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DanielPaul89 posted a topic in The Outer Worlds: General Discussion (NO SPOILERS)Dear Obsidian In response to your fantastic game, please consider my priority list for The Outer World 2. Please please include; Customisation of the SHIP! or possibly the ability to build a ship from scratch!? A Player Home: How about we can terraform a moon and build a settlement/moon base? Implement some of the 'build' software from Grounded? More of ADA! And generally more of everything! More planets, moons, stations - a new star system maybe? Awesome work! Love this game! Everyone boycott Bethesda and all hail Obsidian!! P.S. - Please join forces with CD Project Red and make an epic open-world high fantasy game to rival the burnt out franchise that is The Elder Scrolls? Further suggestions encouraged in the comments..
Okay, so far I am "only" lvl 12 and in my first playthru. But I have a few issues: Same problem as in Mass Effect 1: The weird combination of Guns as Vendor Trash and illogial tiers (Suddenly I find a light assault rifle that is better than anything I have just because I'm lvl 12). Reminds me very much about ME 1 but at least there I could reuse my mods. 90% of the writing goes for one companion. I love her, like almost everyone else. But it is clear Parvati got almost all the writing. The other characters I have so far (3 of six excluding Parvati) are all ranging from "cool, but nothing special" to "yawn, I guess I will never be using you, you are just pointless"). Doesn't help that the 5th companion, that I just came across, has an introduction that makes me want to NOT pick him up at all. I don't know why causes it, but something makes the combat much more disorienting than in say Mass Effect. Voiced protagonist. That's a very divisive opinion, but I definitely enjoy Fallout 4 more than 3 or NV because of this. Length... I am maybe a tad greedy, but this is the most expensive game I have ever bought. Not hyperbole, but normally PC games in this country are between (approx) $45 to $55 including 25% VAT. This game was $65 PLUS 25% VAT. That is Console game prices. Combine this with a "15 to 25 hour game" according to Obsidian themselves and well... very little bang for the buck.
- Character selection circles colored by the character color from inventory screen, would make it easier to just glance at see who's who in tight situations - Confused characters should act as neutral (yellow?) in combat. I hate when the party attacks their confused allies or can't attack (unless forced with A) enemies. - Action queue shows up top of the toolbar when selecting a character, and in the screen (dotted line for move orders). Chaincasting / using skills is quite tedious right now. There's a small window when the spell starts to go off to when it's cast while assigning new orders is confusing. - Pathfinding needs some work, with more than 2 melee characters (even if the other guy has reach) you need to micromanage every attack order. - Color-code items more, plain fine,exceptional etc. items should stay blueish, if the item has other magic properties make it green and if it's an artifact make it yellow/goldish/bronze tint. (Sell all plain items button anyone?) PS. The auto-pause options are amazing!
Ieo posted a topic in Pillars of Eternity: General Discussion (NO SPOILERS)I'm neutral because I adapted fine to all the magic mechanics I've come across. Instead of bemoaning Obsidian's basic decision on spell/ability cooldowns, let's have some constructive discussion on what can be done right with them. From Kickstarter comments Q&A (linked from Known Information sticky): Josh comments: (Geez, it's a fair bit of work to quote things when a thread is locked. )