Star Wars: Outlaws or Why are their so many icons on my holomap?

93_confirmed wrote:

I'm finding the combat frustratingly bad in terms of the enemy intelligence and weapon options. Seems like an afterthought and the ability to not keep stolen weapons permanently or at least carry them in the inventory for some period of time compounds it. Does this get better at some point?

The weaponry choice seems reasonable to me. I remember being pissed when I first picked up a Blaster Rifle and realized that it had limited ammo and I couldn't reload or keep it. I was really pissed when I found a cool Blaster Sniper. Then I thought about it and realized the the MC wouldn't carry an armory - just a hip-slung Blaster Pistol a-la Han Solo. I do like the over-heat mechanism with the chance to keep on blasting providing you keep track of the heat bar and be ready to fire at just the right time to take off the heat.

I've not had any issues with enemy intelligence. They seem to use cover and flanking maneuvers reasonably well. There's also a nice "raise the alarm and bring in reinforcements mechanism in play.

kazar wrote:

I feel like I am playing a different game. The first few missions for factions have been stealth missions where you can't get caught, and if you fail it forces you to restart from the beginning (no save points). And it also hurts your reputation with that faction, even if you are in "good" standings with them.

So I ran into one of those; the infiltrate the Imperial station quest very early on. However, there were plenty of checkpoints that made it more of a stealth puzzle. I was surprised that I didn't get frustrated. Any of the faction missions that were like this were so short, I didn't mind that much.

Moggy wrote:
93_confirmed wrote:

I'm finding the combat frustratingly bad in terms of the enemy intelligence and weapon options. Seems like an afterthought and the ability to not keep stolen weapons permanently or at least carry them in the inventory for some period of time compounds it. Does this get better at some point?

The weaponry choice seems reasonable to me. I remember being pissed when I first picked up a Blaster Rifle and realized that it had limited ammo and I couldn't reload or keep it. I was really pissed when I found a cool Blaster Sniper. Then I thought about it and realized the the MC wouldn't carry an armory - just a hip-slung Blaster Pistol a-la Han Solo. I do like the over-heat mechanism with the chance to keep on blasting providing you keep track of the heat bar and be ready to fire at just the right time to take off the heat.

I've not had any issues with enemy intelligence. They seem to use cover and flanking maneuvers reasonably well. There's also a nice "raise the alarm and bring in reinforcements mechanism in play.

Fair points but there should at least be an option to carry a primary and secondary. It's also ridiculous that an action while holding a stolen weapon forces the weapon to drop. I really do like everything about the game but the combat/weaponry is really souring the experience.

I'm a few hours in. Loving the atmosphere and art direction. The instafail stealth, not so much.

I'm frustrated by combat but it's my own fault -- I've been just running away every time the shooting starts, to see if I can get out of the restricted area and lose aggro. 10 per cent of the time, it works every time.

I’m enjoying the stealth though it’s not without it’s frustrations- what you’re allowed to get away with and where you’re allowed to get away with it seems pretty arbitrary at times.

Overall still having fun with the game, even with it's flaws. But the eating minigame .... WHY??

For some reason, I love the eating mini game. I think because it's a low stakes with no purpose to except immersion, it strikes me as quite joyful and a bit relaxing. To each their own.

It was just weird.

Spoiler:

The way they would take turns eating and the faces they made at each other. And it was a bunch of quick time events, but not hard ones.

I found the mini-eating quick-time event hilarious. It's so stupid and went on forever I was laughing. I'm imagining that only happens once per planet. If that's the case, then probably just the right number of times.

I left off last night with getting the doodad that allows me to use the hyperdrive and am ready to travel to the next planet. So, looking forward to doing that tonight.

Oh, I was cracking up too. If it was a very regular thing it would be a problem but it seems to be rare enough. It was just so weird.

This article on Kotaku strikes a chord:

Star Wars Outlaws Is A Crappy Masterpiece

Though I'll be honest and admit I've not witnessed any glaring bugs in Stealth personally. His comments about the world build are spot on.

