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Found 10 results

  1. I sent an email to the support team with this suggestion for future content, but I'll copy and paste a portion of it here and include additional thoughts for discussion. Obviously guys have GREAT writers and game designers in general, though I feel like a little more could have been done to slake our inner psychopaths. I hope this post will reflect on how weird your fans are. Why not more options for an evil playthrough? For example, when at the power plant on Terra 2, how wicked would it be to choose to just shut off the power for both settlements have everyone after your head? OR, perhaps divert the power frivolously to an abandoned settlement that can’t support life but has a big secured vault that can only be hacked and opened when it’s powered. The vault would contain armor, weapons, bits, consumables, everything person needs to get an early boost to selfishly progress through the game and get the heck off that planet at the expense of screwing over EVERYBODY. It would be a softer equivalent to nuking Megaton in Fallout 3 — which I only mention because you worked on the Fallout series too. It would be great timing, too, since you’re done with that part of the map in terms of the main story anyway, so it wouldn’t have a negative impact on a persons playthrough. Also, the gunship cannons on Monarch. MSI. Iconoclasts...why not keep those for yourself?!?!?!!??!!?!?!?!?!?!?!?!?!?!? SAM and Ada can help get those installed. Maybe have that new addition go toward your total "intimidation" rating? This can lead to new speech XP yielding speech checks, for example, in Felix's companion quest, "[Gunship] If we cross paths again, it'll end with you and your crew getting blown to pieces". Maybe have a special attack that has Ada or SAM rain down fire on enemies over an area from the ship's armament. Maybe an additional quest or two that unlocks after you choose that option? That's my bit of Outer Worlds fan fiction for the day.
  2. So I am a Cipher, and I went for the Cipher ending in the Quest line "Blood Legacy" and because I also knew that the Lord had forced sex on his niece to make her birth a child, I wanted to absolutely murder him. Now it says that I will get an "Extraordinary Dyrford Village Positive" for murdering him, but it doesn't mention the "Major Negative" to the Defiance Bay that you are greeted with in the next screen. The odd thing is, when I went to check how badly it effected my reputation, It had not dropped one bit. It remains "Hero". And because it was only a minor rep boost that barely put me over the last Reputation rank with them, I would think that I would be dropped a whole rank after this decision. Also I talked to a villager outside of the Inn and he and his group thought that the Murder was crossing the line, so I am a bit confused why they call me a hero. (The pictures may be 900KB to 1.2MB, But they are 'Too big to upload" So Here is an imgur link to them) http://imgur.com/idYVhcM&FoFdx5C&L3Clfua&LidjLYz I guess it's not as much a bug as a couple of overlooks in this dialog, but I wanted to point it out anyway.
  3. Description: After selecting a single character, accessing the options menu via ESC key results in load, save and quit + reassure dialog to malfunction. After clicking either one (accept after quit), the menu drops back into the game. I'd expect either the load or save menu to appear, or the game should quit respectively. Steps to Reproduce the Issue: Select a single character by clicking onto the portrait. Hit ESC key and click Load Game for example. I seem to be able to reproduce this almost everywhere. Additional Info: Reselecting the whole group cures this state sometimes. At other times that is not enough and you need to move the whole party around a little to make the menu items work again. This worked for me 99% of the time. System Specs: MacBook Air (13 Zoll, Mitte 2012) Prozessor 1,8 GHz Intel Core i5 Speicher 8 GB 1600 MHz DDR3 Grafikkarte Intel HD Graphics 4000 1024 MB OSX Yosemite 10.10.5 (14F27) Output Log / Savegame: Output Log and Savegame can be found at dropbox. Cheers Tim
  4. Description: I've entered Lle a Rhemen after completion of the 2nd act having sided with the Crucible Knights. After selecting "Yes, I would." at the stone head for the soul transfer (to create the Cloudsplitter weapon), the animation / cut scene / scripted dialog does not continue, end or fade out. The dialog box closes but I'm left with no HUD, no way to select characters, scroll or zoom. All I can do it tweak options, load games and quit. Steps to Reproduce the Issue: Place two characters on the pre-selected plates on the floor (those light up, when walked onto) which triggers the sripted cut scene. Then select "Yes, I would." The save game is exactly before placing those characters onto the plates on the ground. The result is shown in the screenshot. Additional Info: I had a similar experience at the showdown with Aelys and Wymund in the Dyrford Village Blood Legacy Sidequest. A different fighting approach (fallback to melee only to the end of the fight) after wiping