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

Immortal

Arcane
In My Safe Space
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Safe Space - Don't Bulli
I keep coming to this. Is this game really that fucking bad!? Damn, what a disappointment if it is. Does it come with a good toolset like Skyrim does where a modding community can fix a lot of the shit? I was hoping for a Fallout: New Vegas game. Seems that team behind New Vegas just can't be reproduced.

This is basically the gaming community today.

"Guys is there a modding community of endless free labor to fix this trash for me?"

Give corporations their 60 - 80 bucks for a steaming pile of shit and wait around for a modding community to sprout up and fix it.


EDIT
Sorry buckaroo.. The character models all look like ugly potato dykes so no neckbeards are gonna write modding tools.. In case you didn't know, all modding communities are born from nude mods.
 

Diddlepants

Barely Literate
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Jan 4, 2020
Messages
2
Actually, come to think of it, maybe this was Cain and Boyarsky’s plan all along. Introduce a new IP with barebones RPG mechanics, get normies hooked on to the series so they can have full control of future projects, then when the inevitable sequel comes out we will get a true RPG. I think the dlc coming out this year will be a good indication as to wether or not this is the case, but I remain hopeful.
 

orcinator

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DalekFlay

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Maybe because of mod support, but not in any other way. One of the coolest things about The Outer Worlds is actually that it shows you can make that kind of game without the awful Gamebryo engine. Though if Bethesda ever did and cut out mod support as a result, people would lose their shit.
 

ciox

Liturgist
Joined
Feb 9, 2016
Messages
1,386

paperjack

Literate
Joined
Jan 5, 2020
Messages
24
I didn't particularly enjoy the combat. It felt... average. I found the setting novel, but the story uninteresting and I could easily see where it was going. I'm feeling ambivalent - but honestly I was pleasantly surprised with this game as I expected much worse.
 

LESS T_T

Arcane
Joined
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Messages
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Codex 2014
https://www.gamasutra.com/view/news...progression_with_Outer_Worlds_flaw_system.php

Breaking linear character progression with Outer Worlds' flaw system

I was fighting for my life against a group of giant, acid-spewing lizards on the outskirts of Edgewater. I wasn't far from my ship and had already dealt with dozens of other Raptidons while spending time in this cannery colony. I finished off the last one with a few swings of my tossball stick and started walking up to my companions when a prompt popped up.

Spacer's Choice, one of The Outer Worlds' fictional megacorporations, had found a flaw in me. They think I have Raptophobia or the fear of Raptidons due to repeated encounters with the beasts. I can choose to accept the penalties associated with the flaw in exchange for a point--one I can use to unlock one of the several perks that give my player character things like more health or bag space. Or I could just decline the choice altogether and move on.

"The flaw system was an intersection of two different goals," Tim Cain told me. He's co-director of The Outer Worlds and also the game design legend known for creating the original Fallout. "One of our goals was to not do all the character creation upfront. We wanted the player to pick a few things about the character and then other things get decided later...We also wanted to combine it with the reactivity of the game."

"Character creation is the player telling the game how they want to play," he added, mentioning that Cthulu board and computer games helped inspire this system. "The flaws are the game telling the player 'here's what you did, do you want to react to it? You got hit by a lot of plasma, do you want to be plasma susceptible? You fight a lot of robots, do you want to be scared of them?'"

acrophobiaflaw.PNG


A character that isn't just a list of cool powers
The Outer Worlds' flaw system reacts to how the player chooses to advance through the story. If you fight a lot of robots you can get robophobia and lose dexterity and perception points when near mechanical enemies. You can also get addicted to drugs after taking too many and some stats will be lower when you go through withdrawals. You can choose to accept or reject a flaw when they come up, though each one is permanent once accepted.

It's all part of Obsidian's plan to have new types of gamified role-playing elements in their Fallout-esque first-person RPG. You can play as a charismatic gunslinger who hates robots or a tossball stick-swinging lockpicker with paranoia. You create your character as you play and not just in the character creation screen and when you level up. That's why perks unlock throughout the campaign and why you assign skill points to categories until you reach a certain threshold and specific skill categories open up. It's all part of an effort to have your character change as you hop from planet to planet.

"What I like about this makes the character creation a lot deeper. People think of character creation as all these cool things you can do," Cain says. "It's really just something that makes your character different and unique. There's something really cool about having a character that isn't just a list of cool powers and extra things they can do that normal people can't."

