Random Thoughts – Randocity!

Top 25 reasons to hate Fallout 76

Posted in botch, business, video game design by commorancy on December 10, 2018

11-24-2018_1-30-49_AM-oyduc45dIt’s clear, Fallout 76 is a failure. From its lackluster controls, piss poor collision detection and poor enemy AI to its poor graphics quality and poor storytelling, this game fails in practically every conceivable way. Here are the top 25 reasons this game sucks. Let’s explore.


25. Map and Pins

Fallout76-MapWhile the map mostly works in terms of seeing locations, this game really needs multiple pins to mark items found that don’t have map markers, such as where specific plants are, veins of ore, small houses and other points of interest.

How it should have worked — Support multiple pins with labels which can be placed onto the map to allow for marking points of interest, specific areas of plants and other things that may be difficult to locate again.

How it actually works — You get a single custom marker that you can place down. You can’t mark anything else after that one marker, you simply have to remember where you found something. There’s only a single large marker that points your way to whatever you’ve marked. And believe me, you do need this in the game. Because all of the quest markers all look the same, when all of the quests are active at once, there are so many markers on the HUD, you have no idea which one is which.

24. Farming at your CAMP and Blast Zone

You can plant certain limited fruits and vegetables, but they are not irradiated when in a blast zone.

How it should have worked — You should be allowed to plant any type of plant at your CAMP that you have discovered and picked. Any camps in a Blast Zone should be removed from the map and/or severely damaged. If not moved, then at least any planted crops should be irradiated like the ‘naturally occurring’ plants in the area.

How it actually works — Fallout 76 limits you to planting but a few fruits and vegetables from the build menu. In Skyrim, if you could pick it, you could plant it. Here, you can only plant those limited fruits and vegetables selected by the devs, such as Blackberries, Muttfruit, Corn, Razorgrain, Melon, Carrots and Gourd. If you want to plant Soot Flowers, Snaptails, Bloodleaf, Diseased Cranberries or anything else, you cannot. If your camp ends up in a blast zone from the Death from Above quest, your camp remains totally intact including your fruits and vegetables. I wandered into it wearing a Hazmat Suit that I found at the Westek building. While other flora in the area become irradiated, your CAMP planted foods remain completely ‘normal’.

23. Random Server Disconnects

This one might be expected occasionally considering it’s an always-on multiplayer game experience.

How it should have worked — Actually beta test your games and your servers so that server disconnects are the fewest type of failure points.

12-9-2018_10-41-26_PM-qybv0b53How it actually works — Random server disconnects are very common. You’ll run around the wasteland and with or without a *hang*, followed by a “Disconnected from Server”… well no duh… I can see that.

22. The Wrong Gender

At one point, I heard female grunts coming out of my male character.

How it should have worked — Keep track of the character and its associated characteristics.

How it actually works — The wrong vocal grunts were played for about 5 minutes while running around the wasteland. I have no idea why the female grunting began at all, but it’s clear that this game was not beta tested. And no, there was no one else around me at all. The game was playing female player character noises from my definitely male character.

21. Changing Weapons and Applying Medicine

Screen Shot 2018-11-26 at 1.34.10 AMThe supposedly favorites wheel to help get to stuff faster isn’t actually any faster than using the Pip Boy. In fact, neither the wheel nor is the Pip boy easy to use to change weapon loadout or apply Stimpaks when you can’t pause.

How it should have worked — For controller systems, it should have used the D-Pad to cycle through the favorites in a vertical list to the side of the screen so that doesn’t block your vision and it should remember the last choice so you can use it again quickly. Simply by pressing the D-Pad up and down, the favorites cycle to the next and previous. This way, the next time you press the D-Pad, it will bring up the last used item, then press the A button.

Favorites WheelHow it actually works — On the Xbox One, D-Pad up is assigned to favorite choices. D-Pad down is emotes. D-pad left and right seem to automatically assign to a weapon on the left and a healing item on the right. I haven’t actually determined how to assign these. It may have something to do with ‘last chosen’ from the wheel. When you have the wheel actually open, D-pad left cycles through the wheel clockwise starting at the 1 O’Clock position. D-pad right cycles through counter-clockwise starting at the 11 O’Clock position. There is no easy way to get to the item in the 12 O’Clock position when you’re fumbling for items from the wheel. The wheel covers your vision instead of keeping the vision open so you can see what the enemy is doing.

20. Pacifist Mode

This mode is mostly pointless the way it is currently implemented.

How it should have worked — Pacifist mode should prevent your player from giving damage to other players and prevent taking damage from other players.

How it actually works — This mode, while it does stop damage to other players from your weapons, it doesn’t prevent other players from damaging or killing you. This is wrong on so many levels and is entirely designed incorrectly. Bethesda, take a page from Rockstar’s book in GTA 5 and make it so Pacifist mode both stops outgoing and incoming damage to the player.

19. Obtaining Caps

You know, this one really shouldn’t be this hard!

How it should have worked — Caps should be bountiful practically everywhere. Traders should actually buy items for close to their ‘worth’. Sellers should carry more than 200 caps. Caps should always be given as part of the rewards when you finish all quest types.

How it actually works — Caps are exceedingly scarce and probably one of the scarcest things to find in Fallout 76. Caps are not given when a quest ends. Instead, you get mostly useless stuff. When you do find a trader, they carry 200 caps at most. Most sold items yield 1-4 caps per item. However, you can sell practically anything to a trader including Soot Flowers, Mongrel Meat, Plastic Plates and even flower pots. The difficulty is that it requires carrying a bunch of junk around with you until you can find a trader. Obtaining caps in Fallout 76 shouldn’t be this hard. The only quest types that seem to give caps on completion are Events and possibly Daily. Even then, they only give like 20 caps at most.

18. Fast Traveling

How it should have worked — The point in discovering a location is that you can fast travel to it. Fast traveling should be free as part of the perk of discovering that location. Charging caps to fast travel is just stupid design.

How it actually works — When you choose to fast travel, you are required to pay caps to every discovered place other than Vault 76 and your CAMP, which are both free (See CAMPs below for additional problems). You’ll also pay progressively more caps the farther away the place is. Because this is the primary means of travel in the game, fast traveling shouldn’t cost anything. The only point in making people pay is to deter them from using the feature. Why would you include the feature at all if you are intent on deterring gamers from actually using it?

17. Eating, Drink and Diseases

To disguise the leanness and the barrenness of the game’s features and quality, Bethesda devs force you to search for and create boiled water and cooked food. Otherwise, you’re subject to radiation, starvation, dehydration and diseases.

How it should have worked — Leave it out… a totally unnecessary addition that only serves to degrade the game.

How it actually works — You are forced to continually go get water, food and disease cure potions so you can actually play the game. You know, the thing that we’re supposed to be doing. Instead, because at least 50% of the time is spent constantly foraging to prevent from running out of food, water and avoid catching diseases (which you can’t avoid), you must constantly stop whatever it is you are doing and go get supplies. This problem is compounded by the fact that the inventory system is so poorly designed and because these supplies weigh far too much, particularly water.

16. Photo Mode

12-7-2018_5-54-58_AM-ma4zjmynPhoto Mode is a new thing many game developers are adding to games. However, some game development companies haven’t figured out how to build it properly. In the case of Fallout 76, while it works, it’s a hassle to use and isn’t properly designed.

How it should have worked — When in Photo Mode, the character should disappear from the world and not be visible to enemies or other players. This allows you to line up and take your shot without interference from enemies or other characters. This would allow you to actually take pictures of enemies doing whatever they are doing while in close proximity. The depth of field system should allow for both shallow and deep depth of field shots to blur both the foreground and background once the focal distance is set. Photo mode should support unlimited photos limited only by the Xbox’s hard drive.

How it actually works — Photo Mode leaves the character live in the environment. This means that if an enemy comes along, it will see you and attack you, losing the shot. Getting out of Photo Mode is slow and cumbersome when it should be a single button rapid exit. The quality of the photos could be improved a lot. We got 50 photo slots that requires us to go delete photos every time we run out… irritating.

15b. Crafting

I’m separating Crafting and Inventory into parts A and B to be more clear, but these two go together. Modifying and creating armor and weapons should be easy, yet it is completely cumbersome. Crafting food should be easy, but it is also cumbersome.

How it should have worked — Recipes requiring water should work with any water you have in your inventory including Dirty, Boiled or Purified. Water is water is water. If you choose to make your food out of dirty water, then you need to take the consequences of that choice. Crafting armor or weapons sometimes requires inexplicable items (i.e., Ballistic Fiber). The game should lead (or at least show you a small area marker) where you can search to find these needed items. Like Skyrim, Fallout 76 should have forced you to scrap new items to ‘learn’ what they are made of. Once you learn this, the game can then point out potential sources using pointers, instead of running around blind.

How it actually works — Recipes requiring water only allow the use of ‘Boiled Water’ . This means that even if you have a water purifier set up, you must still go draw water from a dirty water source (a very time consuming operation and adding Rads) and then spend time boiling it at a food craft station. These two steps are overly time consuming when you could have cooked with purified water and been on your way.

Locating specific components in the game is like pulling teeth. You have no idea what items contain what components until you carry them back and actually scrap them at a crafting table. Even then, putting a search onto a component only means you’ll see a magnifying glass on the item when you get close enough to pick it up. The game doesn’t offer a mechanism (at least that I have found) to locate the item on the map or via a sound in close proximity.

15a. Inventory

The inventory system in Fallout 76 is entirely broken. Each player only has two places to store stuff. The first place is directly on the player. The second place is the Stash Box. The player is limited by weight, but inexplicably so is the ‘Stash Box’.

stash.pngHow it should have worked — Inventory should be able to be sent to the ‘Stash Box’ at any time right from the Pip Boy. Permanent sharable boxes should be available to drop stuff off for friends or other players. Sharable boxes should hang around even when you log out of the game. Instead of a single Stash Box, we should be able to create independent objects in our CAMP that limit only by number of items and not limited by weight. A physical box on the ground doesn’t have weight limits, but has physical number limits.

12-7-2018_5-55-03_AM-iujn21rsHow it actually works —  The inventory system is way too limited and uses weight to judge capacity. On a person, weight makes sense as you can only carry so much. However, the game gives far too little per person. For a stash box sitting on the ground, weight limits make absolutely no sense. The Stash Box is always linked to you and there’s only one. If your Stash Box fills up, you’re screwed. You have to start dumping items out of your inventory in a paper bag to be lost. Paper bags are entirely transient. If you drop a second paper bag of stuff, the first one disappears. Be absolutely certain that whatever you drop in a paper bag isn’t something you want… otherwise, that bag may disappear at any time.

The Stash Box currently holds 600 weight which is not nearly enough as you progress in levels. By level 30, you’ll already be running out of space. The only way you can actually play is to have two characters and move stuff between them when both are logged in. The second character is just a storage place, but that means you need to have two systems to play the game. The Stash Box was recently raised from 400. Instead, Bethesda should charge atoms for more space. Just let us pay for the space we need. I don’t want to be limited with no options.

14. Power Armor

12-9-2018_9-41-56_PM-3ra4ojsuThroughout the game, you’ll find power armor in various buildings. The Power Armor may have Raider, T-51, T-45 or T-60 armor attached, usually only some of the pieces and usually with only half or less condition. Instead, you’ll have to go find the rest of the pieces you’ll need for that armor and you’ll need to find Power Armor crafting station somewhere so you can actually repair your armor.

How it should have worked — Power armor should add a seamless combat experience similar to Fallout 4. You enter your armor, you use it as you need to, you exit the armor and leave it behind. Wearing the armor actually gives you, you know, armor protection. Instead, you are forced to carry it in your inventory with a weight of 10 and it provides very little actual HP protection.

How it actually works — Power Armor is only slightly better than without it. It’s glitchy, buggy and sometimes it will trap you in it and you’ll be unable to progress in the game. Use the armor sparingly to avoid glitching up your game that you can’t even play. It takes up space in your inventory and it’s clumsy to use. The only one benefit is that you can jump from great heights without injury. Other than that one benefit, Power Armor is mostly for looks, not functionality. You must exit the armor to perform any crafting.

13. Collision detection

As a shooter, the single thing the developer must get right is the collision detection between a fired weapon and hitting an enemy with the bullet. Otherwise, the game just won’t work.

How it should have worked — With proper working collision detection, you shouldn’t be able to walk into or under objects, projectile physics should always land on their targets when the cross hairs are even remotely lined up and random animals and objects shouldn’t get stuck inside or walk through other objects.

How it actually works — You’ll never see bullet trajectories in a game unless the game developer adds a slow-mo bullet-time option. None of that here. Instead, aim, fire and miss. Even worse, you can use a high power sniper scope’s cross hairs on your enemy’s head directly in the middle and still manage to miss the target when pulling the trigger. If you’re up-close and personal with a Ghoul, it’s even worse. Up close, you’re actually much more likely to miss your target and you’ll expend a great deal of ammo on miss after miss. The only sure fire way to hit is to use a melee weapon or gun bash them.

This the poor collision detection isn’t limited to weapons and bullets. It includes trees, animations (getting into and out of Power Armor), enemy AI walking through environmental objects or other enemies including items getting stuck inside of doors and walls. This isn’t all possible examples, but these are the ones most prominent to show off how bad this part works.

12. Leveling up doesn’t work as expected

I’m not talking about the level up screen itself. In fact, the mechanics of actually applying perk cards to your S.P.E.C.I.A.L. attributes works just fine. It’s one of the few things that seems to work well in this game, though I’m not fond of the card system. It’s what comes after that doesn’t work.

Lucky BreakHow it should have worked — Characters should always fight enemies at or close to their own strength and level. If you wander into a building, you should only find enemies within 4-5 levels of your own level. If you’re a level 4, this means you should only see levels 1-8 near you. This is how every other Bethesda RPG has worked this. This prevents having a level 5 character trying to kill, for example, a level 63 enemy. Perhaps Bethesda needed to find a Lucky Break card?

The card system should have been simplified to require less perk cards to provide the same amount of perks instead of needing loads of perk cards which do less per card. Simpler is always better, even in video game design.

How it actually works — When wandering around, not only will you find AI characters leveled randomly from 1 to 63, you’ll find random levels all bunched together. For example, as a level 5 character wandering into a camp, you can find ghouls and scorched ranging from level 1 to level 63. This means trying to fight level 63 enemies as a level 5 or 10 character. You’ll also find Scorchbeasts randomly flying around that are at always level 50, but in fact are probably level 100 or better. It takes so many shots to kill a level 50 Scorchbeast, it’s almost not even worth it unless you’re on a big team.

On top of this, you can run into randomly leveled up multiplayer characters who add to the problem. Thankfully, unless you engage in two-sided combat, the game sees to it that your character takes minimal damage from an opposing player of any level.

HomebodyThe cards have been broken out to the point of being pedantic. Instead of categorizing cards so that Lead Belly should cover for ALL food, drink and disease, it only covers for ‘food’ only. You have to get the Lead Stomach perk to drink irradiated water unharmed, even then there are limits. Because the cards are so pendatic, there are other perk cards like Natural Resistance to reduce diseases and All Night Long to reduce hunger and thirst (a stupid unnecessary addition).

The pedantic actually carries to the point of being broken. For example, the Aqua Boy perk allows you to swim and wade in water without taking radiation damage, yet drawing water from a water pump still incurs +5 rads damage (or more)? Huh? Clearly, the designers didn’t carry that logic through.

11. Crap enemy AI

Here’s a gaming portion where you think Bethesda might have been able to lock down, particularly on the heels of the Elder Scrolls Online. Nope. When you wander the wasteland, you’ll find either animals (Wolves, Mongrels, Radrats, Radroaches, Radstags, etc) or Supermutants, robots (i.e., Eyebots, Mister Handy, Miss Nanny, Protectrons, Assaultrons or Sentry Bots), Feral Ghouls, Scorched or Scorchbeasts. Whatever you run into, you’re likely to find them acting strangely. Sometimes they attack and sometimes they just stand there.

How it should have worked — Like, Fallout 4, when you run into an enemy, they should behave and act like they’re trying to kill you. They should point their gun at you and they should move in naturalistic ways. You know, like they’re actually walking around.

How it actually works — Many enemies, particularly Ghouls, slide around the environment without actually moving. Some people have found them sliding around in “first position” (the initial position a 3D character assumes without having been posed). I haven’t found the enemies in “first position”, but I have seen them locked into a single pose, then moving around the environment like a static posed action figure. They even shoot from these locked posed positions.

When I do find characters not locked up like this, the characters hold their weapons incorrectly. Some hold them downward, yet still manage to shoot at my character. The enemies also move way too fast. They can be on top of you in a matter of one jump or movement. One top of the AI movement, they can see and shoot me through walls, through floors and through buildings. There is no such thing as line of sight in Fallout 76. Even if you hide, they can still find you and kill you through walls.

Molerats must somehow be magic in this game as they can burrow not only into ground surfaces, but wood, cement and even thin air. They can also burrow and jump incredibly long distances in a fraction of a second. Radscorpions can also burrow into cement and other incredulous surfaces, yet they don’t even leave a burrow hole behind like Molerats.

10. Screen blur filters

For whatever reason Bethesda decided to not only add an intense depth of field to the actual gameplay making distant objects blurry, it also added an unnecessary light halo overlay making it seem like you might have vision problems.

lens flareHow it should have worked — Filters applied to the screen should be controllable (on, off and strength) on the settings screen. There is no reason to hard apply such annoying settings to the screen when not everyone wants it. Let the gamer choose what filters they want applied to the screen.

How it actually works — The depth of field applied to the full screen makes the game difficult to look at. When looking at a light source, the game applies a lens flare type blur filter that looks less like lens flare and more like your character has eye problems. These effects degrade the overall gameplay look and feel.

9. Scorchbeasts and Loot

In any game where there’s an oversized and consequently much more difficult opponent, when you do finally kill it, you should get fairly substantial loot more than, say, nothing.

How it should have worked — When you kill a Scorchbeast, the Scorchbeast Queen or a Deathclaw, the loot that is dropped should contain at least one legendary item. In addition, it should drop rare components in reasonable quantities. You should also receive a fair amount of caps.