I actually think that “crappy masterpiece” description might be pretty accurate.

The game is a little janky and there are definitely a few missed opportunities but for me it feels like the sum is greater than the parts. The games aren’t similar but it gives me the same thrill as when I first played the original Dragon’s Dogma.

Moggy wrote:

This article on Kotaku strikes a chord:

Star Wars Outlaws Is A Crappy Masterpiece

Though I'll be honest and admit I've not witnessed any glaring bugs in Stealth personally. His comments about the world build are spot on.

I like that article's point about how the worlds that Ubisoft builds are kind of wasted to be used only for one game (especially the kinds of game that Ubisoft makes :P).

Felix Threepaper wrote:
Moggy wrote:

This article on Kotaku strikes a chord:

Star Wars Outlaws Is A Crappy Masterpiece

Though I'll be honest and admit I've not witnessed any glaring bugs in Stealth personally. His comments about the world build are spot on.

I like that article's point about how the worlds that Ubisoft builds are kind of wasted to be used only for one game (especially the kinds of game that Ubisoft makes :P).

That's true, but the same can be said for any well done open world game.

Is anyone else having problems when issuing commands to Nix? I can't tell if this is a bug or I'm doing something wrong, but almost every time I tell him to go steal something or attack a target, it takes multiple button presses before he'll follow the command. For a while there, I thought my controller was dying, but it works fine with other games.

Some of his actions, like stealing and sabotaging requires hitting the right bumper (on controller) a few times. There's a little RB icon that shows up when he gets to his spot, and a bar to fill up by hitting the RB. When the bar fills up, he does the task.

No idea why they did it this way. Would rather he just perform the action selected outright for everything. But a pretty minor annoyance.

Crawley wrote:

Some of his actions, like stealing and sabotaging requires hitting the right bumper (on controller) a few times. There's a little RB icon that shows up when he gets to his spot, and a bar to fill up by hitting the RB. When the bar fills up, he does the task.

That part works properly, and I have no issues with it. The problem I'm having is getting Nix to follow my command when the screen prompt indicating which button to press pops up. It doesn't seem to make a difference if the target is moving, stationary or how distant. I have noticed that when Nix finally goes on his merry way the prompt will start flashing, but I'm assuming that just means Nix has received my command. I feel like there is something simple I'm overlooking, but I just can't figure out what it is.

EDIT: FWIW, I'm playing on Xbox Series X with the stock controller.

I haven’t run into that, playing on PS5 through the PS Portal.

I'm about 15 hours in and having a mostly good time with it. The world is so well crafted and it's one of the few games I've played where I'm fully engaged with the story, characters and lore, which says alot because I haven't seen any Star Wars films or shows. Exploration is rewarding and I really like the leveling and progression systems. Sabaac is alot of fun to play so I've been getting sucked into high stakes matches. Space travel and traversing in the source feels great and makes traveling more fun than I thought it would be going in. Quests and side quests feel genuine and organic and the way they set up the dueling factions works very well.

On the flipside, combat is mostly boring and predictable. AI are braindead when solo or in pairs and in a group so it's really just a matter if running up on them or sm, there are usually enemies spamming shields while the others charge in recklessly. The pistol is very generic and bland and the inability to carry a second weapon is persistently frustrating. I do like what they did with the melee, the strikes feel strong and weighty and I get some Splinter Cell vibes sneaking around through vents and entire areas undetected.

Too early to give a full review but if I had to pin a score on it this far in I think 8.2/10 is fair.

Really enjoying playing Sabacc. It's simple enough with some nice variation added with the Shift tokens.

But wow the game does seem rigged at times. Some of the quest line Sabacc games it felt like I was given the perfect hands right when I needed them creating some thrilling last second wins. But the non-quest specific ones I'm getting destroyed. It seems like each player is cheating sometimes with having some amazing hands revealed at the end, even those I make change their hand completely. I guess they are scoundrels I'm playing against after all.

