Quillon
Arcane
- Joined
- Dec 15, 2016
- Messages
- 5,297
So? Isn't it clear how it works?In the gameplay vid, a companion went down & stayed down, got up to full hp when combat ended.
I noticed.
So? Isn't it clear how it works?In the gameplay vid, a companion went down & stayed down, got up to full hp when combat ended.
I noticed.
I like Spiders games. Looking forward to Greedfallanyone who insults Spiders games will be beheaded inshallah
So? Isn't it clear how it works?
How is this unique? Plenty of RPGs have done this in the past. This is a boring passive play style that is either completely overpowered or not worth anyone's time.Is this related to the concept of the "Leader" character build described in previous previews?
I don't get what that Leader thing means. Is it a type of build that uses companions' stats for skillschecks(possibly at the cost of your own skillpoints)?
https://www.rpgsite.net/preview/806...breaking-new-ground-at-the-edge-of-the-galaxy
In order to drive home the message that companions were set out as a design focal point upon The Outer World's inception, Tim elaborated on a unique playstyle titled "Leader" to accompany the more standard trio of "Combat", "Stealth", and "Dialogue". A Leader character is one that's clearly differentiated based on the companions he chooses to bring with them but makes concessions to their own individual abilities. Whichever team members they decide to ally with can support and the player's skill levels with their own, and do such to a greater extent depending on how good a Leader the player is.
In this way, a Leader can potentially be highly skilled in multiple ways -- depending on which party members they bring along for the ride.
Combat and Stealth styled characters are pretty self-explanatory, while Dialogue style gameplay consists of trying to avoid physical conflict through lies or intimidation or even by debuffing enemy attributes with certain conversation choices before engaging in an unavoidable combat situation.
While these four branches of play were initially described as general playstyles, certain aspects of each style are actually hardcoded into The Outer World's skill system, at least to a degree. For instance, the Leader style character will have access to two skills, Inspiration and Determination, which increase your allied companions combat effectiveness and resilience to damage respectively.
https://www.ign.com/articles/2018/12/07/the-outer-worlds-is-bringing-fun-back-to-science-fiction
And Obsidian likes companions so much it has included them in a fourth pillar of the gameplay: Leader. Now, instead of going the combat route, the dialog path, or the stealthy option, you can be a leader and build into buffing up your companions. The leader skill splits between inspiration and determination – inspiration increases your companions’ damage and determination allows them to take less damage.
How would you exploit it? If they go down, they won't be able help you no mo' till combat ends.
I don't know yet. How does companion "incapacitation" work in this game?
If you can't medicate them, you can probably run away an wait for the companion to un-KO.
just because you don't like virtual friends doesn't mean it's boringHow is this unique? Plenty of RPGs have done this in the past. This is a boring passive play style that is either completely overpowered or not worth anyone's time.
If you can't medicate them, you can probably run away an wait for the companion to un-KO.
skill checks are nothing new but look what Age of Decadence does with them.
What does it do with them?
Tim & Leonard: "Sorry grognards, Fallout was a fluke and we were never all that great, so we're listening to all these people at Obsidian now."
Well then, why not have specific dialogue moments where [Dumb] is the only option?
Well then, why not have specific dialogue moments where [Dumb] is the only option?
One such moment can be seen in the gameplay video.
In at least some cases, the dumb dialogue options replace non-dumb versions, so they're not merely extra flavor options.
Exactly that. There are lots of problems with the quest and the whole game in general in terms of pure narrative design principles (and what was his role if not that). No agency, pre-defined personality with Fallout 4 dialog options, too often the game tells you how you HAVE to feel about certain situations.
Cainarsky have a proven record; they're talented, funny guys.
Wes: Is there a pacifist route through the game? Is it possible to get through it without shooting anybody?
Leonard: We... don't know yet.
Tim: If there is, it's going to be very hard.
This is what Tim actually believes.A good example of what I tell people, our melee just feels really good. We have good heft, good swing, good inertia, good knockback on people. Good impact when you hit them.
Wes: Is there a pacifist route through the game? Is it possible to get through it without shooting anybody?
Leonard: We... don't know yet.
Tim: If there is, it's going to be very hard.
That answers my question about how combat-heavy the endgame will be.
You sneak and solo it of course.I can't see how you'd make a squad based FPS not involve combat. You pacify people while the other dudes sit and watch?
You can kill anybody/everybody, so that goes for potential squadmates too.Oh, I thought squad mates were mandatory in this -- didn't know you could forego them.
Be quiet, Tiffany. Unless you have a leaked build of the game in your possession, you don't actually know what the combat is going to feel like.This is what Tim actually believes.
They demonstrated melee in the gameplay video. "good heft, good swing, good inertia, good knockback on people. Good impact when you hit them," none of that was applicable. It looked like Bethout melee combat.Be quiet, Tiffany. Unless you have a leaked build of the game in your possession, you don't actually know what the combat is going to feel like.