The Outer Worlds

The Outer Worlds

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Tinkering *sigh*
It probably has been discussed back and forth but this really is the thing that bothers me the most in this otherwise good RPG...the prices and therefore the mechanic are outright ridiculous and feel just lazy executed.

Yes, i know about the science perk for reducing costs, but it should not be mandatory to pump science with every character to kind of cope with the prices.

I mean, this generally is a RPG with thought behind it that encourages several playtroughs/character builds. I would love to play with some kind of signature armors/weapons (you know, ROLEPLAY as a certain character) but i am basically forced to use new equipment every few levels... which reminds me of a generic loot loop RPG like AC origins/odyssey.

And why should one need mk2 and mk3 versions of a weapon, it would have made more sense to include several tiers of modifications for the weapons that unlock at certain levels.

Is there a maybe mod that adresses this issue?
Last edited by Rüdiger J Simpson; Mar 22, 2021 @ 1:46pm
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Showing 1-6 of 6 comments
Du-Vu Mar 22, 2021 @ 2:06pm 
Yeah, I don't like the loot track either.

I don't think there's a mod for this specifically. This mod is supposed to unlock the dev console, which has commands that let you set the level of your weapon and armour, along the usual god mode, infinite money, etc:

Unlocker: https://fearlessrevolution.com/viewtopic.php?f=4&t=10673
Console commands: https://www.pcgamesn.com/the-outer-worlds/console-commands

Have not tried these myself, proceed with care and all that.
Silvaren Mar 22, 2021 @ 2:24pm 
It looks like simple gold sink mechanic. Itemisation is average at best. Every item has level capacity based on its MK version. You can level it as high as your level +5 iirc. But at some point you can't level that item further. When you hit item lvl capacity while tinkering then higher MK is available on the market or from loot and it's probably better than lower MK tinkered to its level cap. So you start tinkering next MK from scratch, paying lower costs for higher MK of the same item. Then you will hit another level capacity of MK 2, but soon you will find MK 3 and begin its leveling with tinkering, maxing its stats on 36 character level (which is character level capacity with dlc) so the item can be leveled up to 41 iirc.

There isn't any other need for money in this game.
Last edited by Silvaren; Mar 22, 2021 @ 2:24pm
KarmaTheAlligator Mar 22, 2021 @ 3:07pm 
Yeah, I would have preferred a system where you could use parts instead of bits to tinker with your gear (using bits reminds me of Dead Island, where you rub your stuff with cash to repair and upgrade it). And also a way to unlock more mod points for lower mk weapons.

Using cheat engine to check a few things, turns out the max level for gear is 50. Beyond that there's no more benefit, so it suggests the initial final level cap was supposed to be 45.
StingingVelvet Mar 22, 2021 @ 3:21pm 
Not saying I like the mechanic really, but it does make money useful late game which most RPGs do not.
lukandroll Mar 22, 2021 @ 6:05pm 
When it comes to upgrades almost every game feels grindy
Ghostvenger92 Mar 22, 2021 @ 9:37pm 
just gotta know what youre going for before tinkering, like what gear and what weapon and then focus the tinkering on them to save money, it be best to get the science weapon for your build and tinker that as they are alot stronger than others
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Date Posted: Mar 22, 2021 @ 1:44pm
Posts: 6