The Outer Worlds (New Obsidian RPG)

Domingo

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You start getting the best gear in the game once you go to Monarch. You can "tinker" to raise the levels of it, but there isn't much point. The stock weapons can tear through basically anything without any trouble. There's nothing any tougher than the mantiqueens, giant raptids, and mk2 robots. At least other than the end boss.
The 2.0 and "ultra" versions are the best there is. I suppose the lower the level the better you could eventually make it with tinkering. In theory If you had a ver. 2.0 rifle at level 10 you could boost it 25 times. At a certain point that just gets insanely expensive, though. Not even sure if it's ever that low in level either. I mainly used energy rifles and melee, although some of the machineguns are mindless fun.

I kept a savegame right after you complete Byzantium (no spoilers needed) and tried 3 different variations of the end sequences. Other than an optional mission back to Edgewater, everything else is the same but with different antagonists.
 

delita

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You start getting the best gear in the game once you go to Monarch. You can "tinker" to raise the levels of it, but there isn't much point. The stock weapons can tear through basically anything without any trouble. There's nothing any tougher than the mantiqueens, giant raptids, and mk2 robots. At least other than the end boss.
The 2.0 and "ultra" versions are the best there is. I suppose the lower the level the better you could eventually make it with tinkering. In theory If you had a ver. 2.0 rifle at level 10 you could boost it 25 times. At a certain point that just gets insanely expensive, though. Not even sure if it's ever that low in level either. I mainly used energy rifles and melee, although some of the machineguns are mindless fun.

I kept a savegame right after you complete Byzantium (no spoilers needed) and tried 3 different variations of the end sequences. Other than an optional mission back to Edgewater, everything else is the same but with different antagonists.

Almost done with my playthrough, somewhat bittersweet knowing this. Was hoping for some better equipment. I maxed out my ability to tinker via Science for the 90% cost reduction and making plasma and science weapons super powerful, which are all I use. And the game is very very easy at this point due to that lol. It's a good game, I've enjoyed it thoroughly - small gripes, hope they can make a solid "EXPANSION PACK". I probably wouldn't buy into DLC for a couple of extra missions if they decided to go that route, though.
 

Domingo

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Almost done with my playthrough, somewhat bittersweet knowing this. Was hoping for some better equipment. I maxed out my ability to tinker via Science for the 90% cost reduction and making plasma and science weapons super powerful, which are all I use. And the game is very very easy at this point due to that lol. It's a good game, I've enjoyed it thoroughly - small gripes, hope they can make a solid "EXPANSION PACK". I probably wouldn't buy into DLC for a couple of extra missions if they decided to go that route, though.

There are still 3 large planets that you never interact with on the map. Seems ripe for a large expansion or 2-3 different DLC packs that could be bundled together.
Whatever they do I just hope it's timely. It's tough to justify going back to a game when devs drag their feet. The game is going to likely see most of its sales prior to Christmas this year, so a Winter/Spring release would be ideal IMO.
 

Newbie_52

Weaksauce
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Mar 26, 2014
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I'm nearing the end and got the 'The crashing issue in Tartarus' :( This is the only issue I've had through the whole game, hoping the patch comes out soon to resolve this.
 

Domingo

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I'm nearing the end and got the 'The crashing issue in Tartarus' :( This is the only issue I've had through the whole game, hoping the patch comes out soon to resolve this.

You can still complete the mission. Instead of walking into that room the "right" way, there's a back entrance beside the main elevator. You can Google videos that show how to do it. The entire area is a little "crashy" once you get to that point, so just save after that conversation. There is only one more sequence of events after that room.
 

IdiotInCharge

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I wish the perks were a bit better in some ways. After a the first 5 or so I was just not even picking them for a while because I didn't really think I needed them. They don't do much.

They seem to be less useful for your character than they are for the companions, but again, you mostly just need the first five or so for each of them too.

Same with the time slow down thing. I did not use it once. Not sure why they even put that in the game...just to have a VATS kind of thing sorta?

If the game weren't so easy, you'd have to play more tactically, and the bonus to slow-mo is that you can (at least) blind, cripple, and stagger enemies. Useful for stuff that wants to close distance and do damage up close, including higher-level enemies.
 

IdiotInCharge

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I mainly used energy rifles and melee, although some of the machineguns are mindless fun.