The flaw system wasn't originally designed to have to pay out perk points if a player accepted negative attributes. Cain and co-director Leonard Boyarsky told me they wanted to have specialized perks for each flaw that you couldn't obtain any other way. That would entice players to try different things, but time and budget restraints prevented them from fully implementing anything other than what we see in the final version of The Outer Worlds.

owperks.jpg


"The specialized perks were more related to the flaws," Cain said. "There were a whole bunch of flaws that we never implemented, but we had things like if you'd take more damage from robots you could also give more damage to them. I think we had one where your aim would go down but your fire rate would go up if there was a robot around. It was like 'ok I'm terrified and I'm just spraying bullets.'"

Cain and Boyarsky wanted flaws to force player to adopt different play styles when special situations come up. They didn't want players to exploit the flaw system in a way that simply reinforced or entrenched them in one play style. "Picking a difficulty setting makes the whole game hard," Cain said. "Flaws are supposed to make it situationally hard."

Dialogue flaws that didn't quite make it
Since The Outer Worlds launched in October 2019 Cain and Boyarsky have been listening and reading all sorts of feedback around this new system. One piece of criticism that hit home is the fact that the majority of flaws come into play during combat and not during dialogue or stealth sections. They had originally planned more non-combat flaws but they didn't make it in time for the final release.

"One of the flaws we wanted [in the game] was to be impulsive," Cain said. "When dialogue options come up there would be a little timer. When it ticked down to five seconds one of the response options disappears, just greyed out. Then another one after another five seconds until there was only one option left."

"The game wasn't saying you had to be impulsive," Cain added. "It was saying unless you play impulsively we're going to pick your options for you. So it had you picking really quickly." This flaw didn't make it into the game as the team was already having trouble keeping up with their AI demands and an individual flaw was low on the development team's priority list (players also wouldn't be reading most of the text if they had to rush through it).

owellie.jpg


They also wanted to add a pathological liar flaw where the player would have to choose to lie if one was available while in conversation. They found it wasn't as effective with how forgiving the dialogue system was in the game. They had a number of other non-combat flaws that didn't make it into the game, including a "hotheaded" one that forced players to attack whenever the dialogue system gave them that option.

The Outer Worlds does have a handful of non-combat perks including the drug addiction, farsighted, fear of heights, and a few others although most are dependent on combat. The development team brought the list of flaws and perks to the programmers on the team to see which ones would be the easiest to implement. "We ended up with a lot of susceptibilities, phobias, and addictions," Cain said. "Those were the main categories."

While we don't know much yet, Obsidian has talked about a possible sequel to The Outer Worlds. Cain hopes to build off the flaw system and incorporate some of the ideas that didn't make it into this game. He also hopes other role-playing game developers try their hand at something similar.

"I'm hoping this idea catches on, that character advancement isn't always linear. It isn't always about getting better," Cain said. "It's really about getting different. I'm making a character that doesn't always mean good things. I'm hoping that catches on outside our game."
 

Parabalus

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Mar 23, 2015
Messages
17,503
The flaw system is total Sawyerist incrementalists garbage - I picked like 5 flaws and it had zero effect on gameplay.

The non-combat stuff is sounds cool OTOH, that'd have definitely been something you'd feel and notice while playing.
 

Haplo

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Pillars of Eternity 2: Deadfire
I disagree. The Flaws are pretty crippling, at least skillcheck wise.
Due to lowered stats, they will for example disable natural regeneration, encumber you and make you fail many skillchecks.
Admittedly they won't really stop you from shooting enemies dead.
Note they also have a passive, always-on malus.
Avoid most of them like the plague. Some are pretty harmless though.
 

Parabalus

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I disagree. The Flaws are pretty crippling, at least skillcheck wise. They won't really stop you from shooting enemies dead.
But due to lowered stats, they will for example disable natural regeneration, encumber you and make you fail many skillchecks.
Note they also have a passive, always-on malus.
Avoid most of them like the plague. Some are pretty harmless though.

Why would you need natural regeneration?

I had it disabled from the start due to 1 in the attribute and didn't miss it, you get the +HP perk on kill soon enough.

Most of the flaws I got are +25% from damage type, which is unnoticeable.

Did you get any which decrease skills directly or? The attribute decrease effect on skill checks is minor.
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
I was fighting for my life against a group of giant, acid-spewing lizards on the outskirts of Edgewater. I wasn't far from my ship and had already dealt with dozens of other Raptidons while spending time in this cannery colony.

