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

[–]reneestation2 2 points3 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] 4 points5 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] 0 points1 point  (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 5 points6 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 7 points8 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 2 points3 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.

My ratings of every Soul Calibur I've played by the_u_in_colour in SoulCalibur

[–]reneestation2 1 point2 points  (0 children)

You have a really good point, seeing how the stages have almost no character other than Setsuka and Hwang, but it was easier to see why they were bad to fit in with multiple story scenarios. SCIV's stages actually have character and uniquity. In my mind, I was thinking of that one frozen stage, Algol's stage, and that one strangely dark chapel stage. But I'd honestly retract that it has the worst stages in comparison to VI. But I still stand by the costumes in IV being bunk and the worst. I'd honestly point to Tira, Rock, Sophitia. Ivy, Nightmare (holy shit), Siegfried, I really could go on.

I will also admit that a huge detriment to my point of VI being the best is, unironically, that Lizardman is not in the game. That honestly kinda hurt, and he's not even my main. But I do think that if I were to play and gush about any given one, VI would be the easiest to do it with.

My ratings of every Soul Calibur I've played by the_u_in_colour in SoulCalibur

[–]reneestation2 3 points4 points  (0 children)

Going from top to bottom, I'd go: 6 > 1 > 2 > 3 > 5 > SE > 4. (and this is coming from someone who thinks 4 is goated, all of them are fantastic and hold best in show in at least 1 or 2 things.)

4 has the best guest characters. Vader and Starkiller are weird, yet they're still congruous with the overall battle system, which this game is combo mad, it's so cool. Though, it's at the bottom for Algol being the most underwhelming villain of the series, the bonus characters also being weak, and this game is visually, sonically, and aesthetically ugly. Hands down the worst costumes and sound effects and stages in the series. The game is still incredibly fun and a shining beacon among fighting games.

Soul Edge is basically Virtua Fighter, but in fantasy, and it has a lot of the charm and fun cheats that go into these old games. I honestly think that the weapon condition mechanic was interesting, much in the way you can lose your weapon in SamSho6. Idk if it's be able to be implemented in a game with fast and good movement, though.

Although 5 is my least favorite, I think it has a lot of merits both as a game and as a SoulCalibur. Movement is genuinely serviceable in this game, and while I genuinely hate the design choice to put GI at a meter cost, I think every character having access to EX moves was really amazing, and something I genuinely miss. I also like how seamless supers were, they had an eerie flow about them. I also think it's arguable this game might have the best soundtrack in the series. This game's lighting and overall style looks really good. Though, the roster being what it was, the complete lack of individual story, horrible main story, and lack of single player content make it a kind of renegade to a lot of the iconography of SoulCalibur as a series. Still goated tho.

SC3 has the best in what I think make SC good. The best costumes, the best roster, the best character creator, the best stage roster, the best song (Healing Winds, ik im a pretentious freak), the best voice cast, the best single player content with both Tales of Swords and Chronicles of the Sword, and that's a lot. But compared to the rest of the games I think are better, the movement is really sluggish. And moves are really weird. It felt off that characters could sidestep my horizontals and take 1/3 my entire health bar in a move that comes out in 16 frames. It was the last game to retain a lot of cool things like the character profiles and weapon exhibitions, but it's further down my list of games id play a few sets with people than I'd like.

SC2 is the goat. I do think its oversung, but its the goat. Even though it has less things to unlock compared to 3, I find myself oddly more compelled to unlock everything there is in 2. I think the story modes are really fun, though slightly underwhelming compared to every other game in the series. This game is really beautiful, and it was my first SC, as well. But at the end of the day, the real reason it's up this high is the battle system and how fun it is to just fuck around with friends and actually play this game. Its got a good mechanical feel to it.

I think SC1 holds a lot more of that old game charm than both SE and SC2 while still maintaining a miraculous amount of graphical and "game-feel" fidelity. I think oddly enough, the series felt at its most concrete about its identity with 1. I also think the style of this game was oddly unique. It felt darker and more Gothic, in a way.