How it actually works — When you kill an oversized ‘boss’ kind of creature, the dropped enemy loot may range from nothing at all to meat and hide. Basically, worthless items. They’re worthless because even if you do cook the meat, it offers nothing special. Radstag meat is probably the best meat in the game as it offers 20 extra carry points. Eating Scorchbeast steak does nothing for you and is mostly worthless. What’s the point in killing a Scorchbeast?

8. Non-existent non-player characters

While there are talking trader robots, the lone wandering Supermutant trader Graham and a few Mister Handy or Miss Nanny robots dotted throughout the game to provide some quest progression, this is of little consolation when you’re trying to find meaningful interaction with other Vault 76 or locals within West Virginia. Unfortunately, there are no NPCs to be found. See ‘Story’ below for more details as to why.

How it should have worked — While the overseer of Vault 76 may have died and there are 24 players wandering around the environment with you, there have to have been at least a few Vault 76 dwellers who aren’t player characters. In fact, 24 seems an awfully small number of live inside of a vault that big. Ignoring the vault situation, having everyone not in Vault 76 dead is improbable. Because there are also other vaults in the area, a few of these settlers should have survived and been available to talk with. Cities around the area should have been teaming with NPCs, some of which you should be able to convince to come to your own settlements.

How it actually works — Instead, Vault 76 churns out 24 people who are all multiplayer characters. As we all know by now, multiplayers characters don’t interact in meaningful ways. Those who don’t know each other rarely, if ever, work together. In fact, you’re likely to find more hostile multiplayer characters than you will find friends. It’s the nature (and expectation) of PvP. This means that the story failed to consider this problem. Trying to rely on 24 multiplayer characters to bring a story together is like mixing gasoline with fire. It just doesn’t work, unless you’re itching for an explosion… and an explosion is exactly what Bethesda got.

7. Graphics

nuka quantumWhile Bethesda touted an all new rendering look in this engine, it’s pretty much the same rendering engine used in Fallout 4. On top of the unnecessary screen blur (see #10 above) and filters, the rendering distance, shadow distance and up close textures are amateur attempts at best. There are times where the game devolves into a sheer mess, such as invisible buildings, structures that aren’t there and textures are so low-res, you could swear you were playing it on a PS1. This Nuka Cola Quantum bottle looks B_A_D (click on it and see)! When added to the low res background and texture, this looks like something rendered on a PS1.

How it should have worked — We should have gotten a next gen engine capable of producing superbly realistic rusty, sharp, dangerous environments. Sunbeams and moonbeams should be blocked by corresponding solid objects. Textures should hold up on close inspection. Textures should resolve when looking through a sniper rifle sight or binoculars. You shouldn’t notice pop-in at all when wandering.

How it actually works — The sun up and sun down moves too fast. There’s too much night and not enough day time. The sunset and sunrises are almost impossible to distinguish the difference. Textures look fine at an average distance from the player. Up close textures look horrid. Pop-in is horrible and happens way too close to the player.

If you try to zoom in with a sniper, everything falls apart. The sun remains the same size overhead as it does on the horizon. The moon always produces moon rays. The rays don’t actually come from the same direction as the sun and moon sky objects. Moonbeams and sunbeams shine out of rocks, the ground and structures. The smoke coming out of chimneys looks like flat spinning blobs. The character models actually look bad. The only saving grace here is the naturalistic lighting, but the rest of it might as well be cartoons.

The 59 sign below shows everything wrong with this game. The word INTERSTATE is much higher resolution than the 59. At least the texture folks could have used sufficiently high resolution images to create these signs. I just don’t even get why sun shines out of rocks and objects.

The only good thing about the graphics is the naturalistic lighting on the trees and house structures. You can get some great environmental shots with the sunbeams through the tree branches. Other than that, nothing else looks particularly realistic.

6. Multiplayer

Here’s one of the saddest parts of Fallout 76. This feature, in fact, is the entire reason Fallout 76 even exists. Yet, it’s one of the worst designed parts of this game. Though, it’s not this game’s #1 problem.

How it should have worked — Bethesda should have sat down and designed a compelling multiplayer experience around the Vault 76 reclamation date rebuilding goal. This means allowing players to fix up, build and then set up shops in towns. If the idea is to rebuild the wasteland, where is this idea in execution?

How it actually works — The Player vs Player (PvP) available in Fallout 76 consists of taking over a workshop and then fighting to keep it. When you do take over a workshop, you are required to spend your own resources to fix it all up. Yet when you log out, you lose that workshop. At most, you get to keep that workshop for as long as you remain logged in.

Once you claim ownership of the workshop, the game forces you to go into a PvP battle to keep it within just a few minutes of taking ownership… most definitely not enough time to both fix up the workshop and build defenses. The only way this would work is if you are on a team of at least 6-10 people who can all pool their resources to fix it up and build defenses simultaneously. One person has no hope of fixing up a workshop alone, particularly considering how little resources you can actually carry with you (See problem #

5. CAMP and Plans

12-7-2018_5-55-03_AM-uba3cuivCAMP is a portable device you can set down in the wilds of the wasteland and create a small CAMP. It doesn’t hold that much. Finding new plans allows you to craft new items.

How it should have worked — Actually, CAMP is entirely unnecessary. Without NPCs to recruit back to your CAMP to live there and help defend it, the point of the CAMP as a settlement is entirely useless. CAMP as a crafting area works, but it could have been implemented better. Plans shouldn’t be needed. Everything you need should already be available to build if you have the resources. If you scrap any weapon or object, it should automatically give you the plan to it. Big items that you can’t carry or scrap should have been unlocked from the beginning.

How it actually works — You drop your CAMP device in the wasteland and that gives you the ability to build a building and crafting tables. Unfortunately, the building allotment is far too small to actually build anything meaningful. In my allotment, I was able to build a small cabin with all of the crafting tables except a Power Armor station as I have no plan for it yet. After that, my CAMP is entirely out of available building allotment. Other than having a portable building that contains all of the crafting tables, there’s no point in CAMP. Plans are dotted all throughout the wasteland like a needle in a haystack that you have to go hunting for. The difficulty with this idea is that they’ll get found by players and documented on the Internet. The idea of hunting for a “thing” is pointless because the Internet will eventually find even the most rare thing and tell you where it is. Instead, plans should come to you by way of scrapping items. As it is now, scrapping certain weapons unlocks certain mods for that weapon… the wrong design.

12-7-2018_5-55-04_am-tgn02n2u.pngWorse, the game encourages you to move your CAMP frequently, yet it continually charges you more and more caps to move it from place to place. The cap rate to move it is also entirely random. Some days it’s 5 caps, other times it’s 25 caps and others it’s somewhere in between that. The game can’t even seem to make a decision on exactly how many caps it costs to move the CAMP. If you move your CAMP, there’s a very real possibility you will lose all of the items outside of your build structure (i.e., crops, water purifiers, turrets, defenses, etc). If the CAMP is supposed to be semi-permanent, then it needs to remain no matter what. If someone else has plopped their CAMP in the same location and there’s a conflict on that server, then the game should auto-disconnect and choose an alternative World server where there isn’t a conflict so the CAMP can be placed. This should be an automatic part of the login process.

Even more poorly designed, your CAMP may disappear at any time including objects in the CAMP. Placing a CAMP is not in any way meant to be permanent. There’s just no place to park it where it’s cannot disappear. I’ve had my CAMP disappear at least 6-8 times or more. The last time it disappeared, it lost every item outside of the building structure. I had a bunch of crops, a turret, a water purifier, a floor decoration and a water pump all outside of the building structure. All disappeared entirely from my inventory. These objects were not stored. Normally, these items should be stored under the STORED area, but not this time. Those items completely disappeared with no explanation and without a trace. It’s frustrating and stupid that the game makes you go find all of the food crops after it wipes them all out.

4. VATS

How it should have worked — Without pause, VATS should have been left out. It’s pointless without pause.

How it actually works — Because this game doesn’t allow pausing, VATS remains live as you attempt to shoot whatever enemy that it is. As the enemy moves around, VATS percentage of hitting the target constantly changes. Unlike Fallout 4 where the game paused to allow proper targeting, this VATS is entirely worthless without pause. However, the Mysterious Stranger remains, but only works with VATS. You have to remember to use it if you have the Mysterious Stranger card in play.

3. Story

As mentioned above, utilizing limited robot characters to progress stories, the rest of the time the stories are progressed by popping a Holotape (audio log) into your Pip-boy and listening. Boring!

How it should have worked — Any RPG should have NPCs who not only exist to provide conversation, but also provide story development. You get to learn about these characters along the way and expand on the story.

How it actually works — Because no NPCs exist in the game, the entire story narrative plays out through a series of holotapes you must find and play. Because the holotape system is simply an audio log, it’s as boring as watching paint dry. If Bethesda had taken a page from a few other games that staged “ghost” reenactment scenes in the area, you could examine the scenes and watch the story unfold through a sort of hologram type environment. None of that here. It’s simply a series of boring holotapes audio logs. Without interactive characters, there is effectively no story worth exploring. The story and its quirky characters is the reason we play Fallout. Without NPCs, it’s not really Fallout.

2. Player Death and Dropped Loot

How it should have worked — When a player dies, the loot should remain on the player. There’s entirely no need to drop loot in the game on death. Also, respawn the player in place or alternatively, allow the player to respawn at the last death marker.

12-7-2018_5-55-03_AM-iujn21rsHow it actually works — When the player character dies, a death marker is placed on the map where the player last died and also marks the place where the player’s loot is dropped in a paper bag. When the player character dies, the game also gives the choice to “call for help” and get someone to revive the player with a Stimpak or you can “give up” and then respawn. If you do neither, you sit in limbo and can do nothing. When you choose to respawn, the game requires you pay caps to move to the nearest spawn location or if you can’t pay, then you’ll have to respawn at Vault 76 or at your camp, if it’s still there… that or kill the game and restart it (which, of course, loses your dropped loot). This player death and dropped loot issue is completely unnecessary and has never been part of Fallout in the past and shouldn’t be in Fallout 76.

If your game happens to crash immediately after dying or if you are killed by something on the way to pick up your loot, your loot is entirely lost. You get ONE chance to go pick up your dropped loot or it’s lost forever.

Oh… and the paper bag is such a stupid and unrealistic idea, I don’t even know how this idea passed design review. How can you possibly fit a Fat Man or a Missile Launcher into a tiny paper bag?

1. Glitches, bugs, quest bugs and client crashing

How it should have worked — Actually beta test your game product with real live QA folks, not holotapes. Get them to sign off that both the game client and the servers work consistently, as expected and are better than 95% stable. Actually play test the game internally. Get people to walk through the environment and see if they can break things.

How it actually works — There is so much to say here, that’s why this is the #1 problem. The game client is closer to 50% stable (maybe less). If it crashes or disconnects twice a day, consider yourself lucky. Sometimes it goes on a crashing / disconnect spree and just doesn’t stop. The network servers disconnect far too frequently. As mentioned above, you can be playing and *hang* with a long pause, then disconnect. Sometimes, the game hangs and then recovers. Sometimes it just disconnects out of nowhere. If any hangs or random disconnects happens you should always disconnect and reconnect and get a different server as that other server is likely having problems.

Sometimes the entire client crashes with the repeating audio loop and then the whole client dies. You have to start completely over when this happens. Hopefully, it’s not immediately after having dropped loot or you’ll have lost your “loot”. Below is a texture glitch video. I’m certain this is a client side problem.

Quest bugs are common in Bethesda games. These types of bugs prevent completion of quests because the character you need to interact with, for example, is already dead. This means you can’t complete the quest. There are plenty of other bugged quests as well.

Overall

This game was released way too early! Without NPCs, this game is completely devoid of feeling like ANY Bethesda RPG, let alone Fallout. Whomever’s idea it was to include no NPCs should be walked to the door at Bethesda. I realize this is considered an off-shoot game, but it is still a Fallout product. It should always true to being a Fallout product. Fallout 76 isn’t true to Fallout.

However, the instability trumps everything. If you can’t reliably even play the game without crashes, bugs and quest failure, then you don’t really even have a game.

Ultimately, this game needs a whole lot more development time and effort. I have no idea why Bethesda released this product so finished. Yet, here we are. Note that there are plenty more reasons to hate Fallout 76. These 25 reasons are just the tip of the iceberg. I’m quite sure you’ll find many more to hate on if you choose to buy this game.


If you’ve had a different experience when playing, please leave a comment below.

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The FTC is investigating pay-to-win loot boxes

Posted in advice, video game design, video gaming by commorancy on December 4, 2018

img_3728.jpgThe FTC is investigating video game loot box issue that was so prominent in Star Wars Battlefront II and in many other games. Is it a form of gambling? Let’s explore.

Pay to Win?

The issue with loot boxes is that people feel ripped off by them, particularly after having already spent $60 for a big named video game title. If you spend $60 to buy a game, the implicit nature of that already hefty price tag is that it covers everything needed to play and win the base game without any additional payments. Any additional downloadable content (DLC) that appears later has a separate price tag. We understand this aspect of DLC. You can buy DLC if you want, but it’s not necessary to pay for DLC to win the base game. DLC is a tried-and-true model and it works to extend the gaming experience, but is not necessary to win the base game. Not everyone likes DLC, but as long as the DLC is created as separate world components, it’s fine.

When loot boxes were introduced, you might end up spending another $60 in addition to the already spent $60 to for the random chance to gain rare weapons or armor or level-ups that are not available in any other way and which are required to progress in the game.

The argument by game developers is that these pay add-ons are not strictly necessary. It depends on how you interpret that statement. It may not be strictly necessary to play the game, but it may make the game experience less enjoyable and possibly even problematic. If you plop down for the loot in the loot boxes, then your experience becomes much easier and better. Loot boxes turn games into a pay-to-win model.

Pay-to-win games to me are not fun. There’s no challenge in plopping down $5 here and $5 there just to get past a level or a boss or whatever it is holding you back. The challenge is and should be in the base game, not in buying add-ons needed to win. If the add-ons become the game, then the base $60 you paid is seen as a rip-off.

Smart Phone Games

Pay-to-win games have been available on the smart phone market for years and that’s fine. These games are typically free to download and free to play to a point. You only run into pay-walls when you want to progress beyond certain points or to buy more lives. Again, most phone game apps are designed around a pay-to-win model. However, there’s no challenge in paying to win a game. Paying to win only depends on how much money you are willing to spend. It’s just a money making scheme.

In the free download app model, you’re not paying an initial $60 to download the game. You’re paying nothing. This means there’s no base expectations set. So then each micro-transaction does help cover the developer costs of producing that free game. In the AAA $60 game arena, you’ve already paid for the development costs and you expect a fully functioning game in return for that $60. That’s the expectation of paying $60.

For example, adding loot boxes to Star Wars Battlefront II was simply a money grab by EA and nothing more. Everyone expected this loot to drop as a result of completing levels. No one expected that you’d have to pay to buy level up cards in addition to the already spent $60… cards that you might not see for many, many hours of play if they ever drop at all. Cards that are needed to unlock key pieces of the game.

Rethinking this Model

Fundamentally, game producers need to think long and hard about the pay-to-win model. Personally, I don’t like it and I will never be a fan of pay-to-win. You pay for the game itself, not for the ability to win it.  You should win the game or not on your own skill as a game player. For a $60 price tag, the game should drop all necessary loot or, if absolutely necessary, offer some kind of in-game credit system that you can spend towards the loot crates as you progress. Many games do give in-game credit that are awarded at level’s end that can be used towards ‘buying’ loot. You can also spend real money to buy those same credits in a store. This gives you two ways to ‘buy’ loot in the world. You can play the game and win credit or you can pay for it. The difficulty is when the game only drops the tiniest amount of credit within the game and then expects you to make up the difference with real money. Again, pay-to-win and I am so not a fan of this.

If you’ve already paid $60 to buy the game at the store, then don’t throw down real money loot boxes in front of the gamer and expect people to open their wallets and be happy about it. Real cash microtransaction loot boxes, again, turn the game into a pay-to-win model.

The argument here is that loot box costs offset the already expensive price tag of video game production. I counter argue that if a game now costs $80 or $100 or $120 per copy to develop, then simply raise the price of the game in the store accordingly and leave out the unnecessary loot boxes. No one says that a developer must sell a game at $60. They can price it at whatever they need to recoup their costs. If they can’t recoup their costs of a game at a $60 price tag, then perhaps they shouldn’t be in the video game business. Or, perhaps they should have kept to a lower budget production. However,  they are also free to raise the price of their game of they want to build bigger, flashier and more expensive games.

Other Alternative Systems

Let’s take a page from the toys-to-life games area. If developers want to offer a level-up swag system for the game, then do it through physical trading cards you can buy at Target or Walmart. Then, use a code on the card to load the card into an app linked to the game. This then gives you legitimate reasons to go buy the cards at the store. It also means anyone can go buy these cards to enhance their game experience… and you’re getting actual collectible trading cards for your money.

It also means the retailer can put the cards on sale and offer discounts on them. Digital cards coming from loot boxes purchased in-game are a waste that can only be used once and have no value after the game ends. It’s just money lost in addition to whatever you paid for in the game itself. Physical trading cards hold their value long after a game becomes a fond memory running on a Raspberry Pi emulator years later. It also means you can trade or sell these cards to others who might value them and at least recoup some of the money spent towards the game. Some of the cards might even become extremely valuable. A video game copy will never have that value.

Having cards produced into 5 or 8 card blind packets means the consumer gets to discover what cards they got and they can trade them with their friends if they get duplicates. It’s a real world way of adding value to the game and a shareable component, but at the same time offers a real world tangible component. Having these cards should also not be necessary to win the game, but they can be used to gain access to weapons, armor and character stats that might otherwise take a lot of grinding to obtain. All physical cards sold in blind packs should be discoverable in the game itself. But, they may contain exclusives that aren’t necessary, but add fun value to the game.

I’m a much bigger fan of using add-ons like real world trading cards than using in-game digital loot boxes… as long as these items are not needed to win the game. Pay-to-win needs to stop in general and these pay-to-win systems definitely have no place in a game sold at $60.

Are Loot Boxes a form of Gambling?