I used the AR and scoped rifle alongside the plasma carbine- the regular rifle and plasma carbine seemed to trade off damage levels as I progressed. I stopped using melee weapons very quickly for some reason. May be that my framerate in many combat areas was just too low.

The machineguns were all on companions except the robot which keeps its own weapons and also went on every mission available as the tank. Upgraded with shock or plasma, they're pretty effective!


And separately, I'll echo that the game is far too easy. So easy that the light tactical elements may be left unemployed. Playing on 'Hard' really isn't so long as you're paying attention to your loadouts and fighting your strengths. Also, use your companions' abilities!
 

Domingo

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Something I never noticed until yesterday - your companions' special abilities have a bunch of status effects. The game isn't super clear about what those things do, but they're listed in the menus. I thought they just did additional damage and knocked down and/or stunned enemies. I barely used them, but they were nice for speeding up the grind to explore Monarch.
To further differentiate them I wish certain companions could only use certain weapons/armor. Some motivation not to just give them whatever the stuff with the best stats was.

The difficulty is probably the game's biggest issue, though. There's just no point to doing anything tactical in combat.
 

IdiotInCharge

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To further differentiate them I wish certain companions could only use certain weapons/armor. Some motivation not to just give them whatever the stuff with the best stats was.

Yup. I didn't find any of them to have the hit points to stand in the fray next to the robot regardless of armor equipped, so I mostly just gave them all spray and pray weapons that can do a form of ranged AOE damage and made sure that their melee weapon had good effects for when stuff closed on them.

Still, I do wish there were more ways to tweak their in-combat behavior. Even when set to use ranged only, there's no way to tell them to stay back and keep the bullet hose running.
 

Bigbacon

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I never used companions. Only time i did was to do the little side quests each one had.
 

delita

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Something I never noticed until yesterday - your companions' special abilities have a bunch of status effects. The game isn't super clear about what those things do, but they're listed in the menus. I thought they just did additional damage and knocked down and/or stunned enemies. I barely used them, but they were nice for speeding up the grind to explore Monarch.
To further differentiate them I wish certain companions could only use certain weapons/armor. Some motivation not to just give them whatever the stuff with the best stats was.

The difficulty is probably the game's biggest issue, though. There's just no point to doing anything tactical in combat.

I didn't use TTD more than 3-4 in the entire game, whereas in Fallout VATS was a lifesaver. I also often forget to use my companion skills. Plasma weapons = FTW. Science 100 with all the Science Weapon perks - the mind ray is pretty funny to use on some of the mini boss type monsters and just let them wreck everything else for you, and your companions have finished them off by the time the gun is out of ammo. But yeah, game is way too easy on Hard. I also have every weapon maxed from having a ton of money and Tinker cost reduced by 90%.
 

DrDoU

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Finally got to level 10 and enjoy the game very much zero gripes. Runs very well at 1440 with a overclocked 580.twice it has just quit that’s the only complaint but, lost no progress
 
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TheSlySyl

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finished it as close to 100% as I could (there were 2 missions I couldn't complete because I became hostile and or killed the mission giver). Took about 26 hours, last mission was a bore but I loved the synopsis before the end credits. Well worth the $1 and I think i'll buy a copy when it hits steam so I can do a playthrough differently in the future, especially if the game has DLC.
 

Denpepe

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I didn't use TTD more than 3-4 in the entire game, whereas in Fallout VATS was a lifesaver. I also often forget to use my companion skills. Plasma weapons = FTW. Science 100 with all the Science Weapon perks - the mind ray is pretty funny to use on some of the mini boss type monsters and just let them wreck everything else for you, and your companions have finished them off by the time the gun is out of ammo. But yeah, game is way too easy on Hard. I also have every weapon maxed from having a ton of money and Tinker cost reduced by 90%.

Strange, I used VATS a couple times in fallout 3 at the start, never used it again no clue why it is even in the games found it utterly useless. But good to see it is of use to someone.
 

delita

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finished it as close to 100% as I could (there were 2 missions I couldn't complete because I became hostile and or killed the mission giver). Took about 26 hours, last mission was a bore but I loved the synopsis before the end credits. Well worth the $1 and I think i'll buy a copy when it hits steam so I can do a playthrough differently in the future, especially if the game has DLC.

