The Outer Worlds Impressions - Oh.....I get it now

Eacaraxe_v1legacy

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Happyninja42 said:
...I fail to see how that is a positive trait of game design. But seeing as you presented it as a negative for the design of FO3 and 4...
I skipped straight to this because this is really the main point I'd like to address. No, I said no such thing, nor presented either as a positive, negative, or superior to the other. If that was your takeaway from that post, I'd strongly recommend re-reading it.

What I did say, and went to great effort to point out, is those two groups of games are representative of different design philosophies, with appeals to different types of gamer (goal-oriented, versus exploration-oriented). The two groups of Fallout players -- new versus old -- are at ends due to this shift in design philosophy, and this is why fans of the first two games will almost certainly prefer FONV to FO3 or FO4. FONV espouses the "classic Fallout" design philosophy, and players of the isometric games strongly trend towards an expectation of Fallout to follow that philosophy.

I'm entirely aware of how Outer Worlds is structured. I've also seen how players are largely free to pursue objectives within each area at their leisure, which strikes me as an attempt to meet both types of gamers in the middle, particularly in the world-building and dialogue aspect of the game which plays strongly to the key implication of "classic Fallout" design philosophy. Through exploration, environmental storytelling, and dialogue, players are invited to immerse themselves in the game world and shape their own opinions of the players and factions within it over time, and that immersion itself is the quality from which players are expected to derive enjoyment. Case in point, and spoilers ahead,

The entire game being "Idiocracy: the Video Game" is hidden in plain sight just in Emerald Vale and Edgewater. As far as I can tell, no single source outright says "the plague" is just scurvy; the closest you get is Adelaide mentioning eating a balanced diet is "the cure", but the player is left entirely to their own devices to figure it out. Her garden being full of citrus trees is the big environmental clue. The whammy moment Adelaide is reprocessing human corpses as fertilizer, informs the player the planets of Halcyon aren't ideal for humans -- they might have an appropriate atmosphere and climate, but not the right ad-mix of trace elements to sustain human life, and the colony nor its constituent settlements were never really terraformed.

That very few, and certainly no "trained" medical personnel, knows how to identify or treat one of the longest-known, best-documented, and easily-treated diseases in human history is the earliest, biggest tip-off you're dealing with a society that lacks in even basic levels of education, research, or technical expertise beyond producing marketable commodities. The flavorist was the one to figure out the "plague" mystery -- that alone should tell you what's up.

Then, Welles straight up implies what happened in his dialogue when you fix Unreliable, and that's supplemented by early dialogue on the Groundbreaker. The laborers, bureaucrats and administrators, and executives were on the Groundbreaker, to start work on the colony and build the infrastructure. The scientists, researchers, and engineers who would have been able to do the terraforming, societal engineering, and other work to make the colonies sustainable were onboard the Hope. When the Hope was lost, so went the expertise, and without it Halcyon was never sustainable to begin with.

Which is why the key endgame decision is about whether to awaken the Hope colonists, initiating the work making the colony sustainable that should have started 70 years before the game begins, or to put the majority of current colonists in stasis, reducing the population to sustainable levels.

Now, to put that in the context of something like New Vegas. Provided the player takes the roundabout way to the Strip on their first playthrough, they're going to have a distinct, borderline preordained, impression of the Legion. Not that the reality of the Legion is really that different, but that's not the point; the point is for the player to go to Fortification Hill and talk to Caesar, and in talking to Caesar learn matters aren't always as they appear. Caesar's choices are deliberate based upon his experiences with the Followers, and what he believes to be necessary to create a sustainable society in the wasteland; whether Caesar's beliefs can survive his death, and whether the Legion's brutality is really necessary or justified, are the real bones of contention.

