The classic Toph VS Zuko Match up//

Among the heavens and earth, She's the honoured one.

u/shac1000 — 2 days ago

Crossplay back when

Im starting to see repeat folk on PC, anyone know when crossplay will be reenabled? I saw that in the most recent patch notes they said they turned it back on but for the past couple of days I havent seen any PS people.

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u/shac1000 — 13 days ago

Too many demons in the pools, ranked mode should be top priority

I love the game, and I'm rooting for the devs. But if there's one thing they should prioritize above everything else, it's getting Ranked and Spectator Mode into the game ASAP.

The current matchmaking is already full of players taking the game seriously. With such a high execution barrier, I think a lot of players will lose motivation if there's no tangible goal to work toward, like climbing a ranked ladder. Without that sense of progression, the game risks turning away more players than it has to.

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u/shac1000 — 25 days ago

Cant reset in training mode-Keyboard

As the title implies, I am unable to reset in training mode because it doesn't allow me to press all 4 buttons needed to do so. Please change it so a macro can be set up for this.

I hear on PS its touchpad, so Im not sure why this hold buttons thing is here.

If anyone knows how I can reset on PC (keyboard) drop a comment down below.

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u/shac1000 — 2 months ago

Melee players patiently waiting for the return of the KING in Outward 2

...I miss it so much....

u/shac1000 — 2 months ago

Pack mounts good idea rough execution- Outward 2 beta thoughts and concerns

I saved up some silver and spent a bit of time experimenting with the new pack mount mechanic. I can definitely see its potential, and I think with a few more tweaks it could be a fantastic addition to the game. Here are some of my thoughts.

Positive

  1. Infinite Storage

Having effectively unlimited storage is a very nice bonus. Being able to carry heavy items and large amounts of loot without constantly worrying about inventory space is incredibly convenient.

  1. Pricing

Unlike some other things in the game, I think the current pricing is fair. In the future, I could see different animals having different prices based on their rarity, usefulness, or carrying capacity, but for now the cost feels reasonable.

Cons

  1. Infinite Storage Breaks Immersion

While the convenience is great, unlimited storage feels excessive and breaks immersion more than it needs to. Pack animals should absolutely carry more than backpacks, but there should still be a limit. Somewhere between 150–300 carrying capacity would probably be a good balance.

  1. Visual Design

I was a bit disappointed when I purchased the Pearlbird and discovered it looked exactly like a normal one. I was hoping pack animals would have visible saddles, packs, or other equipment so they could be easily distinguished from their wild counterparts while out in the field.

  1. Damage and Healing

I'm not opposed to pack animals taking damage, but players need some way to heal them. To my knowledge, there currently isn't a method to do so, and once they die, they're gone for good.

I found this especially disappointing because I essentially spent 500 silver on what eventually became an abandoned chest sitting somewhere in a dungeon.

Because of this, the current "send it back to town" option doesn't feel viable to me. The animal literally walks all the way back to town on its own. Considering how aggressive and unpredictable enemies can be, there's a very high chance it could die during the journey.

A possible solution would be to have the animal walk a short distance away before automatically teleporting back to town. I've also heard reports of pack animals disappearing after successfully returning to town, so that issue should definitely be investigated as well.

  1. Aggro Magnet

Leaving a pack animal outside a dungeon can be surprisingly risky because they seem to attract enemy attention constantly.

I've had situations where I was fighting enemies a fair distance away and collecting loot, only to return and find my poor pack animal already flattened on the ground. In one case, it was carrying a lot of valuable equipment, which meant I had to haul everything back to town myself at a snail's pace.

  1. Resurrection / Insurance System

I know some players may object to this idea for lore reasons, but I think some kind of resurrection or recovery mechanic is necessary to make pack animals feel like a worthwhile long-term investment.

My preferred solution would be something like this:

Every pack animal automatically comes with a unique tag or pendant in its inventory.

When the animal dies, the player retrieves the tag and returns it to the vendor.

The vendor then "reimburses" the player with a replacement animal containing all the items that were stored in the original animal's inventory.

From a lore perspective, this could even be presented as an insurance system. The player could pay an additional 100 silver when purchasing the animal to activate this service.

That way, losing a pack animal would still be inconvenient and costly, but not so punishing that it discourages players from using the mechanic altogether.

Anyway, those are my two cents. I'd love to hear what everyone else thinks.

God bless. :::

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u/shac1000 — 2 months ago

Feature suggestion- Rapel gear in outward 2

Now hold on, hear me out.

The game features new level designs and is far more vertical than Outward 1. However, the traversal mechanics are still largely centered around the movement system from the first game. If a jump button is not going to be added, I would suggest implementing a rappel-type tool, such as a stake and rope, that allows players to safely descend steep cliffs and other high vertical surfaces.

To maintain balance, the rope could have a weight limit. If the player is carrying too much weight, the rope would snap, resulting in injury or death. This would encourage players to carefully consider their inventory and plan ahead before attempting risky descents. The amount of weight the tool can support could increase with higher rarity and quality versions of the equipment.

I believe this would add more variety and enjoyment to wilderness exploration while still preserving the core Outward philosophy of preparation, risk management, and surviving in the wild.

u/shac1000 — 3 months ago

Outward 2 (beta) thoughts and opinions

Positives:

  1. The combat has a lot of depth, and overall, I think it’s an improvement over the previous title.
  2. The enemy design is visually impressive, well-crafted, and unique.
  3. The tutorial is solid and very much appreciated.
  4. When the game works — for the brief moments before I open the menus and everything starts falling apart (please fix) — it can actually be really enjoyable.

Cons:

Whoever decided it would be a good idea to have the merchants wander around an already complex city needs to be reined back in. That is just stupid and unnecessary. IT. IS. A. GAME. I understand that you want to make the suffering realistic, but the primary purpose of this whole thing is to escape the BS of life, not dive right back into it.

Additionally, the performance is horrible. The game recommends that I run it at medium settings, but in that state it’s completely unplayable. Even when I turn everything down to potato mode, it still runs like junk.

I honestly wish they had found a way to make this in Unity because, at this point, Unreal Engine just isn’t it when it comes to performance.

There is no way on earth that my PC can run Elden Ring, or Arc Raiders at max settings at 60 FPS, but can’t even manage this game on potato mode. They seriously need to check under the hood again.

I really hope they’re able to fix all of this up because, in my opinion, this game needs AT LEAST another year in the oven to iron out all the kinks.

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u/shac1000 — 3 months ago