Game Review: Fallout 76
Fallout 76 has arrived and it is entirely a disaster. There is not much to like within Fallout 76, but there’s tons 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.
Updated as of 12/25/2018
DO NOT BUY THIS GAME! It will cause you more headaches than fun. It’s a pointless exercise that doesn’t in any way lead to fun or enjoyment. Worse, you’ll run into so many bugs that you’ll end up dealing with these more often than actually playing the game. You can read the rest of the review below, but be warned that this game is actually the absolute worst Fallout game that has ever existed. Todd should be ashamed.
Fallout 76 Map
Let’s get this review started with the Fallout 76 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:
â
The Good
đĨ The Fail
đ The Beautiful
đ The Butt Ugly
đ Missed Opportunities
đ Overall (or TL;DR)
đ¯ Score
â The Good
Fallout 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.
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:
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:
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).
đĨ 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 Grahm 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, making the main quest line fall 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.
In 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
I’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
Even 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.
I 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
This 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.
However, 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
Here’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 without a helmet. 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 when there is no helmet. Even if you do have a helmet, the light is so basic and dim, the room is still dark even with the light. You do better by using the Pip Boy as a light. The best power armor light is actually the Raider power 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. The power armor suit is only moderately better in combat, but is not that effective. In fact, many creatures can seemingly overcome the power armor’s armor and reduce your HP just as fast as wearing no armor.
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.
đ 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:
Unfortunately, the night lighting isn’t quite so spectacular, but it still provides some stunning visuals nonetheless:
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
The 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:
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.
đ 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.
đ 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.
đ 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.
Update as of 12/25/2018
One month after the release of this review and nothing has actually improved. In fact, with each new successive release, this game is actually worse. In fact, it’s MUCH, MUCH worse with stupid bugs that shouldn’t even exist. At this point, I’ve dropped this game down to 0 stars out of 10. This is unheard of for me, but there is no other way to deal with such a piss poor game.
Releasing patches is supposed to improve the game. But every patch that they’ve dropped has literally made the game worse. In fact, the devs seem to be imposing restrictions on the use of things and fighting abusers rather than fixing bugs. It seems the devs are chasing the players exploiting bugs.
Instead of chasing abuse problems, the developers should spend their time fixing legitimate show-stopper bugs. Bugs that crash or hang the client. Bugs that prevent playing the game. Bugs that are so severe, it would turn anyone off of actually buying the game. If you’re having problems with abusers, ban them from the game and report them to Xbox Live to have them banned from their Xbox account. Make it known that abuse in the world won’t be tolerated and will be reported to Xbox Live.
The devs need to focus in improving the stability and reliability of the world servers, of the quests and of the game client itself. They don’t seem to be doing this. It seems they are focusing on abusers. Fix the bugs now, worry about the abusers later…
Basically, DON’T BUY THIS GAME. If you’ve bought it for a gift, grab it from under the tree and buy the person something else. This game is so bad, it doesn’t deserve any players. This game needs to fail and go away. Let’s make that happen. Vote with your wallet and skip this one.
đ¯ Score
Graphics: 7 out of 10
Audio: 8 out of 10
Gameplay: 0 out of 10 (way, way too buggy)
Questing: 2 out of 10
Settling: 3 out of 10 (bugs here)
Workshops: 1 out of 10 (pointless)
Overall: 0 out of 10 (Nothing new to see here, way too many bugs)
Recommendation: DO NOT BUY, EVER!
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Randocity Tech Holiday Shopping Guide
In 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.
đ 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.
đ 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.
â Instead, look for and purchase wired headsets that list Samsung, Android, Xbox One or Universal on the box only.
đĨ 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.
đ 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.
đPS4 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.
â 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.
đXbox 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.
â 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.
đĨ 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.
đ 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.
đ 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.
â 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.
đ 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.
đ 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.
â Instead, pick up a pair of Bluetooth headphones which will remain compatible with all Apple devices going forward.
đĨ 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.
đ 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.
đ 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.
â Choose the best format that can be played by your gift receiver’s equipment.
đĨ 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.
đ 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.
đ 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.
â 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.
đĨ 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.
đ 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.
đ 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.
â Instead, it might be wise to avoid this type of content purchase, particularly if you know the person is affluent and a music buff.
đĨ 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.
đ 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.
Giving the Gift of an Apple Watch
Thinking of giving someone an Apple Watch for the the holidays? You need to understand the pitfall here.
đ Pitfall: An Apple Watch is entirely dependent on an iPhone to function. In order to even get the Apple Watch setup and working as a watch, it must be configured using an iPhone. Further, because the Apple watch only pairs with an iPhone, don’t give it to someone who only has an iPad, iPod touch or iPhone 4 or below. It won’t work. It also won’t work for someone who owns an Android phone.
â Instead, if you’re not sure if your gift recipient has an iPhone that will work, I’d suggest getting them a different watch. If the person owns an Android, you’ll want to choose one of the Android watches instead. The Apple Watch doesn’t work at all with Android.
đĨ If you do decide to chance that they own an iPhone, be sure to give them a gift receipt as they may need to return it if they don’t have one.
đ Randocity recommends avoiding the purchase of an Apple Watch as a gift, particularly if you know the person doesn’t have an iPhone or has an Android phone. This is a particularly tricky gift item and is likely to end up returned if the person doesn’t have an iPhone. If you know the person doesn’t have an iPhone, then you’ll need to gift them both an iPhone and an Apple Watch… which is a whole lot more expensive of a gift than you might have expected to give. For this reason, I thumbs down đ giving the Apple Watch as a blind gift. If you are absolutely 100% certain the person you are giving the Apple Watch to has an iPhone, then go for it.
Gift Receipts
đ 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!
âŠī¸
Review: PokÊmon Let’s Go! Pikachu
[Updated: 11/19/2018 for PokÊball Plus Controller] I’ll make this one short and sweet. This is the first PokÊmon 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 PokÊmon 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.
Unfortunately, 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 PokÊmon 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.
PokÊball Plus Controller
Now that I’ve found, purchased and have had a chance to use a PokÊball 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 PokÊball Plus controller costs $50 (just $20 shy of a Pro controller), this PokÊmon game is simply a
scam means to get you to buy into this new PokÊball controller.
With that said, the PokÊball 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 PokÊball Plus controller has two main functions:
1) To toss at your screen (cables hopefully keep it in check) and capture PokÊmon with PokÊballs. When you toss, it simulates the action of throwing a PokÊball. 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 PokÊmon when you trap them in the PokÊball. 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 PokÊball 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 PokÊball Plus controller. This means you need to choose either to have the sharing button active with the PokÊball Plus or to have the desktop button active with the PokÊball Plus.
Basically, sharing anything from PokÊmon 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 PokÊball 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 PokÊball 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 PokÊball 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 PokÊball 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 PokÊmon (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 PokÊmon 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
Not 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 PokÊmon 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 PokÊmon with the JoyCons attached to the Switch, it’s much, much easier and simpler to throw PokÊballs. 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 PokÊmon 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 PokÊball with the Pro controller would mimic the same motion used when holding the console… where using the a detached JoyCon for throwing a PokÊball is … well … strange.
Game Design
I 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 PokÊmon 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 PokÊmon 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 PokÊmon 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, I was expecting a whole lot more from this game.
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)
âŠī¸
Rant Time: SmugMug and Flickr
While you may or may not be aware, if you’re a Flickr user, you should be. 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.
[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 for 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 viewers get 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 allowing them to place ads onto your page of content. What do they give you in return? Well, not money to be sure. Yes, they do give you a larger storage limit, but 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. SmugMug now hopes the Pro users don’t see the wool being pulled over their 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 will 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 heels 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… or even like Deviant Art (where you can sell your photos on canvas or mousepads or even coffee mugs). Instead, what has Flickr done in this area? NOTHING.. other than the highly unpopular and horrible redesign released in 2013 which was entirely cosmetic (and ugly at that)… and which affected all users, not just Pro. Even further, what as SmugMug done for Flickr? Less than nothing… zip, zero, zilch, nada. Other than spending money to acquire Flickr, SmugMug has done nothing with Flickr… 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 monetizing 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 giant 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, which honestly it already is. 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 on shirts, mugs and canvas. 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 money from advertising on a page with your 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 in 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. As I said in my letter above, 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.
âŠī¸
Stranded by the Airline
Traveling 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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Why Star Trek Discovery is not canon
A lot of “fans” of the latest Star Trek TV series installment of Star Trek Discovery claim to love the show. They also claim that because the show runners have claimed Discovery is official canon, that the show is canon. But, is it? Let’s explore.
What is Canon?
Canon is previous story and characters that a show must follow so as not to contradict something that has come before. Yet, Discovery has contradicted established canon all along the way. The first contradiction was the Klingons with their … well, let me show a picture:
This is a Discovery Klingon. This Klingon above looks nothing like these 3:
or even this Klingon from a TOS episode:
The latter two having been Klingons in The Next Generation and in the Original Series, respectively. The “bonehead” Klingons became the norm from 1979 onward. It was the bonehead Klingon design that Gene Roddenberry himself approved.
