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Showing results for tags 'Perks'.
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To start off, i find the combat system fantastic, with emphasis on having a threat system, promoting more difficult team play at higher difficulty settings. Coming from an MMO background, and mostly experienced as a tank, i love that Grounded has implemented this mechanic! Is there a possibity of a Perk/Talent/Mastery system? It would really add a great amount of depth, replay-ability and additional customization to the game... Has anyone else wanted, or thought of something similar? -NNZ
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I believe the Assassin perk is broken and not functioning with the Whisper-Quiet Muzzler. Damage does not increase when I install this mod on weapons to get them down into the range of 2.5m or less. If it is working as designed, the follow up question would be what is the point of the perk then? I've gone through stores, my storage and inventory and only could find one weapon type, the saber, that starts with a default below 2.5m. That weapon's listed damage actually did go up when I bought the perk. So, either the interaction with the mod is broken, a display bug isn't showing the new dps, or the perk is practically useless and the description needs to change to reflect it only modifies one type of weapon. Can someone confirm which one it is? Thanks
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There are consumables and some of them have tags. One of the tags is "Meat", which increases base HP. It would offer more role-playing options, if there was a "Vegan" perk, reversing this bonus (like, -50% base HP, if it is meat, +10%, if it is not). And it would be nice, if there was the option to play as a left-handed person. Considering that it would affect only animations and the animations are independent from each other (as far as I know), it would require just mirroring the existing ones for the PC.
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I was given one of the choices for a flaw a while back for a perk and I took the perk, it said something about being paranoid of getting caught by guards. It said it was an exchange for a -1 on a skill but now it growing and its up to about -3 on each perk now. Its caused my temperament to become below average and I cant even heal at using anything! Im not sure if this is absolutely a bug but even if it isnt, its absolutely game breaking for me to try survive with a sliver of health. I cant even get out of the area im currently in because im prone to being one shotted.
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EXPECTED: The Armor Master perk says it will provide a "^100% Skill Bonus" from "any armor you wear". ACTUAL: Armor Master multiplies both bonuses AND maluses by 2. STEPS TO REPRO: Choose Armor Master Equip an armor with a skill malus Note that that skill malus is doubled versus the one levied upon a character without the Armor Master perk I doubt this is intended behavior, as all other perks in The Outer Worlds are straightforwardly advantageous and don't come with downsides.
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Howdy there, I just now noticed that when I used the Re-Spec machine on the unreliable it deletes the special perks that my companions have. For example; I just finished Pavroti's personal quest and she gained the "enchanted evening" perk. After I used the machine , and redid all her perks, she did not regain that perk. I've already used it once and am now just noticing this. Is this a bug or a feature? I don't know what to do to restore this other than just not use the machine. Any help would be appreciated! Thank you, Concerned Player
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Hey! Just curious what people are going to play as their 1st build. I’m personally thinking of a charming sneak thief that is high in leadership. I’m wondering if I can do a totally pacifist play through. I’ll sneak everywhere in disguise and if I get caught try to talk my way out of it, and if all else fails my companions can get their hands dirty. I’m just curious if this is even plausible early game... can you befriend marauders? Not kill aliens or robots? Thoughts please! Thanks!
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If you have completed a companion quest that grants a unique perk to that companion (eg. Clean Sweep for SAM, Tuned In for Vicar Max) and use the respec machine, those perks are removed and there's no way to get the quest perk back. You get an additional perk point to allocate for that companion, but there's no way to use it for the quest perk.
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I would love to see more interesting, gameplay changing perks, or a flaw system where you do not get a perk point but some tradeoff, for example: Go Slow, Reach Farther: If time is money you are rich. You cannot sprint anymore, but you walking speed is increased by 25%. Nerves of Glass: Spacer's Choice developed a neuro optical implant allowing for fast reflexes, unfortunately the glass wires can break easily. TTD time increased by 100%, health decreased by 50%. Far Sighted: +50% damage at distances above 15 meters, -50% damage below 5 meters. Space Ninja: You get 40points in sneak, but only when your carry weight is below 50kg. Wisdom of Elderly: Thanks to your old age, you are more experienced (gain 3 levels immediately), but also frail (movement speed -25%, can wear light armor only). Fight Through the Pain : You do +50% damage against enemies, but 5% of that hurts you instead. etc. This combined flaw / perk solution would be more immersion friendly. Right now many perks seem to be by the numbers, and having a flaw right permanently crippled does not seem to worth the to accept with the current perks. Companion perks (with the exception of the highlighted ones, have nothing to do with the companion's skill or personality, and thus are not so interesting. Summary: Please make perks interesting. Thanks.
