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The Outer Worlds: Spacer's Choice Edition - Obsidian's first-person sci-fi RPG set in a corporate space colony

Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
Each of those archetypes has multiple subtypes you can specialize towards. Tank can be a full tank, support tank, CC tank, debuff tank, or tanky-but-still-doing-dps tank. Same goes for every archetype and you can achieve each of those subtypes in a myriad different ways. Compared to the first game, it's no contest.
Half of them aren't unique enough to warrant existing as a class let alone having 3 subclasses.
 

Bad Sector

Arcane
Patron
Joined
Mar 25, 2012
Messages
2,334
Insert Title Here RPG Wokedex Codex Year of the Donut Codex+ Now Streaming! Steve gets a Kidney but I don't even get a tag.
Outer Worlds actually has really good reactivity. One of the few things that actually stands out when playing.
:M

It does, though i tried doing a slaughterfest playthrough and found a bit disappointing how, despite your ability to kill everyone being mentioned pretty much every other interview, nobody reacts to me killing everyone in Edgewater and Groundbreaker (outside ADA if i explicitly ask her about what to do now that i killed everyone in Edgewater). Killing everyone is a bit boring when the world doesn't react to it, i expected at least a news announcement in Groundbreaker :-/
 

Atchodas

Augur
Joined
Apr 23, 2015
Messages
1,047
Each of those archetypes has multiple subtypes you can specialize towards. Tank can be a full tank, support tank, CC tank, debuff tank, or tanky-but-still-doing-dps tank
have you even played the game ?
every tank can do all of this at once and you can't specialise towards anything because there are simply no options for it
 

IHaveHugeNick

Arcane
Joined
Apr 5, 2015
Messages
1,870,558
Each of those archetypes has multiple subtypes you can specialize towards. Tank can be a full tank, support tank, CC tank, debuff tank, or tanky-but-still-doing-dps tank. Same goes for every archetype and you can achieve each of those subtypes in a myriad different ways. Compared to the first game, it's no contest.
Half of them aren't unique enough to warrant existing as a class let alone having 3 subclasses.

They are unique because they play differently and offer different tactical benefits. A full-tank fighter is going to just stand there and soak the damage for eternity. Fighter/mage tank is going to cast buffs on himself. A fighter/rogue tank with debuffing modals will set up the kills for your ranged dps. A pala/bard tank will support your other melee chars allowing for more risky gameplay with the frontline.

It allows for endless experimentation whereas in the first game you've pretty much seen everything that is to be seen after 1-2 runs.

Anyone have opinions on which stats are best to dump for a talker/companion power build? I feel like Strength is definitely one of them, but my autism keeps me also wanting to have as close to 20 Lockpick and 20 Engineering as possible right after character generation and it seems impossible. Once I can figure this out, I will meticulously design my character to look like Kate Dollarhyde.

Dump Dex and Pereception, they're not that important since combat is super easy.
 

Atchodas

Augur
Joined
Apr 23, 2015
Messages
1,047
They are unique because they play differently and offer different tactical benefits. A full-tank fighter is going to just stand there and soak the damage for eternity. Fighter/mage tank is going to cast buffs on himself. A fighter/rogue tank with debuffing modals will set up the kills for your ranged dps. A pala/bard tank will support your other melee chars allowing for more risky gameplay with the frontline.

Lol this kid is delusional.

All your mentioned classes plays exactly the same you stand there and tank shit, you have click different coloured buttons but the end result is the same

Btw : Fighter has the best self cast instant buffs, though u should know this since you haven't played the game or haven't actually looked at the skills
 

Riddler

Arcane
Patron
Joined
Jan 5, 2009
Messages
2,399
Bubbles In Memoria
Itemization: infinitely better and arguably the best in the genre
Yes.

Build variety and party building: infinitely better
Sure.

Replaybility: infinitely better thanks to challenge modes and build variety
Yes.

Level design: much better with Fort Deadlight and Forgotten Sanctum best dungeons in the franchise
Massively so.

Combat: difficulty was fixed with patches, encounter design much better already on launch, SSS and Megabosses provide biggest challenge in the franchise for combat fags

Meh. While the combat isn't literally face-rollingly easy any more it doesn't require you to adapt your strategy either. Is it better than PoE? you bet.


Worldbuilding: much better with Sawyer's training as a historian playing a large part

Both yes and no. Sawyers history autism pays off with the factions and it's the best part of the game. Everything the main plot touches is kind of shit though and that is a big problem for very central parts of the setting and it was made much worse in Deadfire than it was in PoE.

Reactivity: much better
Yes.


Factions: much better
Yes!


Production values: superior graphics with some gorgeous looking locations and full VO
Couldn't care less about the VO but holy shit is the game ever beautiful!

Writing: less flowery and more to the point
To some degree sure, but the writing for the gods and the companions is so shit that I have trouble seeing the other improvements.

Gamers: Mr. Sawyer I want a ruleset that is highly exploitable and allows crazy builds that just destroy shit.
Sawyer: Okay.
Gamers: Mr. Sawyer, this crazy build I made breaks the game and it's too easy
Sawyer: Okay.
Gamers: How dare you nerf my build you cunt

More like people liked the build variety but disliked that the game was so easy it literally played itself on PotD on release, no build required.
 
