Yeah that happened to me last night - I pissed off the empire enough that they sent a capital ship after me, but I couldn’t engage with it, it was outside the parameters of the mission. I had to go back off a bit and try to draw it into my acceptable space. Weird.
I think the main issue here is the countdown timer. Space is big, so having a mission area to help people find things is a decent idea.
It has markers to help you find things, it doesn’t need something to tell you where you can’t go for no good reason.
Sounds like some tweaks to the insta-fail parts of the game could be forthcoming:
With Gerighty and Karlson, I discuss a key point of friction raised in my Star Wars Outlaws review concerning some difficulty spikes and failstates across the critical path. “One of the things we can see through data is that elements aren’t working as well as we would like them to,” says Gerighty. “One of the earliest missions in Mirogana is incredibly punishing and, for me, that is a mistake – and it’s something that we’re going to work on improving.”
It turns out I was using the wrong lasers. Switched off of the charge-burst back to the fully automatic lasers and that did it. 'Preciate the help. :)
I’m on the initial big job (tutorial) you have to do in Canto Bight. I have the difficulty maxed.
No complaints about the stealth stuff so far, but when I’m detected, the guards don’t put up much of a fight. They shuffle out and fire a few times, then shuffle sideways and fire some more. Their aim seems terrible, they don’t try very hard to get into cover, and they fire super slow. If I bum rush, they more or less hold their ground and keep firing instead of panicking and diving for cover.
Does the combat get more interesting along the way? Am I just slugging through tutorial-easy?
I dunno, I’ve been slaughtering bases full of armored imperial stormtroopers, and I suck. So I think the combat might be kind of easy.
You can punch stormtroopers to death. Takes like three punches.
The combat doesn’t ever really get more “interesting.” It does get more deadly.
Later, you’ll hit boss fights and areas that feature turrets that you need to turn off with a mixture of stealth and basic puzzle-solving.
Ya…I’m a bit later in the game and having a few difficult assault/stealth missions with difficulty on max.
That’s a shame. I was hoping for something like Uncharted/Brutal, but I know that’s a different gameplay loop. Maybe they worried more competent A.I. would slow the game down too much.
I can’t tell from that Gamesradar interview whether they’re going to address enemy behavior, but I sure hope they do. Just getting them firing faster might help. I want to feel at least a little imperiled!
I’m playing on default and the combat gets trickier once you’re into the game a bit. It’s not challenging most of the time, but appropriate for the difficult level. Also, there are sections of the game that are very much like the exploration parts of Uncharted.
The decline was driven by a muted reception of Star Wars Outlaws, released on Friday, which follows lower than expected interest for the company’s free-to-play game Xdefiant, said Midcap Partners analyst Charles-Louis Planade.
“Star Wars Outlaws has struggled to meet our sales expectations despite positive critical reviews,” J.P.Morgan analyst Daniel Kerven said in a note.
Kerven also lowered his sales expectations for Outlaws by 2 million units, to 5.5 million units in the year through March 2025.
Yet another instance where I’m out of step with the general gaming audience. I can’t remember the last Ubisoft game I enjoyed this much. I like the AC games of course, but they’re beginning to feel a bit rote at this point. I love how they worked to make exploration feel more … organic, I guess is the word that comes to mind. Finding a datapad that indicates an area to check out, or a person to talk to, or even just overhearing a conversation about a place that might be worth looking into, I feel it just adds to the versimilitude of the whole experience. There are a ton of minor bugs too, but I’m confident those will be ironed out. Pretty solid overall though. This, together with EA’s Jedi games are the best Star Wars I’ve experienced in years.
Actually you’re probably more with it than the folks hating on Outlaws. I bet most players enjoy it.
I think it’s mega-expensive to make AAA open-world Star Wars game and Ubisoft has trained gamers to wait for sales on their single-player games.
Yeah, that makes more sense. I waited until I could get the entire AC Valhalla experience for $20 to buy it, because we all know those prices are going to drop. We have been trained, as you say.
I believe, sir, you have as they say, “nailed it!”
For some reason this has become a game to trash by the Luddite brigade on YouTube and other social media. There’s a whole crop of new self made one-guy reviewers that are all about the same age and dress the same way and tend to trip on one another to praise or criticize whatever the game of the moment is. And for whatever reason Outlaws has fallen into the “let’s all compete with one another to take a dump on it” side.
It sucks that certain game genres are more “plugged in” than others. I don’t think there is nearly the automatic market for Star Wars anymore though. I mean it’s hard for me to understand since I don’t watch them but “Star Wars” today is really those Disney TV shows, not even the films really. But it seems that audience isn’t as strong as it used to be.
5.5 million copies by March 2025 is still a pretty decent number if they meet it. If it happens, it’ll ensure the game has very long legs - somewhat like Jedi Fallen Order.
Depends how much they paid for the licence, and what price those sales average out at.
Interesting that Starlink, Avatar and Star Wars are all licensed. They must think it works for them for SF titles. Or maybe they’re about to change direction.