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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. 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.
  2. 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.
  3. 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.
  4. 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...
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. Do I... have to post an image of my skill tree? Okay. You're mistaken, it happens.
  14. I'm sure Obsidian is aware of the outpouring of community support for The Outer Worlds, and I'm excited that so many people feel so strongly about modding the game. That said, even if Obsidian wants to and plans to release tools to make modding the game easier, they have two corporations who they need to deal with in order to get it done. That means that the last person who could make the announcement is Obsidian. That said, Microsoft's shareholder meeting is in December, so there is reason to hope that they are working on an announcement bigger than "The first release from our newly acquired subsidiary sold well!" regarding The Outer Worlds. I'm personally waiting to see someone tell me whether The Outer Worlds is set up to utilize the unfinished mod path Unreal Engine supports (attaching mods as plugins) so I have some idea whether the game is already built to support modification inherently because if it isn't modding the game is going to be much more difficult. If it's built to attach mods as plugins, then the modular nature of the game world etc. will make it an amazing title to mod. If it isn't, I'll be disappointed, but that won't mean that The Outer Worlds 2 won't support modding from the ground up and I'd rather the game get development focus than the mod tools. TOW was made on a budget, any sequel would have Microsoft's support. I'd liken it to the difference between Shadowrun: Returns (and the story Dead Man's Switch) which was similarly built on a budget but the focus for the team was modding and mod tools. The story itself was... not good, it was actively bad in the sense that it was an RPG with no choices nor consequences, just a linear set of missions to take your character through. They managed to do a good job with fleshing out various paths for different types of characters to progress, but the mod tools were kind of a bust. They were complex, intimidating, and not much of the better Shadowrun content was released for Returns. Dragonfall, without the need to focus on a tool suite for public consumption and documentation was a much more enjoyable story. Hong Kong was even better than that, and while Battletech (HareBrained Schemes' newest game) is not built to support mods it has none the less been the recipient of more impressive mods and support from the community than any of the Shadowrun titles had been. I want the game to get mod tools, but Kingdom Come: Deliverance promised mod tools and then they took until earlier this month to release them because it can be a complicated process. Even if The Outer Worlds got mod tools, UE4 content isn't easy to generate for people working on mod projects (often in their spare time.) My point here isn't that we need to wait and see exactly, either. Building worldspaces in the Unreal Engine is something that can already be done, and what is the worst that could happen if you went to all the trouble of building an elaborate space station and it's not possible to mod it into The Outer Worlds? With UE4 it can be a standalone project if it can't be integrated into the game, map design and writing, iterating on enemy designs and positions... there's a lot of work good content mods would need that basically definitely wouldn't be wasted effort even if you couldn't make use of them for a mod for The Outer Worlds. I'm just trying to give people realistic expectations regarding the game and mod tools, I've seen commentary to the tune of "If someone is asking [about modding unsupported UE titles] they already don't understand what it takes to do so to the point it would take multiple years learning the Unreal Engine to even understand the difficulties inherent in the problem" which I personally find kind of dismissive.
  15. You actually don't have to up skills you don't want to 50, you have to up the group to 50, but I've made characters that are genuinely bad at things who have 35 points in one group skill and 25 points in another, while the group hit 50. From there I -could- continue to level the group for the remaining 2, or focus on the 50. It makes a bit of sense, except Hacking being a stealth skill which is a little silly, but they didn't want 4 skills in one and 2 in another so I get why it's like that. If you're a good liar you're probably going to be good at pretending to plead, so why not actually plead with or even threaten people? Even if it's not your preferred method of operating. If you're good with science generally you're probably able to comprehend the human body as a machine operating on hydraulics, even if your primary expertise is in engineering. If you're good at taking a hit, you're probably aware that hits you don't take are good for you. If you're good at swinging a baseball bat, you can probably manage a billy club without injuring yourself. All of it makes sense, what makes less sense honestly is the idea that I could be the world's greatest liar but I can't convince people of the truth, I could be the world's foremost fencer but if you gave me a greatsword my brain would turn to goo and drip out of my ear. That's common in RPGs, but it's damned silly, and I like the way the skills are handled in The Outer Worlds. With that said, I would have preferred the ability to pick from two perks (not a forking path necessarily, which would have required 8 skills for 100) for 60/80/100 so you could customize your character in a more robust fashion.
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