I'm in the last couple of missions on Byzantium, trying to get through it now that I know all I know. Wish there was more to it here at the end, sad to hear it ends so abruptly and there's really no upgrades beyond where I'm at but I'll trudge through and finish today so I can shift my attention between Fallen Order and Pokemon Sword/Shield tomorrow Lol.
 

Domingo

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I found VATS to be borderline necessary in FO3. I'd have someone lined up in my sights and miss them like 2/3 of the time. Whereas VATS had like a 75-80% hit rate. Especially with limbs and headshots. Fallout 4 and especially 76 you can play more like a shooter.
With the Outer Worlds, I only used the slowdown mechanic to amplify sneak attacks and long-range snipes. I took one of the perks that boosts damage with it, so I used it for that. In combat I didn't really have much use for it. Aiming in this game is fine in real time, and I was even using a pad.

I think I ended up finishing with 670 achievement points for the Outer Worlds and a lot of the stuff I didn't get is random. Like hitting 30 people in the groin during slowdown and such. I have no desire to re-install the game for that stuff. I just backed up my save and uninstalled it. I might go back for DLC. Assuming there is any.

The only big thing I wish I did was getting the max approval of all groups. With Auntie Cleo there are only two missions and one of them is time limited (FYI new players!), so I didn't max that one out.
 

Snowdog

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I found VATS to be borderline necessary in FO3. I'd have someone lined up in my sights and miss them like 2/3 of the time. Whereas VATS had like a 75-80% hit rate. Especially with limbs and headshots. Fallout 4 and especially 76 you can play more like a shooter.
With the Outer Worlds, I only used the slowdown mechanic to amplify sneak attacks and long-range snipes. I took one of the perks that boosts damage with it, so I used it for that. In combat I didn't really have much use for it. Aiming in this game is fine in real time, and I was even using a pad.

I think I ended up finishing with 670 achievement points for the Outer Worlds and a lot of the stuff I didn't get is random. Like hitting 30 people in the groin during slowdown and such. I have no desire to re-install the game for that stuff. I just backed up my save and uninstalled it. I might go back for DLC. Assuming there is any.

The only big thing I wish I did was getting the max approval of all groups. With Auntie Cleo there are only two missions and one of them is time limited (FYI new players!), so I didn't max that one out.

VATS was also great if you aren't really an FPS gamer and want to play more like an old school RPG where your combat depends on your stats, not your twitch reflexes. VATS kind of plays toward the turn based combat of FO1 and FO2. I probably would never have played FO3, NV, if they didn't have VATS.
 

CrimsonKnight13

Lord Stabington of [H]ard|Fortress
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I found VATS to be borderline necessary in FO3. I'd have someone lined up in my sights and miss them like 2/3 of the time. Whereas VATS had like a 75-80% hit rate. Especially with limbs and headshots. Fallout 4 and especially 76 you can play more like a shooter.
With the Outer Worlds, I only used the slowdown mechanic to amplify sneak attacks and long-range snipes. I took one of the perks that boosts damage with it, so I used it for that. In combat I didn't really have much use for it. Aiming in this game is fine in real time, and I was even using a pad.

I think I ended up finishing with 670 achievement points for the Outer Worlds and a lot of the stuff I didn't get is random. Like hitting 30 people in the groin during slowdown and such. I have no desire to re-install the game for that stuff. I just backed up my save and uninstalled it. I might go back for DLC. Assuming there is any.

The only big thing I wish I did was getting the max approval of all groups. With Auntie Cleo there are only two missions and one of them is time limited (FYI new players!), so I didn't max that one out.

I think there's actually more than 2 that I came across. Gun design, rescue person, & retrieve data (2 different ones). None of them had any time limits though.
 

Domingo

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I think there's actually more than 2 that I came across. Gun design, rescue person, & retrieve data (2 different ones). None of them had any time limits though.

2 "big" ones I guess I should say. The rescue one is the one that does. When I arrived he was dead and the best I could do was bring info back that he had been killed. If that happens, you apparently can't max out Cleo's affinity. I started looking around online and it seems like it's not common, but it does happen.
 

CrimsonKnight13

Lord Stabington of [H]ard|Fortress
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2 "big" ones I guess I should say. The rescue one is the one that does. When I arrived he was dead and the best I could do was bring info back that he had been killed. If that happens, you apparently can't max out Cleo's affinity. I started looking around online and it seems like it's not common, but it does happen.