Self-Ejected

Lichtbringer

Self-Ejected
Joined
Jun 12, 2019
Messages
100
I am in awe that pistols become completely useless once you arrive at Edgewater (1/2 hour game time). I don't think I have ever seen that in a video game.

Tim Cain status: Master Troll
 

IHaveHugeNick

Arcane
Joined
Apr 5, 2015
Messages
1,870,558
That plasma rifle you can charge up is pretty good. Charge up>press TTD>hit the weakspot or a headshot> one guy less.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,917
Pathfinder: Wrath
Each of those archetypes has multiple subtypes you can specialize towards. Tank can be a full tank, support tank, CC tank, debuff tank, or tanky-but-still-doing-dps tank. Same goes for every archetype and you can achieve each of those subtypes in a myriad different ways. Compared to the first game, it's no contest.
Weeelll, not really. At best it will play like a hybrid of the archetypes. The problem is not that there aren't opportunities to mix and match whatever you want, but every archetype plays the same like any other. I'd argue there are 3 classes - fighter, mage and misc (Chanter), everything else is a reskin and play exactly like each other within their archetype. Even if we take the game on its own terms, classes like Barbarian, Monk, Ranger, Druid are superfluous. This was the same in PoE1. It's a consequence of the "everyone can do everything" philosophy.
 
Last edited:

frajaq

Erudite
Joined
Oct 5, 2017
Messages
2,619
Location
Brazil
the plasma guns are a bit too good considering there are two skills to scale up the damage of them
 

IHaveHugeNick

Arcane
Joined
Apr 5, 2015
Messages
1,870,558
Each of those archetypes has multiple subtypes you can specialize towards. Tank can be a full tank, support tank, CC tank, debuff tank, or tanky-but-still-doing-dps tank. Same goes for every archetype and you can achieve each of those subtypes in a myriad different ways. Compared to the first game, it's no contest.
Weeelll, not really. At best it will play like a hybrid of the archetypes. The problem is not that there aren't opportunities to mix and match whatever you want, but every archetype plays the same like any other. I'd argue there are 3 classes - fighter, mage and misc (Chanter), everything else is a reskin and play exactly like each other within their archetype. Even if we take the game on its own terms, classes like Barbarian, Monk, Ranger, Druid are superfluous. This was the same in PoE1. It's a consequence of the "everyone can do everything" philosophy.

There's nothing at all similar in playing a full tank fighter build to stand in one place and maximize engagement and fighter/barb disruption tank who runs all over the battlefield trying to hit his CC abilities. Or playing a backline Rogue trying to hit is combos vs. playing a heavily scripted backline Cipher who you've automated to build up his Focus and spam CC. Or active-healer party with traditionally build Priest vs. a party where the only healer is a frontline Pala/Bard. And I've done all these things.

Mind you, I despise RTwP with passion so the way I build my all parties is with heavy focus on scripting the AI, passive builds and minimal pausing.

Also it would be cool to discuss TOW builds instead but currently no builds are necessary so I guess we're stuck with PoE. :D
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,917
Pathfinder: Wrath
There's nothing at all similar in playing a full tank fighter build to stand in one place and maximize engagement and fighter/barb disruption tank who runs all over the battlefield trying to hit his CC abilities. Or playing a backline Rogue trying to hit is combos vs. playing a heavily scripted backline Cipher who you've automated to build up his Focus and spam CC. Or active-healer party with traditionally build Priest vs. a party where the only healer is a frontline Pala/Bard. And I've done all these things.
No, the fighter/barb tank who runs all over the battlefield plays like a Rogue who also runs around the battlefield (melee DPS). The stationary tank plays like any melee DPS who stands still and melees (tank or melee DPS). The backline Rogue plays like the backline Ranger (ranged DPS). A backline Cipher who CCs plays like a Wizard or Druid who CC (caster). etc. All you can do is make them better at these archetypes by combining numerically better things or more useful abilities. There's no need for 11 classes, it has stretched the imagination budget too much, especially when combined with "everyone can do everything".
 

Deleted Member 16721

Guest
The little details are what make this game a labor of love. They really outdid themselves polishing this game, I'm really impressed. I'm still not sure what my GOTY is between this and Disco but this game is making a good case for it.

I really like modding equipment, tinkering, using consumables, leveling up and so much more. If you don't like this game you don't like video games. 9.5/10
 

jf8350143

Liturgist
Joined
Apr 14, 2018
Messages
1,358
They need a free DLC to add more unique weapons and more interesting perks.

Also why on earth would anyone think the enemy is bullet sponge? Other than some of the big creatures I can pretty much melting everyone's health on Hard difficulty. I'm starting to feel like adjusting the companion's AI so the enemy can survive longer.
 

biggestboss

Liturgist
Joined
Feb 16, 2017
Messages
528
I tried playing this game again but I keep tuning out while killing the first three enemies. I don't think I'll ever be able to meet Parvati.
 

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