed hacking my way past all of that, so maybe I'd have had some mild amusement out of that as well. Point being, credit where credit is due. I mean, Obsidian owns the IP for a game with millions of fans, an interesting take on a dystopian atmosphere we haven't seen the like of in gaming as far as I know, a modular nature that will allow easy access to any DLC and adding to the lore without too many questions whose answers aren't "Corporate secrecy to avoid sabotage or espionage." I may not have enjoyed this title as much as I had hoped I would, but I'm looking forward to another jaunt in The Outer Worlds.
  2. If you end up really disliking the art style, there are mods that tone the colors down.
  3. Back to armchair tneories about Deadfire sales, I really think that the Isometric text heavy RPG shoots itself in the foot because it looks good and plays the same for decades. Planescape Torment still looks alright and plays well, modded to support widescreen resolutions. Because of the fact that the play experience is static, if there is no potential for a major twist that could be spoiled, you can wait for the games to go on sale cheap and not miss much. In fact, you get a more polished and often expanded experience for less money. Between Steam sales and the like, games culture pushes people away from a sense of release day urgency and toward a more leisurely games acquisition path. Games that are text heavy need to generate serious buzz or spoiler heavy conversations that people want to participate in without spoiling the twists for themselves. If a game like this generates positive reviews but not a ton of spoiler talk, it needs to be a new property or generate interest through other means in order to move a lot of copies at a high price. There's also the fact that Pillars was a kind of divisive game, a bunch of people bounced right off of the game after 10 or fewer hours play. The fact is that because of the epic length and start of a series plans for Pillars it didn't have the best onboarding. People often puttered around Gilded Vale and got bored before even making it to Defiance Bay. In addition to the normal fatigue, NPCs that served as massive text dumps without any real connection to the lore or backstory introduced a new twist where nothing tells you directly "These flashbacks won't tie into any plot, any world building you need to know, any quest or anything important" and a lot of people seemed to read more of them than they probably should have. By exhausting themselves reading these self contained stories that don't matter, they had less energy to expend reading things that did matter. I put my nephew in front of Planescape Torment's into and he skipped all the text and said it was boring. He was 17 at the time, just a few years ago. I told him that ofc it was he just skipped past the first chapter of a book and said it was boring. Pillars 1 added a new wrinkle, interspersed with the interesting stuff there were weird asides. Sure, the text color and name color is a dead giveaway that they're different but because the players are often skimming instead of really reading everything like they should a lot of people didn't see that they should basically pretend those characters don't exist. If they hadn't come into the game until Defiance Bay it might have kept more people interested longer. I can't really definitively say which of these points even mattered the most to the people I do know who bounced right off of Pillars 1, Deadfire doesn't have any of those problems, but at the same time people who see 9/10 on Pillars and bounced right off aren't going to pay full price or 66% or whatever for Deadfire. People can't really tell you in a word why they didn't get into a game. In order to avoid conversations about it they're more likely to give a blithe "it was alright" and not say "I played for four hours hadn't gotten very far and never fired it up again, getting further and further away from it I felt like I'd need to restart and waste another few hours getting back to where I bounced off so I never bothered to fire it up again." Pillars initial success may have actually worked against it, taking people who were of middling interest and convincing them that Pillars was too old school or too *whatever* for them. For them, they see all the rave reviews and think "It's not them, it's me" and don't see across the board improvements in Deadfire as a reason to pick it up. It's like e.g. Sushi, they think it wasn't for them and the people who love it are just loud about it. They don't interject why they didn't care for it, they just don't spend money on it.
  4. I'm intrigued, although I really liked a number of extant Obsidian IPs and would like to revisit them, I can hardly imagine anything they would announce that won't have me on board.
  5. It's a pretty reasonable and consistent request IMO, we have reason to hope that the game has decoupled survival elements from supernova in the future. Right now they are the worst sort of "keep bars full" micromanagement where thirst and hunger build at similar rates and you can't ever slake thirst more or less effectively or do more than top off the bars and wait for debuffs. I'd much rather have a system where I gained some tangible benefits from being well fed and keeping my thirst slaked before I became ravenous and dehydrated enough that I display obvious physical symptoms. YMMV, but the current system is a bit lacking in terms of what it brings to the game. As such I can understand not wanting to extend the offer to everyone.