It's no coincidence this occurs generally at the same time players will find their way to Bitter Springs, Red Rock Canyon, Forlorn Hope, and deal with the Crimson Caravan Company through a number of quests but most notably Heartache by the Number. Because at the same time the players are learning the Legion is cold, calculated evil for the sake of survival, the NCR who are traditionally understood as Designated Good Guys are getting knocked down a few pegs as a corrupt, ramshackle bureaucracy barely capable of seeing to the welfare of its own soldiers on its most strategically-important front, let alone enforce discipline or instill a sense of military justice.
 

happyninja42

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So I just ran into an amazing bug on the Unreliable.

I had unlocked SAM, the robot companion, and was just wandering around the kitchen area between missions. When I suddenly hear a flaming noise behind me, the high pitched scream of Parvati, and then get a "Mission Failed" message, indicating that I had failed Parvati's companion mission, BECAUSE PARVATI HAD DIED. Keep in mind, this wasn't in combat, and I'm not playing on the "Your Companions Can Die" difficulty.

But apparently she was still "alive" enough to deploy on missions, at least she popped up on the exit screen as an option for companion.

So that's fun. :/
 

Elfgore

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erttheking said:
CritialGaming said:
erttheking said:
Just got the system to open up and this game is just making me smile so much. The companions, the way I spin to try and find solutions to problems, the weapons, the look, it's just fun and endearing.

I stopped playing because I couldn't play anymore because I was getting tired. Not many games do that to me nowadays. I'm having a grand old time.

Next stop, Roseway.
Nice to see you loving a game Ert. I don't think I've ever seen you genuinely love on a game on this forum, at least not in a long time. Gratz.
Honestly I post mostly on SpaceBattles nowadays. But even then, I distinctly recall going to bat for Fire Emblem Three Houses. Adored that game.
Seems like a nifty forum. Any general leaning of the posters there? I've been trying to find something more focused than Reddit. The only two I've found so far is a cesspool and the other is too busy.
 

Terminal Blue

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Eacaraxe said:
Caesar's choices are deliberate based upon his experiences with the Followers, and what he believes to be necessary to create a sustainable society in the wasteland; whether Caesar's beliefs can survive his death, and whether the Legion's brutality is really necessary or justified, are the real bones of contention.
There's a little sequence in Caesar's dialogue which completely changed my view of his character, and I am absolutely convinced it is deliberate.

Caesar: No, I'll destroy it because it's inevitable that it be destroyed. It's Hegelian Dialectics, not personal animosity.
Courier: Hegelian Dialectics? What are those?
Caesar: How do I put this basically enough? It's a philosophical theory, the kind you might encounter if you took time to read some books.
Caesar: The fundamental premise is to envision history as a sequence of "dialectical" conflicts. Each dialectic begins with a proposition, a thesis...
Caesar: ...which inherently contains, or creates, its opposite - an antithesis. Thesis and antithesis. The conflict is inevitable.
Caesar: But the resolution of the conflict yields something new - a synthesis - eliminating the flaws in each, leaving behind common elements and ideas.

In this whole sequence, Caesar is essentially lecturing you. He even takes a moment to mock you for not reading books, which is ironic because everything he says in this sequence is bullshit to anyone who has read the books.

The legion is not the antithesis to NCR. NCR is the antithesis to NCR. Caesar basically says it himself. A thesis inherently contains or creates an antithesis. NCR does not inherently contain or create the legion. Remove the legion, and NCR would carry on being very much the same. The antithesis of the NCR is the fact that it is, as you say, a corrupt, ramshackle bureaucracy. For all its ideals, NCR cannot exist without being a corrupt, ramshackle bureaucracy. That is why it is a valid antithesis.

The great irony of Caesar's point here is that actually, the reason NCR and the legion are fighting isn't because they're different at all, but because they are in many ways exactly the same. They are both expansionist nation states who want the same land.

This may be an accident, it may be that J.E. Sawyer brought in Hegel simply to get some big philosophy words to make their game sound smart, but it is also tells us something about Caesar's character which clearly represents Sawyer's view, namely, that he's a fraud. He's an old bald dude from LA pretending to be the Son of Mars to tribals who don't even realise they're LARPing.