Here’s where some people feel that there’s a problem with loot boxes within video games. If you pay real USD to purchase a loot box, then you’re paying for the ‘chance to win’ something rare. In fact, when you pay for a loot box at all, it can be seen as a form of gambling strictly because of the ‘chance to win’ aspect. If the loot boxes drop on their own for free, there’s still a chance to ‘win’ something rare, but you’ve paid nothing for it and this would not fall under gambling. Gambling is when you pay money for a chance to win.

The paying of real USD to ‘win’ in-game loot is THE bone of contention and is the part in all of this that is seen as a form of gambling. Paying money to win anything is technically a form of gambling. It could also be considered a form of a lottery, much like a scratch card. Because lotteries are considered illegal unless operated by official state organizations, placing an illegal lottery into a video game could result in legal problems for video game producers. As a result, many people view for-pay in-game loot boxes as a form of gambling and in need of regulation under US gambling laws. Because gambling, at least in the US, is only allowed by persons 21 years of age or older, placing pay-to-win ideas into a video game designed to target minors and underage persons could be a problem for the video game industry. It also means the game should, at the bare minimum, put an M rating on any game that includes this mechanism.

These games could also be considered a form of early conditioning designed to teach children about gambling early and get them addicted to its risk-reward system. Because many video game companies also hold stakes in gambling operations, such as producing gambling machines for Las Vegas or actually own stakes in casinos, loot boxes could become very problematic for video game companies.

On the other hand, gambling usually entails winning money, not prizes. In Vegas, you pay to win money. At Dave and Busters, you pay to win prizes. So far, playing games to win tickets at an arcade has not fallen under gambling laws. However, you’re winning tickets, not prizes. The only random chance involved is how many tickets you win. In an arcade, simply playing the game is guaranteed to give you at least one ticket, usually more. The tickets are then redeemed for prizes of your choice. It’s not exactly a random chance kind of thing like a loot box. In addition, arcades use the payment given towards playing a game of skill which then gives you tickets. Giving tickets after playing a skill game that you can redeem is not exactly like paying for a loot box in a game with random chance to win its contents. Loot boxes are much more like a slot machine or lottery scratch card than they are like Dave and Busters skill-game ticket model.

I’m hoping that the FTC will find that any payment of real money towards ‘winning’ in-game loot is ruled as a form of gambling. This would mean that instead of paying for blind random chance boxes, that video game producers would have to set up a store and sell you exact items needed in the game. No ‘random chance to win’ involved. Either that or they must continue to drop the loot boxes in-game at no cost. Better, don’t drop loot boxes at all. Just create a store and sell us the the things we need… that, or use the suggested trading card system sold separately outside of the game.

If the FTC rules that the loot box is considered an illegal form of lottery, this mechanism could no longer be added to video games. I’d be fine with that outcome too.

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Should I buy an Xbox 360?

Posted in botch, business, scam, scams, video game console by commorancy on December 3, 2018

Xbox 360 EThis question seems to be common for some reason. I’ve seen it asked on Quora and on various other sites. I’ve even seen YouTube channels discussing the purchase of Xbox 360s. Let’s explore.

Design Flaws

First, a little history. The difficulty with the Xbox 360 was the Xbox team’s design of Xbox 360’s main board. Because this system was designed by an in-house design team at Xbox, they got a lot of things wrong with the hardware design based on incorrect assumptions. The primary problem was cooling the GPU down properly. This issue compounded with the thin flexible main board (intended to flex as the system got hot). The difficulty with this flexion is that it doesn’t want to work with surface mounted components and it could lead to the board becoming permanently warped and did lead to the GPU unseating itself unceremoniously.

For this reason, the later Xbox 360 editions, specifically the Slim models, clamped the board to the aluminum chassis to limit flexion of the board around the GPU and CPU. However, even this updated clamping system only delayed the inevitable… the Red Ring of Death commonly known as the RRoD. The difficulty of the design was primarily as result of using lower temp solder that would become molten at GPU operating temperatures. This meant that as the board flexed, as the CPU and GPU heated, as the fans and the hard drive caused vibration and even as external audio sounds from neighboring TVs and stereo system caused vibration, this could cause the GPU to lose solder cohesion and shift this chip off it is surface mount pads.

This GPU shifting would leave the system with the Red Ring of Death. One fix for this was using a towel and wrapping it around the Xbox 360 to let it heat up. What this did was cause the internal temperature of the Xbox 360 to rise which allowed the solder to reflow under the GPU and cause the chip to sort of move its way back onto its correct pads. The difficulty is that this was a temporary fix. The operating conditions that led to the original Red Ring of Death would eventually see to it that it would happen again, usually in only a few days. For the towel reason alone, you should avoid buying used Xbox 360s. It means that someone could have toweled their system right before selling it to you… and it might only run for a few days.

Refurbishment Process

Because of the design problems that led to the Xbox 360’s RRoD, the Xbox hardware team decided to try different things to see if they could improve the situation. As mentioned, one of these changes was the chassis clamp. Other changes included better and smarter positioned heat sinks. All of these changes only treated the symptom, not the actual design problem.

Ultimately, the primary fix for an Xbox 360 suffering from RRoD is to reball the chip with a higher melting point solder and then remount the chip. Then, adding on the smarter heat sinks to ensure proper heat dissipation from the chassis. Once the chip was reballed with higher melting point solder, it should no longer shift its position under standard operating conditions. Of course, the board could still flex and warp which could lead to other surface mount chip failures besides the GPU.

Companies like Gamestop employ either internal or third party refurbishers to perform refurbishment on Xbox 360s before selling them as ‘certified refurbished’. The problem is that reballing chips is time consuming and expensive. Gamestop doesn’t seem to want to afford such refurbishment processes and instead lets the refurbisher perform whatever they deem appropriate short of reballing, which is usually inadequate to provide a long term stable fix to these consoles.

Buying Refurbished

When you buy an Xbox 360 that’s been refurbished from Gamestop, the store has no idea what work has been performed on any unit. It might be simple DVD drive replacement to full main board replacement from other Xbox 360s. It’s possible to actually find frankenboxes with refurbished Xbox 360s having been rebuilt from a bunch of different generation parts. This means you could see some parts from the first gen, second gen, third gen Xboxes and so on… all coming together into the same unit. It means that the heat sinks might be the incorrect version for that version of the unit. Who really knows what you might find inside?

This is the problem with buying refurbished units from not only Gamestop, but any company. The design decisions that made the Xbox 360s so problematic compound into making the purchase of any used or refurbished Xbox 360 system a grab bag of problems.

Not Built to Last

The bottom line is that the Xbox 360 was not designed to last. It was designed to fail because of a set of design decisions that just didn’t work out. In short, it’s a lemon. It’s not just one version that’s the problem, it covers all generations.

Sure, some have claimed their their Elite has lasted. Some have claimed their slims have lasted. Even the last version of the Xbox 360, the Xbox 360 E suffered from the Red Light of Death. There has not been one version of the Xbox 360 produced that has been immune to the Red Ring of Death (or Red Light of Death) problem. You can’t rely on buying a more recent version of the Xbox 360 on the assumption that the failures have been eliminated. Some versions of the Xbox may have been a bit less susceptible, but at some point they will all succumb to failure.

Don’t believe the current sales hype that because this is the newest version of the Xbox 360 that it won’t have a problem. It very likely will. In fact, you should consider the Xbox 360 a unit with limited mileage. At some point, the system will fail and you’ll be left with a dead brick. The question is, when it will happen. It could happen 3 days, 3 weeks, 3 months or even 3 years in the future. The point is, you spend your money and you just don’t know. However, because of the age of these systems now, it’s more likely the system will fail sooner than later.

Aging Hardware

The last Xbox 360 E model was discontinued in spring of 2016. This means that any Xbox 360 you might consider purchasing is now over two years old as of this article. That’s only if it’s an E model. Any other models will be much older.

There’s nothing new about any of these systems. Though, it’s entirely possible that some warehouse somewhere has some Xbox 360 E models stashed as new unopened stock. If you could find one of these, you might have some possibility of longevity with that Xbox 360. However, anyone claiming to be selling new unopened stock is probably scamming with a used or refurbished unit. I wouldn’t even trust Gamestop with this kind of a claim, even as big a company as they are. The only way you could trust this statement is to have them show you the merchandise. If you’re buying over the Internet sight unseen, don’t trust anyone.

No. You should always consider any systems on sale as, at best, used. Even refurbished consoles should be considered suspect. Better, don’t consider the purchase of any Xbox 360 at all.

Should I Buy?

In fact, you shouldn’t. Because of all of the aforementioned problems with the design, there’s just no way to know exactly what kind of condition any Xbox might be in. Unless you want to disassemble the unit to find out what’s on the inside and that you understand what you’re looking at, you should avoid spending any money towards an Xbox 360.

The bottom line is that the Xbox 360 is a risky investment that you might only get a few days of use out of before your new purchase dies. The Xbox 360 was a risky investment when buying it new. When buying it used or refurbished, the chances of receiving a unit that lasts only a few weeks is very high. In fact, it could be that the unit might last you long enough to get past the return policy, but a few days after that the unit dies. Then where are you?

Xbox One and Xbox 360 Compatibility

While not every Xbox 360 game has been made compatible with the Xbox One, many Xbox 360 games have been made to function on the Xbox One. Unless you want to play a game that isn’t compatible with the Xbox One, there’s no real reason to buy an Xbox 360.

For this reason, putting your money towards an Xbox One not only guarantees a better hardware experience, it also guarantees you’ll be able to play not only Xbox One games, but also all compatible Xbox 360 games. This is a much better deal than wasting your money on an old console that could die at any moment.

Xbox 360 Purchase Disclaimer

With that said, if you can find someone willing to sell you a fully functional Xbox 360 for $25 or less, then it’s probably fine to buy it… as long as you understand the unit may only work for a few days. If you’re considering spending well more than $25 for an Xbox 360 console bundle, you should consider the purchase of Xbox One instead and avoid the almost certain limited lifespan of the Xbox 360.

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How not to run a business — Case Study: Tumblr

Posted in botch, business by commorancy on December 3, 2018

tumblr-logoToday, Tumblr announced that on December 17th, 2018, it will be removing and banning all “Adult” content on its site. I’m going to call it. This is the death knell that will almost assuredly see to Tumblr’s demise in less than 1 year. Let’s explore.

Tumblr and Adult Content

Tumblr started out as a kind of web blogging platform where users could share various content of any variety. Pretty quickly, adult content began to fill the pages of Tumblr. Adult content included naked people posing alone or performing sex acts with others. Whatever the imagery, it actually became a staple of Tumblr as a platform… and ultimately the Tumblr platform became known for its adult content.

The difficulty with not clamping down on adult content early in the life of Tumblr meant that Tumblr management and staff were okay with Tumblr being used to host adult content. If they had nipped this content type early in the life of Tumblr, we wouldn’t be in the dilemma that Tumblr currently faces.

Every platform has to make a decision early in its life about whether adult content is okay or not, particularly with sites that allow User Generated Content (UGC). When you create a UGC platform, you have to make the decision about adult content early and swiftly. If you don’t make this choice early and seal the deal in the Terms and Conditions agreement, your users will use the platform for adult content.

Knee Jerk Reactions

Even though Tumblr’s app was delisted by Apple in late November due to a case of child pornography appearing on a Tumblr page, it’s also crystal clear that the management team at Tumblr is entirely out of touch with exactly how Tumblr is used. Of course, now that Verizon owns Tumblr, they’re probably okay with taking the hit at losing better than 90% of their viewing traffic by making this knee jerk decision. Unfortunately, after the adult dust settles out of Tumblr, there won’t be much of a platform left to see or explore. Tumblr’s claim to fame was its adult content. Without it, this platform is dead. D.E.A.D! Tumblr, for better or worse, was really one of the few goto places for adult content. The Internet knew this. Tumblr really has no use as a G-rated platform. Too many other platforms fill that gap much better, including Pinterest and WordPress and Medium. No, the executives left at Tumblr really don’t seem to understand that Tumblr’s value as a platform was its adult content. Removing that content, you remove Tumblr’s value to exist as a site.

In reality, Verizon would do better to simply shutter Tumblr entirely… because effectively that’s what they are doing on December 17th. There’s literally no reason to go to any sites left on Tumblr once the adult content is removed. Those few G-rated sites left would also do better to move their content to a different platform such as Deviant Art, Medium or WordPress. The fallout from this change will be swift and immediate.

Chasing Page Owners Away

What’s worse in this situation is that non-adult content owners on Tumblr might have to move their content anyway. Many artists use the platform to host their art. Yet, Tumblr robots have been running around classifying their artwork as adult, even when it isn’t. This problem is likely intended to chase away not only those pages classed as ‘adult content’ but also those who don’t actually post adult content. Ultimately, whatever few sites are left after this shakeout means effectively a danger to those legitimate page owners left in the shambles of the former Tumblr. What drove traffic to Tumblr was its adult content, not the g-rated content. When all of that adult content is gone and most of Tumblr’s revenues are missing in action, legitimate content sites will now be in jeopardy because of the tenuousness of the Tumblr platform.

If you are a g-rated content owner on Tumblr, you should seriously consider moving your stuff somewhere else in the wake of this huge platform mistake. You don’t want to be doing this under a deadline in six months because Tumblr is about to close. Do it now while you have plenty of time. Removal of adult content is a mistake anyway you slice it and it is why this is appearing as a case study in the How not to run a business series.

I understand the issue for Verizon. Having worked for Verizon in the late 90s, I am fully aware of just how much of a conservative organization Verizon really is. It’s actually surprising this change wasn’t made sooner to Tumblr. So, I fully understand this knee jerk reaction of Tumblr being delisted from Apple’s App store over child pornography content. At the same time, making this knee jerk reaction by removing all of Tumblr’s adult content is a severe mistake for this platform.

Tumblr would do better to split its platform in two. Create Tumblr Adult and leave Tumblr for the G-rated stuff. Then, cordon off Tumblr Adult for those sites that fall under adult content. Then, hire mods to police the content on Tumblr Adult more closely to prevent child pornography content.

Compensating Controls

Typically, if you decide to make a rash decision about a platform, you must also introduce something to compensate for that rash decision. Removing the adult content kills many people’s reason’s to visit (or use) Tumblr at all. Take away that reason and you get far fewer visitors. Visitors that drive revenue into your site. Take away those visitors and you’re paying to host a site that makes you no money. In other words, it becomes a money losing proposition. For Verizon, it might be willing to soak up these losses for a short time, but there’s no way Verizon will allow a money pit to remain active for very long.

With the introduction of this new policy, it appears Tumblr isn’t implementing anything to make up for the loss of that adult traffic. Oh, well. It’s the death of Tumblr.

Ultimately, I predict no more than six months for Tumblr after December 17th and then the entire site will shutter to be heard from no more. Verizon might allow the site to continue operations longer than six months if they’re complacent. However, keeping a money sucking site open is not likely to go over well with Verizon management for very long. It’s almost a guarantee that Tumblr cannot survive on its G-rated content alone when other sites do this piece so much better.

Soooo…. Buh Bye, Tumblr.

Part 10 | Chapter Index | Part 11

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How to reset Philips Illuminate Lights

Posted in holiday, Household Tips, howto, repair by commorancy on December 1, 2018

img_4242When trying to connect to my Philips Illuminate strand of lights this year, for whatever reason the Philips Illuminate iOS app is no longer finding them. It took me a while to find these instructions to reset the control box. Here’s how I solved the problem. Let’s explore.

Philips Illuminate

This product had great beginnings, but unfortunately Philips has decided not to continue developing and improving either the app or the product. It is an expensive product which required the purchase of a control box and a strand of lights (startup kit)… the control box being the most costly item to buy. Typical strands of LED lights cost around half or less (even cheaper if you pick them up on clearance) compared to the Illuminate strands. However, the Illuminate strands of lights offered chasing lights and many colors, similar to Philips Hue. I think I may have spent $60-$75 or so to buy into the starter kit product with a small strand of lights. Pricey for the strand size. It also offers the ability to chain light strands together making the system expandable.

At the time, I invested into the Illuminate product because Philips had also created the Philips Hue system and I thought they might eventually merge the two product lines together. No such luck. Worse, the light programming options of the strand is far less programmable than one might hope. I was expecting improvements that just never materialized.

Improvements and Features

If you’re just hearing about Illuminate lights this year, then let me explain some of the gripes for this product. While the starter kit does come with the control box, the control box does not offer any kind of networking interface with IFTTT, Amazon Alexa or any other similar control systems. The control box is just a “dumb” box. Its purpose is only to allow for connectivity for the Illuminate app and to provide light effects for the connected strand(s) . The control box has no ability to turn the lights on or off. When power is applied, the lights always turn on.

You can still find the Illuminate lighting on sale at Target. However, the add-on strands themselves cost around $30-$50 per strand. If you need a starter kit, expect to spend about $75 or more.

To add the ability to control the power to the lights remotely, you’ll need to purchase a WeMo smart plug or similar networked plug sold separately. These plugs support Alexa, Apple HomeKit, IFTTT and other networking features. Adding a smart plug lets you control the lights on a schedule via their apps or by voice via a home assistant like Alexa.

Control Box

The control box itself is the heart of this system and allows for WiFi connectivity so the Illuminate app can control the light programming. It also handles the LED light sequencing. When the app was first released, they offered 17 different light patterns which include a variety of chasing options, fading options, twinkling and steady options. Today, we still have those same 17. There is a customize option, but it’s limited to Twinkle, Fade and Chasing.

Unfortunately, the one light programming option I wanted doesn’t exist. Specifically, I want the lights to each change from one color to the next individually and randomly rather than all at once. This one doesn’t exist. A small problem compared to what I faced when attempting to reprogram my strand this year.

For the last two years, I have been able to launch the iOS app and have it find and see the control box just fine on WiFi. For whatever reason, this year it no longer works. As a result, I can no longer program the lighting strand from my phone. I had also lost the instruction guide for this product long ago. Here’s what I saw when I attempted to control my light strand:

img_4243

I’m all, WTF? Rescanning does nothing. As there is no physical reset button on the control box to factory reset with a paperclip or similar method, I had to resort to scouring the Internet to find a solution. Unfortunately, the search engines didn’t turn up much right at the top for how to factory reset the Illuminate lights.