  6. Some of the targeting reticles are larger than others, but I don't know of a way to make them larger. That said, while there isn't auto aim, there is the Tactical Time Dilation ability that slows time greatly and gives you the ability to look at targets without using very much of the ability at all. You've also got the ability to hear enemies, and their location and statuses are denoted with UI elements (an arrow above enemies when they haven't noticed you that fills and turns red and then becomes a larger ! icon when you're in combat) so you can see the enemies a little easier. You might check back at a later time, a number of the people want the text to be larger and it's not implausible that the easiest way to do that would also scale up other UI elements...
  7. I feel confident that saying that you don't need to enter the sealed door, and you should look elsewhere, and that the map can be helpful in times like those... isn't really a spoiler. It's just good advice for any time you find yourself thinking you need to enter a sealed location, unless it's a companion related quest and you don't have the associated companion with you.
  8. There's a glitch with companion NPCs where they enter a quasi-dead state, or bifurcate into two versions of themselves, one of which can die and trigger the former glitch. This sounds, to me, like that known issue. I haven't heard of it happening to any other named NPC, although generic NPCs do repopulate areas emptied by the player on a rampage as I understand it. The statements about being able to kill NPCs is largely a quest related one, a lot of games mark quest related NPCs as unkillable or just force the player to put away weapons in quest hubs and the like. The idea that you can still complete quests or indeed the game seemed to be the focus in those statements that I read.
  9. It's not impossible, there was a great one for Pillars of Eternity but it didn't come out until almost two years after the game was released. The video is called the Road to Eternity if you'd be interested in that one, it was really well made IMO.
  10. It is immediately deposited in the junk tab, so it's just something to sell for a few bits. Raptidon meat is edible, but Canids aren't, for whatever reason. It's kind of a shame, because the meat looks more like food than Raptidon steaks do.
  11. It's always a good idea to keep hard saves in safe places, because you may lose as much as a few hours effort, but replaying sections is better than having to restart entirely. Good luck on the rest of the run, that fight is a pretty difficult one for sure. I'd have done better if I could have laid about a dozen mines all over their dining room. I waited so long for them to finish cooking and serve me a meal before deciding that I was meant to kill them. I was annoyed because I was like 80 persuasion and couldn't talk my way out of their house, really wished for better lockpick skill at that moment.
  12. I'm not entirely sure this style is for me, personally. I would enjoy seeing SAM and screaming like a terrified school child, but I wouldn't really be able to like the fact that Robophobia kept me from using the "tank and spank"iest companion in Supernova.
  13. I'd say that people who start the game on Supernova and refuse to lower the difficulty even when it presents issues they don't like, are "try hard"s as much as I dislike the term. You don't have to play the game on supernova. You don't have to ignore the tutorials that walk you through your ability to change companion AI (why not all of them have a "mixed" setting I can't quite be certain of and it's unintuitive to find new settings in a system you've already looked at) and so on to make Supernova less onerous. No one said you had to start Supernova not being aware of the fact that the game autosaves every time you go to your ship and thus you basically have "Save anywhere away from enemies outside of locations you can't fast travel from." I'm not sure I'd tell you to seek therapy, but it sounds a touch masochistic to me. I absolutely think that the greater needs for sleep and food and drink should be available separately from difficulty settings, but beyond that you're sticking your foot in a bear trap and asking me to feel sorry for you because you hurt your ankle. You did it to yourself, and are arguably continuing to do it to yourself. Don't get me wrong, for my second run I'm going through in Supernova, and it frustrates me at times to the point I quit playing the game for awhile. That doesn't mean that I couldn't turn the game down to Hard at any time and never deal with the most frustrating aspects that way. I can finally resurrect my companions by puffing on my handy vape, so.... woo hoo? I guess? I've got mixed feelings about a number of aspects of the game, but I really would like to see the game offer a more difficult setting as well as extending the use of greater needs to players who don't want to see companions permanently die when they have the fewest resources to deal with that issue, and have to reload if they don't want to accept that. You can save any time in the overworld, just by travelling back to your ship and reloading the autosave that generates.
  14. Ahhhh, well, yes for the subset of skills you want to be good at and are middling at. It still makes sense though, if you're naturally great with sciences, but want to be an engineer you might do really well at Medicine but you're really after that Engineering. You get told repeatedly that your handwriting is illegible, so you must be a doctor or lawyer "when you grow up" and yet you want to pump liquids and air into frakking systems and pneumatic drives, you live for the day your robot can move about by itself. To hell with medicine, I want advanced knowledge of Engineering. So, despite having 100s in biology and similar sciences you have to work for your engineering degree, it takes effort and you sometimes make poor grades. All of it, to me, seems pretty realistic and human. YMMV.
  15. Do I... have to post an image of my skill tree? Okay. You're mistaken, it happens.
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