But I think that's one of the marks of quality for Fallout as a series (the non-Bethesda ones at least). The villains can be wrong, and yet still be understandable.
 

Eacaraxe_v1legacy

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evilthecat said:
There's a little sequence in Caesar's dialogue which completely changed my view of his character, and I am absolutely convinced it is deliberate.
My take on it was a bit different, but like you I absolutely agree it was completely, utterly, intentional. I think Sawyer was riffing on Marx. Marx having committed the same error in reasoning, taking a literalist approach to Hegelianism and applying that to argue society is inherently teleological.

The legion is not the antithesis to NCR...
Honestly, I'd take it a step further and argue Zion and Joshua Graham were the antithesis to Caesar and the Legion.
 

Terminal Blue

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Eacaraxe said:
My take on it was a bit different, but like you I absolutely agree it was completely, utterly, intentional. I think Sawyer was riffing on Marx. Marx having committed the same error in reasoning, taking a literalist approach to Hegelianism and applying that to argue society is inherently teleological.
I actually kind of agree.

Caesar's idea of Hegelian dialectics is material, it's about actual societies which exist and are not just ideas. Now, I actually don't think that's completely incompatible with Hegel's own view. Hegel did think that society was teleological, and he did apply dialectics to real historical events. But yeah, it is more historical materialism than hegelian dialectic.

But here's the thing. Caesar doesn't seem to view society as having any teleological aim except survival. That's the whole point of the legion. Unlike Hegelians or Marxists, the legion possesses no greater ideals than simply perpetuating itself through warfare. The Legion is not Marxist, it's fascist. It's a ludicrously on-the-nose representation of fascism right down to weird Roman obsession. All the major antagonists of the Fallout series (the non-Bethesda series, at least) have been fascist in one way or another, the legion is probably the bluntest expression of fascism in the entire series.

The fascist critique of Marxism is essentially that a society, being founded on "organic" concepts (nation, race, culture) could not produce internal conflicts like class struggle. Conflict can only happen between societies, not within them. The legion is predicated on this idea that if you make people part of the same society, there will be no internal conflict. The fact that Caesar thinks NCR is his antithesis when most of the population of the legion consists of slaves who hate him is a weirdly sophisticated insight into the mentality of fascism, and it still surprises me.

Gethsemani said:
So does Fo1, Fo2 and Morrowind too. Fallout sort of assumes you will head to Shady Sands then Junktown then the Hub and it is around there it opens up. Fo2 expects you to go to Klamath, then the Den, then Vault City and after that New Reno. Morrowind clearly points you to Balmora, from where you will go to Ald'ruhn early on and then send you on missions around the southern part of the map before eventually sending you up north.
One really fun thing about Fallout 1 & 2 is how easy it is to get to endgame areas if you just travel in a straight line from the starting area in a direction you wouldn't normally think to go. There's also a general commitment (especially in Fallout 2) for putting important settlements on the same X and Y axes on the map, so that more often than not just walking off in a cardinal direction will get you somewhere eventually.

Those games are so small by modern standards, and yet they're made with an attention to detail that I wish more modern games embraced. New Vegas was a noble attempt, especially considering it was slapped together in a year and a half to meet an arbitrary deadline.
 

B-Cell_v1legacy

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I messed up all of this

I killed anton, his guards, have bad reputation in spacers choice too where i forced to kill the hat guy, its all messed up. now im in monarch, searching broker.
 

sXeth

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From a wrap up perspective.

Its ranging into the good territory.

I do get the distinct impression that this was some compromise on the intended product to be sure. Its not buggy rushed, but there's some glaring gaps in polish and odd chunks of content or alternate branches that behave in nonsensical ways.


IF I had to guess, some combination of ran out of money, or had to finish off the publishing deal with TakeTwo before Microsoft could buy them up.
 

