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Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.
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To win against the Legate, you have to have a good argument. Avellone provided three that do (but all they do is delay the conflict to another date, it's not a complete victory) and many weaker ones that don't.
The Legate is a seasoned military leader. The fact that he somehow forgot about overextension is patently absurd.
Here's an example of how stupid the whole scenario is:
>Ah, but Carl Friedrich Gauss, you forgot to carry the 1 -- now get out of here!
The Legate is a seasoned military leader. The fact that he somehow forgot about overextension is patently absurd.
Here's an example of how stupid the whole scenario is:
You are coming at this from the perspective of a discerning individual, and not someone who thinks the Disney Marvel movies are some of the best movies ever.
The Legate is a seasoned military leader. The fact that he somehow forgot about overextension is patently absurd.
Here's an example of how stupid the whole scenario is:
How deep into your ass did you have to reach to find that nugget?
Joshua Graham pressed forward with no plan. His failure got him burned alive and chucked into the Grand Canyon as an example to other Legates. No other Legate is trying to be that dumb again.
And if Lanius *were* a dumb savage, he wouldn't have agreed with your (obvious) argument; he would've acted like a big dumb savage instead.
Oh, and if you're friendly with the Legion, Lanius will even tell you about the time his supply lines were all fucked up when placing Denver under siege. He explicitly says that supply lines almost fucked him in Denver, and that he felt the entire Western campaign was going to be more of the same. Lanius was acutely aware of the logistical problems.
***
Here's how Lanius's thought process plays out, due to dumbass writing:
>Lanius: I am vocally opposed to the Western campaign because it will overextend our supply lines
>You: Stop the Western campaign
>Lanius: Nay, we must fight
>You: But your supply lines!
>Lanius: Wow, I never thought of that. Truly you are wise.
yeah, but TOW's story was so bad i thought masses wouldn't vote for it, and instead would choose Disco since it was surprisingly popular.
Otherwise Pathologic 2 had the best story.
You are coming at this from the perspective of a discerning individual, and not someone who thinks the Disney Marvel movies are some of the best movies ever.
i visited IGN and read some comments here and there, and also visited TOW's subreddit - majority of players weren't impressed with TOW's story.
TOW winning "IGN's best RPG of the 2019" wouldn't be surprising, but best story?
yeah, but TOW's story was so bad i thought masses wouldn't vote for it, and instead would choose Disco since it was surprisingly popular.
Otherwise Pathologic 2 had the best story.
You are coming at this from the perspective of a discerning individual, and not someone who thinks the Disney Marvel movies are some of the best movies ever.
i visited IGN and read some comments here and there, and also visited TOW's subreddit - majority of players weren't impressed with TOW's story.
TOW winning "IGN's best RPG of the 2019" wouldn't be surprising, but best story?
Simpletons prefer simple stories with simple narrative threads and a simple vocabulary, lad. They might play and enjoy Pathologic 2 and Disco Elysium, but they'd be unable to fully appreciate it, so they'd rate it lower than TOW's story.
Joshua Graham pressed forward with no plan. His failure got him burned alive and chucked into the Grand Canyon as an example to other Legates. No other Legate is trying to be that dumb again.
And if Lanius *were* a dumb savage, he wouldn't have agreed with your (obvious) argument; he would've acted like a big dumb savage instead.
Oh, and if you're friendly with the Legion, Lanius will even tell you about the time his supply lines were all fucked up when placing Denver under siege. He explicitly says that supply lines almost fucked him in Denver, and that he felt the entire Western campaign was going to be more of the same. Lanius was acutely aware of the logistical problems.
It's true I've forgotten a good amount of Lanius's dialogue, however it's also true that he's not portrayed as a brilliant tactician/strategist. He had reservations, but Caesar's orders are Caesar's orders. By the time you get to his camp, it's clear that the big push to take the Dam is much harder than anticipated (and of course it's much easier if you had sided with the Legion yourself and taken the steps to make the battle easier).
I always felt like RPGs should make speech into a gameplay element like combat or exploration, by introducing intelligence gathering and analysis elements into it. For instance, you would be able to ask NPCs about other NPCs, and from their replies, put together an image of a particular NPC (what they like, what they hate, their strong and weak points, beliefs, past). Using this image, you would be able to select more appropriate dialogue options and "manipulate" them better. Or, as you are saying above, collect enough information from the world in one way or another to create some logical construct that would convince an NPC to do something. Basically make speech into gameplay instead of simple skill checks or a guessing game.
Fallout 1 did something similar to this with the Master and how you had to actually collect evidence that the Super Mutants were sterile and that his plan of replacing regular humans with Super Mutants to have humanity survive the nuclear wasteland was going to fail, because they would eventually die out due to not being able to breed. Wish more RPGs would do this instead of having Speech as a win button a lot of the times.
Fallout 1 did something similar to this with the Master and how you had to actually collect evidence that the Super Mutants were sterile and that his plan of replacing regular humans with Super Mutants to have humanity survive the nuclear wasteland was going to fail, because they would eventually die out due to not being able to breed. Wish more RPGs would do this instead of having Speech as a win button a lot of the times.