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Hello.......... I was wondering if this game will feature a companion(s) system allowing you to meet AI in the worlds you travel too and allow them to follow you? So when travelling around doing side quests or general casual play these companions can aid you in fight. Having the ability to change their appearance/equipment and all that stuff. Would love to know as I think this really does help the game and allow you to play through in different angles/approaches. Cheers, Blathered
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First I'm not a backer, but I have this game on my focus. (Buying it at release if I think it's worth it.) So my only experience is from reading the wiki and footage from the beta. At first the concept of godlikes has appealed to me, but now I think the effects are to low for "godlike". Now there are only marginal effects. Pro: - few people will love you - small attribute bonus - one unique passive ability Con: - most people will hate you - no helmet How about giving it more impact? The people thing can stay, but instead of small boni it should be big boni balanced out with big mali. So it will add choice especially in combination with the classes. (And thus diversity.) So you can choose a godlike to further increase the strength of some classes (in return to increase their weakness) or balance out weaknesses of others (in return to decrease their strenghts). Easy to add: There could be added a skill bonus/malus, like nature godlike with bonus to "survival" and mauls to "mechanical". Or the fire godlike with bonus to "athletics" and malus to "stealth". Harder to add: There could be some boni to related abilities and mali to nonrelated, like death godlike with a bonus to any debuff ability and a malus to any buff ability. Or the fire godlike with a bonus to any "fire" and "combat" ability, but a malus to any "nature" and "heal" ability that is not fire or combat. This would add to some interessting choices between godlike/nongodlike and classes. For example you can choose to be a fire godlike as druid and therfore greatly improve your capabilities with your spirtform (combat) and the few fire related abilities in extend of weakening most of your other abilities (nature). Maybe the nature godlike is the exact opposite and if you choose to be nongodlike you stay balanced in all your abilities. Maybe add some weak related abilities which the godlike gets regardless of class. So if you chose the fire godlike and mage you improve your "fire" magic but you will learn it's fire abilities anyways or you chose fire godlike and barbarian and miss the boni to "fire" magic, but that may be your only way to gain some fire magic with that class at all. (Ok, it would be OP with the boni to "combat" and the mali to "nature" and "heal" which the barbarian most likely doesn't have anyway, but that is only a suggestion to show what I mean.) TL;DR: Give the godlike more impact (positive and negative) to make it a true choice. Note: I understand why a godlike may not be able to wear "any" helmet, but since you can craft armor yourself why not adding a few non-lootable helmets specifically for crafting and godlikes? If you are allready able to craft a helmet you will have no problem making some holes in it for horns or something individual that fits your own head regardless how "special" it may be formed.
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So having nearly completed and explored just about everything in this game, I have yet to encounter any bugs, but some of the gameplay is so insanely frustrating and arbitrarily senseless that I have wanted to punch my laptop. BUTTON MASH QUICK TIME EVENTS These things in your game are an abomination, they don't serve to better the gameplay or increase the challenge, they make the game ANNOYING, FRUSTRATING AND NOT FUN! I nearly stopped playing when I hit the Alien Probe event, and again at Randy's Abortion, it's ridiculous Alien Probe: pretty much can't be beaten with a keyboard, unless you want to damage it. Randy's Abortion: the dilation part is again impossible to beat with a 360 controller without damaging it, and the suction part needs a better indicator. The needle part does not respond correctly to your button presses sometimes, just to screw you over. Goth Dance: obnoxious, has to be done nearly perfectly to get it to work, I've missed like, three or four presses and that caused it to fail, again, better indicators needed. Boss Fight Quicktimes: Kenny's summons are not the worst but really annoying when you have slow reaction time and aren't expecting it, theres no real warning. FINAL BOSS For the love of god make a checkpoint happen right before farting on kenny's balls or at least refill the player's mana. I deleted my save in frustration because after that whole long-winded boss fight I had no mana, used a potion and ended up overloading on it and letting cartman die, causing me to have to replay THE ENTIRE FIGHT. ugh. SAVING Saving needs to happen on-the-spot recording everything that's happened instead of just shunting you back to the last checkpoint and clearing all your progress, again, obnoxious and arbitrary and a poor way to use saves in an RPG STATUS EFFECTS Burn and Bleed might need to be toned down a bit, they're kind of insanely powerful Stun, Sleep, Gross Out and Pissed Off on the contrary are useless at the end of the game because nearly everything is immune to them. Maybe give these statuses alternate effects on immune enemies or take away some immunities, because they become pretty much worthless by the time Nazi Zombies become a thing. BUDDIES Jimmy is just awful, there's almost no reason to use him, he does no damage and only boosts your PP, which you can do with a potion, and if you have the perk you can get the Attack Up his buff would have given you for using said potion. Also the potion doesn't take up a turn. Make Jimmy;'s quest give him the Flute as a weapon that deals AoE damage to everything and inflicts a debuff, that would really help, also giving him some form of healing, give him HP/PP regen buff as his special ability instead of PP boosting, this would make him really good Stan's final ability is awful, just awful, his spin does more damage, to more enemies, please fix. Kenny is kind of bad all around. he's hilarious, but pretty boring and sort of an "everyone does his job better" character. I still feel like he should transform into Mysterion sort of like butters does. ENEMIES Enemies have a large number of issues: 1. They're dumb, and can't prioritize targets and don't really use strategy 2. They don't even use the same mechanics as the players, they can't block, counterattack, or use free items 3. They don't have a very wide range of abilities, except bosses, and the ones they do have are generally solved with a cure potion 4. Strange, sometimes arbitrary values of XP for defeating them, I've gotten 5 XP for killing 4 elves and 20 XP for killing 2 elves, both at level 4. 