B-Cell_v1legacy

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Just complete it.

its a mixed bag imo. i rate it 7/10.

its better than any RPG i played save for system shock and Deus Ex but more i play, enemies get more and more bulletsponges. that make combat unfun.

although i like exploring different planets.

its just a good fallout game.
 

TopazFusion

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B-Cell said:
enemies get more and more bulletsponges. that make combat unfun.
Then you didn't spec your character correctly.

Check out Spiffing Brit's video below on how it's possible to cheese your character's stats and perks to end up 1-shotting everything in the game (apart from the final boss, which he 2-3 shots).

https://www.youtube.com/watch?v=SltHrXsPnCs

(He also throws in an infinite money exploit for good measure)
 

Catfood220

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TopazFusion said:
(He also throws in an infinite money exploit for good measure)
Is an infinite money glitch really needed later in the game. Because at the moment I'm just gaining money as I progress, because I'm basically stealing everything I see, selling what I don't need and doing missions and getting by just fine. Given I'm not far into the game, but I'm earning money and not spending it because I have everything I need.
 

Kyrian007

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Catfood220 said:
TopazFusion said:
(He also throws in an infinite money exploit for good measure)
Is an infinite money glitch really needed later in the game. Because at the moment I'm just gaining money as I progress, because I'm basically stealing everything I see, selling what I don't need and doing missions and getting by just fine. Given I'm not far into the game, but I'm earning money and not spending it because I have everything I need.
No, I can confirm an infinite money glitch is useless throughout the game. I just finished my first playthrough... never bought a single weapon, piece of armor, bullet, energy cell, or healing item. There were a couple of times I used [bribe] as a dialogue option... and that was all the use ANY money has in the game at all. At no time do you not have enough or need to go grind for some more. The starting area, edgewater; that was the last time in the game I picked up a weapon or armor piece that wasn't better than what I had or had some utility. Money has so little value it isn't worth the time wasted in picking up stuff just to sell it... better to scrap it or just leave it to rot. And I wasn't stealing anything, this was a playthrough roleplaying a good guy. With the abundance of stuff lying around and looting... I'm not even sure it would be any more useful in supernova difficulty. Just go out and shoot some marauders and keep adventuring and you will be swimming in everything you might need. Any points spent or perks bought to enhance your character's ability to interact with the in-game economy... wasted.

The economy being laughable aside, I loved the game. Couldn't recommend it highly enough. But they threw a really broken and worthless in-game economy into the game because "it needed one" without any regard for it being something that actually improved the experience. It was actually amusing, one time I walked into a room and leveled because I "discovered" a vending machine. I actually laughed... the first and only time a vending machine was useful in the game.
 

Trunkage

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TopazFusion said:
B-Cell said:
enemies get more and more bulletsponges. that make combat unfun.
Then you didn't spec your character correctly.

Check out Spiffing Brit's video below on how it's possible to cheese your character's stats and perks to end up 1-shotting everything in the game (apart from the final boss, which he 2-3 shots).

https://www.youtube.com/watch?v=SltHrXsPnCs

(He also throws in an infinite money exploit for good measure)
So the game is just about min/maxing everything? Because it puts roadblocks in place if you don't pick the right skills?
 

Kyrian007

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trunkage said:
TopazFusion said:
B-Cell said:
enemies get more and more bulletsponges. that make combat unfun.
Then you didn't spec your character correctly.

Check out Spiffing Brit's video below on how it's possible to cheese your character's stats and perks to end up 1-shotting everything in the game (apart from the final boss, which he 2-3 shots).

https://www.youtube.com/watch?v=SltHrXsPnCs

(He also throws in an infinite money exploit for good measure)
So the game is just about min/maxing everything? Because it puts roadblocks in place if you don't pick the right skills?
Not really, I think it is more a comment about someone not creating the build they wanted rather than any evidence of roadblocking. After all its possible with the right build to go through the entire last "stage" of the game without engaging many or any enemies at all, including that last boss fight. Its also possible to win the "bulletsponge" fights by keeping on a steady mask of inhaled healing potion and either running through the area or staying and fighting it out. Or agroing one faction and running them into another that's hostile to them. There seems to be plenty of solutions available to a variety of builds. Even later on when crazy high levels in skills are needed to do things like hack computers or lockpick doors, if it is mission critical there is always a way to do it outside of having that crazy high skill. I'm not saying that there aren't builds that couldn't finish the game... but it would probably have to be a deliberately badly created character that couldn't. My first character proved that, I didn't end the game with any skills unmodified over 80 (out of 100) so very little min/maxing there.
 