I might not have noticed any timer but I think that's the first one I completed anyways since the building was so close to the main compound.

My 2nd play-through on hard will be much more thorough about maxing out all factions.
 

Domingo

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I might not have noticed any timer but I think that's the first one I completed anyways since the building was so close to the main compound.

My 2nd play-through on hard will be much more thorough about maxing out all factions.

I don't think there is actually a timer or anything that alerts you that it's time sensitive. I just know that I did a couple other missions before going back to that one and the dude was dead. I saw that my Cleo affinity dropped and Googled if there was a way to avoid that. That's when I discovered that he's supposed to survive for most people. Pretty sure I didn't maximize the Cleo affinity in the main science experiment facility either. I killed almost everything in there for the XP.
I finished as "revered" for all of the other factions without much issue. The Board probably requires you to take a specific path to max it out, but you can just keep a save near the end if that's not your route of choice.
Playing through on hard is the way to go. Wish I knew that before I started. It's just too easy otherwise, and "Supernova" adds in a whole bunch of micro-management BS that nobody wants.
 

Flogger23m

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Not the greatest game in the world but I am enjoying this one. Also, a good bit longer than I thought. I have close to 12 hours into this game now and I checked the available number of quests, not even halfway done. Still on the 4th story mission. If you like to explore all the major areas it will probably take a good 30 or so hours.

Very Fallout like but much less buggy. Only encountered one bug so far and it was a quick fix (NPC related).
 

Snowdog

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It's just too easy otherwise, and "Supernova" adds in a whole bunch of micro-management BS that nobody wants.

You might think that, But lots of people like that survival aspect. Hardcore mode in FO:NV is very popular.

But I'm with you, I don't want more micro-management. Especially if changes the weight of some items like Hardcore mode. In FO:NV Ammo is weightless, but in Hardcore mode, ever bullet contributes to your encumbrance. Its a massive PITA.
 

Flogger23m

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Going to agree that the game was too easy (normal). Still fun and felt like a more stream lined, far less buggy Fallout. Not perfect but very enjoyable. Ending crept up on me quick, but I still have well over a dozen side quests to do so I'll go back and gradually finish them. Had maybe one crash and two or so minor bugs throughout the game. Pleasantly surprised at that. Might not have the best production values but they certainly made sure what they had in game was working before the release date. Very commendable of them. If you like Fallout or games with some exploration then do check it out.
 

odditory

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Difficulty on Supernova mode felt right. With the supernova mod from Nexus, of course (unkillable companions - they're too suicidal for vanilla supernov unless you set them to passive)
 
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IdiotInCharge

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Difficulty on Survivor mode felt right. With the survivor mod from Nexus, of course (unkillable companions - they're too suicidal for vanilla Survivor unless you set them to passive)

Yeah, without the ability to pause and micromanage companions like you have in Mass Effect -- and no cover system -- there's no way to keep them alive except to not use them.
 

Flogger23m

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Difficulty on Supernova mode felt right. With the supernova mod from Nexus, of course (unkillable companions - they're too suicidal for vanilla supernov unless you set them to passive)

Probably worth looking into, I'm pretty much done. Will go back and re-do the other ending and finish other quests. Ammo was too easy to find and stealing stuff was too easy. I never bought ammo once, never ran out of an ammo type once.

Wish they had a bigger budget to make the facial animations/characters look better. And make conversation camera angle more cinematic. Think Mass Effect 2 or 3. Story obviously wasn't as strong, but still gave enough options to play around with New Vegas style which is more of what this was going for anyways.
 

Comixbooks

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The Outer Worlds   12_5_2019 2_19_39 PM.jpg


I sent the power to the weed chick if they want fish they could just go fishing.

The Outer Worlds   12_5_2019 1_50_33 PM.jpg
 

Flogger23m

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Looks like there are a few planets that you cannot visit. I assume these are for upcoming DLC. Pretty sure I've done and seen everything there was in the game that would unlock these planets.
 

Auer

[H]ard|Gawd
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Just fired this game up, was on my Winter Gaming list.

