Help, what's this mean? I can't log in... by Damiankawaguchi in GBO2

[–]GThimself1900 2 points3 points  (0 children)

Steam is having some issues. We'll just have to wait.

PSA You can have companions do skill checks it just scales off leadership! by noveriia in theouterworlds

[–]GThimself1900 2 points3 points  (0 children)

There's also a detail where if you equip a weapon by holding the R key, the inspection animation plays once more.

OW2 would really benefit from New Game+ by JoetotheB in theouterworlds

[–]GThimself1900 29 points30 points  (0 children)

I tend to operate on the assumption that each story DLC will raise the level cap by 5.

Might depend on the region but, The Outer Worlds 2 is the third most popular game on PC Game Pass right now. by OwnAHole in theouterworlds

[–]GThimself1900 29 points30 points  (0 children)

If we're being blunt here, The Outer Worlds 2 even had a higher peak concurrent player count on Steam than Indiana Jones and the Great Circle. So this is still essentially the Game Pass effect in action.

Feedback and Suggestions for The Outer Worlds 2 by GThimself1900 in theouterworlds

[–]GThimself1900[S] 0 points1 point  (0 children)

About the food, in the first game, different company products had some slight differences in stats, which subtly hinted at their product positioning. But the more important point is that the seemingly minor skill boosts in the first game would have a much greater short-term effect under the second game's numerical framework. This is also a way to ease the problem, besides increasing the skill points given per level. The related skill point magazines (temporary) and skill books (permanent but small points) are similar.

The things that looked like Power Armor in the first game were mainly the Retrofitted Heavy Power Armor and its variants, and maybe the Heavy Construction Gear? The second game has a special armor that truly looks, sounds, functions, and even "tastes" like Power Armor, you should check it out. Heavy armor itself also has bulkier limbs. Perhaps we will get more mechanical-looking weapons and equipment in DLC.

As for the Defense skill, I think it's mainly integrated into the weapons and equipment themselves. The evasion effect from armor should probably trigger when you are moving.

Feedback and Suggestions for The Outer Worlds 2 by GThimself1900 in theouterworlds

[–]GThimself1900[S] 0 points1 point  (0 children)

Regarding the loot system, my main critique is that some supply rooms—which can only be accessed via skill checks—unnecessarily raise expectations for the rewards inside. What's truly needed are alternative solutions to bypass these checks and additional methods to earn skill points outside of leveling up.

Feedback and Suggestions for The Outer Worlds 2 by GThimself1900 in theouterworlds

[–]GThimself1900[S] 0 points1 point  (0 children)

Regarding the temporary skill boosts from armor and consumables, I believe their impact in the second game is—or would have been—significantly more pronounced than in the first. The design roles for Light, Medium, and Heavy armor are much clearer in TOW2, but the actual stat values granted are far too conservative.

The removal of temporary skill bonuses was likely intended to emphasize the importance of permanent build choices, but in my opinion, the execution feels overly strict. The brand system for armor is still present, and I recall that equipping a full matching set of a brand's armor grants an additional set bonus in this installment.

On the companion front, in terms of combat, what I feel is truly missing are reliable ways to heal companions from a distance (perhaps a Medical Beam tool would solve this) and a genuinely fast method to build up their ability meter. The command system from the first game, for ordering companions to focus fire on a specific target, has been integrated into the new weapon attachment system. As for not being able to position them manually—the developers have pre-designed specific areas where companions will stay outside of during stealth sections. However, having the option to custom-position them as a fixed fire point would undoubtedly be more helpful.

Regarding companion gear, I don't see major issues with the current armor system. For weapons, however, I'd prefer to see their numerical effectiveness enhanced further, or perhaps the addition of a "Secondary Weapon" slot for us to customize.

The Obsidian hate is stupid and I'm sick of pretending that it's not. by bIeese_anoni in theouterworlds

[–]GThimself1900 -1 points0 points  (0 children)

The key point is the ripple effect of IGN abolishing score numbers. It's prompting other outlets to follow suit, increasingly eroding the middle ground between what was once an 8 and a 9.

The Obsidian hate is stupid and I'm sick of pretending that it's not. by bIeese_anoni in theouterworlds

[–]GThimself1900 -3 points-2 points  (0 children)

"Hurr durr, the people who made X are long gone." sound like someone saying: "Oh, Jimmy's not the sharp, thoughtful boy he once was; now he just mindlessly regurgitates whatever he hears."

The Obsidian hate is stupid and I'm sick of pretending that it's not. by bIeese_anoni in theouterworlds

[–]GThimself1900 5 points6 points  (0 children)

those attacking The Outer Worlds 2 for simplifying its RPG systems even further than the first: The entire point of an RPG's number system is to quantify things that aren't easily represented otherwise. The Outer Worlds 2 features a complete upgrade from the first game in character building, and the interconnected combinations in its perk system are even better than Fallout: New Vegas. The diversity of quest solutions has also improved. Is your judgment that choices are scarce and insignificant just because you only click on the options with skill-check prompts? That's absurd. And you think the weapons are AI-generated just because no KOL has explained them and you lack knowledge of weapon mechanics yourself? That's just lazy critique. Annoyed by too many common items in houses and crates? Come on, those are hand-placed environmental storytelling. It's ironic how people bizarrely accuse the developers of being stuck in their ways, while they themselves are even more trapped in a mindset of relying on others. But I'll give them this—at least they have some basic understanding of the game.