CritialGaming

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TopazFusion said:
B-Cell said:
enemies get more and more bulletsponges. that make combat unfun.
Then you didn't spec your character correctly.

Check out Spiffing Brit's video below on how it's possible to cheese your character's stats and perks to end up 1-shotting everything in the game (apart from the final boss, which he 2-3 shots).

https://www.youtube.com/watch?v=SltHrXsPnCs

(He also throws in an infinite money exploit for good measure)
This is a completely pointless rebuttal. For a couple of reasons. But the biggest reason is that the game is designed in a way that you should be able to complete it no matter how you leveled your character. There is a difference between saying the enemies are more difficult because you might not be a combat character, and saying they are difficult because your character is just wrong.

The game is presented to the player so openly that you can build yourself however you want, it never once suggests that the player should put in some minimum combat effort to get through effectively.

Regardless i went combat a lot toward mid to late game and i still found the enemies tedious. It ruins the fun in the end especially since combat is a certainty in the game and if i ever replayed it, i wouldnt bother with dialog based skills because they dont end up helpping you actually complete the game.
 
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To be fair the combat 'bullet sponginess' is nothing to do with how you've specced your character. Each piece of equipment has a level which affects base damage, but this level can be changed to keep up with your character (and, by extension, your enemies). Using the workbench select the 'Tinker' tab, then use your spare bits to upgrade your weapon damage. Weapons can be levelled to five levels above yours, so for example a level 20 character can improve the standard level 4 assault rifle to level 25 (and in doing so increase base damage from 21 to 140+). Tinkering armour likewise vastly increases the protective value of your gear.
 

Eacaraxe_v1legacy

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CritialGaming said:
The game is presented to the player so openly that you can build yourself however you want, it never once suggests that the player should put in some minimum combat effort to get through effectively.

Regardless i went combat a lot toward mid to late game and i still found the enemies tedious. It ruins the fun in the end especially since combat is a certainty in the game and if i ever replayed it, i wouldnt bother with dialog based skills because they dont end up helpping you actually complete the game.
I'm only about halfway through the game as far as I remember, having done the Cascadia Death March, and honestly my experience doesn't jive with others'. I find myself wondering what I did right, whereas others have done horribly wrong. Some enemies are damned bullet-spongy, but it's the ones on which it would be appropriate -- heavy automechs, power armor troopers, megafauna -- and when it comes to run-of-the-mill enemies, there's nothing out of the ordinary about them compared to like enemies from other games.

The biggest thing I've learned, is the importance of keeping companions up to snuff, keeping their gear appropriately-leveled, and raising Leadership skills. It seems most neglect those skills, since they don't provide immediate and obvious returns on investment to the PC. Which is kind of silly, because it actually does -- the 60-point Inspiration bonus that doubles companion skill bonuses is one of the most powerful bonuses in the game. My PC doesn't even have Lockpick 50 yet, and despite wearing heavy armor and dealing with the -5 stealth penalty my modified score is nearly 80 from Parvati alone, and that isn't even her primary skill. Armor skill bonuses increase companion's skills, which means a percentage of that goes to you as well.

Meanwhile, there's a universe of difference between a companion with token Leadership skills and unmodified, untinkered gear, and a companion with improved Leadership skills and appropriately-leveled gear. I'm playing a heavy weapons, heavy armor character, and to be honest my solution for most fights is "take your sneak attacks, then point Max at what's left".