Would love to have a physical version of this card game but seems the closest you can get is whatever the designers on Etsy are creating right now. But that's more for show than the actual card game.

In any case I'm spending a lot of my game time just playing this mini-game.

Crawley wrote:

Really enjoying playing Sabacc. It's simple enough with some nice variation added with the Shift tokens.

But wow the game does seem rigged at times. Some of the quest line Sabacc games it felt like I was given the perfect hands right when I needed them creating some thrilling last second wins. But the non-quest specific ones I'm getting destroyed. It seems like each player is cheating sometimes with having some amazing hands revealed at the end, even those I make change their hand completely. I guess they are scoundrels I'm playing against after all.

Would love to have a physical version of this card game but seems the closest you can get is whatever the designers on Etsy are creating right now. But that's more for show than the actual card game.

In any case I'm spending a lot of my game time just playing this mini-game.

I agree. It is one of the highlights of the game. I'd like to get a similar looking mobile version!

I personally didn't mind them and didn't have much difficulty progressing. People are complaining like it's the beginning of a souls game.

It is a question of fun. It is ok for a section to be hard, but it shouldn't require you to redo the previous 5 things each time you fail it, even if those 5 things are easy. Some people like that, and that is fine. There can be a harder difficulty setting to make the checkpoints further apart. But if you want the game played by more people, you have to have a way that makes it fun for the average player. If you get enough people complaining about rage quitting because they can't make one jump, chances are you lose a lot of sales because you lose word of mouth.

kazar wrote:

It is a question of fun. It is ok for a section to be hard, but it shouldn't require you to redo the previous 5 things each time you fail it, even if those 5 things are easy. Some people like that, and that is fine. There can be a harder difficulty setting to make the checkpoints further apart. But if you want the game played by more people, you have to have a way that makes it fun for the average player. If you get enough people complaining about rage quitting because they can't make one jump, chances are you lose a lot of sales because you lose word of mouth.

I think part of the issue not just with Outlaws but with all games is this generation of younger players shy away from challenge and difficulty and want an easier path with the least resistance. I come across it daily on Reddit in the dozen game subs I follow. Any sort of resistance early in a new game is generally met with rage and running online to find a walkthrough, strategy or cheese to bypass it. In the case of Outlaws, they're just requiring you to sneak by rather unintelligent AI and you have a built-in help option in Nix to easily distract enemies if things get hairy. I don't understand how anyone struggled enough here that the devs had to make a change. I'm an average skilled gamer with little patience for forced stealth and didn't have issue. I failed once or twice overall but not a big deal since the quick save was right before.

I don't disagree that people complain more about it. But why not have difficulty settings so people can choose how they want to play. Imagine if they made the decision to make it save every time you knocked the guy out, you would be complaining that it was too easy and they needed a harder difficulty.

The issue with the stealth missions I have been frustrated with isn't the ones with quick saves, but the ones where they kick you out of a restricted area when you are caught with no chance to get into a gun battle. You lose reputation with the faction with every failed attempt and have to start from the beginning (when it is sometimes a 6-10 take down event). The issue isn't that it is hard, it is far from it. The issue is it gets boring because I have to repeat an action I have done. If I get into a rut and have to do the same action 5-10 times, I am probably going to quit for something that isn't boring.

But now that I am 5-6 hours in, I am finding more of the stealth missions are either really short, or they let you fight if you fail. It was just a few at the beginning that were way too long.

I'm about 30 hours in and still having a blast! The game gets better by the hour and my journal is full off interesting quests. There are a quirks and occasional glitches but overall it's running well on the Series X at 40fps.

I probably spent a few of those hours in parlors playing Sabacc and wish there were higher stakes involved. It would be sweet to get a Sabacc games for mobile!

I see myself playing this through Sept/Oct and will to decide been buying another month of Ubisoft+ or buying it outright.