If you have run into the issue where your control box can no longer be found by your iOS or Android app, it’s likely that the control box is not registering itself properly on WiFi. Because there’s no troubleshooting as to why this is happening and after finding the reset instructions, I decided to use the Direct connection approach to control my lights. At least it works for the few times I need to make changes. It’s not handy for the audio/music feature, but it works for the standard light programming.

Resetting the System

To reset a Philips Illuminate control box, you’ll need to perform the following actions:

  1. Turn off or disconnect the power to the control box… wait 3-5 seconds
  2. Apply power to the control box… wait 3-5 seconds
  3. Perform steps 1 and 2 three or four times successively until the light strand begins flashing on and off. This signals that the control box has factory reset and you can stop this process.

If you find that after performing steps 1 and 2 multiple times doesn’t cause the strand to flash on and off, keep performing it until it does. If you can’t get the lights to flash, then you may not be waiting long enough or you are waiting too long between power off and on. Try waiting longer or shorter intervals between power toggling.

Note that factory resetting the device loses its knowledge of any WiFi devices it knew about including passwords. This means you’ll need to set this up again from the Illuminate app (instructions below).

Factory Reset

At this step, you’ll want to make sure you have the Philips Illuminate app installed on whatever device you’re wanting to use to control your lights. For Android, go to Google Play and search for and install Philips Illuminate. For Apple, navigate to the App store and install it. You’ll need this app for the next steps.

Once the control box is factory reset, it no longer attempts to connect to whatever previous WiFi network it once knew. The control box now goes back into initial setup mode and it creates an access point of its own. The new access point SSID will look like PhilipsACCF235B6838 or similar. For this article, I will assume the access point ID to be named PhilipsACCF235B6838. When you are performing this on yours, it will obviously be named something different. You can rename this SSID if you want, but I left it as it is because it doesn’t identify what the product is. It also doesn’t broadcast this SSID very far anyway, which is why you need to be close to it.

If you have installed multiple control boxes all handling different strands of lights around your property, then it would make sense to rename each SSID to a name that identifies which strand it is and where it is located. Renaming in this instance makes sense. For a single control box handling a single strand like mine, renaming is not important.

At this point, you’ll want to open your iOS or Android phone and navigate to the Android or iOS settings area where you can connect to a WiFi access point. Once in settings, wait for your device to scan looking for new access points. Once it finds PhilipsACCF235B6838 (or however yours is numbered), click on the it to connect. Note that you may need to be within a few feet of the control box for this to work. Don’t try to do this from a different room in the house.

Once connected, it will prompt you for a password. The default password is 12345678. Depending on which method you choose to try next will determine if you need to change that password.

WiFi Network Setup vs Direct Setup

There are two ways to go at this point. You can have your Illuminate control box connect to your local WiFi lan network or you can use a direct connection. I couldn’t get mine to connect to my local WiFi network for whatever reason. I think someone has set something up in my complex causing massive interference. I fill in the correct WiFi network details, but the app is never able to find the control box on my local WiFi network. So, I reset it again and this time I chose the Direct connection method to manage the lights. Slightly more of a hassle, but it at least works.

Network Setup

After connecting your phone to the WiFi access point PhilipsACCF235B6838 from your device settings, launch the Illuminate app. Once the app loads, it should find control box, the app may show you the control box screen (below) or it may jump into the setup screen. This screen below is what you should see each time you start the Illuminate app regardless of whether you choose Direct WiFi or connect the control box to your local lan via WiFi.

control-box

If not in the setup screen already, select the menu icon in the upper left of the screen and choose ‘Setup Wizard’. From here you can either setup the device for Direct connection or WiFi lan connection like so:

img_4237

If you want to use a WiFi lan connection, then click CONNECT CONTROL BOX TO LOCAL WI-FI. On the next screen, scroll the screen to find the access point you want to connect to and click it.

Illuminate-WiFi

Next, enter the password for the SSID you’ve chosen.

img_4240-1

Make sure the password you enter is correct. The Illuminate App should verify the correctness of the password you enter in this field, but if the password changes on the access point, it will no longer work. I can’t guarantee that the app will verify the password you enter here, so make sure it’s correct.

If you want to use the direct connect method to manage your light strands, then click USE A DIRECT CONNECTION and then follow the screen prompt that comes next:

direct-connect-control-box

From here, you’ll need to change the password you want to use on your control box going forward. This is the password change screen. It changes the password on the WiFi password you will use to connect to the SSID WiFi access point in the control box. You can also change your SSID for your control box on this screen, but I left mine as it is. After you CONFIRM the password, as the screen states, the control box will restart. Once the control box restarts, you’ll need to reconnect to your Philips SSID via WiFi settings on iOS or Android. You may need to forget the old network as it may have remembered the older 12345678 password. Then, reconnect and enter the new password you just entered in the screen above.

Security Tip: you should always change default passwords included with devices because anyone can easily find the default password on the Internet.

Once your WiFi has connected to the access point, relaunch the Illuminate app and it should take you to the screen that looks like so which should immediately find your control box:

control-box

Click the check box like above and press Enter to manage your light strands like normal.

Failure is not an option

If after going through the above steps to reconnect the control box to your local WiFi network, you find that your Illuminate app still cannot locate the control box on your local WiFi network on startup (what happened to mine), you’ll need to use the direct connection to control your lights. If you cannot connect to the control box after a factory reset, your control box may be damaged.

As always, if this article was helpful to you, please consider leaving a comment and following my blog for future helpful advice. If you could please share this article on Twitter and other social media, it would help me out 👍.

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Game Review: Fallout 76

Posted in reviews, video game, video game design by commorancy on November 26, 2018

11-24-2018_6-24-33_AM-r2dy5mq3Fallout 76 has arrived. There is some to like within Fallout 76, but there’s more than plenty to dislike. I was personally hoping for a bit more than what I got in the game. However, because it’s still an early release, it could get better. Unfortunately, some of it is an outright fail. This one is quite long, so grab a beverage of your choice and let’s explore.

Fallout 76 Map

Let’s get this review started with the Fallout 76 Map:

Fallout76-Map
I’ve not yet explored all of the places on this map, but above is what I’ve explored so far. You can click the image to see a larger map. So, yes, there’s plenty to explore in West Virginia. With that said, let’s get into the nitty gritty of what’s good and what’s bad, what’s beautiful and what’s ugly about Fallout 76. And believe me, there’s plenty to talk about.

Contents

This review has the following sections:

The Good
🔥 The Fail
💋 The Beautiful
🛑 The Butt Ugly
🚌 Missed Opportunities
👎 Overall (or TL;DR)
💯 Score


The Good

11-24-2018_1-30-30_AM-ye254zpmFallout 76 looks and feels like an extension of Fallout 4 with the exception of the multiplayer aspect. When wandering around the wasteland, it looks and feels very much like Boston in Fallout 4. Obviously, the landscape and terrain are different, but the structures and decay and rusting vehicles seems the same. A little too much the same, in fact. Even the enemies are the same including Supermutants and their mutant hounds, rad roaches, ticks, feral ghouls, Eyebots, Protectrons and many more. So, kudos to Bethesda for getting this part the same.

Photomode

There is a photomode in this game. The photomode does perform well, but unlike Ubisoft’s Assassin’s Creed Origins photomode which, even though the game didn’t run at 4K on the Xbox One S, it did take 4K images… where Fallout 76 firmly takes only 1080p images. I was hoping for the higher res snapshots like Ubisoft’s Origins supported on the Xbox One S. Nope.11-24-2018_6-24-33_AM-gqvzwvoq

The exterior lighting and shadows looks reasonably good, but it all depends on the model. Some models, like the tractor above, look fairly good. However, some texture maps used on the sides of buildings are very low res like this Nuka Cola sign.

Particle physics in this game, particularly smoke, looks fake and flat and cartoony… nothing like smoke. For example, these smoke stacks look bad, particularly when animated:

11-24-2018_1-30-35_AM-3pb3yi3d

Photomode’s depth of field only offers far depth of field, not near. Basically, you can’t focus it to offer both near and far depth of field like an actual camera lens works. Instead, everything in the foreground is always perfectly clear, but the background is blurry. I’d also say that the Bokeh doesn’t work that well in photomode.

Photomode also supports additional filters and frames to create unique images. As you play and discover locations, you’ll get additional photomode frames and other photomode add-ons. With these frames and filters, you can produce images that look like these:

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Personally, the frames and logos are fun enough, but after having used them once, I don’t really want to overuse the frames and effects as it’s like having too much of a good thing.

Loading Times

Here’s another area where the game works quite well. I’ve found no problems with loading times, even after being killed by a gang of ghouls. I have no complaints at all about loading times. Even loading a game after a crash is decently speedy. Though, it would be nice if it didn’t crash in the first place.

Crafting

This process works much the same as any other Fallout. You simply need to find the correct ingredients and have a recipe (or plans) to make the item and you’re set. Sometimes you need to luck into finding the recipe or plan before you can make it. Some basic recipes and plans are given to you from the beginning, but the more advanced ones will need to be found through exploration.

The crafting that you’ll become intimately familiar in this game is cooking. You’ll end up making a lot of boiled water and a lot of meat steaks (to avoid all of the random diseases).


🔥 The Fail

While the look and feel are very much the same as previous Fallout games, the gameplay is a bit off. Some of this is due to the multiplayer aspects, but some of it is due to the way the game has been designed.

Missing NPCs

In all of the time I’ve been playing, I have yet to see a single NPC in this game. Where Elder Scrolls Online and Fallout 4 both had cities teaming with NPCs, Fallout 76 is quite devoid of them. With the exception of Graham and his Brahmin, Chally the Moo-Moo (the wandering Supermutant merchant) and a handful of Mr. Gutsy and Protectron robots, there are no human NPCs to be found in any of the the towns (big or small). Only enemies including mostly ghouls or scorched, but sometimes Supermutants are found. It’s a huge miscalculation for a Bethesda RPG. Perhaps they were trying to save money by not having to hire voice talent? Who knows the real motive here?

Personally, if I had been the manager over this project and this project idea was thrown my way, I would have tossed it back. I would have asked for alternative ideas involving NPCs in the game. It doesn’t need to be a large number of NPCs, but there should have been at least a few here and there, if only wanderers. Without meaningful interactions with NPCs, a game like this is a very difficult sell. The game would need to have chosen some other means of NPC interaction, if not using “ghosts” in the environment or some found technology that lets the player interact with live holograms of dead characters. There’s just nothing like that here.

While there’s no shortage of enemies to fight in Fallout 76, the only conversation you do get to have is with other live players using chat headsets. Even then, it’s simply discussion about problematic game mechanics. Instead, it seems that all quests come to your character by proximity to towns, picking up holo tapes, listening to audio logs, scouring computers, picking up objects or searching recently dead bodies (of which there are plenty to find). There are no one human NPCs here to talk to.

With Elder Scrolls Online, I found that there was random camaraderie between actual players, particularly when you’re trying to complete a dungeon… so you implicitly team up to get the job done. So far in Fallout 76, this behavior hasn’t been true. Partly because there’s so few people playing on any one “World” and partly because everyone seems to want to do their own thing. Yes, I do find the lack of NPCs a bit disturbing in this game’s design and it is probably the single biggest overall failing of Fallout 76 because the main quest falls extremely flat as a result.

Fast Travel and Traveling

With all Fallout games, you pretty much have to hoof it everywhere on foot. I kind of get used to this in Fallout. I was hoping that Fallout 76 would introduce a horse or motorcycle or even a bicycle (these could easily be repaired). This would let you move a little faster over the terrain and get from place to place a bit faster. Nope, nothing here.

Instead, this game relies on location discovery and fast travel, like all previous games. I think it’s about time that the Fallout series added some kind of vehicle besides Power Armor. The difficulty with Fast Travel (like moving your CAMP) is that it costs caps to fast travel. The cost is dependent on how far away from you the location is. If you’re on one side of the map and you want to go to the other, you’ll likely pay 20-30 caps. If it’s the next town over, it might be 1 or 2 caps.

If caps were more plentiful in this game, this wouldn’t even be a fail. However, because caps are so hard to find in this game, using even 1 or 2 caps to fast travel one town over adds up when you do it a lot. It really shouldn’t cost anything to fast travel anywhere because that’s the perk of discovery. Yet, here we are.

There are two places on the map that are free to fast travel and the first is Vault 76 and the other is your CAMP. You’ll want to place your camp somewhere a little south of the middle of the map so you can fast travel to the lower portions of the map easily. Vault 76 fast travel lets you travel to the upper parts of the map easily. Placing your camp a little south lets you easily cover pretty much the whole map without spending a lot of caps. Once you finish with an area, you may not need to visit it, so you can move your CAMP to be more beneficial to the upper level areas. It also means you don’t have to move your CAMP often.

Eating and Diseases

Unfortunately, here’s where Fallout 76 takes a turn for the worse. Even though Fallout 4 did require drinking and eating to recover HP, you only needed to do it when your health became low.

11-26-2018_12-16-12_AM-eomehsb0In Fallout 76, the game designers took this aspect to a whole new Sims-ish level. Now, you have a separate food and water meter from the HP meter. When these begin to drop below an arbitrary threshold, your character is socked with penalties. Sometimes the penalties limit your action points, sometimes it causes you to lose HP. It all depends on how low it is and whether it’s low food or low water or both.

As for diseases, these were in Fallout 4, but they usually appeared as a result of being exposed to certain things. Basically, in Fallout 4 it was rare to contract a disease. In Fallout 76, it’s super easy and it’s compounded by the fact that you have to eat so frequently, which means more chances.

Because of the excessive amount of unnecessary eating and drinking, you’ll spend inordinate amounts of gaming time running around looking for water, food and ingredients… then cooking it so you don’t get ‘diseased’. That is, instead of actually playing, you know, the actual game for its story or combat (i.e., the parts that actually matter), you’re spending at least 30-50% of your time in search of food and water (parts that are trivial and don’t matter). This is way too much time spent on such trivial tasks. And it gets worse. Because food and water weighs so much, you’re forced to carry it around all of the time which limits how much other stuff you can carry. It’s just a pisser at just how much this whole eating, drinking and disease aspect negatively degrades the game experience. Instead of playing the quests, you’re out running around looking for ingredients to create a Disease Cure potion or you’re out looking for Brahmin or Rad roaches or Bloatflies or water to make meals.

And wait, it gets even worse. When you get to a water source, it takes ages (real world time) to dip and collect a single dirty water due to the animation and overall slowness of this process. To collect 20 or 30 of these, you’ll be standing there 3 maybe 4 minutes (maybe more) doing this activity. It also takes 2 Dirty Water containers to create 1 Boiled water along with wood. That means if you pick up 30 dirty water containers, you’ll only get 15 boiled water containers. Unrealistic. You don’t lose 50% of your water to boiling that I recall. Anyway, you’ll also need wood, so you better also pick up a bunch of wood on the way to get to the water source and pick more up on the way back.

Bethesda needs to rethink this part of the game. Everything around eating and drinking is so trivial, banal and unnecessary, yet takes an inordinate amount of time away from the gamer when they could be interacting with story elements or taking part in more important events in the game.

In fact, I’d be much happier playing this game without the constant food, water and disease interruptions. This isn’t a Sims game. It’s an RPG. It doesn’t need to mimic real world survival aspects to that trivial level. At some point you have to ask, “Does this really enhance or degrade the game experience?” If the answer is that it degrades the game experience, then it needs to be taken out… regardless of how much developer time might have been spent on it. Eating, drinking and diseases heavily degrade the gaming experience and, IMO, should be removed. Or, at least calmed the hell down. For example, require that you eat or drink once a day instead of 5-10 times per day. I’d prefer removal of the disease aspect, or at very least calm it down so that we don’t catch diseases nearly as often… and put way more Disease Cure potions in loot stashes or make these crafting materials much easier to find.

There was one stretch of gaming where I spent most of a real world day with “parasites”. Parasites make your food health line drop rapidly. So, the only thing you can do is run around gathering foods and eating or try to locate or create a Disease Cure potion. I finally decided to stop eating food and see if it would go away on its own. It did, but the first thing I accidentally ate after gave me parasites again only to start the whole thing over. I was seriously pissed by that point.

Disease Meter

Like the HP, AP, Water and Food meters, if Bethesda really plans on keeping the disease aspect at this level in Fallout 76, then the devs needs to add a disease meter. The addition of a meter would allow the gamer to see how far they are from catching a disease (whatever it is), but also how long it will be before the disease wears off. Basically, you can use the Disease Cure potion or you can wait it out. With a disease meter, you know exactly how much longer it will be before the disease is gone… and whether it’s worth spending a Cure Disease potion. Some diseases should wear off faster than others. The meter should also display the name of the disease right on the HUD.

Disease Cure Crafting

11-24-2018_6-24-31_AM-3lssgfavI’ll point out that the Disease Cure potion requires four ingredients and access to a cooking fire… so, you should build your CAMP somewhere close to the necessary ingredients and have also built a cooking area.

The ingredients you’ll need for a Disease Cure potion consist of Snaptail Reed, Bloodleaf, Firecap and Water. The difficulty is that all of the ingredients aren’t close together. However, three of them are somewhat close: Bloodleaf, Snaptail Reed and Water can be found along the banks of the river that runs through Flatwoods. The fourth ingredient, Firecap, can be found not far away in the Vault-Tec Agriculture facility just outside Flatwood. It’s in the basement of the building in some soil tables. Unfortunately, it only grows four at a time and it seems rare to find it in there. You’ll need two Firecaps to create one Disease Cure potion. This means that, if all four are present, you can create two potions and then you’ll have to wait for the Firecaps to regenerate (might be hours) or try to find them growing somewhere else. There are other locations for Firecap, but these ingredients are also subject to spoilage. Once you find the ingredients, you better be prepared to drop whatever it is you are doing and go search for Bloodleaf, Snaptail Reed and Water to make some potions before the ingredients spoil. Note that all recipes involving water require Boiled Water. This means you’ll need to boil all your water before trying to create a potion.

Food Spoilage

Here’s another design blunder. When you go pick flowers or kill some rad roaches for their meat, you’ll find that within a few in-game hours, the meat will have spoiled. In your inventory, the item will go from showing its original food name to “spoiled meat” or “spoiled vegetables” or “spoiled biofluid”.

This is a design blunder because food doesn’t spoil that rapidly even in real life. Worse, some items that spoil don’t even spoil in real life, like flowers. You can pick, dry and use flowers for long periods of time. Flowers don’t spoil. Yet, in Fallout 76, they do.