5. They can't change positions at all, might not be a bad feature to implement in DLC. 6. Late game most enemies are just obnoxiously hard to kill with really high armor, there's not much variance, no squishy super high damage mages or super beefy heal tanks or back rank snipers, just lots of nazi zombies. EQUIPMENT The leveled class-specific gear you get for completing portions of the main storyline is generally completely useless by the time you get it. Also some gear is just flat out broken, like the SWAT Helmet, which can allow you to pretty much win every non-boss fight without ever giving your enemies a turn, just drink a cheapo 2$ speed pot, AoE damage/debuff effect first hit either a spell or a bomb/bouncy weapon weapon Bleed/Burn on it, then go to town with the Katana (also stupid broken) one dude after another. Also the weapon system doesn't make a whole lot of sense, once you get the Katana basically every other melee weapon is a worse choice. You really need to split the balance better: Statistically superior weapons and armor with no strap-on/patch slots Weapons and armor with unique effects and 2-4 strap-on slots but really low/no overall stats Some stuff that fits somewhere in the middle of those two And WHERE ARE MAH SET BONUSES? you guys went to the trouble to include all these armor sets, but no full set bonuses? WHAS UP WIT DAT? PERKS Some perks are basically mandatory like the one that gives you Attack Up every time you use a potion, or the +20% to HP, others are totally useless and serve no purpose at all, like most of the fart perks, might want to do some tweaking. Moar Perks is never a bad idea either. MANA What the heck is up with the mana mechanic? I never seem to have ANY mana at all because it apparently doesn't come back after fights or even regen over time and I can't fill it up because I'd just crap myself, needs some work. I might suggest that instead of mana potions, all potions increase mana very slightly, and mana regens over time in the game, and you can use toilets to lower mana, and you get one turn to use your overloaded mana before crapping yourself except against Jimmy's Brown Note. OVERALL COMBAT BALANCE The basic mechanics need some work, because nerfing/buffing other aspects of combat could make things worse or better, take things as a whle and just try to make combat more interesting, make mechanics flow together better. ~~~~~ Now that I'm done, I just wanted to take the time to say thank you for making such an awesome game, and I hope you can make it even better.
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I don't think the devs have talked too much about how the character creation will be yet, but one thing I loved from both arcanum and fallout were the different strengths/flaws/perks that could make your character feel much more unique. Often times though, they are usually made to make the character stronger in some way, with only a small penalty at something at most (since most people don't want to gimp their character voluntarily). While I would like that too of course, I would also be happy to see some more serious flaws. I actually googled a little about this and found this page: http://www.dandwiki.com/wiki/3.5e_Flaws Some examples from there are: 1) Favorite target = For one reason or another, you find yourself the chosen target of the enemies your party fights. 2) Fear of magic = You find magic incredible frightening. 3) Narcissistic = Your devotion to your own beuty tends to be distracting 4) Pyromania = You love setting things on fire and watching it burn! Now, I can think of a few ways on how to go about this. Either once could simply be FORCED to pick at least, say 2 of these traits to continue the character creation, so one would normally pick the least worse traits for the character they are going to build. OR, you woud at the end get these 4 traits chosen randomly for you. Of course, there should be a button to "reroll". Kinda like the dice rolling when doing your stats in the Baldurs Gate games. Usually I hate dice rolling for stats, but I think I would like a system like randomizable traits like these for some reason. To make an example for the latter, say that we are trying to do a sorcerer of some kind. Trait (1) is obviously quite the weakness for a very squishy character, and um, trait (2) would certainly be an "interesting" choice for a sorcerer... (3) Is a really small weakness, and can even be "desired" for your character depending on how you want to roleplay. Trait (4) would probably add some extra damage to your fire spells, and might also lead to some extra conversation options... Or lack thereof, if you see a village burning you cant bring yourself to stop it, and instead just admire it... Now, imagine the same scenario, with the difference that we are trying to build a tank like character. Suddenly (1) becomes a strength and not a weakness, while the others become mostly smaller annoyances to different degrees. Of course, there is one major weakness with a system like this: You might WANT to play a narcistic character, but keep clicking the "randomize traits" button over and over without it ever showing up - and when it does, the other traits are the worst possible for your specific character. It might be an idea to give the OPTION to select these traits manually, one by one. Maybe letting this be an option unlocked after the first time you beat the game? Thoughts?
