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Preview The Outer Worlds 2 at IGN First: How Combat Works

Tyranicon

A Memory of Eternity
Developer
Joined
Oct 7, 2019
Messages
8,708
Top comment showing for me right now:

1745865529248.png


But the other comments say level scaling has either been removed or reduced? Unexpected incline.
 
Joined
Aug 10, 2019
Messages
2,023
This looks a lot better than the first game. That's not saying much considering how awful it was, but consider me *mildly* interested.
 

ciox

Prophet
Joined
Feb 9, 2016
Messages
1,470
Guns change their damage and range as your character levels up, no other gun stats change because that feels bad when you're low level.
This game does not have level scaling, this is a revolution because we all know every RPG had level scaling until now.
It's also strange that they pivot from talking about how the game does not have level scaling, to talking about how the game has lots of 'tiers' for monsters, i.e each monster type has tons of clones with different health and damage. Maybe i'm too pessimistic but it sounds like someone did bare minimum tweaks to a level scaling system and the plan is still to have 5-6 enemy types with endless cloned variations. It's very "modern tech environment" to brag loudly about minimal changes and adjustments.
Also they seem to have just borrowed augmentations (along with the regenerating energy bar) from Deus Ex 3 and 4.
 

Salem

Educated
Patron
Joined
Apr 12, 2025
Messages
282
Combat was solely needed of an upgrade jump but I couldn't help but laugh with the "Parkour" bollocks and see absolutely nothing from that terrible footage reel :lol:
Only needs to be serviceable and have enough of a jump akin to a ME1 > ME2 upgrade and all shall be well. Only under 6 weeks until we properly see this action anyhow and hopefully some good role-playing design implementation with these mechanics.
 

MerchantKing

Arbiter
Joined
Jun 5, 2023
Messages
1,901
The visuals provided look a lot like Fallout 4's combat but with numbers popping up on the screen for no reason what-so-ever. So just like the first game with only a few more addition.

Putting a mini-map in an rpg can really hurt the discovery portion of exploration. Not a good idea in an rpg.
 

Konjad

⛏
Patron
Joined
Nov 3, 2007
Messages
6,453
Location
⛺
Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. Torment: Tides of Numenera Wasteland 2 Steve gets a Kidney but I don't even get a tag.
i must say that even if all codexers were now writing how exciting it looks like and that it might be amazing I still wouldn't click on the video or links.

Obshitian is nowadays even worse than Bethesda or Bioware, because at least they provide entertainment at laughing at them. Meanwhile Obsidian is just banal shit boring. I will also never bother to check out any of their games, not even on YouTube.
 

damager

Arcane
Joined
Jan 19, 2016
Messages
2,720
Gun damage scaling with level already sounds Ultra gay. Tell me where you find these kind of guns in real life. Why do they feel the need to implent this shit in rpg's`?

Worked fine for decades with static damage on weapons and improving player skills and stats. And you had a proper feel of progression finding a rare or great endgame weapon.
 

kholds

Educated
Joined
Apr 5, 2025
Messages
119
Location
Ukraine
Gun damage scaling with level already sounds Ultra gay. Tell me where you find these kind of guns in real life. Why do they feel the need to implent this shit in rpg's`?
Because skinner box numbers going up gameplay makes the modern gamer happy
 

damager

Arcane
Joined
Jan 19, 2016
Messages
2,720
But to be fair these two guys talking seem pretty competent and some of the fighting looks actually fun. To bad the writing will shit the bed again and make it impossible to stomache the endless yapping. Because if Obsidian didn't make some major changes you can bet your ass off this wil lbe the case.
 

ciox

Prophet
Joined
Feb 9, 2016
Messages
1,470
I don't think damage will scale with your level exactly, but with your skills and perks like in the last game. They said they tried to factor in various stuff like accuracy and recoil, but after all was said and done only gun damage and range will be affected by your character development. Not saying it would feel great for your shots to stray far from the crosshair all the time but they could have experimented more there.

My favored way of handling this would be to have perfect accuracy when it comes to shots hitting the crosshair, and a kind of "bullet size" controlled by skill. At very low skill the gunplay would feel more like some modern competitive FPS where bullet collision is extremely precise and you can miss by half a pixel so you have to pay attention, at higher skill it would feel more like classic FPS where the enemies had large collision boxes and it's easy to hit them while running and jumping and doing other things.
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
37,847
Gun damage scaling with level already sounds Ultra gay. Tell me where you find these kind of guns in real life. Why do they feel the need to implent this shit in rpg's`?