Simpletons prefer simple stories with simple narrative threads and a simple vocabulary, lad. They might play and enjoy Pathologic 2 and Disco Elysium, but they'd be unable to fully appreciate it, so they'd rate it lower than TOW's story.
Patch 1.2 has been released! The next time you log onto The Outer Worlds you should be prompted to update your game. This patch is available for players on all platforms and is required in order to fix specific issues within the game.
Changes/fixes that are included in this patch are as follows:
Top Community Requests:
Updated the "Large Text Mode" setting to apply to Examinables
Added "Chromatic Aberration" setting to all platforms
Added "Controller Aiming Sensitivity" setting to all platforms
Added "Head Bobbing" setting to all platforms
Added "Field of View" setting to Xbox One and PlayStation 4 platforms
Fixed weapons unholstering when interacting with the environment
Fixed additional cases of companion quests being marked as Botched incorrectly
Audio:
Fixed multiple characters from talking over each other when the player dies
Fixed audio cutting out when scrolling on the map
Fixed NPCs continuing to have dialog after they have died
Companions:
Fixed some of Felix's belongings appearing on the Unreliable even when he wasn't recruited
Fixed Vicar Max being available as a companion even if he was killed in Edgewater
Fixed consumable durations not being affected by Max's "Tuned In" Perk and the "Beverage Service Technician" Aptitude
Fixed enemies not always animating correctly when hit by Max's companion ability
Fixed companion Perks being reset when the player respecs
Added a notification for when companions gain Perks from quests
Fixed companions calling the player's attacks ineffective, even if they were dealing appropriate damage
Fixed lit areas of companions' armor being unlit after they were knocked out
Fixed companion outlines not appearing after changing their armor
Design:
Fixed the "Battle Hardened" Perk not stacking correctly with the Inspiration 40 Skill unlock
Fixed the Determination 100 Skill Unlock not applying to both companions
Fixed the "Precision" Perk not applying to companions in some cases
Fixed the Determination 40 Skill unlock not applying to both companions in some cases
Fixed the SuperNova Hunger debuff not applying in certain situations
Fixed description text for the Ambidextrine status effect
Fixed duration for the Ambidextrine status effect
Fixed the "Steady Hand" Perk stacking incorrectly
Fixed non-drug consumables not stacking correctly
Fixed automechanicals being susceptible to the Poison debuff
Fixed the Burn status effect from Mantipillar attacks lasting forever in some cases
Fixed the "Bleed" and "Sugary Drink" status effects not working with one another
Fixed the "Leader" status effect missing a description when applied to a companion
Fixed the Inspiration 80 skill unlock stacking incorrectly
Fixed the "Caffeine Drink" status effect not applying when the "Permanent Concussion" Flaw was active
Fixed the effects of the "Robophobia" Flaw not clearing in certain conditions
Fixed "Pack Mule" Perks not applying while on the Unreliable
Fixed the "Revenge" Perk not increasing damage
Fixed misleading text in the description of Thinking Cap-let items
Fixed "Adelaide's Gardening Shears" not applying the Bleed effect on targets
Fixed the Prismatic Hammer not benefiting from several melee Skills and Perks
Fixed the Prismatic Hammer not benefiting from Critical Hits
Increased damage of Handguns
Quests:
Fixed "A Family Matter" not updating properly if Tucker Needham was killed in Stellar Bay
Fixed "The Amateur Alchemist" not progressing if the player intimidated Vaughn
Fixed an optional objective in "BOLT With His Name" being blocked if the player exited a terminal at a specific point
Fixed "Comes Now the Power" not updating properly if the Deserters returned to Edgewater under specific conditions
Fixed "The Doom That Came To Roseway" being blocked if Anton left Roseway before getting his research back
Fixed "Friendship's Due" not updating correctly if the player spoke to Harlow without meeting specific requirements
Fixed "Friendship's Due" not updating correctly if the player killed Trask before speaking to Harlow
Fixed "Solution Vital" not updating properly if Captain Irion's medical automechanical was killed
Fixed Dr. Chartrand attacking the player after she agrees to help them
Fixed issues with manti-creature spawning during Nyoka's companion quest if the player left the area and returned in the middle of the fight
Settings:
Fixed the "Look Up" and "Look Down" keybindings being swapped
Added "Foliage" graphics setting for PC platform
Added "Enable Cinematic Kill Camera" setting
UI:
Fixed player response nodes being numbered when using a gamepad
Updated Vendor UI to show carry weight and encumbrance limit
Updated item tooltips to better indicate Pristine items
Added item sorting options to the Companion and Workbench screens
Added SuperNova survival meters to the Consumables screen
Fixed the companion damage bonus from the Inspiration skill not appearing correctly in the UI
Fixed two-handed melee weapons not showing the correct DPS value
Fixed plus signs appearing next to Skills that cannot directly gain points
Fixed quest objectives disappearing from the Quest Tracker after certain quest updates
Fixed the "Sublight Sniper Rifle" unique Dead-Eye not being marked as unique
Fixed the Vendor screen from becoming misaligned when selling many items at once
Fixed the effects of the "Paranoid" Flaw not displaying correctly