What this means is, if you go pick a bunch of flowers or plants or come across some meat, you’ll need to cook it up quickly into whatever prepared dish you have a recipe for. And, you will have to go find these recipes. Prepared foods tend to hold their longevity longer than raw foods, apparently. However, eventually even these prepared foods will spoil. So, if you find meat, expect cook it and eat it quickly.

If you eat spoiled food, you’re going to get a disease… which means you’re going to be running around looking for ingredients to make the Disease Cure potion rather than playing the quests. Yet another Bethesda FAIL.

Spoilage Meter

If Bethesda wants to keep this food spoilage idea in the game, then they need to add a small spoilage meter next to or below the food item in the inventory. I realize there’s a CND meter in this area that may act as the spoilage meter, but I’d prefer this be relabled to SPL instead of CND if it means spoilage. This meter will show just how long it will be before each food item spoils. This means you can better plan which foods or ingredients to eat or use first. If it’s a ganged up item and there are multiples each with different spoilage times, then either normalize all of the ganged up items to the same spoilage time or represent the item that is the quickest to spoil in the meter and use that item first from the multiples.

Sleeping

11-24-2018_6-24-31_AM-bdti42iwEven sleeping in this game isn’t without peril. So, you think you’re going to grab a few quick ZZZs at some random bed in a house. But, then you hop in and almost immediately you’re diseased. I shake my head at this. The only bed you can trust (maybe) is the bed you build in your C.A.M.P. This may be limited to bedrolls on the ground, but don’t count on that throughout the game.

C.A.M.P.

11-24-2018_1-30-50_AM-wfg3dg31I will say that CAMP isn’t a 100% fail, but it’s close primarily because it’s mostly pointless. The fact that you can carry it around with you and drop it wherever you want is an improvement over stationary settlements in Fallout 4. This portability is not enough to call this idea a full win.

As you exit Vault 76, you’re given a number of supplies to help rebuild the wasteland. One of these is the CAMP device. It is a small camping gadget that you can deploy that lets you build a settlement within a radius of wherever you place it. You can’t place it everywhere, but there are plenty of ground locations that allow placement.

Once you place it somewhere, it becomes very much like the building of a settlement in Fallout 4. Instead of being a fixed location like the settlements, CAMP is portable. While the idea of CAMP is okay, it’s more or less a pointless exercise… other than giving you convenient crafting tables and it adds a free fast travel point to wherever you place it, these are its two primary reasons to exist… and that’s not nearly enough. Because the map is fairly sprawling, this portability only helps a tiny bit in terms of travel.

Here’s where the CAMP idea breaks down (which is why it’s under this FAIL heading). Wherever you first drop your CAMP is free. If you want to move your CAMP to a new location, you’ll have to pay caps to do this. If you want to move it a second time, it’s going to cost you progressively more caps each time. To move your CAMP, you’re going to pay caps. Why, Bethesda, why? You encouraged us to move our CAMP frequently, yet you’re going to take more and more hard-to-find caps each time? FAIL!

Even though the portability aspect of CAMP is a fail, setting up a camp lets you build crafting tables and this is much needed because of the food and water problem. In this game there are 6 crafting table types: Cooking, Armor, Weapons, Tinkerer, Power Armor and Chemistry tables. When you build a camp, you need to build at least one of these tables so you can easily and quickly scrap the junk you find into components. You’ll need the component parts to craft new items and mods and to reduce your junk weight. However, I’d recommend building the full complement of crafting tables so you can easily do everything in one place. You will need to look for plans for some of them.

I’d even recommend putting the crafting tables all inside of the structure you build so that the structure is easily portable. The only thing you can’t build inside is a water well. But, you will want a water well so you can easily get to a water source and create boiled water… which critical in this game.

Caps, Stimpaks, Disease Cure, etc

Here’s another place where Fallout 76 has lost it. Caps (and certain crafting resources) are extremely hard to come by. While there are some sellers where you can sell whatever you happen to find, they’ll only give you 1 or 2 caps no matter what the item is. I’d recommend doing this with random junk you happen to find around the seller. Unfortunately, many other players have caught on to this idea. Because these robots only carry like 200-300 caps, you can quickly drain them of caps. I’ll talk about the multiplayer aspect of this problem below. The good thing is that they’ll buy practically anything. The bad thing is that you’ll only get 1-2 caps for nearly everything including Stimpaks, which are equally as hard to find as caps. It means you need to run around locating tons of junk to sell to these dealers before you can drain their caps.

Bugs, Glitches, Bugs and even more Bugs

11-24-2018_6-44-06_AM-r1nxyocxThis game is chock full of bugs. From the bugs that crash the entire game client to bugs that kick you out of the server to quest bugs that prevent you from finishing the quest to floating rocks to flashing textures on robots to event bugs that prevent the event from working to bugs that prevent you from even playing the game at all. They’re all here.

Here’s a sample of texture glitching:


I can’t imagine that this is a fully ready game. For me, it’s still feels very much like a beta version. In fact, it feels very much like Elder Scrolls Online when it was first released. ESO was bug city. Well, Fallout 76 feels very much this same way. Certainly, there are odd cosmetic problems like floating rocks and invisible structures.

11-24-2018_1-30-32_AM-hsg2w0qeHowever, some people have experienced showstopper bugs related to the Power Armor that prevent them from doing anything in the game. Basically, they can’t exit the power armor, they can’t use the power armor and they can’t do anything else including play the game. Bethesda has what they think is a workaround, but apparently it doesn’t always work. Why is it that every game seems to have floating rocks?

Bethesda has a lot of work ahead of them to get this game to a better usability. The first thing I would do is fix the major bugs followed by majorly reducing the eating and disease problems. The latter problems only serve to heavily detract from the game and prevent the gamer from making story progress. That’s a fail any way you slice it.

Inventory, Carry Weight and Photo Gallery

Carry Weight is a problem in every Bethesda game. You’re always given a pittance allotment of weight that you can carry starting at around 120-150. This problem is actually compounded by bad design in Fallout 76. By level 15, I’m able to carry 190… which is not more than what the game gives you from the start. Granted, I haven’t used all of my perks to level up Strength, so I can’t tell you how high it would be if I had done this. I wanted a good mix of perks on my character… particularly the Lead Belly perk, which avoids much of the radiation problems in the game. However, even though I have worked to get Lead Belly to level 3 (maxed out), I found that this perk is limited by the disease factor. Meaning, even though you take no radiation damage by eating food, you can’t willy nilly eat random food because you can still get a disease. You must cook it all first. If there was a perk that made you 100% disease resistant, I’d most certainly level that one up too.

The photo gallery is limited to 50 pictures, way too few. When you fill it up, you have to stop whatever it is you’re doing and spend time jumping into the Photo Gallery area to delete some. It’s such a pain in the butt and so unnecessary. In reality, don’t even save them into an in-game gallery. Use the Xbox captures area, tag them there and use them in-game from there. Problem solved as the Xbox Gallery is limited only by system storage.

Multiplayer

Personally, I’d call multiplayer in this game mostly a fail which is ironic considering Fallout 76’s claim to fame is its multiplayer aspects. Some of this is because of the game design and some of it’s because of the players. Together, the multiplayer part of this game doesn’t work well and it’s actually worse than the multiplayer in Elder Scrolls Online.

Resource Collecting

The first problem is with collecting resources. Because resources are finite (and some are exceedingly scarce), any player who comes along before you and takes the resources means it won’t be there when you get there. If you need Firecaps and there are only two in the building and another player swept through the location 5 minutes before you, nothing will be there for you to find. This makes playing this game unnecessarily challenging.

Resources should remain independent in each player’s game. This means if I enter a building looking for Firecaps, they should always be there in my game and they should be there in everyone else’s game. These resources should be unique and independent of the multiplayer part. I don’t want to have to wait in-game hours for something to respawn simply because another player swept through and took it. That’s entirely a waste of my time. For this reason, I deem this problem a multiplayer fail.

Pacifist Mode

The second problem is with Pacifist mode. While I cannot accidentally hurt another player with this mode set to on, another player can come and kill my player. No! Yet another fail. Like Grand Theft Auto, pacifist mode should disable not only my ability to hurt other players, it should disable their ability to hurt me. If I want to quest the wasteland without fear of being killed by another player, that should be my choice. There are already enough enemies in this landscape without having to watch my butt around other players… particularly when a Level 63 player comes after my Level 15 player. No. Just. No.

Microphone Chat

Here’s a third problem. Because Microsoft makes it so difficult to locate a cheap compatible microphone + headset to use on the Xbox One, I find very few people using them when playing Fallout 76 on the Xbox One. Instead, people rely on emotes to convey limited information. While the emotes are fun and all, I don’t know why people can’t go get a cheap $9.99 set of Heydey compatible earbuds at Target so they can chat with other players. Even these $4.99 Heydey earbuds with mic might work. If not, Target’s return policy works well, so you can always return them.

Also, when you’re in first person view, you cannot see if your microphone is working. When in third person, there’s a small speaker icon that appears over the head of the player speaking, even yourself. If you’re in first person, this icon does not appear on the HUD.

Settlements and Workshops

11-24-2018_1-30-29_AM-2fnvsquwHere’s the fourth problem. This is a two problems in one, actually. In Fallout 4, settlements were designed to offer refuge and safety for NPCs whom you recruit to the settlement. Unfortunately, because this game seems entirely devoid of NPCs, there’s no one to recruit into your CAMP. Thus, the point in the having a camp in Fallout 76 is lost on Bethesda. Other than having a fast travelable location on the map and a convenient location to craft, there’s really no other reason to have a CAMP. You can invite other players into the camp, but other than interacting with the crafting tables and the ‘My Stash’ boxes, there’s little reason to visit someone else’s camp. It’s not like you could create a Ghoul infested building with full quests attached.

The second half of this problem is when taking over found workshops. In Fallout 4, when you find a workshop, you can establish a settlement there. In Fallout 76, again this is lost on Bethesda and there’s no reason or incentive to claim them. Because there are no NPC’s in the game, the only reason to claim a workshop is to start a multiplayer PvP war. What’s the point in that? Deathmatch went out with Halo 3. Trying to revive this play style in Fallout is, well, antiquated. Can’t we think up better ways to get players to team up in multiplayer mode?

If you do decide to take over a workshop, you’re expected to “fix it up” with your own caps and your own resources. When you do find an unowned workshop, they’re so run down, you’ll have to deplete nearly all of your resources not only fixing the place, but adding defenses. The game also only gives you about 15 minutes to fix it up fully and place defenses. There’s just no way to not only fix up the entire place, but build that amount of defenses in 15 minutes, Bethesda. Bah… FAIL!

Worse, even if you do manage to set up defenses and fix up the workshop, you’ll lose it all after you sign out of the game. Yep, your resources and caps… gone forever. So then, what’s the incentive here? If I’m going to spend nearly my entire inventory I’ve collected over many days in one location and then lose it in a few hours later, why? Why would I ever do that? No, if I’m going to claim a workshop, I better be able to own it for as long as I want or until some other faction of players takes it away from me. Let ownership rule so long as the player signs in at least once every 30 days. If the player fails to sign in for 30 days, then the workshop reverts to unowned.

Considering how unstable the Xbox One client is and how often it randomly crashes, there’s no way I’d ever consider investing in building and defending a workshop. Until Bethesda can get the bugs ironed out of the game clients, there’s no incentive for me to even consider attempting to own a workshop. Why bother with it anyway? It’s not like you can invite settlers into it to help man and defend it.

Also, why not let groups own a workshop together? If a group of folks get together and spends their resources to fix up the place, then it should be jointly owned. This means that even if the first person to establish ownership disappears, the property should revert to the next owner in the group list until there are no more people listed who can own it. A single day’s ownership is worthless. Perpetual ownership until the player or team forfeits the property or it is taken over by a new faction is the way to handle these workshops.

Not only does perpetual ownership encourage owning and fixing up a workshop, it encourages group ownership to prevent the workshop from being lost if a player suddenly disappears. Yet, that’s where we are today. If the first owner disappears and logs out, the property becomes unowned. Bethesda has a lot of redevelopment ahead. Yet another fail.

Worst case, do it like Cyrodiil’s campaigns. Let people own workshops for 30 or 45 days. At the end of the campaign, all ownerships are revoked and people will have to reclaim their workshop if they want it for the next campaign round. Owning a workshop for 24 hours only? This is stupid.

Power Armor

The fifth problem is the power armor. Not only are there bugs around using this armor, some of these bugs are show stoppers. Besides the bugs, the armor is just not that useful in this game. It does add a small amount of extra carrying power, but at the price of carrying around a 10 weight power armor suit + the weight of each armor suit piece in your inventory until you need it. It’s not like we’re given a ton of extra carrying capacity to begin with, but this? Really?

If we’re trying to be realistic with the survival eating and drinking, how is it then possible to carry an entire suit of power armor on your person? This is why it’s a fail. You shouldn’t be able to carry around power armor at all. You’re either in it or you’re out of it. If you want to use it, like Fallout 4, you have to go get it having parked it at a Power Armor crafting station. Carrying it around with you is as stupid as the horse that appears and disappears in Elder Scrolls Online. It’s a stupidly unrealistic addition that makes as much sense in Fallout 76 as eating and drinking every few minutes.

Additionally, the Power Armor has no light. If you’re in it and press the light button, nothing happens. No light. At first I thought it was that there was no armor on the suit, but no. It’s a bug with the armor. Basically, the usefulness of wearing power armor comes down to carrying a bit more so you can stop being over-encumbered which allows you to fast travel. That’s the only reason to carry around an extra 10 weight of junk in the inventory. I frankly carry the base suit only with no armor pieces. It’s well enough to lift the over-encumbered problem and let me fast travel. I don’t need it for combat, so that point is useless.

The secondary trouble I’ve found with wearing power armor is that this seems to be an implicit deathmatch challenge signal to other players. If you’re in power armor, they seem to come after you and kill you… moreso than if you’re not wearing it. I’m not sure what’s going on here, but there seems to be some kind of unwritten rule that wearing power armor = “come kill me”. I don’t like this and so I rarely wear power armor because 1) I don’t want to trip the get stuck bug and 2) I don’t want to constantly fight other players. So, I rarely wear Power Armor so I can mostly quest in peace (such that questing is in this game).

Missing Elements

The final problem is what’s not here. In ESO, there was a Risk based board game scenario where factions could challenge each other by taking over each other’s territory. While I didn’t agree with the ESO implementation of PvP in Cyrodiil, it at least encouraged people to work towards maintaining their castles. Unfortunately, it had the side effect of spending each person’s money and resources to fix up the castles during and after battle. I’d have preferred if the castles could have made their own money and their own resources that could be used against rebuilding rather than forcing the player to dip into their own inventory.

Unfortunately, Fallout 76 has no such PvP element at all… at least that I’ve found. Granted, I haven’t explored the entire map yet. So, there might be other “different” PvP areas I’ve yet to uncover. I doubt it, though.


💋 The Beautiful

This section is devoted to what parts I liked most about Fallout 76. First and foremost, the landscape and the daytime lighting quality is amazing, particularly dawn and dusk. The sun ray aspect is probably the best part of this game and it’s done amazingly well… I’d say that it’s much better than the sun’s rays in Ubisoft’s Assassin’s Creed Odyssey. Let’s take a look at some of these images. They’re just stunning against the apocalyptic ruins. Here’s a quick slideshow of some of these:

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Unfortunately, the night lighting isn’t quite so spectacular, but it still provides some stunning visuals nonetheless:

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With that said, I’m also equally disappointed with the far too many of the low res 3D models and the low res image textures within the game. I know this is supposed to be the Beautiful section, but I have to cover both sides, like I did under the Fails area. Let’s look at a few of the problems with this game’s models and textures:

The above images illustrate how badly the texture mapping can go wrong in this game. In fact, even the tree leaves and ground plants are pretty much flat planes. When you get close to an object, the reality and illusion of it breaks down rapidly. For example, the white flowers above show the edges of the texture map when illuminated by the Pip Boy. You can’t see the lines in the thumbnail, but if you look at this image full size and zoom in a little, you can see these thin edge lines. It’s very prominent when playing the game.

This lack of resolution even includes the character models themselves. Up close and personal on the characters, you’ll see the squared off edges of arms and legs of the character model rather than being smoothed out. I understand why they don’t include 3D model smoothing in games as it takes more CPU power. I’m hoping that this will be available on the PS5 and Xbox Next. 3D model edge smoothing would help the character models look far more realistic.

Pip Boy

11-25-2018_11-32-23_PM-n5eaph0cThe Pip Boy, while not much different than Fallout 4, performs its function quite well here. I will say that the 3D model could do with a bit of work, particularly the orange lit button that seems too low res. I’d also prefer to have the map in the Pip Boy rather than having to pop into a separate screen. It made it so much more handy to get to and fast travel via the map when using the Pip Boy. It was also much more immersive than having a separate and pretty colored map. It’s fine if they want to keep the nice pretty colored map, but having a map in the Pip Boy prevents the need of getting out of the Pip Boy to move move to a different screen. It’s all about time savings and this change would help a lot.

Here’s a little trick you can do with the Pip Boy that maybe you didn’t know. You can use the right stick and move the Pip Boy around, like so to get a better look at it:

If you really dislike using the Pip-Boy, there are two alternatives: 1) Hop into Power Armor. It has its own separate heads-up display. 2) If you don’t have Power Armor handy, you can press and hold the two squares (left button below the Xbox button) until it changes. It will give you a HUD that looks like so:

11-26-2018_12-16-12_AM-eomehsb0

This HUD performs all of the same functionality as the Pip Boy using a different color and without the distraction of it. To switch back, press and hold the two-square button again and the Pip Boy will return. Personally, I prefer the Pip Boy, but I’d like to change the screen color from green to something else. I remember you could do that in earlier Fallout games.


🛑 The Butt Ugly

Daytime and Nighttime

Day and night in this game is weird. It seems that daytime blows by quickly, yet night seems to drone on forever. It could be that there are more nighttime hours than there are daytime hours in the game. This is, frankly, unwanted. I’d prefer to choose day or night and let it stay that way until I change it. Since the clock is mostly unnecessary, each player should be able to choose the time of day setting they would prefer (day, night, dawn or dusk). Let the clock roll by, but let me keep my visuals on daytime. Rainstorms and Radiation storms can still roll through, but let my game remain on my visual choice.