Conflating Edgewater with Roseway?

The flaw system wasn't originally designed to have to pay out perk points if a player accepted negative attributes. Cain and co-director Leonard Boyarsky told me they wanted to have specialized perks for each flaw that you couldn't obtain any other way.

Evidence for my theory that Flaws are essentially Fallout-style Traits that you get mid-game.
 

Haplo

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Pillars of Eternity 2: Deadfire
I disagree. The Flaws are pretty crippling, at least skillcheck wise. They won't really stop you from shooting enemies dead.
But due to lowered stats, they will for example disable natural regeneration, encumber you and make you fail many skillchecks.
Note they also have a passive, always-on malus.
Avoid most of them like the plague. Some are pretty harmless though.

Why would you need natural regeneration?

I had it disabled from the start due to 1 in the attribute and didn't miss it, you get the +HP perk on kill soon enough.

Most of the flaws I got are +25% from damage type, which is unnoticeable.

Did you get any which decrease skills directly or? The attribute decrease effect on skill checks is minor.

Regen is convenient, that's all. I did finish the game with 170+ stimpacks. I mean adrenos.

And yeah, I picked those +25% damage type flaws whenever available.

The skill decrease comes from lowered attributes. Might not seem like much, but when I have 50 base skill, it lead me to fail some checks... before reloading prior to accepting the Flaw.
 

orcinator

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Republic of Kongou
The skill decrease comes from lowered attributes. Might not seem like much, but when I have 50 base skill, it lead me to fail some checks... before reloading prior to accepting the Flaw.

I don't know why you would ever accept any of the flaws that aren't temporary, it's clearly not worth it given how most of the perks are shit.

Like wow, Unable to Dodge, -30% Movement Speed in exchange for +5 Base Armor Rating or -50% Consumable Weight
 

IHaveHugeNick

Arcane
Joined
Apr 5, 2015
Messages
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The skill decrease comes from lowered attributes. Might not seem like much, but when I have 50 base skill, it lead me to fail some checks... before reloading prior to accepting the Flaw.

I don't know why you would ever accept any of the flaws that aren't temporary, it's clearly not worth it given how most of the perks are shit.

Like wow, Unable to Dodge, -30% Movement Speed in exchange for +5 Base Armor Rating or -50% Consumable Weight

It gets you to higher tier of perks faster and you can nullify -speed with +speed perk, for example.
 

LudensCogitet

Learned
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Nov 4, 2019
Messages
210
The skill decrease comes from lowered attributes. Might not seem like much, but when I have 50 base skill, it lead me to fail some checks... before reloading prior to accepting the Flaw.

I don't know why you would ever accept any of the flaws that aren't temporary, it's clearly not worth it given how most of the perks are shit.

Like wow, Unable to Dodge, -30% Movement Speed in exchange for +5 Base Armor Rating or -50% Consumable Weight

It gets you to higher tier of perks faster and you can nullify -speed with +speed perk, for example.
It would have been legitimately cool if any of this had ever mattered in the slightest during my playthrough.

I'm scratching my head here wondering if we played a different game. I took every flaw, picked perks almost at random. Combat was a cake walk on hard.

Edit: I also didn't have health regen the whole game because of stat choice at character creation. Hard to imagine the game would have been easier than it was.
 

DalekFlay

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I disagree. The Flaws are pretty crippling, at least skillcheck wise.
Due to lowered stats, they will for example disable natural regeneration, encumber you and make you fail many skillchecks.
Admittedly they won't really stop you from shooting enemies dead.
Note they also have a passive, always-on malus.
Avoid most of them like the plague. Some are pretty harmless though.

The problem is there's no point taking any flaws because the perks are mostly minor and boring.
 

Haplo

Prophet
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Messages
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Pillars of Eternity 2: Deadfire
Well, getting to higher perk tiers earlier is worth SOMETHING. But most of the flaws are not worth it. Like Parabalus and myself already admitted, I tend to only pick those 25% increased damage taken from damage source X.
 

Orma

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Accept ALL the consumable flaws, cuz they are free perks. Only alcohol addiction can be somewhat annoying cuz of the hangovers. But food 'addiction'...lmao.

Acrophobia is basically just a free perk as well, and you can 'farm' it by jumping off cliffs
 

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