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Further investigation: It seems you have to enter your ship for the timer to trigger. Sleep anywhere else in Roseway for as long as you want - Anton doesn't disappear. Sleep 12 hours and then enter and exit your ship - he's gone. I guess this is happening because by entering your ship you're considered to have left the planet.
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Scratch that. I see what caused it now - the passage of time! I loaded up a saved game from before Anton disappeared, slept in my ship for 48 hours, he was gone. Going to the ship and back to town without sleeping, he was still there. It may be a timer triggered by the conversation you have with him after Jameson returns.
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I see this has happened to a lot of people. Here's how things went down for me. After the Jameson quest, told Anton Byzantium wasn't all that great etc. Went through the hills and entered the Covert Lab through the vent before meeting Lillian. Spoke to Cassandra first, didn't accept her quest but didn't kill her either. Spoke to Porter. Gassed the raptidons. Headed back to town through the vent without finishing up because I was carrying too much stuff. At this point, Anton was already gone. I was hoping he'd show up again later, but he didn't... EDIT: Actually, all this is irrelevant. Scroll down for more.
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New Obsidian IP Announcement at X019
Infinitron replied to Infinitron's topic in Grounded: General Discussion (NO SPOILERS)
No such thing anymore. Xbox and Windows 10 exclusive, maybe. -
New Obsidian IP Announcement at X019
Infinitron replied to Infinitron's topic in Grounded: General Discussion (NO SPOILERS)
Haha, pretty sure he means two different IPs. -
Something Awful, badgame.net https://jesawyer.tumblr.com/post/188915786456/will-there-be-a-pillars-3-that-is-not-something That is not something that I get to decide, but I do think that the relatively low sales of Deadfire mean that if we consider making another Pillars game in this style, we’re going to have to re-examine the entire format of the game. It is difficult to know exactly why a sequel sells worse than its predecessor if both games review relatively well. Is it because the first game satisfied the existing need and the audience just wasn’t interested in the second? Is it because awareness was lower for the sequel? Is it because despite the strong reviews and the strong sales for the first game, people didn’t “really” like it? Maybe it’s a combination of all of these things. The problem is that without really understanding the reason(s), it’s hard to know how to move forward. It would be easier in some ways if Deadfire were also a colossal critical failure and we could point to the massive screw-ups that we needed to address. Players did criticize the low difficulty at launch and the main plot, which I think are fair and reasonable, but those problems alone don’t really explain the difference in sales. And while player reviews were weaker for Deadfire than for Pillars 1, professional criticism tended to say that Deadfire was an improvement over the first game in most areas. (Yes, Deadfire has an 88 Metacritic and Pillars 1 has an 89 Metacritic, but IMO Pillars 1′s review scores benefited from a nostalgia bump.) Players who hate RTwP combat will say that it’s because Deadfire continued using RTwP combat, in contrast to the phenomenally better-selling (and better-reviewed) turn-based Divinity: OS2. Even if that’s true, Pathfinder: Kingmaker, which generally had lower review scores than Deadfire, sold better than Deadfire and had RTwP combat. I’m sure some of the people reading this think they know precisely why Deadfire sold worse than Pillars 1. I don’t have that confidence, which is one of several reasons why I am leery about trying to direct a sequel. I couldn’t give our (Obsidian’s) audience the game that they wanted and without understanding where I went wrong, I would be guessing at what the problems are and how to remedy them.
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Details for Twitch Plays The Outer Worlds
Infinitron replied to Shyla's topic in The Outer Worlds: Announcements & News
It's live now: