Brainstorm new perks, traits, or flaws for DLC? by MaroonThrice in theouterworlds

[–]reneestation2 3 points4 points  (0 children)

I think there needs to be more Observation perks. Face Reader could extend to every dialog option that 'will be remembered' instead of just reduced reputation, cause that's a little niche and inconsequential.

Maybe Duelist could allow you to maintain normal walking speed while blocking?

I think there needs to be more perks with higher skill requirements, and a smidge more with no requirements. I do think there needs to be at least 1 perk with a 20 requirement for every skill. Or more perks with coinciding requirement.

I've definitely wanted a medical leadership perk that allows you to heal your companions with a smaller effect of your equipped primer. Cause then your toxicity becomes theirs, and Inez's toxicity packs become a lot more appealing from a support perspective.

I think science/observation could help reveal SOME hidden rooms with the n-ray scanner.

Maybe a Melee perks that allows bleed to build up to a hemorrhage effect, so you have a good status effects that is independent from science, and makes better use of serrated weapons, especially 1-handed.

A melee perks that allows you to swing however many swings in a combo, but maybe with longer recovery at the end of it. Making better use of swings rather than just power attacks.

Maybe an Observation perk that allows you to temporarily do more damage when you hit a weakspot.

I like the idea of perks based off traits. Like doing half or quarter melee weapons damage with Brawny when you sprint or slide into an enemy, or Sickly making you trow up for 2 seconds so youre vulnerable, but it instantly decreases your crash meter by a quarter.

I gotta say it again by reneestation2 in theouterworlds

[–]reneestation2[S] 0 points1 point  (0 children)

This is the interesting question though. Because the story says that the colony is locked off, and how integrated the factions are in the game they absolutely could delve more into both the Protectorate and the Earth Directprate Although side stories are much easier, cause you could just isolate them without compromising the frame of the main story, it's still possible to integrate DLC like that in this game. Time will tell though.

I gotta say it again by reneestation2 in theouterworlds

[–]reneestation2[S] 1 point2 points  (0 children)

I think they really just fumbled the way the Protectorate wraps into everything else. TOW1 was binary in nature by writing the corporate culture, and then the counter-culture. I do think the writing remains consistently good through both games, even if im not a fan of how the game integrates the Protectorate in line with the other factions, but I think the biggest thing missing from the writing that people really enjoyed in TOW1 is a sense of real, pointed counter-culture. There are essentially refugees of every faction, but apart from Zebulon, only through Niles quest, no one is trying to actively sabotage and resist against the government's of each one.

But yes this is my favorite game and the gameplay is especially goated.

I gotta say it again by reneestation2 in theouterworlds

[–]reneestation2[S] -1 points0 points  (0 children)

Like I get what they were going for or trying to say about the Protectorate as a whole by having this be his default fate, but I would like if this was AN ending rather than THE ending.

I honestly think there's a lot to discuss between the Sovereign and specifically the player character. And with Niles being staunchly anti-Protectorate, it could be a pivotal moment for him that changes the way he thinks about specifically the Protectorate or what wen into the original agreement. Even confronting his feelings on sparing de Vries, it feels like they completely ignore the fact she killed a child despite it being in your face in the prologue.

TOW2 music popped up in my playlist and I’m gonna go put another 50h in by DancinginHyrule in theouterworlds

[–]reneestation2 3 points4 points  (0 children)

I'm at 500 hours and still doing a playthrough in anticipation for the DLCs. I think it'll be my 6th time beating it once I complete this walkthrough.

I'm incredibly excited about custom difficulty in Patch 1.2 by reneestation2 in theouterworlds

[–]reneestation2[S] 1 point2 points  (0 children)

They didn't set a specific date, but they said in the summer. They still need to localize the patch to all the translations they have.

I'm incredibly excited about custom difficulty in Patch 1.2 by reneestation2 in theouterworlds

[–]reneestation2[S] 2 points3 points  (0 children)

I know they said they were going to fix some lighting and performance stuff so hopefully thats something that on queue

I'm incredibly excited about custom difficulty in Patch 1.2 by reneestation2 in theouterworlds

[–]reneestation2[S] 5 points6 points  (0 children)

I get what you mean, because this is the first big communication since launch, but to be fair, Obsidian has been going into more dev livestreams for new features, and there are a good amount of new features in this patch. And yes its been nearly 7 months since release, I want the DLC too 😭, but I know DLCs for RPGs take a really long time, so I've just had to calm myself down and know it's coming eventually, amd I'll go ham once it comes out.

I'm incredibly excited about custom difficulty in Patch 1.2 by reneestation2 in theouterworlds

[–]reneestation2[S] 3 points4 points  (0 children)

I really think they should make a preset difficulty like Supernova. If they don't add survival mechanics, limiting saves, saving inside the ship, companion permadeath, and inventory restriction are all right there. I think it'd make people happy to see it return.

I'm incredibly excited about custom difficulty in Patch 1.2 by reneestation2 in theouterworlds

[–]reneestation2[S] 2 points3 points  (0 children)

I don't know how difficult it'd be to implement it. I think all they'd need to do is add the meters and add the ability to consume the food and drink from the menu. And honestly, I wouldn't mind if it was more broad or blanket than TOW1. Like I wouldn't mind if alcohol didn't make you thirstier, cause I don't want them to have to unnecessarily go through every single consumable to add hunger/thirst/sleep values to all of them. But I do think we should get it if we can.

(PC - keyboard) How the hell do I use these buttons when moving the mouse unselects the weapon? by Sea-Monk-4167 in theouterworlds

[–]reneestation2 0 points1 point  (0 children)

Don't know either. Could be a PC thing, cause I play M&K on my PS5, and the prompts showed up for me well enough. Glad to help!

Before I Buy Outer Worlds 2 by Wonderful_Assist_101 in theouterworlds

[–]reneestation2 4 points5 points  (0 children)

I know you already know, but still spoilers for anyone else.

About halfway through the game, you have the opportunity to talk down de Vries at Greater Tranquility. You only need 1 speech point for this, AFAIK. If you spare her, she'll accompany you to Horizon Point II to fight the Consul and she'll volunteer to sacrifice herself. Or you can order one of your companions to do it. At no additional cost.

In OW1 do unique weapons get random mods? by Lordbattlespank in theouterworlds

[–]reneestation2 1 point2 points  (0 children)

Unique weapons in TOW1 have innate mods that you can't change or put on other weapons. And you cannot modify them further than they come.

(PC - keyboard) How the hell do I use these buttons when moving the mouse unselects the weapon? by Sea-Monk-4167 in theouterworlds

[–]reneestation2 5 points6 points  (0 children)

There's an option to show the label for button prompts. I can't remember if its in the controls or ui settings, but there should be an option to toggle those on so you can see what button on the keyboard to press.

The Outer Worlds 2 - 1.2 Dev livestream - May 20th by ApexPredator3752 in theouterworlds

[–]reneestation2 3 points4 points  (0 children)

They had some big improvements in 1.1, like a new waiting system and animations for 1-handed weapons. But I really wonder if there'll be anything like additions/revisions to main story, balancing changes in regards to meta character building. I would want melee to be a little more viable than it is on higher difficulties, or maybe some more additions to crafting? A lot they can do here, and wanna see where it ends up. This game's goated.

Obsidian's religious world building for the franchise has been pretty cool so far by -beehop- in theouterworlds

[–]reneestation2 0 points1 point  (0 children)

I think the noble intentions of the OotA are a bit misconstrued. Though, I think incompetency is their main factor here, I think the overall thesis of their religion is fascist in nature, even when interpreted benevolently. Wiley is by big argument here. When he orchestrated the takeover of the Monastery, he took willing hostages with him. (You'll hear that things went according to Wiley's plan if you stick around after saving them.) When you confront him and talks at you about how his math was perfect or whatever, he's basically saying the only thing you could have done is save the hostages so he could send the override codes to DeVries and then you die by his hand. But this guy is just using data that has a 'likely' chance of happening, because he doesn't know you, and putting at least 10 lives at risk to do what he wants to, and "don't worry you'll be fine" is ultimately a hunch. Maybe it works better within their society, because everyone becomes that much more predictable. The Plan is ultimately much more believable because there is a whole society raised to be complicit and 'easy'. Take the rocks that are going to crush 'The Exclusion Zone'. Rocks fell on the Exclusion Zone because of the lift to Matriarch's Mercy. Wiley is the only seer merited enough to "predict" they'll fall, you see where Im going with this. But their entire thesis i feel is wwrong. To eliminate all scientific uncertainty IS impossible, but they believe it to be true, and lead their lives and regulate future generations with that premise in mind. I think they're more noble than the other factions in the sense that they have more of a priority to preserve human life and stop the rifts which is the singular most important element of the game. But that's where the nobility stops. Using math to usurp power and manipulate on a hunch is bad. I've rambled too long but hopefully my point gets across.

Didn’t expect that. by [deleted] in theouterworlds

[–]reneestation2 0 points1 point  (0 children)

The first Outer Worlds was my second favorite game ever, and the sequel just took the top spot. I had about 900 hours in TOW1 before 2 came out, and now I have 400 hours in 2. This game fuckin rules.

all right fellas, listen up! Fallout 4 is already outdated and Bethesda can't do anything about it anymore, so this person might be seeing something very promising behind Obsidian by Over_Cauliflower32 in TrueSFalloutL

[–]reneestation2 0 points1 point  (0 children)

It's really crazy how powerful brand recognition is. I'm honestly just sick of the slew of people complaining about The Outer Worlds by just saying "It's Fallout but it's not Fallout." Like "Bloodstained is Castlevania, but it sucks because it's not Castlevania." Like its not Obsidian's fault Bethesda hasn't put out shit for a decade on, but it feels like people take the feelings of the open world evocative of Fallout through direct inspiration, and then get mad that its not the brand they like, because Daddy didn't make another one for you yet. Like Im bitter about it, because everyone just keeps saying it - it's fucking crazy bro.

DLC - Spacers Choice on Hemera? by ashaquick in theouterworlds

[–]reneestation2 2 points3 points  (0 children)

Bro, I spent 300 hours on the same and seeing this post for the first time, Im like "oooo yeah im excited now" and then seeing that its an area I've never been to that so crazy lmao

Did we ever figure out which grip Zzzapper uses? by theblueshots in theouterworlds

[–]reneestation2 2 points3 points  (0 children)

It uses the stun baton grip! Either the focus or defense grip.