Enemies and Levels

Simultaneously, enemies are both weak and strong at the same time. For example, I’ve run into level 1 Molerats that take at least two shots to kill and my character is level 15. How is that possible? One shot should kill a level 1 molerat. I’ve also run into level 33 enemies who I’ve been able to kill in 5-6 shots. The level system is broken. I shouldn’t even be able to come close to killing a level 33 enemy at level 15… or at least, it should take so many shots that I’d run out of bullets before I finished.

Aiming, Misfires and Collision Detection

This game has some of the worst collision detection I’ve seen in a game of this caliber. When the enemy is up close making hits on me, I can’t even seem to make a point blank shot with a gun… and believe me, I’ve tried. I know that the bullets should be connecting, but the game doesn’t register it. Not only have you lost the ammo, but you’ve wasted health points because the enemy is hitting you. Even worse is that some enemies constantly move around you. If you’re trying to shoot them, they’ll intentionally run behind you… even animals. This AI behavior is stupid and it means you’ll be constantly fumbling to locate them somewhere in your camera view. Combat is already difficult enough without having to constantly swivel to find them

On the flip side, I’ve used my .44 Somerset Special sniper pistol and hit enemies at a distance in the head when I know my aim was way off. I don’t understand this discrepancy in how weapons work here. This problem is even true of even shotguns which are known to have a wide dispersal pattern. Meaning, if there is a ghoul inches from you in Fallout 76, the chance of actually making a hit is very low unless you have exactly perfect aim… when, in fact, the dispersal pattern of an actual shotgun at that range would decimate an enemy as long as it’s aimed in the general direction. Still, in this game when enemies are up close, there’s an unnecessarily high chance of missing. When they’re far away, somehow you can connect shots even when you’re aiming in the ‘general direction’. This is very, very ugly for a shooter.

Instead, up close shooting should be much more accurate than distance shooting. Bethesda’s devs somehow got this one backwards in Fallout 76.

Inventory Storage Maximums

The inventory system on this game is what you’d expect, only worse. Unfortunately, Bethesda keeps adding stupid after stupid into these games. The weights you can carry are way too low for what’s needed to actually play this game. This poorly conceived idea compounds to make a bad situation worse. Once you fill your character’s personal inventory and your stash inventory, you have no other place to store anything. You are forced to drop stuff. You have no choice.

In previous single player games like Skyrim and Fallout 4, you could always store excess stuff in chests or drawers or practically anywhere and go get it whenever you need it. You can’t do that here. Once you’ve filled up your inventory, you’re screwed and there’s nothing you can do about it. As you can see from this video, the way the Stash Box is implemented simply doesn’t work…

Sweep System

Why can’t you drop stuff? This game is constantly sweeping dropped items. The sweep system is so bad and so aggressive that it will sweep away even recently killed enemies before walking over to them to get their loot. It’s particularly bad if you’re a sniper. If you snipe your prey from a distance, don’t expect anything to be there when you arrive. I’ve had so much kill loot stolen from me by the sweep system, I should have stopped playing then. But, I kept toughing it out hoping it would get better. It doesn’t.

This is the fundamental blocker that has made me stop playing. Being over-encumbered is a problem, but nothing’s worse than not being able to drop your stuff off easily and remove that problem or potentially lose it after a character death because of the dropped loot.

Note that the My Stash location holds a maximum weight of 400 … well, actually 399. Once you reach that level, it won’t let you store more. I tire of playing these systems which provide arbitrarily low limits when you really need at least 3 times as much storage space. This is the reason this one falls under The Butt Ugly.

Dropped Loot and Respawning

Upon your character’s eventual death in the wasteland, you will be allowed to respawn. When you do, the map gets a death marker and your character is respawned to the nearest chosen spawn point.

The fail here, and boy is it EVER a fail, is the fact that the game drops loot when you die. What’s the point in this dropping loot? It doesn’t make the game more challenging, it simply makes it a hassle. I absolutely and totally hate this design that’s now being implemented in so many games. Whomever thought that the death marker and dropping your loot upon death was a great idea should be walked to the door after being summarily fired. This is not a design that anyone wants.

Worse, it hangs your loot out to dry whenever you’re out questing. If you’re playing a game that doesn’t allow you to store your items, then maybe it might have a point to exist. Since ALL Bethesda RPGs allow you to store stuff in containers, there’s no point in dropping loot upon death. This just encourages you not to carry loot with you and continually go and drop it off.

The danger with dropped loot is compounded by Bethesda’s absolute crap storage maximums. When you’ve reached the storage maximums of the stash box and of your character, you have to being carrying more stuff with you as you can at least carry over-encumbered. The stash box can’t accept anything else once full.

This means that if actually want to go out questing, you have to carry a shit ton of stuff with you that could potentially be lost under bug conditions (as I’ve described above). It means your loot is being hung out to dry every time you go out questing.

I really don’t want to have to fight with a game’s systems over playing the quests. This game is already cumbersome enough to when attempting to apply stimpaks or change weapons while in battle. Having to fight with stupid bugs that lose stash items is just insane… which is why I’m done with playing this disaster of a game.

Changing Weapons and VATs

Because this is an online game, there is no such thing as pause. This means that while you’re changing your weapon, the enemy is hammering on you. Same for trying to apply Stimpaks or eat food to increase HP. Basically, it’s almost impossible to change weapons, eat food or apply medicine when you’re in combat. In the standalone games, the game pauses while you go into the Pip Boy. It doesn’t work that way here.

Yes, there is a weapon wheel, but it’s just as cumbersome to use as going into the Pip Boy. Because there’s like 15 slots, trying to target just one of the slots perfectly is a challenge, particularly when you’re trying to battle fast moving Ghouls. This part is really trying and needs a drastic redesign by Bethesda. It needs not only a simpler system to get to the most used weapons, it needs a faster way to get to them without blocking the screen. While this is a fail, it’s incredibly butt ugly.

CAMPs randomly disappear

While I believe this to be a current bug which may get resolved in a later version, I have found my CAMP has disappeared twice in the time I’ve been playing. The first time I’d built hillside camp with stilts. It was designed specifically for that hillside. After my camp disappeared, I quickly realized that I wouldn’t be able to build custom designed hillside hideouts as it’s almost impossible to locate that exact terrain to place the hideout in the same position.

Instead, I’ve opted to create a small cabin that can sit on practically any terrain. It means that it’s easily portable and can be dropped almost anywhere that’s reasonably flat. This helped because my CAMP disappeared a second time and I had to relocate it. Having this small self-contained shack made it easy to rebuild. I’m sure it will disappear again. When your CAMP disappears, the game doesn’t charge you to place it down again. It’s not considered ‘moving’ the CAMP, so there’s no fee involved.

However, the hassle of having to move CAMP around and the fact that it disappears is a highly ugly experience overall. Bethesda is aware that CAMPs are disappearing, but they’ve done nothing yet to solve the problem. Perhaps they can solve this in a later update.

The benefit is that if you want to move your CAMP and you don’t want to pay, this bug would let you move your CAMP somewhere else for free. You just have to wait for the bug to be triggered and have your CAMP disappear from the map.

Game Worlds

Finally, I should mention a miscalculated design decision that Bethesda engineers made for Fallout 76 that has contributed to the failure of this game. When you log into the Fallout 76 world, you are placed onto a individual server. It seems Bethesda’s engineering team made a fateful decision to limit each “World” to a maximum of 24 player slots. It also seems that a “World” is technically a server located in some datacenter. While I understand the need to help scale a game may involve using many servers, it seems the engineers decided to limit the number of players on each server to improve the gaming experience, but at the same time, this design choice limits multiplayer interactions.

This design decision has only served to make the game seem smaller than it is. There are times when I’ve been in some “Worlds” where there might be 4 or 5 other people online. Basically, the server is empty and thus, the game seems empty.

This is butt ugly because it causes two problems. The first problem is that in a game that should be teaming with multiplayer folks, you might only see and interact with only a handful of other players ever. You also don’t know how many people are on other “World” servers in total or whether a friend is on another server. Secondarily, this server boundary problem serves to make it impossible at times to put teams together. There was a time when one person on my team couldn’t get back onto the “World” server because it was full with 24 people. We all had to interrupt our gameplay, drop off of that world server, team up at the main menu, then reload the game by following one of the team into a new “World” server. A tedious hassle, at best. Any situations like these that serve to interrupt playing the game are not only a fail, but an extremely bad design decision. The game should seamlessly handle these issues without any interactions on the part of the player.

The engineers should have also designed the “World” system to allow cross play between “World” servers so that seeing people on the other servers is a seamless experience. This would drastically improve the game showing a teaming world of multiplayers rather than seeing no more than 24 people online. In a game where it is entirely devoid of NPCs, limiting the “World” servers to 24 people only serves to make the game seem even more barren and lifeless. Vault 76 then becomes less about hope of repopulation and more about the deaths of the Vault 76’s dwellers.

Vault 76 and Reclamation Day

I don’t even get the logic of Reclamation day. Unless the vault was running out of provisions to support its inhabitants (possible, but not explained), opening the door to let everyone out was a bad Overseer decision. It would have been better to send out a small scouting party to determine the situation “outside”, then report back. That’s the only logical thing to do before opening the door for everyone. If the scouting party didn’t report in at all or reported in unfavorably, then why open the door? I’m not sure what the Overseer was thinking by opening Vault 76 at that moment in time. Clearly, it was a bad decision as pointed out via the multitudes of holo tapes and the clear world devastation that the Vault 76 inhabitants were ill prepared to handle. Why would you intentionally sacrifice the safety of the vault’s inhabitants to such a hostile world? The story starts off badly and doesn’t get any better, unfortunately.


🚌 Missed Opportunities

With the introduction of Fallout 76, I was expecting a whole lot more to this game, particularly the multiplayer portions and settlement building. For example, with the idea of settlements and settlers, comes the idea of letting players settle and run businesses in the wasteland. Instead of roaming around the wasteland, they could man businesses and buy and sell merchandise they create or find. If the player wants to explore, a robot could step in and man the store with whatever merchandise is there. When the player wants to man the booth personally, they can step in and do so. This would allow for actual haggling in prices between players.

There’s also the idea of building a community. Letting players group together to create structures for settling and for extended quests. The settlements could even grow into thriving cities. That’s the point of what Vault 76’s opening meant… to rebuild. This means that players can not only build residential and business structures, but also build structures that might contain enemies including containers with loot and various other things. It would also let players create water treatment plants to filter out the radiation, set up farms for cultivating crops, building power systems and rebuilding manufacturing to allow for building of Power Armor, cars, and trucks to bring the modern world back.

Letting the players build extensions to the world to make the world more dynamic should be the plan of any multiplayer world. Of course, when just starting out in a new game, you don’t want low level players taking advantage of the modern conveniences and improvements… yet. So, they should be restricted from seeing and participating in these activities until they have either leveled up sufficiently or completed the main quest.

Yet, here we are. Fallout 76 is just a mere shell of what it could have been.


👎 Overall

As it is now, this game gets a thumbs down from me with a rating of 2 stars out of 10. I classify it as a disaster worse than the nukes that decimated West Virginia in this game. While the daytime wasteland is very pretty to look at, there’s so little to see and do that Fallout 76 really feels mostly incomplete. The lack of NPCs makes the whole game seem barren and lifeless. The quests are average, but it doesn’t really make me think that this game is heading in any direction like Fallout 4. Like Elder Scrolls Online, the whole experience feels hollow and without a point. Instead, it seems like you are asked to chase information about already dead Vault 76 characters via holo tapes and computer logs. You never seem to run into any other actual NPC characters from Vault 76 other than multiplayer characters whom are “just there”, but don’t play a part in the narrative.

Fallout 4 did at least have a cohesive story to tell. Fallout 76 feels like a pale imitation of Fallout 4, but doesn’t have the meat or the core.

What’s left then is the main quest line and so far that’s simply chasing holo tape after holo tape or logging into a computer to read notes on a computer screen… and you don’t even need to read them to get quest credit. These audio logs and computer screen entries are, well, uninteresting. Other than the enemies you have to kill to find or get to these quest items, the rest are mostly boring exercises with nothing to engage the gamer into wanting to progress.

This is all made worse by the fact that the game is chock full of bugs and glitches. The overly unnecessary eating, drinking and getting diseases simply interrupts and detracts from questing. The lack of a well designed PvP system, including the poorly designed unowned workshop system, simply makes everything seem pointless. The game’s entire reason to exist is for poignant multiplayer PvP, but then fails to even deliver on that. The biggest event to tackle is killing a Scorchbeast, but even the fun of that deflates once you’ve done it and all you receive at the end is basically nothing or some Scorchbeast meat, you really begin to sense just how hollow and tedious this game really is.

The primary thing I’ve found to hold my interest is scavenging. Even then, that’s actually limited because you find the same things over and over in each container. So then it becomes about dismantling these into component parts for crafting mods and such. Basically, scavenging becomes repetitive fairly quickly. This situation is then made worse by the extremely limited inventory storage amount that you’re given, into which you can store these component items. Once your storage space fills up, the game is pretty much over. There’s really no point in playing once you’re constantly over-encumbered.

What I recommend is the following. Wait 6 months to purchase this game. After 6 months or more of patching, this game might become more playable and usable. This same problem occurred with Elder Scrolls Online. Only time will tell. As it is now, unless you like playing these simplistic and poorly designed thin multiplayer games, you should steer clear and try playing this one 6 months from now, at the earliest. It’s definitely worth giving Fallout 76’s developers plenty of time to attempt to right this listing ship and improve the play value of this game in the process.

I’ve lowered my score from 3.5 to 2 stars because this game is far too much trouble than it’s worth. The problem is with the bugs and glitches. For example, here’s several bugs and glitches in a row that compounded into losing all of my “junk” inventory on my character… none of it was my fault in playing the game poorly and was entirely responsible by poor game design and bugs.

I’m currently at level 27. During combat, game lagged for about 5-10 seconds. It was logn enough for a low level scorched to kill my character. The controls didn’t respond at all during that 5-10 seconds. I couldn’t move or shoot or do anything. My health line before the glitching was at least 75%. The glitching allowed more than that scorched’s fair share of hits on my character (which, of course, I couldn’t see or respond to). After the game unlagged and showed my character dead, I respawned to the same location and within 15 seconds of respawning, the entire game hung and crashed on the Xbox with the signature sound looping. It was not enough time for me to go collect my dropped loot (which I don’t believe in dropped loot in games anyway). I believe this is a stupid tactic that doesn’t belong in any games.

After the game restarted, my dropped loot was gone as was my last death marker. All of my “junk” was lost and I had a lot of stuff on me important to repairing items. Items I couldn’t stash because my stash box is entirely full. At this point, I’ve had it with Fallout 76 and I killed the game. I won’t be playing Fallout 76 anymore and with that, I dropped this score to 2 stars out of 10. It’s a pointless and worthless piece of drek from Bethesda that you’d do best to avoid.

Parental Advice

This game is designed as a multiplayer (MMORPG) game. Because of the continuous multiplayer aspect, there is no way to fully rate what your child might be exposed to or with whom they might come into contact. Basically, use your best judgement if considering this game purchase as a gift for a child. As for the themes in this game, they are mostly adult themes. Children too young may not understand the themes contained in Fallout 76.

Requirements

This game requires an always-on and relatively fast (i.e., broadband) Internet connection to function. If you don’t have always-on Internet, you will not be able to play this game.

Updates to this game usually end up in the range of 30GB to 50GB per update. These updates appear at least every few weeks and may come more frequently as Bethesda attempts to squash bugs during the first few months after release. If your Internet connection is metered and/or you only have a small allotment of data, you might want to steer clear of buying this game. Also, once an update has been released, you cannot play the game until you have fully downloaded and installed the latest update.

💯 Score

Graphics: 7 out of 10
Audio: 8 out of 10
Gameplay: 2 out of 10 (too much dependence on eating and drinking)
Questing: 4 out of 10
Settling: 4 out of 10

Overall: 2 out of 10 (Nothing new to see here, just not unique enough, too many bugs)

↩︎

Randocity Tech Holiday Shopping Guide

Posted in giving, holiday, video game by commorancy on November 23, 2018

GiftBoxIn the spirit of the upcoming holidays, I offer the Randocity Tech Holiday Shopping Guide otherwise known as the How-to-avoid-technology-pitfalls Guide. Let’s explore.

Purpose

The purpose of this guide is two-fold. First, it’s designed to help you choose various electronics and video game gifts. Second, it’s design to keep you from falling into pitfalls with said gift purchases, to help minimize returns / exchanges by selecting an incompatible item and to help avoid making you look like you don’t know what you’re buying.

Let’s get started…

Xbox One Wired Microphone + Headset

Here’s one gift where you might think it would be easy to locate a functional item. Thanks to Microsoft, you would be incorrect.

🛑 Pitfall: Even though the Xbox One does have a 3.5mm jack on the controller, it only accepts certain compatible chat headphone accessories. If you’re planning on buying a chat headset for someone with an Xbox One, you should check the box for the words Universal, Xbox One and/or Samsung / Android compatibility. The problem… The Xbox One is only compatible with headsets wired for use on Samsung / Android devices or devices specifically labeled compatible with the Xbox one.

👎 This means you cannot buy any Apple compatible headphones with a 3.5mm jack and have the microphone work. The stereo output will work, but the microphone will not. If you’re unsure of the compatibility of the headset, ask the store, search the manufacturer’s web site or find another brand.

✅ Instead, look for and purchase wired headsets that list Samsung, Android, Xbox One or Universal on the box only.

🔥 Note that it is getting more difficult to find boxes labeled for Android or Samsung as most Android devices understand this incompatibility and have built their latest devices to support either headphone type. This has caused more confusion rather than helping solve the problem.

👍 Gaming headsets change yearly and offering a specific recommendation means this advice will be out of date by this time next year. I will say, Turtle Beach quality isn’t great so steer clear of this brand. If you stick with Sony branded headsets for the PS4, you should be good there. Microsoft doesn’t make high quality headsets, so you’ll have to buy from third parties for the Xbox One. I personally have a Plantronics RIG 500 Pro HC and can recommend this as a good basic quality headset. The fidelity is decent, but not perfect. Some reviewers of this headset have complained of the microphone breaking quickly.