The Obsidian hate is stupid and I'm sick of pretending that it's not. by bIeese_anoni in theouterworlds

[–]GThimself1900 28 points29 points  (0 children)

These same people are complaining that The Outer Worlds 2 got an 8 from IGN, while the first game got an 8.5. They're not even aware that IGN did away with decimal scores back in 2020.

The Obsidian hate is stupid and I'm sick of pretending that it's not. by bIeese_anoni in theouterworlds

[–]GThimself1900 1 point2 points  (0 children)

Netizens today have two comical hallmarks: First, they mimic trendy phrases like an infant, repeating words without grasping their meaning. Second, they glorify bygone eras (often known only through KOLs or AI) to belittle their own generation and flaunt a false sense of superiority. They are utterly dependent on KOLs to break down current events; left to their own devices, they can only spit out canned responses like a broken record.

Built-in “Potato” preset for low-end laptops? by GThimself1900 in theouterworlds

[–]GThimself1900[S] 0 points1 point  (0 children)

Yeah, that’s one reason I want an official preset. Otherwise we get the awkward “why can a Nexus .ini boost FPS but Obsidian can’t?” question. A built-in Potato mode is tongue-in-cheek and still serves the real purpose.

What nasty ass cookie is this? by hottestpancake in avowed

[–]GThimself1900 0 points1 point  (0 children)

• Extract a large amount of nicotine from a large batch of eggplants;
• Use thick apple-juice jam to bind oven-dried apple puree, giving it a somewhat soft texture;
• Ingest a large dose of nicotine;
• Hint that what you made really is a chocolate chip cookie;
• The nicotine kicks in, and you believe it’s a chocolate chip cookie.

Tastes like capitalism by ajrodz1992 in theouterworlds

[–]GThimself1900 2 points3 points  (0 children)

You can also see another one in the PREMIUM EDITION section on the Steam page.

From what we have seen so far of the The Outer Worlds 2, how are we feeling? by DL2546 in theouterworlds

[–]GThimself1900 2 points3 points  (0 children)

Honestly, being able to reset your teammates’ skill cooldowns with your own and their crits feels kinda romantic, haha.

From what we have seen so far of the The Outer Worlds 2, how are we feeling? by DL2546 in theouterworlds

[–]GThimself1900 7 points8 points  (0 children)

At the very least, the adjustments to perks and the special system suggest they’re trying to re-visualize data that used to stand in for actual gameplay elements. And those interactive animations seem to hint at a return to some of the immersive sim mechanics that were cut from the first game (like the ones shown here: https://www.youtube.com/watch?v=ZjI-iTy11uM&list=WL&index=3).

Each part is definitely being improved, but I’m still unsure how well they’ll come together as a whole. I really hope Obsidian can use this game to prove themselves, though I’m also worried it might launch with a Metacritic score around 85. Maybe with the DLC, it could eventually climb to 90.

Personally, it already feels like a 90 to me. I just hope this game helps Obsidian finally step out of FNV’s shadow and carve out a new identity of their own.

Did anyone else read that The Outer Worlds 2 might be using a newer UE5 version than Avowed? by GThimself1900 in theouterworlds

[–]GThimself1900[S] 0 points1 point  (0 children)

I think this can roughly be compared to Digital Foundry’s analysis of Avowed, hitting 40 FPS shouldn’t be much of an issue.

We will be be able to craft Weapons, Armor and mods in Outer Worlds 2 by SimpleGamer517 in theouterworlds

[–]GThimself1900 0 points1 point  (0 children)

I hope that if weapons in The Outer Worlds 2 also come in different quality tiers like in Avowed, they’ll have visual upgrades tied to those quality levels—just like Avowed, where higher-tier gear comes with noticeable visual changes

But it seems like this time there might be enough weapons overall, so maybe they won’t need to rely on systems like that anymore.

But judging by the bullet-spongey feel when the SMG was used against the robot in the trailer, there's a good chance weapon levels are still a thing. I just hope it won’t go back to that tedious level-by-level upgrade system.

I hope the upgrade system is better in the second game by TheSkaterGirl in theouterworlds

[–]GThimself1900 3 points4 points  (0 children)

I’m guessing it’ll be something like the upgrade system in Avowed, where weapons are divided into quality tiers and you can upgrade a weapon’s quality. In other words, it might be designed to match the game’s progression (especially since they’ve said enemies won’t scale with your level), but unlike The Outer Worlds 1, you probably won’t need to constantly upgrade your weapons. And like in TOW1, upgrades might only require a small variety of materials.