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Preview The Outer Worlds 2 at IGN First: New Flaws System

ciox

Prophet
Joined
Feb 9, 2016
Messages
1,470
Transcript:
No one used flaws in the first game, so we turned them into Fallout 1 traits, except you can take them mid-game. Except you could also do that in Fallout with Mutate perk. But enough about that, we're actually still looking for ways to bait players into actually taking flaws. One idea is having a flaw that forces you to take other flaws automatically. Maybe you'll pick that one by mistake or something? We'd be in the pink then.
 

Raghar

Arcane
Vatnik
Joined
Jul 16, 2009
Messages
25,399
is any other game allowed on the front page?
I'm sure if someone pays enough money, a different game will be on the front page.
Are you sure they pay him money for that? When I look at new games at pirate servers these are:
Mandragora Whispers of the Witch Tree Deluxe Edition (requires permission to allow them sharing data with facebook and few other companies dunno why)
Nikoderiko
Tempest Rising
Forever Skies Romancing SaGa 2 Revenge of the Seven
IIRC Banquet for Fools is still in early access or something. Awowwowowowowowwed is old news.

It doesn't looks like there are too many games to talk about.
 

Salem

Educated
Joined
Apr 12, 2025
Messages
220
Hopefully, the flawed system is decent enough to make role-playing replayability worth it rather than just being cumbersome. I never did many flaws in the first game because it felt redundant, that went with the owhichverall gameplay experience.
 

Cheesedragon117

Learned
Patron
Joined
Sep 13, 2023
Messages
615
Location
Florida
Flaw system in the first game was one of the worst designed systems I've ever seen in an RPG, mildly curious about how they will fix it in this one, though not enough to watch a video...

Seriously, who would take not being able to run anymore (in an open world game, no less) for one measly skill point?! Even for a dozen skill points, it wouldn't be worth it. Only good flaw was Robophobia, because it made you scream every time you initiated dialogue with your one robotic party member. One skill point for a chuckle is a decent trade.

Transcript:
No one used flaws in the first game, so we turned them into Fallout 1 traits, except you can take them mid-game. Except you could also do that in Fallout with Mutate perk. But enough about that, we're actually still looking for ways to bait players into actually taking flaws. One idea is having a flaw that forces you to take other flaws automatically. Maybe you'll pick that one by mistake or something? We'd be in the pink then.
Thank you for the summary that Infinitroon was too lazy to provide.
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
37,839
Flaw system in the first game was one of the worst designed systems I've ever seen in an RPG, mildly curious about how they will fix it in this one, though not enough to watch a video...

Seriously, who would take not being able to run anymore (in an open world game, no less) for one measly skill point?! Even for a dozen skill points, it wouldn't be worth it. Only good flaw was Robophobia, because it made you scream every time you initiated dialogue with your one robotic party member. One skill point for a chuckle is a decent trade.

"I don't really care about balance" - Tim Cain

It's either this or Sawyer.
 

Cheesedragon117

Learned
Patron
Joined
Sep 13, 2023
Messages
615
Location
Florida
Flaw system in the first game was one of the worst designed systems I've ever seen in an RPG, mildly curious about how they will fix it in this one, though not enough to watch a video...

Seriously, who would take not being able to run anymore (in an open world game, no less) for one measly skill point?! Even for a dozen skill points, it wouldn't be worth it. Only good flaw was Robophobia, because it made you scream every time you initiated dialogue with your one robotic party member. One skill point for a chuckle is a decent trade.

"I don't really care about balance" - Tim Cain

It's either this or Sawyer.
What is Sawyer's approach? Too much balance?

Honestly, I think "game balance" was always overrated, is now a prize of highly questionable worth in most AAA Western games. There's no point in striving for some abstract ideal like that when the core of your game sucks ass anyways. Make something fun and original before you start waffling about "muh balance".

Balance is kind of beside the point here, just make the flaws interesting, for God's sake. How about this:

You got shot in the head too many times by laser weapons and now one of your eyes is shot out. Your FOV is decreased by 50%, but your aim-down-sights accuracy and V.A.T.S effectiveness are greatly increased, since all your eye-power is being channelled into one eye. Yes, I know losing an eye in real life tends to make your aim worse, but it's a video game.

There, I just made a better flaw than all the flaws in TOW1. Large trade off, large reward, and actually changes the way you play.
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
37,839
Honestly, I think "game balance" was always overrated, is now a prize of highly questionable worth in most AAA Western games. There's no point in striving for some abstract ideal like that when the core of your game sucks ass anyways. Make something fun and original before you start waffling about " muh balance".
Tuning something to be worthwhile is game balancing. :M Hearing Cain talk about the kinds of characters he makes, he's not a power gamer, he just chooses options that fit a concept he's into.
 

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