Same goes for the Defense skills. Dodge is godlike. Block I haven't toyed with much since I'm not playing a melee-focused character, but I definitely notice a difference when I swap to melee in the event an enemy gets in my grill.

What I wonder, is if people are buffing the weapon skills when they shouldn't. Weapon skills don't give that great an RoI, especially early on when the tech, stealth, and dialog skills are at a premium. My PC's weapon skills aren't even to 40 yet, and I'm handling myself just fine. They're a fine place to drop skill points once you're comfortable with your non-combat skills' level, but until then you're much better off raising anything else.

But hands-down, the single thing you can do to have the most impact is keep weapons and armor tinkered. Other than that, figure out the rock-paper-scissors mechanics at play and carry a diverse weapon selection so you're not weak against any single enemy type. For example, currently my PC is still packing Ol' Reliable, a dead-eye assault rifle for those sneak attacks, vermin as a sidearm, and an iconoclast cleaver (I think, just upgraded from landing pad cutter). Other than needing a replacement for the LMG, I'm doing just fine.
 
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Gethsemani said:
So does Fo1, Fo2 and Morrowind too. Fallout sort of assumes you will head to Shady Sands then Junktown then the Hub and it is around there it opens up. Fo2 expects you to go to Klamath, then the Den, then Vault City and after that New Reno. Morrowind clearly points you to Balmora, from where you will go to Ald'ruhn early on and then send you on missions around the southern part of the map before eventually sending you up north.
Yeah, i never got where the "handholding" complaints against New Vegas were coming from, either. Considering it's not that different from every other game in that genre. NV holds your hand in Goodsprings, up to Primm maybe. From there on it nudges you towards a "correct" path, but you can just ignore it and find your own way towards the eponymous town.

evilthecat said:
This may be an accident, it may be that J.E. Sawyer brought in Hegel simply to get some big philosophy words to make their game sound smart, but it is also tells us something about Caesar's character which clearly represents Sawyer's view, namely, that he's a fraud. He's an old bald dude from LA pretending to be the Son of Mars to tribals who don't even realise they're LARPing.
Oh, i'm certain that Caesar sounding smarter than he is, and also being kind of a hypocrite was a deliberate choice. You can pick it from the very time you're able to talk with the man directly, at least.
I don't remember exact quotes, but for example, he goes on a little tangent about how hypocritical is NCR, by calling itself a democracy, when for first 50 years after it was established, it was ruled by the same woman(no turn terms i guess). Then after Tandi died, came corruption, clientelism and all the pains stemming, in Ceasar's mind, from lack of a sufficient leader.
And that comes from an aging, sickly man, with no offspring, leading a very hierarchical society. What if for example, some wild card kills him, before he decides who should take his mantle? Surely it wouldn't be good for the Legion.

Also, the thematic mortal flaw of NCR - modeling itself after pre-war America. Edward's answer to that is to ape an even older empire.

Kyrian007 said:
No, I can confirm an infinite money glitch is useless throughout the game. I just finished my first playthrough... never bought a single weapon, piece of armor, bullet, energy cell, or healing item. There were a couple of times I used [bribe] as a dialogue option... and that was all the use ANY money has in the game at all. At no time do you not have enough or need to go grind for some more. The starting area, edgewater; that was the last time in the game I picked up a weapon or armor piece that wasn't better than what I had or had some utility. Money has so little value it isn't worth the time wasted in picking up stuff just to sell it... better to scrap it or just leave it to rot. And I wasn't stealing anything, this was a playthrough roleplaying a good guy. With the abundance of stuff lying around and looting... I'm not even sure it would be any more useful in supernova difficulty. Just go out and shoot some marauders and keep adventuring and you will be swimming in everything you might need. Any points spent or perks bought to enhance your character's ability to interact with the in-game economy... wasted.
Shame. I'm not for economy being the obligatory part of an rpg, but having to depend on what Spacer's Choice sells would really lend itself to the themes of the game.