Aelys' mind via Grieving Mother and prior to the cut scene where you tell Aelys to go, helped avert getting stuck in the cut scene after the dialog. Need not have anything to do with this bug but the experience of being stuck was exactly the same. I'm not able to circumvent the problem in Lle a Rhemen though. System Specs: MacBook Air (13 Zoll, Mitte 2012) Prozessor 1,8 GHz Intel Core i5 Speicher 8 GB 1600 MHz DDR3 Grafikkarte Intel HD Graphics 4000 1024 MB OSX Yosemite 10.10.5 (14F27) Unity Player.log tells me: Failed to execute flow chart script data/conversations/08_wilderness/08_cv_rhemen_soul_transfer.conversation Void StartCutscene(Guid)( b27e7ca1-483e-4a60-afcb-d5ab7947fe6e). Output Log / Savegame: Output Log and Savegame (quicksave) can be found here on dropbox. Best regars Tim
  5. I noticed today that when I load and play a converted save in 1.05 Beta, when I go to a store and hover over an item from stash or inventory, the item info is still shown (item bonuses, item type, etc), but the price/value (how much you will get paid for it at this particular shop) is no longer shown. I have to right-click the item to find out the selling price. I found this info important when deciding what to sell, and it was much more convenient to just hover over item after item. Was this a deliberate change, or an accident, or is it something that only I am experiencing? I looked on the forum, but didn't find anybody commenting one way or the other. Is anyone else having this issue? If so, will it be fixed in an upcoming patch?
  6. Just started playing and I'm excited. But I'm getting hung up on something little at first, and looking for advice. To start with I see this for dialog. BUT I HEAR the voiceover start reading immediately starts talking and so I hear: ...while I'm trying to read the first part. So then I have to wait until the talking is done and re-read it from the start. I assume it will do this the whole game? I feel like this is going to take me out of the experience. I just wish it paused a little to let me read.
  7. When I initiate dialog with an NPC, whose stats determine the conversation options? The protagonist's? If so, why doesn't the protagonist always approach the NPC? In the IE games, the selected character would initiate conversation; if more than one character was selected, the "leader" (topmost portrait) would engage. The character who initiated dialog determined the context of conversation. It might be more intuitive if the protagonist always initiated dialog OR if you could pick a character to speak with and have their stats determine dialog options (not recommended, since this way you'd feel obligated to build a party with one maxed stat each to unlock all options).
  8. Just musing over a point that I've noticed while playing PST recently. I've played a lot of IE games and installed various mods as well. Different writers use a different style to accomodate describing actions / other narrative as part of the dialogue. Some use (parentheses), some use *asterisks*, some use traditional "speech in quotes". Just wondering how you prefer it to be handled. Examples: You'll have to pay for that! (her eyes dart between your party members, trying to keep you all in sight) 1. Ok, we'll pay 2. (Attack her) 3. (Run away) You'll have to pay for that! *her eyes dart between your party members, trying to keep you all in sight* 1. Ok, we'll pay 2. *Attack her* 3. *Run away* "You'll have to pay for that!" her eyes dart between your party members, trying to keep you all in sight. 1. "Ok, we'll pay" 2. Attack her 3. Run away You'll have to pay for that! her eyes dart between your party members, trying to keep you all in sight 1. Ok, we'll pay 2. Attack her 3. Run away Or is there a better way?
  9. Will we have to do a lot of dialog reading like the ole IWD classics or will we be treated to top notch voice acting? God Speed!
  10. So I read that the devs plan to have low Int/Cha dialog, which sounds fantastic and reminds me of the Malkavian option in Vampire the Masquerade: Bloodlines, but at the same time, this also reminds me of games where NOT maxing out your communication blocked off most of the game. I can't recall exactly which game it was but I know I've played games where if your communication skill wasn't high enough you couldn't accept any missions, or even continue the game's main quest, and the few missions you could accept all had bad endings because the peaceful resolutions were all tied to high communication skill. Another related issue is the question of whether the player character is the only character whose communication skill is used in dialog options. If so then that heavily skews the player character in favor of high cha/int classes. That could potentially be a really jerk move, since that's one of those situations where the player has to make huge decisions at the beginning of the game, the gravity of which they won't discover until it's far too late. In short, I hope they don't go overboard and put too much emphasis on the dialog system compared to other potential options for solving missions.
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