I'm sure I'll enjoy it, interesting art style that takes a little to get used too as I've played a lot of SOTTR lately...

privatedivision.theouterworldswindows10_hv3d7yfbgr2rp Screenshot 2019.12.10 - 21.53.18.36.png privatedivision.theouterworldswindows10_hv3d7yfbgr2rp Screenshot 2019.12.10 - 21.54.12.30.png privatedivision.theouterworldswindows10_hv3d7yfbgr2rp Screenshot 2019.12.10 - 19.44.12.69.png privatedivision.theouterworldswindows10_hv3d7yfbgr2rp Screenshot 2019.12.10 - 21.51.12.26.png
 

Auer

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https://forums.obsidian.net/topic/113166-patch-12-coming-soon/

Patch 1.2

Greetings fellow spacers,

We would like to thank you all for the continued feedback and reports for The Outer Worlds. We have been hard at work doing as much as we can to help improve your gaming experience, and as such we are preparing to release Patch 1.2 to everyone as early as next week for all platforms.

There will be a lot going into the game with this patch, but for now we wanted to highlight a few of the changes/fixes being applied to the game when this patch goes live:

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
Additional Changes/Fixes:

  • Fixed audio cutting out when scrolling on the map
  • 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 the Prismatic Hammer not benefiting from several melee Skills and Perks
  • Fixed the Prismatic Hammer not benefiting from Critical Hits
  • Increased damage of Handguns
  • Fixed "Pack Mule" Perks not applying while on the Unreliable
  • Fixed Dr. Chartrand attacking the player after she agrees to help them
  • Fixed the "Look Up" and "Look Down" keybindings being swapped
  • Added "Foliage" graphics setting for PC platform
  • Added "Enable Cinematic Kill Camera" setting
  • 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
We are excited to get this out to everyone and we will have a full list of all the fixes posted when Patch 1.2 is live.

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.

Thank you again everyone for your patience and help in reporting issues and feedback, we appreciate everything you have been sharing with us.
 

Domingo

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Cool to see that they're implementing a lot of tweaks based upon feedback.

Hopefully we get a DLC announcement soon. If they wait too long I'll move on and never look back.
 
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Master_Pain

Supreme [H]ardness
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Finally had some time to play this this week. I am having a blast with it. The deserters or whatever they were called in the starter zone were quite annoying though, especially the old hag. They were not happy when I blasted her in the face.
 
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Auer

[H]ard|Gawd
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Finally had some time to play this this week. I am having a blast with it. The deserters or whatever they were called in the starter zone were quite annoying though, especially the old hag. They were not happy when I blasted her in the face.

Well, that's a different approach!

xD
 

GOD'SlittleSERVANT

Supreme [H]ardness
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Finally had some time to play this this week. I am having a blast with it. The deserters or whatever they were called in the starter zone were quite annoying though, especially the old hag. They were not happy when I blasted her in the face.
I wiped them all out.
 

Domingo

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One of the nice things about the Outer Worlds is that you can straight up be an asshole and not miss out on large chunks of the game. In like 95% of games, playing any sort of evil character locks you out of the best gear, quests, abilities, etc.
In TOW, it doesn't. It definitely affects the storyline, but there are plenty of opportunities to alleviate the negative effects of being a total dick.
 

Flogger23m

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Problem with these types of games is that I always make rational decisions, or as rational as possible. Which tends to be "fair" and "good". So while you can obviously just kill random people for no reason I never do that. Suppose I can replay the game and intentionally choose opposite decisions from what I would actually do.
 
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Domingo

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Problem with these types of games is that I always make rational decisions, or as rational as possible. When tends to be "fair" and "good". So while you can obviously just kill random people for no reason I never do that. Suppose I can replay the game and intentionally choose opposite decisions from what I would actually do.

In 99% of games (including TOW to an extent), the only real paths are really good and really bad. Shades of gray just lead to one or the other or penalize you for not going all-in.
There aren't many instances where helping or killing everyone doesn't lead to better content.
 

odditory

Supreme [H]ardness
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In 99% of games (including TOW to an extent), the only real paths are really good and really bad. Shades of gray just lead to one or the other or penalize you for not going all-in.
There aren't many instances where helping or killing everyone doesn't lead to better content.

I'd caution that a kill-everyone run will get boring VERY quickly and you'll just stop playing. Definitely not recommended for a first playthrough.
 
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