Worked fine for decades with static damage on weapons and improving player skills and stats. And you had a proper feel of progression finding a rare or great endgame weapon.
As Timbo would say, these are games and simulating reality isn't one of TOW's goals.

Level as a stat gives less-able players a leg up. Just outlevel the content bro.

We're cognizant that the gadgets are one way as well to be able to get through some things that maybe you're a little underleveled for or maybe you're not quite perfectly specced into, but give you the ability to use those perks, skills, and gadgets to get through that combat. Yeah, and I'll say the interesting thing about these first-person shooter RPGs is they have a very diverse audience. We have players that just like playing shooters and they're good at it and they're they're good at aiming and we have players who aren't quite as skilled at that and they just really want a strong RPG experience and tools like the gadgets, tactical time dilation is one of the ways that we're looking to help that group be able to more better engage with the combat and aiming when which might be something that's hard for them.
 

damager

Arcane
Joined
Jan 19, 2016
Messages
2,720
No simulating reality is not necessary but abstract and nonsensical doesn't feel good in RPG's either. After all wargaming is the concept of simulating battlefield scenarios with tabletop means.

And with computers to help us simulate and adapt there's even less need for abstraction in general, as dice rolls get replaced by computeral calculations.

I'm playing Underrail right now and while it's a amazing game one thing I dislike is cooldown on Grenades. Stuff like this just does not feel right, it's too gamey.

And it's not like weapon damage scaling with level is the only way grinding can turn into powerlevel. It can be solved with simple things like buying a new weapon for money you grinded, getting more accurate with it, upgrading the gun or all of this. Scaling damage directly from level is just the most abtract, most obvious and most uninspired way of doing it imo. If some dude is not able to visit a shop to buy a more powerufl gun maybe RPG's are just not his thing.

Give me some believability if I'm supposed to care about the setting, my character and the game. I would be totally cool with a perk that turns gun skill into a damage bonus, as you are able to hit vital organs regulary for example.
 
Last edited:

luj1

You're all shills
Vatnik
Joined
Jan 2, 2016
Messages
16,920
Location
Eastern block
Gun damage scaling with level already sounds Ultra gay. Tell me where you find these kind of guns in real life. Why do they feel the need to implent this shit in rpg's`?

Worked fine for decades with static damage on weapons and improving player skills and stats. And you had a proper feel of progression finding a rare or great endgame weapon.
As Timbo would say, these are games and simulating reality isn't one of TOW's goals.

Level as a stat gives less-able players a leg up. Just outlevel the content bro.

Rougey you are causing spectral cringe damage with these takes, pls stop
 

Decado

Old time handsome face wrecker
Patron
Joined
Dec 1, 2010
Messages
2,755
Location
San Diego
Codex 2014
Everything they are talking about in the video sounds like stuff that was already in Cyberpunk (e.g. this shit is 4+ years old already). Which is fine I guess. But this looks like just another generic shooter.
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
37,847
No simulating reality is not necessary but abstract and nonsensical doesn't feel good in RPG's either. After all wargaming is the concept of simulating battlefield scenarios with tabletop means.

And with computers to help us simulate and adapt there's even less need for abstraction in general, as dice rolls get replaced by computeral calculations.

I'm playing Underrail right now and while it's a amazing game one thing I dislike is cooldown on Grenades. Stuff like this just does not feel right, it's too gamey.

And it's not like weapon damage scaling with level is the only way grinding can turn into powerlevel. It can be solved with simple things like buying a new weapon for money you grinded, getting more accurate with it, upgrading the gun or all of this. Scaling damage directly from level is just the most abtract, most obvious and most uninspired way of doing it imo. If some dude is not able to visit a shop to buy a more powerufl gun maybe RPG's are just not his thing.

Give me some believability if I'm supposed to care about the setting, my character and the game. I'm would be totally cool with a perk that turns gun skill into a damage bonus, as you are able to hit vital organs regulary for example.
The whole thing might be a misunderstanding on ciox's part anyway. Nowhere in the video does he directly state "level makes your damage go up" just that they looked at games like Destiny and Call of Duty and came to the conclusion that "damage and range goes up" is good and "sway/spread/recoil" is bad. In the first Outer Worlds the gun skills made your critical hit chance go up and decreased your weapon sway, sounds like this time around they replaced sway with damage.
 

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