PS4 or Xbox One Wireless Chat Headsets

Here’s another gift idea like the above, but it too has a big pitfall. I’ll break it out by console version.

🛑PS4 Pitfall: While the PS4 does have Bluetooth capabilities, it doesn’t support the AVRCP or A2DP profiles. Instead, the PS4 only supports the HSP (HeadSet Profile). This profile is a lesser used profile throughout the industry and it doesn’t support the same quality stereo output as AVRCP and A2DP. For this reason, you can’t go and buy just any Bluetooth chat headset and assume it will work. For example, the Apple Airpods do not work on the PS4. Randocity recommends not even looking at Bluetooth headphones for the PS4 as greater than 97% of them won’t work.

✅ Instead, you’ll need to buy headphones specifically designed for the PS4, and these typically come with a dongle for Wireless. For example, Sony’s Gold Wireless headphones. There are other brands from which to choose, but be sure that the box is labeled with either PS4 or Universal console compatibility.

🛑Xbox One Pitfall: The Xbox One doesn’t support Bluetooth at all. This makes it a little bit easier when gift shopping in that you can entirely avoid looking at Bluetooth headphones at all.

✅ Instead, you’ll want to look for wireless chat headphone boxes that have either Universal and/or Xbox One printed on it. As long as you make sure to look for this printing on the box, then this headphone will work.

🔥 Many places don’t allow you to listen to a gaming headset’s sound quality. You’ll have to buy the headset untried. Whether any specific headphone sounds good, that’s a personal preference. You can’t take into account your gift recipient’s personal tastes in how they like their headphones to sound. However, if you avoid buying headphones priced below $40, the headphones should provide fair to good sound quality. Below the $100 price point, don’t expect those deep rich bass drivers, though. Though, headphone drivers have drastically improved in recent years and the sub $100 price point tends to be much better quality than what you would have found in the early 00s and 90s.

👍 Randocity recommends a visit your local Best Buy or Gamestop or even Amazon and see which wireless gaming headphones are on sale. I might suggest a gift card which avoids the situation and lets the gamer pick their own brand.

Video Game Controller for iPad or iPhone

Here’s another area that would seem easy, but it isn’t. Apple requires a specific hardware certification for all game controllers called MFi. This makes it a little more tricky to find a controller that works.

🛑 Pitfall: There are many game controllers on the market including Microsoft’s Xbox One controller, PlayStation 4’s DualShock controller and even Nintendo’s Pro controller. Don’t be fooled into thinking you can get these to work. Even though all of the aforementioned controllers are Bluetooth, that doesn’t mean they’ll work on the iPad. None of them have the MFi certification. Avoid buying one of these “other” controllers as you cannot get it to work.

✅ Instead, look for and buy only MFi certified controllers, such as the SteelSeries Nimbus controller. Not only does this controller charge using a Lightning cable, it is fully compatible with all Apple devices including the iPhone, iPad, Apple TV and even MacOS.

👍 Randocity recommends the SteelSeries Nimbus controller for Apple devices as it feels the most like a PS4 or Xbox Controller.

Newest iPad and Headphones

With the introduction of the latest iPad using USB-C, this throws yet another dilemma into the works for gift purchasing. This problem also underscores why Apple should never have removed the headphone jack from its devices.

🛑 Pitfall: With the introduction of the current home-buttonless iPad, you’ll also find the unwelcome surprise of a USB-C charging port. This means that any Apple headphones (other than the Airpods) won’t work on this newest iPad. To use either a pair of Lightning or 3.5mm jack headphones, you’ll need an adapter.

✅ Instead, pick up a pair of Bluetooth headphones which will remain compatible with all Apple devices going forward.

🔥 Apple insists on changing its port standards regularly. As a result, you should not buy into any specialty jack wired Apple headphones. If you want to buy any wired headphones, buy the 3.5mm jack version and eventually Apple will create an adapter to its newest port. Since every other device on the planet still supports a 3.5mm jack, you can use these headphones on every other device. Buying Lightning or USB-C headphones means you’ll be extremely limited on where those can be used… and when Apple decides to change its port again, those USB-C or Lightning headphones will be useless.

👍 Randocity recommends gifting Apple Airpods for Apple devices. Not only do they sound great, they’re easy to use (mostly) and they’ll remain compatible with future Apple devices… unless, of course, Bluetooth is replaced with a wireless protocol of Apple’s design. The Bluetooth Airpods are also fully compatible with many other Bluetooth devices, including the Amazon Echo. Skip the wires, the hassle and the expensive dongles and go wireless with Apple devices.

DVD, Blu-ray and UltraHD 4K Blu-ray

I find it funny that we still have so many optical disc entertainment formats. DVD as a format was introduced in the late 90s and has survived for so many years. Yet, we also now have Blu-ray and UltraHD Blu-ray.

🛑 Pitfall: Be sure to read the disk case carefully. Even though DVD is typically sold in a different sized case, packaging standards in movie entertainment are loose at best. Be sure to read the package carefully so you are getting the disc you think you are getting. For example, both UltraHD 4K Blu-ray case packages and DVD use black plastic cases. If you’re eyeing the case strictly by color, you could accidentally pick up an UltraHD version of the movie when you wanted the DVD version.

✅ Choose the best format that can be played by your gift receiver’s equipment.

🔥 During the Holiday season, particularly on Black Friday weekend, you’ll find all sorts of content on Doorbusters. Take advantage, but be careful to read the packaging. You don’t want your gift receiver to be surprised that you bough them a Blu-ray when they only have DVD or that you bought them an UltraHD 4K Blu-ray when they only have Blu-ray. Be a careful shopper and read the box and also know what your gift receiver has.

It’s likewise just as bad if you buy a DVD for someone who has an UltraHD 4K TV and Blu-ray player. They won’t want to watch your DVD and will return it for credit towards something else.

Additionally, if you give a DVD or Blu-ray, you may find that they have access to Amazon Prime, Hulu or Netflix. They might already have access to the film or have already watched. So, be cautious.

👍 I’d recommend a gift card intended towards the purchase of a movie. This allows the recipient to buy whatever film they want in whatever format they have. Though, you’ll want to go look up the film and determine its price, then give a gift card that covers that purchase price.

Video Games

Here’s another one you might think can be an easy gift. Unfortunately, it isn’t.

🛑 Pitfall: Video games are very much personal to the gamer. Because there are so many genres and types of games, it can be impossible to choose a game that not only does the gamer not already have, but impossible to choose a game they might actually like.

✅ Instead, because most games are $60, you’ll be safe to give a gift card in the amount of $60 to cover the purchase of the game.

🔥 If your recipient is an adult, the purchase of any game shouldn’t be a problem. However, if your recipient is a minor, then you’ll want to give a gift card to avoid any ESRB rating or content issues that a parent might not want within the game. Avoid becoming “that aunt” or “that uncle” by buying an inappropriate game for a minor. Because video games are a personal taste situation, buying any game blind could end up with a return. I do realize that gift cards are an impersonal gift, but in some situations like video games, it is well worth it to play it safe.

👍 Randocity recommends buying gift cards over buying physical game copies, particularly for minors. If you happen to have a specific game request by the receiver and the parent has approved the game, then by all means buy it. If you’re simply shopping blind, then a gift card is Randocity’s recommendation to avoid this pitfall.

Giving the Gift of Music

Here’s another one that should be easy, but it isn’t. If you’re thinking of buying CDs for your tech savvy friend, you might want to ask some questions first.

🛑 Pitfall: Because of music services like Apple Music and Amazon Unlimited where you get access to nearly Amazon and Apple’s full music catalog, subscribers no longer need to buy CDs. As long as they remain subscribers of these music services, they now have instant access to the most recent music the day of its release.

✅ Instead, it might be wise to avoid this type of content purchase, particularly if you know the person is affluent and a music buff.

🔥 Be careful and ask questions if you’re thinking of gifting a CD. If they have access to Apple Music, Spotify or Amazon Unlimited, buying them a CD may result in a return.

👍 Randocity recommends giving gift cards to iTunes or Amazon instead of buying a specific CD. If you give a gift card, they can apply the amount towards their membership or whatever other merchandise or music they wish. This avoids the awkward look you might get once you find out they already subscribe to Apple Music.

Gift Receipts

👍 Randocity always recommends asking the store for a gift receipt, Then, include it with any gift you give. This allows the recipient to trade it in should they happen to get two copies of the same item.

Happy Holidays!

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Review: Pokémon Let’s Go! Pikachu

Posted in botch, business, video game, video game design by commorancy on November 16, 2018

img_0072[Updated: 11/19/2018 for Pokéball Plus Controller] I’ll make this one short and sweet. This is the first Pokémon for the Nintendo Switch and in some ways it’s fun, but in many ways it’s a sheer disappointment. Let’s Go!

Pikachu

In this review, I’m playing the Pikachu edition. I’m sure that the Eevee edition will likely be very similar in play value, with the exception of certain Pokémon you can only collect in each separate edition.

Controller Problems

Here’s the first disappointment with this game. I want to get this one out of the way right up front. The Nintendo Pro Controller doesn’t work at all in this game. When you press the connect button, the light Cylons back and forth, but never connects.

img_0065Unfortunately, you are forced to use the JoyCons with this game. This is an extreme disappointment. But wait, it gets worse. If you pull the JoyCons off of the console and hold them in your hand and use the JoyCons wirelessly, you can’t use both of them together like you can when they are connected to the console. When they are separated from the console, the game mistakenly assumes that two people will be using one each. An entirely stupid decision. If there’s only one player, then let the player use both. If a second player wants to join, then remap the keys so each player is separate. Don’t just make bad assumptions about this.

Even if you place the two controllers into a JoyCon Grip to make the JoyCons feel like a Pro controller, the game still assumes one controller per person. Bad, bad design. It gets worse, again. If you want to hold the JoyCon horizontally so that the buttons are on the right and so you can hold the single JoyCon with both hands… not possible. The only possible orientation for holding the JoyCon is vertical.

I’m very disappointed in Nintendo and Game Freak here. It keeps getting worse. Because the JoyCons are not capable of the same distance away from the Switch as the Pro Controller, the connectivity to the console is entirely spotty using the JoyCons when it is docked several feet from you. Unless you intend to game with the console just a few inches in front of you (in which case you might as well attach them), using the JoyCons at a distance is entirely problematic and frustrating.

So, the only way to use both controllers to play the game as a single player is when they are connected to the console and that means holding the Switch in your hand playing it using the built-in screen. You CANNOT play Pokémon Let’s Go using the Pro controller at all or by using both JoyCons together when they are not attached. You are forced to play this game using a single JoyCon per player when detached. A stupid and unnecessary requirement and decision. And people wonder why Nintendo is in third place for its consoles.

Pokéball Plus Controller

pokeball-plus.jpgNow that I’ve found, purchased and have had a chance to use a Pokéball Plus controller, I understand Nintendo’s reasoning not to support the Pro controller. It’s all in the name of making yet more money off of a new gadget. Considering that the Pokéball Plus controller costs $50 (just $20 shy of a Pro controller), this Pokémon game is simply a scam means to get you to buy into this new Pokéball controller.

With that said, the Pokéball Plus controller plays the game substantially better than using the JoyCons wirelessly and it has a longer wireless range. Though, with this controller, it’s still nowhere near perfect. However, I do see the attraction in using it.

The Pokéball Plus controller has two main functions:

1) To toss at your screen (cables hopefully keep it in check) and capture Pokémon with Pokéballs. When you toss, it simulates the action of throwing a Pokéball. The throwing action is heavily reminiscent of using a Wiimote.

2) The center knob acts as a joystick and the A button. On the red half, there’s another button that acts as the B button. I’m concerned with the longevity of this controller as you push through a rubberized surface to depress the button. I’m not sure how well that rubberized material will last.

Like the Wiimote, there’s a speaker in the ball. So, you’ll occasionally hear noises coming from the Pokémon when you trap them in the Pokéball. It’s a cute feature, but it’s really just a gimmick and the volume is no where near loud enough.

The downside is that the Y button is used throughout the game, but there’s no Y button on the Pokéball Plus controller. This means you’ll miss all of the areas where Y is used. Worse, there’s no way to take a screen snap or begin a video. You’ll still need to have your JoyCons sitting out for these functions. There’s also no button to get back to the Switch’s main desktop (to easily share videos and snapshots). Because you can only have two controllers active at any one time in this game, you can either have the left JoyCon active (sharing button) or the right JoyCon active (desktop button) in addition to the Pokéball Plus controller. This means you need to choose either to have the sharing button active with the Pokéball Plus or to have the desktop button active with the Pokéball Plus.

Basically, sharing anything from Pokémon Let’s Go is a pain in the rear. It’s just not easy, and it should be. If the single active controller could be the Pro controller, having both the sharing and desktop buttons available would be simple. Nooooo…. they can’t do that. This is only a problem if you have your Switch in the dock. If you’re carrying the Switch around with you and the JoyCons are attached, this isn’t a problem.

For the price of the Pokéball Plus, it’s a hard sell. Thankfully, I got it for about $36, but if you have to pay $50 for it, I’d certainly think twice. There is the game bundle where you get the game and the controller in one package. I don’t think it saves you any money, but it’s one way to give both as a gift. I bought the controller separately.

The round shape, unfortunately, leaves some to be desired. I’ve had problems with spherical shaped input devices in the past and these same problems arise here. If you don’t put the strap on correctly, you’ll always end up holding the ball backwards. You’ll have to take it off and flip it around. This makes it tedious to use this controller. Even if you are holding the ball in the correct orientation, if the controller position in your hand is slightly off, moving the character can be difficult. I find myself constantly readjusting my grip on the ball so that the joystick moves the character correctly.

The accuracy of “throwing” the Pokéball controller is hit or miss. Sometimes I think I’m throwing it correctly, but the ball goes off to the left or the right and misses. It’s a cool idea, but the accuracy and execution of this controller just doesn’t work all of the time. However, I will say that it is more accurate than trying to use a JoyCon. So, there’s at least that.

If I’ve somehow managed to sell you on getting a Pokéball Plus controller, I’d recommend looking for it at your local Best Buy store. Amazon appears to be out of stock and third parties on Amazon are selling it for $75 or higher. It’s also likely to be a hot seller over the holidays. If you’re considering it as a gift, I’d suggest going and getting it now. Don’t wait for Black Friday sales. It’s not likely to go on sale anyway. Just find it at Best Buy for $50 and pay for it at that price. If you have a Best Buy rewards card, I’d suggest using that with your purchase. You can eventually get some money back on it.

Dock

This game almost completely ignores the fact that there’s a dock and, as a result, doesn’t properly support it. Instead of allowing use of the Pro controller when docked, it forces you to pull the JoyCons off of the Switch or use the Pokéball Plus controller instead. I found the JoyCons to be cumbersome, problematic and unwieldy. We spend $70 for the Pro controller and we can’t even use it. To not be able to use the Pro controller on Pokémon (one of Nintendo’s flagship properties) is just an extremely bad design choice. It also ignores the the idea of using the dock to play your game on your large screen TV. It almost seems the developers want to force you to play this game out of the dock by holding the Switch in your hand. In fact, I’d consider Pokémon Let’s Go to be Nintendo’s first real misstep on the Switch platform. Let’s hope this is not a sign of things to come as missteps like this could doom the Switch to failure.

Game Play

img_0064Not completely ignoring the stupidism that is the controller system (which is stupid), the gameplay is underwhelming. Sure, Nintendo finally added the ability to see the Pokémon running around in the weeds before you collect it, but that’s of little concession when the game is basically the same game as every other DS version.

Let’s go back to the controller again, but for a different reason than above. When you are attempting to capture Pokémon with the JoyCons attached to the Switch, it’s much, much easier and simpler to throw Pokéballs. The ball throwing motion needed when using a detached JoyCon is much, much more difficult for no apparent reason. Worse, when using a loose JoyCon, the hand on the screen when trying to interact with your Pokémon is entirely difficult, where using the touch screen is easy peasy. Here’s another place where forcing the use of a JoyCon a tremendously bad idea. The motion to throw a Pokéball with the Pro controller would mimic the same motion used when holding the console… where using the a detached JoyCon for throwing a Pokéball is … well … strange.

Game Design

img_0068I was actually expecting a whole lot more use of the player camera than what is being offered. It’s effectively a 3DS version ported to the Switch. Nintendo completely missed the opportunity to give this game a much needed facelift for the Switch, like they did for Breath of the Wild. It is effectively the same game as every other Pokémon game. This is quite disappointing, but it’s also a double edged sword.

For some players, it is like a comfortable glove. If you’ve played Pokémon in the past, then you can fall right into this game without any problems at all. It’s old hat and feels old hat. The graphics are improved, but it needed a more open world RPG style update rather than this constrained old-school Pokémon conversion.

I’m sure a lot of people will absolutely adore this game. Because Nintendo has chosen to play games with how the controllers work, it really constrains this game to feeling rushed and unfinished or a really bad port.

Graphics

To be honest, the graphics are very low res, flat and cartoony. I sort of expected this, but not at this low of a level. It’s at such a low level, that it looks like a Nintendo DS. Though, as I said above, it is somewhat better than the DS only from the fact that the resolution is higher… but that’s not really saying much.

Overall,  was expecting a whole lot more from this game.

 

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Score

Graphics: 4.5 out of 10 (Underwhelming)
Sound: 2 out of 10 (Music is way too loud and unnecessary)
Controls: 2 out of 10 (Controller system is strange, no Pro controller support)

Overall: 4 out of 10 (Antiquated, strange controller design, seems unfinished or bad port)

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Rant Time: SmugMug and Flickr

Posted in botch, business, california by commorancy on November 12, 2018

Flickr2While you may or may not be aware, if you’re a Flickr user, you should be aware. SmugMug bought Flickr and they’re increasing the yearly price by more than double. They’re also changing the free tier. Let’s explore.

Flickr Out

When Flickr came about under Yahoo, it was really the only photo sharing site out there. It had a vibrant community that cared about its users and it offered very good tools. It also offered a Pro service that was reasonably priced.

