Juan002 Posted yesterday at 10:40 AM Posted yesterday at 10:40 AM Hello guys at Obsidian and forum! So far I'm enjoying The Outer Worlds 2, despite of some bugs (yes Inez, why wouldn't I be able to recruit you yet...?) and the heavy and long shaders compilation at every start of the game. About 7 hours in and Paradise Island cleared, I thought I would throw in some suggestions for you to consider implementing on the next patches, coming from a person who has spent way too long on open world RPG's. Hope they'll be of use for all of us! UI: In the inventory, it'd be nice to be able to click on a weapon/armor and autoequip it, and at least be able to sort them out by damage/DPS or armor strenght. As far as working benches go, I should be able to distinguish exactly the weapon/armor I'm wearing right now so that I can know which thing I'm modifying from the get-go. And I think limiting weapon slots to armor modifications is not the best idea ever... Main quest: Awesome, nothing more to add. One of the best I've played in recent times. Secondary Quests: Most of them feel very short or are way too "fetchie". I know this can't be changed, but I'd love to see longer and tougher quests on future DLC's. I'm thankful to you as Murder in Eridanos was an awesome experience and represents exactly what a DLC shoud be to me. In the secondary questing department, Cyberpunk 2077 is still unmatched in my opinion. World: I know random events are normally a Bethesda thing, but as beautiful as the Paradise Island is, I don't feel really encouraged to explore it. Take for example the crub guy on that random house/lab: he has pretty nice dialogue but the quest is quiet boring. I'm sure there are ways to spice up the world or give us more specialised or juicy rewards like things that would max up some of our attributes (something which makes me sad that we can't see on the game). Companions: I know this is not a Bioware experience, but I would love to see more interactions among companions while I'm travelling. Paradise Island only has two so this might change later on, but banter truly helps with immersion and making them feel alive, specially with how close Niles and VAL are to each other. I won't talk about what I think about romances, but if a life simulation approach has any bearing on an RPG, there shouldn't be one without them, as long as they are properly implemented. That is personal opinion, though. Many ideas from the first hours of gameplay, but all in all I'm much appreciated for this more polished and superior experience coming from Outer Worlds 1. I loved the ideas and I love how they came into fruition to make this such a well rounded-up videogame RPG. Well done lads. 1
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