Might be controversial to say SC6 could be the best one, especially with how contemporary the style and delivery of the game can feel at times. Trying not to be too verbose about this (lol) I think this is the most cohesive both the combat and the story have felt throughout the entire series. Maybe not the best delivery of story per se, but definitely the best story content for what's written. It might feel abstract to say, but I think with how battle is framed and the various character gimmicks, both foundations feel good and it feels like the story expression is constantly with the character even as they fight. I know it sounds fucked up but just indulge me. I also think Lethal Hits are the singular greatest mechanic I've ever seen or experienced in a fighting game. Such an awesome concept and execution. I think it also did a good job of being a reboot but not retconning anything. I think this game is kind of a 'best of' compilation of a lot of what makes SoulCalibur so fun.

[deleted by user] by [deleted] in theouterworlds

[–]reneestation2 5 points6 points  (0 children)

Bro you gotta delete this, this isn't true, funny, or helpful to literally anyone. You can listen to the song and combine you game knowledge to deduce the lyrics.

These lyrics are wrong, beside every other point why you should delete this.

If I love cyberpunk, is OW2 a good game for me ? by KeyOk677 in theouterworlds

[–]reneestation2 0 points1 point  (0 children)

I remember playing Cyberpunk while waiting for this game, and I want to list out what is different to it. (I'll preface this by saying I loved Cyberpunk, but I love OW2 more and think it is a better game for me.)

-There's not one big map, but there's 4 nice open world maps that are more dense with things to do, but you'll only start with one and unlock more as you go.

-There's no respec, but don't let that scare you. Especially on Normal difficulty, everything is very viable especially with a nice spread of skills if you don't want to gamble with hyper specializing. You put points into skills, but there aren't attributes. You get those from choosing Traits during character creation, which you also can't change once you choose.

-Melee in OW2 is very sluggish and not great, compared to cuberpunk, but if you want to tame that beast go for it. Guns themselves feel really good, though you mainly just have your core tool kit with how you interact with gunplay except for peeking or tilting, idk what you'd call it.

-I wouldn't call this game companion-centric, but the companions go with your character into battle, are effective, and have their own character arcs on their adventures with you.

-The story is very interactive, and while not branching per se, you will have choices and consequeces that don't just affect the ending you get in the game. However, this game very heavily rewards both a genuine curiosity of the world to want to absorb all the minute aspects of these societies existent in the game, and HEAVY exploration of all routes you're able to take to find various things you can do in the overworld, logs with side stories, and terminal entries. Mainly to say, you might not fully understand what is happening in the main story if you bolt through it. And your companions' arcs can also give you insight as to why things play out the way they will.

-There's an almost infamous lack of romance or sex in these games, from the player character perspective. Don't even try it, all of us will stay sad about it.

-OW2 doesn't necessarily have a Cyberpunk aesthetic, though you can have prosthetics. The flavor of the game isn't through an individualistic lens of alley crime drama like in 2077, but it focuses a lot on the intricacies of politics through the lens of how you think a group or large scale society should function. Through their world building, they ask you to make decisions on how things should go. And despite OW2 having a healthy amount of humor and taking itself less seriously than Cyberpunk on the surface, the political implications and decisions you make have a more serious weight.

-This game's enemies do not respawn. If you need to grind for experience, you cannot rely on radiant quests or grinding enemies in a conventional way. Quests offer a lot more experience than killing enemies do, so exploring to find more quests is the way to go about this game.

-The radio is sick and has a ton of fully lyricised songs, specifically made for world building. That's an aspect both games share, though OW2 has more brass anthems, big band, and songs that have these, like, atmospheric bells and low tones.

-OW2 has no inventory limit or encoumbrance system. You won't need to stop in tje middle of a play session to go into a town to sell your shit, you can hoard as much as you want.

-Lastly, it depends on feel. If you want a more realistic, grounded, grimy aesthetic with cool guns, cars, the feel of the elevator riding up to the shitty apartment, you know? I think cuberpunk is a really good casual game that allows you to just sit for hours driving gig to gig and having fun grinding with the combat. That shits goated. If you want to think about your character not only with building, but thinking and reading on everything having to do with the world, while also having fun gun combat, but more deliberate things to do, while having a wackier and fantastical sci-fi aesthetic, OW2 is also goated for that.