Fixed encumbrance limit not updating correctly when applying a Backpack armor mod
Fixed certain lootable NPC corpses not highlighting correctly
Fixed the "Compare" option incorrectly being available on the Companion screen
Fixed the effects of the "Adrena-Time Crash" debuff not displaying correctly
Fixed Adreno not being automatically equipped to the Emergency Medical Inhaler
Fixed the "Leader" status effect missing from the player
Updated description of "Field of View" setting and moved it to the Graphics screen
Fixed a missing button icon in the Quick Melee tutorial
General:
Fixed a crash involving mind-controlled enemies
Fixed a soft lock when trying to interact with the Meditative Aid after attacking the hermit
Updated description of "Everybody Likes Me" and "Destroyer of Worlds" Achievements/Trophies to reduce confusion
Fixed the player's weapon becoming invisible when trying to attack while using the inhaler with the weapon holstered
Fixed facial animations not playing in certain conditions
Fixed NPCs continuing to climb beyond the end of a ladder on the Unreliable if the player started a conversation while they were climbing
Fixed not being able to open the Ledger if the player has unspent Skill points and two NPCs are conversing
Fixed Raptidon Collosi being able to knock targets hundreds of meters
Fixed Julius Moreau missing voice-over on a line of dialog
Fixed not being able to hit enemies with ranged weapons from point-blank range
Fixed various issues when trying to fire a ranged weapon and use quick-melee simultaneously
Fixed modded Flamethrowers being able to damage targets through walls
Fixed Raptidon Matriarch being invulnerable to Flamethrower damage during certain animations
Fixed beam weapons being able to lock on to underground targets
Fixed the reload animation playing too fast when exiting Tactical Time Dilation
Fixed a missing collision issue in Amber Heights
Fixed a spot in the Byzantium Tunnels that allowed the player to fall out of the map
Fixed not unlocking the Cascadia landing pad fast travel point in certain circumstances
Fixed collision issue in Edgewater junkyard
Fixed grass showing through the floor in Fallbrook
Fixed low-resolution blood textures in Labyrinth
Fixed a temporary asset being visible in Monarch
Fixed collision issues in Monarch
Fixed flickering geometry in Stellar Bay
Fixed rare cases of characters falling through the world as it was loading
Fixed "Hemlock's Eyepatch" unique item being weightless
Fixed rare instances of player response options not being available after loading a save
Fixed an issue resulting in duplicate items appearing
Fixed consumable durations not updating correctly after saving and loading
Updated credits to correct a title, added two focus tester names, and added a developer that was uncredited
Fixed instances of missing text when playing in non-English languages
Fixed German localization issues
Fixed Japanese localization issues
Fixed various text errors
To continue to report issues you come across and to share suggestions for the game, please visit the Technical Support forums for The Outer Worlds and search to see if a fellow player has already made a thread about it to help reduce duplicate threads. If you find a thread that matches your issue or suggestion, then please feel free to leave a comment and include any details you would like to share.
If you are not able to find a similar thread, then please share it with us on our forums and then visit our publishing partner, Private Division, and share this issue with them through their support website. This will help ensure that your specific issue or suggestion is in their queue and will allow us to prioritize requests to provide the fastest possible turnaround time.
You all are the best community we could have asked for. Thank you for being awesome!
I think it gets harder to play mediocre games after you become an oldfag. Decades ago, I might have toiled through Outer Worlds, in the same spirit of meh as Ass Effect, Dragon Ass: Obgyn, or Pooplivion, but now I just don't care. It's harder to get into these things unless they offer something interesting, be it just one thing really well done (say writing in Disco Disco or survival/basebuilding in 7 Days to Die).
Yeesh and this after playing a prismo hammer berserker build on Supernova, which was actually mildly entertaining in a "smash your head into the problem until it stops moving" kind of way, like playing a Vanguard in Ass Effect. Stacked every melee, crit, and science weapon damage perk under the sun and now knowing half of them weren't working, it was still mostly a faceroll.
While they're polishing this turd, the interns at Obsidian should work on the fact that consumables are a boring afterthought even on the hardest difficulty; only stimpaks are relevant and only then due to bloated enemy damage multipliers on the higher settings. And beef up the traits: the specter of Josh's dread hand of balance hangs over offerings such as Taste Tester: beverages your character consumes last 1.5% longer or Extreme Environment Specialist: your character permanently gains 2% plasma resistance.
I think it gets harder to play mediocre games after you become an oldfag. Decades ago, I might have toiled through Outer Worlds, in the same spirit of meh as Ass Effect, Dragon Ass: Obgyn, or Pooplivion, but now I just don't care. It's harder to get into these things unless they offer something interesting, be it just one thing really well done (say writing in Disco Disco or survival/basebuilding in 7 Days to Die).