- Mar 18, 2022
it's really ugly shit - the idea is that the offense is saying the quiet part out loud, so you apologise privately for any hurt feelingsPublic apologies after a private one are submissive behavior and Tim is a natural sub.
Hate durability. However, I think a damage bonus added to a weapon in pristine condition which degrades to some baseline over continued usage until you 'repair' it would work quite well.Durability and other attrition features are pointless busywork unless if gameplay is purposefully built around it, survival genre style.
I'd say 10%. 90% that it's simply bland, uninspired, and forgettable.So what are the chances that Outer Worlds 2 actually turns out great this time around? Have they listening to feedback and criticism on the first game? And they have a much bigger budget now im assuming into the AAA territory.
Supposedly, he is still very much shadow game director and Leonard Boyarsky is the main game director.
I remember being quite disappointed with outer worlds giving the fact that two of the most well-renowned people were spear-heading it, perhaps it was scope, design or budget-retraints, who knows. Have Tim or Leonard ever commented on the criticism anywhere?
I REALLY want outer worlds 2 to be the REAL fallout + firefly or fallout in space game that they couldnt seemingly make with the first game for various reasons.
We all want the REAL New Vegas in space game.
PLEASE TIM, make it good.
Vance's Planet of Adventure series was my fave of the genre.is science fantasy a terrible genre or is Lord of Light especially silly?
so deadnaming is when you bring up someone's professional past who used to be relevant
yeah, that's an obvious one - roll the skills into one, but keep both buttonscombining doctor and first aid
Add creature respawning to the world in all the locations.
It's that and grinding given what he said later about how you'd reach the new level cap.Add creature respawning to the world in all the locations.
You didn't understand him. Those respawns are not part of some grinding gameplay loop. They are meant to convey changes to locations based on player actions, like having radscorpions spawn in the city after the player killed everyone.
He also mentioned fixing unfinished quests.
If your open world is procedurally (read: randomly) generated, it acts as a filler. Do you really need padding and fillers in your RPGs? Look at the Starfield.