After Marissa Mayer took over Yahoo, she had the Flickr team redesign the interface, and not for the better. It took on a look and feel that was not only counter-intuitive, it displayed the photos in a jumbled mass that made not only the photos look bad, it made their interface look even worse.

The last time I paid for Pro service, it was for 2 years at $44.95, that’s $22.48 a year. Not a horrible price for what was being offered… a lackluster interface and a crappy display of my photos.

After SmugMug took over, it has done little to improve the interface. In fact, it is still very much the same as it was when it was redesigned and offers little in the way of improvements. We’re talking about a design of a product that started in 2004. In many ways, Flickr still feels like 2004 even with its current offerings.

Status Quo

While Flickr kept their pricing reasonable at about $23 a year, I was okay with that.. particularly with the 2 year billing cycle. I had no incentive to do anything different with the photos I already had in Flickr. I’d let them sit and do whatever they want. In recent months, I hadn’t been adding photos to that site simply because the viewership has gone way, way down. At one point, Flickr was THE goto photo service on the Internet. Today, it’s just a shell of what it once was. With Instagram, Tumblr and Pinterest, there’s no real need to use Flickr any longer.

A true Pro photographer can take their work and make money off of it at sites like iStockPhoto, Getty, Alamy and similar stock photo sites. You simply can’t sell your work on Flickr. They just never offered that feature for Pro users. Shit, for the money, Flickr was heavily remiss in not giving way more tools to the Pro users to help them at least make some money off of their work.

Price Increase

SmugMug now owns the Flickr property and has decided to more than double the yearly price. Instead of the once $44.95 every 2 years, now they want us to pay $50 a year for Pro service.

SmugMugFlickr

[RANT ON] So, what the hell SmugMug? What is it that you think you’re offering now that is worth more than double what Yahoo was charging Pro members before you took over Flickr? You’ve bought a 14 year old property. That’s no spring chicken. And you now expect us to shell out an extra $28 a year for an antiquated site? For what? Seriously, FOR WHAT?

We’re just graciously going to give you an extra $28 a year to pay for a 14 year old product? How stupid do you think we are? If you’re going to charge us $28 extra a year, you damned well better give us much better Pro tools and reasons to pay that premium. For example, offer tools that let us charge for and sell our photos as stock photos right through the Flickr interface. You need to provide Pro users with a hell of a lot more service for that extra $28 per year than what you currently offer.

Unlimited GB? Seriously? It already was unlimited. Photos are, in general, small enough not to even worry about size.

Advanced stats? They were already there. It’s not like the stats are useful or anything.

Ad-free browsing? What the hell? How is this even a selling point? It’s definitely not worth an extra $28 per year.

10 minutes worth of video? Who the hell uses Flickr for video? We can’t sell them as stock video! You can’t monetize the videos, so you can’t even make money that way! What other reason is there to use Flickr for video? YouTube still offers nearly unlimited length video sizes AND monetization (if applicable). Where is Flickr in this process? Nowhere.

Flickr is still firmly stuck in 2004 with 2004 ideals and 2004 mentality. There is no way Flickr is worth $50 a year. It’s barely worth $20 a year. [RANT MOSTLY OFF]

New Subscribers and Pro Features

Granted, this is pricing grandfathered from Yahoo. If you have recently joined Flickr as a Pro user, you’re likely paying $50 a year. 50 US dollars per year, I might add that’s entirely not worth it.

Let’s understand what you (don’t) get from Flickr. As a Pro user, you’re likely purchasing into this tier level to get more space and storage. But, what does that do for you other than allowing you to add more photos? Nothing. In fact, you’re paying Flickr or the privilege of letting them advertise on the back of your photo content.

Yes, you read that right. Most people searching Flickr are free tier users. Free tier gets ads placed onto their screens, including on your pages of content. You can’t control the ads they see or that your page might appear to endorse a specific product, particularly if the ad is placed near one of your photos. Ads that you might actually be offended by. Ads that make Flickr money, but that Flickr doesn’t trickle back into its paying Pro users. Yes, they’re USING your content to make them money. Money that they wouldn’t have had without your content being there. Think about that for a moment.

Advertising on your Content

Yes, that’s right, you’re actually paying Flickr $50 for the privilege of them placing ads onto your page of content. What do they give you in return? A larger storage limit that’s effectively useless? Even the biggest photos don’t take much space… not nearly as much space as a YouTube video. Flickr knows that. They hope us users don’t see the wool being pulled over our eyes. Yet, do you see YouTube charging its channels for the privilege of uploading or storing content? No. In fact, if your channel is big enough, YouTube’ll even share ad revenue with you. Yahoo, now SmugMug, has never shared any of its ad revenue with its users, let alone Pro users. Bilking… that’s what it is.

On the back of that problem, Flickr has never offered any method of selling or licensing your photos within Flickr. If ever there was  ‘Pro’ feature that needed to exist, it would be selling / licensing photos.. like Getty, like iStockPhotos, like Alamy. Instead, what has Flickr done in this area? Nothing.. other than the highly unpopular and horrible redesign released in 2013 which was all cosmetic (and ugly at that)… and that affected all users, not just Pro. Even further, what as SmugMug done for Flickr? Absolutely nothing… zip, zero, zilch, nada. Other than spending money to acquire Flickr, SmugMug has done nothing… and it shows.

Free Tier Accounts

For free tier users, SmugMug has decided to limit the maximum number of uploaded photos to 1000. This is simply a money making ploy. They assume that free tier users will upgrade to Pro simply to keep their more than 1000 photos in the account. Well, I can’t tell you what to do with your account, but I’ve already deleted many photos to reduce my photo count below 1000. I have no intention of paying $50 a year to SmugMug for the “privilege” of allowing them to monetize my photos. No thanks.

If you are a free tier user, know that very soon they will be instituting the 1000 photo limit. This means that you’ll either have to upgrade or delete some of your photos below 1000.

Because the Flickr platform is now far too old to be considered modern, I might even say that it’s on the verge of being obsolete… and because the last upgrade that Marissa had Yahoo perform on Flickr made it look like a big turd, I’m not willing to pay Flickr / SmugMug $50 a year for that turd any longer. I’ve decided to get off my butt and remove photos, clean up my account and move on. If SmugMug decides to change their free tier further, I’ll simply move many of my photos over to DeviantArt where there are no such silly limits and then delete my Flickr account entirely.

If enough people do this, it will hurt SmugMug bad enough to turn that once vibrant Flickr community into a useless wasteland. I believe that outcome will actually become a reality anyway in about 2 years.

SmugMug

This company is aptly named, particularly after this Flickr stunt. They’re definitely smug about their ability bilk users out of their money without delivering any kind of useful new product. It would be entirely one thing if SmugMug had spent 6-12 months and delivered a full features ad revenue system, a stock photo licensing tool and a store-front to sell the photos. With all of these additions, $50 a year might be worth it, particularly if SmugMug helped Flickr users promote and sell their photos.

Without these kinds of useful changes, $50 is just cash without delivering something useful. If all you want to do is park your images, you can do that at Google, at Tumblr, at Pinterest, at Instagram and several other photo sharing sites just like Flickr. You can even park them at Alamy and other sites and make money from your photographic efforts.

Why would you want to park them at Flickr / SmugMug when they only want to use your photos to make Flickr / SmugMug money from advertising on a page with you content? It just doesn’t make sense. DeviantArt is actually a better platform and lets you sell your photos on various types of media and various sizes.

Email Sent to Support

Here’s an email I sent to Flickr’s support team. This email is in response to Margaret who claims they gave us “3 years grace period” for lower grandfathered pricing:

Hi Margaret,

Yes, and that means you’ve had more than ample time to make that $50 a year worth it for Pro subscribers. You haven’t and you’ve failed. It’s still the same Flickr it was when I was paying $22.48 a year. Why should I now pay over double the price for no added benefits? Now that SmugMug has bought it, here we are now being forced to pay the $50 a year toll when there’s nothing new that’s worth paying $50 for. Pro users have been given ZERO tools to sell our photos on the platform as stock photos. Being given these tools is what ‘Pro’ means, Margaret. We additionally can’t in any way monetize our content to recoup the cost of our Pro membership fees. Worse, you’re displaying ads over the top our photos and we’re not seeing a dime from that revenue.

Again, what have you given that makes $50 a year worth it? You’re really expecting us to PAY you $50 a year to show ads to free users over the top of our content? No! I was barely willing to do that with $22.48 a year. Of course, this will all fall on deaf ears because these words mean nothing to you. It’s your management team pushing stupid efforts that don’t make sense in a world where Flickr is practically obsolete. Well, I’m done with using a 14 year old decrepit platform that has degraded rather than improved. Sorry Margaret, I’ve removed over 2500 photos, cancelled my Pro membership and will move back to the free tier. If SmugMug ever comes to its senses and actually produces a Pro platform worth using (i.e., actually offers monetization tools or even a storefront), I might consider paying. As it is now, Flickr is an antiquated 14 year old platform firmly rooted in a 2004 world. Wake up, it’s 2018! The iStockphotos of the world are overtaking you and offering better Pro tools.

Bye.

Reasons to Leave

With this latest stupid pricing effort and the lack of effort from SmugMug, I now firmly have a reason to leave Flickr Pro. I have deleted over 2500 photos from Flickr which is now below 1000 photos (the free tier level). After that, it will remain on free tier unless SmugMug decides to get rid of that too. If that happens, I’ll simply delete the rest of the photos and the account and move on.

I have no intention of paying a premium for a 14 year old site that feels 14 years old. It’s 2004 technology given a spit and polish shine using shoelaces and chewing gum. There’s also no community at Flickr, not anymore. There’s really no reason to even host your photos at Flickr. It’s antiquated by today’s technology standards. I also know that I can’t be alone in this. Seriously, paying a huge premium to use a site that was effectively designed in 2004? No, I don’t think so.

Oh, well, it was sort of fun while it lasted. My advice to SmugMug…

“Don’t let the door hit you on the way out!” Buh Bye. Oh and SmugMug… STOP SENDING ME EMAILS ABOUT THIS ‘CHANGE’.


If you’re a Flickr Pro subscriber, I think I’ve made my thoughts clear. Are you willing to pay this price for a 14 year old aging photo sharing site? Please leave a comment below.

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Stranded by the Airline

Posted in advice, smart, tickets, travel by commorancy on November 5, 2018

Photo of departure board courtesy of BlaneTraveling by air is one of the most common means of travel and it usually goes without a hitch. But, what happens when an airline leaves you stranded due to technical problems? Whose responsibility is it? Let’s explore.

Stranded at the Airport

I’ve seen articles similar to this one discussing a 77 hour delay from Orlando to the UK. The difficulty I have with these situations is that many travelers seem to expect the airline to cover for or provide food, lodging and other accommodations while stranded.

A family stated of the British Airlines delay:

The passengers were treated inhumanely, all we wanted was some food and drink, somewhere to sleep and to be kept informed – and they failed on all counts no matter what they claim.

Other than being kept informed, is the rest the airline’s responsibility?

When you book your tickets for passage aboard a flight, you expect that flight to take place within the defined ticket times. If the flight can’t make those times, you should be notified by the airline of realistic timings when or if the next flight can make. It should also be the airline’s responsibility to find another plane as quickly as possible to make good on the flight. If a plane cannot be found quickly (i.e., within a few hours), then the airline should book you onto another carrier to get you to your destination. One way or another, they should make good on a flight within 24 hours. That’s a reasonable amount of time. I know we all want resolution in an hour or two, but sometimes that’s not possible.

If a flight cannot be located until the following day, then the airline should inform you of that information ASAP so you can find a hotel and make accommodations for a stay over. Who pays for that hotel should be you, the traveler… at least at that moment in time. You can negotiate reimbursement of those accommodations should the airline extend that courtesy, but don’t expect it right then (or at all), like some of the people interviewed for this article.

This BBC article describes a detailed account of what happens when travelers make the wrong assumptions about airline delay responsibility. This article describes that British Airlines left people stranded at the airport made worse by being in NY (which NY is always notoriously short on accommodations, unless you’re willing to drive to Newark or Queens or farther). Apparently, this wait took 77 hours. The flight was supposed to depart on Thursday and ended up departing on Saturday arriving on Sunday. The delay took slightly over 3 days in total.

Who has Responsibility?

For a 3 day delay, whose responsibility is it to make sure that you are fed, have shelter and have the basic necessities for living? It’s certainly not the airline’s responsibility. Travel problems are rare, but they do happen. YOU are the traveler. YOU need to accommodate yourself. It’s YOUR responsibility as the traveler to make sure YOU and your immediate co-travelers are accommodated. For example, if you have a family of four, expect that you will have to go find a hotel and pay for it out of your own pocket. This means having a phone handy or a device capable of using the Internet and WiFi. Use the airport WiFi if you have nothing else available. Just make sure you have an Internet capable device or a working phone with you.

Don’t expect the airline to do anything for you other than provide you with a flight. Unless the airline is holding you hostage on the plane on the tarmac, you can’t expect anything from the airline. When you’re at the airport terminal waiting, you need to assess your own accommodations and take action yourself.

It’s always worth asking the airline for help, but don’t expect the airline to do anything for you. The airlines are not obligated to do anything other than see to your flight. Sitting around at the airport complaining that the airline is not seeing to your personal needs is called over-dependence. You can only depend on yourself to manage your own personal welfare. You can’t throw your person at an airline and expect them to become your personal caregiver. It’s not their responsibility. It seems a lot of people completely misunderstand this aspect of airline travel. Your ticket also doesn’t require them to do this. You take care of you. At some point, you will need to understand taking this personal level of responsibility for yourself while traveling.

The only time that the airline is responsible for your welfare is when you are actually in your seat on the plane. That’s the only time when the airline needs to accommodate you and your needs. When you are sitting in the terminal awaiting a plane, you are firmly on your own. It’s not the airport’s responsibility nor is it the responsibility of the airline.

Stranded for Days

Being stranded by an airline is rare, but it can happen for various reasons. Reasons that may not make you happy as a stressed out traveler, but that are unavoidable by the airline. This is part and parcel of traveling by budget flights these days. Airlines are running their routes very, very lean. Meaning, they don’t have extra planes or personnel should the need arise. This means that you could be waiting hours or even days before a plane might become available should your original flight’s plane end up out of service.

As a traveler, you need to bring along enough money for (or have the means to handle) unexpected delays. If the delay extends beyond a few hours, it then becomes your responsibility to handle your own personal needs up to possibly even forfeiting your old ticket and booking separate travel arrangements yourself. In fact, if time is important to you, then you should already be looking for alternatives within 15 minutes of finding out about the delay. Don’t wait. You can always cancel the arrangements, but it can be difficult to make arrangements if you wait even 3 hours. If you need medical treatments, medicines, food, baby formula or other accommodations, you absolutely cannot expect the airline or the airport to see to those needs.

I realize airlines might string you along by saying “an hour longer” via the terminal attendants. However, by hour 6 or 7 of that stringing, you need to request a straight answer from the airline. If they’re unwilling to give it to you, it means it is time to seek your own alternatives. You can continue to wait if you like, but that’s on you. If waiting gets to the 24 hour mark, then you have waited far too long. At 8 hours, you definitely need to seek your own accommodations for food and lodging and perhaps even alternative transportation to your destination. Even at 3 hours of waiting (unless expressly stated on the ticket as a 3 hour layover), you should have already spent that time seeking alternatives.

You can spend time later fighting with the original airline carrier about refunds or other issues, but it is up to you to take care of yourself and see to your own needs and comfort. Throwing yourself at an airline, then complaining about it won’t make matters better. You’ll also have wasted a lot of time when you could have had hotel accommodations a lot sooner. Sure, you may not have planned for that extra time or that extra hotel, but traveling isn’t always problem free. At 24 hours waiting, the airline can’t expect you to hang around the terminal waiting forever for their plane to arrive. Even 8 hours waiting is expecting too much of travelers.

If you don’t have enough money to cover either alternative flight accommodations or a hotel (until your flight becomes available), I might suggest that you probably shouldn’t have traveled in the first place. You should always have enough money to realistically cover a few extra days including food, lodging and any other basic needs when traveling, just in case.

Airline Courtesy

The problem with many travelers these days is that far too many people think that the airline has 100% responsibility for their welfare the moment they enter the airport. That that ticket you’re holding is some kind of magical device that grants the airline 100% ownership of your person until you step off at your final destination.

This belief is 100% false. That ticket is simply a travel voucher. It lets you onto the plane and offers you passage to the end destination. When a plane is not available for that flight, the airline may be irresponsible in its notifications of when you might be able to travel, but you cannot expect the airline to begin accommodating your personal needs for the duration of that long delay.

That’s not part of the ticket you paid for. Perhaps this issue requires a special line of travel insurance. Perhaps the airlines (or booking agencies) need to offer delay insurance where you pay extra in case of delay. The delay insurance should cover accommodations at a local airport hotel for the duration of delay. It might cover for a single meal voucher for each person up to a specific amount. It might even cover for transportation to and from the hotel.

If you paid for such insurance (were it to exist), then if a delay occurs, you know exactly how it will be handled, exactly what you’ll get, exactly what the airline’s responsibility is to you and that your needs will be taken care of. It also means the airlines will be forced to support and accommodate travelers who buy this delay travel insurance. It means that the airlines must notify and then hold the plane until all insurance travelers are back at the airport, through security and on the plane after the plane is finally available (within reason, of course). Adding delay insurance means that instead of sitting around waiting, you now have definitive rules that must be adhered to by the airline personnel and when those accommodations kick in.

If it costs $50 to check a bag and $30 for each carry-on, what makes you think an airline is going to see to your food and lodging accommodations during a long delay? Are you expecting it out of their own ‘courtesy’ for free? I don’t think so. Those days are over. Adding delay insurance, on the other hand, means that you have paid for and know exactly what you’re going to get if an airline has a delay like British Airlines.

For now, no such separate delay insurance exists. Until such insurance exists, you need to see to your own welfare and make sure you have enough money when traveling to do so, even when stranded at an airport because of an excessively long airline delay.

As a side note, some travel cancellation insurance plans may include trip delay coverage. But, these delay benefits kick in under very specific conditions and may not cover a scenario like British Airline’s 3 day delay. If you’re curious if a plan might cover such a delay, you should contact a travel insurer to find out more.

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