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I've mentioned Weapon perks before, but I thought it warrants a more in-depth explanation. What are these exactly? In short they'd be similar to character feats (D&D) or perks (Fallout), only attached to a weapon (not all of them would be beneficial, however), e.g. 1) Harder to parry against (Flamberge); 2) Tiring to use (Greatswords); 3) Light (Smallsword); 4) Can misfire (Firearms); 5) Can be concealed (Daggers); 6) Ignores armour (Firearms); 7) Increased critical chance (Rapiers). How would it be decided which weapon has which perk? Here are a few methods : 1) Some would be attached to a certain weapon type (or subtype) automatically, e.g. - all weapons categorized as Greatswords would have the Tiring to use perk by default. Flamberges (being a subtype of Greatswords), however, would additionally possess the Harder to parry against perk. 2) Others would be a result of training (or lack of one), e.g. - a character proficient in the use of Greatswords ignores the Tiring to use perk attached to them; - someone not skilled in the proper use of rapiers can't exploit the Increased critical chance perk they possess; - a particularly skilled combatant can add perks to a weapon, e.g. adding the Harder to parry against perk to rapiers. 3) Crafting could add or remove perks, e.g. - forging a Greatsword from a rare metal results in removing the Tiring to use perk from it; - conversely, crafting a weapon from poor quality materials could add a detrimental perk to it (or not add the default beneficial one). Perks would also allow the players to quickly asses weapons' strengths and weaknesses.
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Should there be funny (but useful) perks and traits available when creating and leveling your character? And should abnormally low stats/skills (e.g., intelligence) affect dialogue and gameplay in a humorous and not-necessarily-game-breaking way? Finally, should there be items/consumables/wearables that affect gameplay in a humorous way as well? For example, in the Fallout games, there were perks and traits that would give you bonuses (e.g., to defense and bullet resistances) while lowering your charisma (essentially a terminator-like perk) -- or ones that would cause you to leave a bloody mess wherever you went, or ones that gave you bad luck, etc. A couple ideas that would be silly but might still fit within a Project Eternity world might be: A Tarzan-like Attack/Defense bonus for barbarians that fight naked or in their undies (pixelated); can significantly affect dialog options and wandering around a city may cause swift fines and a difficult time talking to anyone, including party members. Depending on charisma and gender, may result in different reception from other characters -- e.g., you may be thrown in jail for indecent exposure. (Idea from here) A cursed trait that affects everyone else around you, but not so much yourself. Similar to 'Jinxed' from Fallout, but essentially affecting others a little more than yourself. This also makes it much harder to recruit and keep companions (either willingly with you, or alive). Can also affect dialog and plot/story options, for example a seer or tribal elder might chase you out of a village or city on account of you bringing bad luck wherever you go. Maybe even a lot of bad luck, depending on how long you stay in a place -- or maybe this could even be rolled into the overarching plot. As for stats/skills, in Fallout if your intelligence was too low, your sentences would be slurred and speech would take a significant hit. Should something like this be present in Project Eternity? Should abnormally low stats/skills affect gameplay, but not necessarily in a game-breaking manner? For example, if you had really low intelligence, perhaps your other party members (the few you were somehow able to convince to join you) would speak more often instead of you for dialog with other NPCs.. or maybe they'd be more likely to scheme against you or otherwise be more likely to try and use your quest to their own advantage? Similarly, perhaps having low-intelligence might make otherwise dangerous encounters somewhat less dangerous -- perhaps NPCs would believe your character too stupid to understand what they are doing, and less likely to try and kill your character or throw them in a dungeon? Finally, should there be items or wearables or consumables that affect gameplay in a humorous (but potentially useful) way? For example, maybe there's a particular type of food made in the Swamplands of Whatever, which, when consumed, causes the character to smell so badly that their entire party will be forced to follow at a significant distance. Walking into a city square will cause residents to flee, and any attackers with working sinuses will likely hesitate before attacking you, and will always prefer to stay far away rather than be overwhelmed with your 'odor'. Dogs, wolves, and most other normal animals will also opt to run away from you, potentially making it a useful tool when trying to access otherwise inaccessible (or very dangerous) areas. This item might even be part of a quest (rather than something you can purchase in a store).
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