With Star Trek Discovery, that all changed and now we have the Klingon pictured in the top most image. The difficulty is, “Where did this Klingon come from?”. It doesn’t match the canon approved and used throughout the 80s and 90s and even into the 00s with Star Trek Enterprise.
Now, Discovery appears and gives us this odd designed Klingon that has never been used in any previous series ever. It doesn’t much resemble a Klingon, even though they’re speaking Klingon and have a kind of “bonehead”. The question remains, what happened? Is this design canon or not? Before I answer that question, let’s talk about how this Intellectual Property has been fractured between studios.
Paramount versus CBS
When Roddenberry was alive and even up until not too long ago, Paramount was the sole rights holder of Star Trek. However, when Viacom bought and then split Paramount and CBS, this all changed who owned what and it fractured the Star Trek franchise in unnecessary and inexplicable ways.
A little history. In 1994, Paramount was purchased by Viacom. In 1999, Viacom agreed to purchase CBS. This means that from 1999 to 2005, Viacom owned both Paramount and CBS. In 2005, Viacom’s then board of directors voted to split Paramount and CBS into separate companies for better “shareholder value”.
When the companies split, CBS was given the rights to the Star Trek TV series universe and Paramount was given the rights to the Star Trek motion picture universe. Ultimately, this now gives two separate entertainment companies the rights to create and make up canon in their respective universes. This is ultimately where the fracturing of the intellectual property comes into play and why Discovery is such a mess when it comes to producing its series based on canon.
This split also means that the canon is now split between two separate companies. A franchise disaster, to be honest.
Motion Pictures versus TV series
The TV series includes Star Trek The Original Series, The Animated Series, The Next Generation, Deep Space Nine, Voyager and Enterprise. These properties up to Enterprise existed at the time of the split. Discovery did not exist then.
The original cast motion pictures include Star Trek The Motion Picture, II, III, IV, V and VI. The Next Generation cast pictures include Generations, First Contact, Insurrection and Nemesis. The Kelvin time line pictures (i.e., J.J. Abrams) include Star Trek (2009 Reboot), Into Darkness, Beyond and there is a possibility of a fourth film which is in limbo as of this article.
This means that CBS owns the rights to the above TV series properties (in addition to Discovery) and Paramount owns the rights to the above Motion Picture properties. It also means that CBS can now ignore motion picture canon and Paramount can ignore TV series canon when producing future works.
Clearly, this is how CBS is proceeding with its latest TV series, Star Trek Discovery. One can argue, the “bonehead” Klingons appear in the TV series. They do. And, to a degree, the design above does appear somewhat like a bonehead Klingon, except without hair, much darker skin, odd shaped facial features and odd shaped outfits. However, no Klingon has ever appeared on screen in any way (TV or Movie) that looks like this Discovery Klingon. This Klingon type is actually the first of its kind… which means, it is NOT Roddenberry canon.
The Trouble with Tribbles
Or, more specifically, the trouble with double ownership of the Star Trek franchise means there is no effective steward maintaining canon. There can’t be. There are two separate companies competing for your almighty Star Trek dollar. One company can make shit up and the other company doesn’t have to use it. This is effectively what CBS is doing… making shit up as they go along because they don’t have to answer to canon placed into the motion pictures. Even then, they’re not following canon established by previous Star Trek TV series either. After all, Star Trek Discovery is clearly set at the same time as The Original Series.
The TV series timeline goes something like (timeline courtesy of Memory Alpha):
2151-2155 -- Star Trek Enterprise (Season 1 thru 4) 2254-2254 -- Star Trek The Original Series: "The Cage" (Episode) 2256-2257 -- Star Trek Discovery (Season 1) 2265-2269 -- Star Trek The Original Series (Seasons 1, 2 and 3) 2269-2270 -- Star Trek The Animated Series (Seasons 1 and 2) 2364-2370 -- Star Trek The Next Generation (Seasons 1 thru 7) 2369-2375 -- Star Trek Deep Space Nine (Season 1 thru 7) 2369-2370 -- Star Trek Enterprise: "These are the Voyages" (Episode) 2371-2378 -- Star Trek Voyager (Seasons 1 thru 7)
As you can see, Star Trek Discovery is actually set BEFORE Star Trek The Original Series, before The Animated Series and before any other series with the exception of one Star Trek TOS episode and Star Trek Enterprise which come before Discovery.
Basically, the canon that Star Trek Discovery must adhere to is what is seen in Star Trek Enterprise and in one episode of The Original Series (and, of course, anything in later TV series that corroborate Enterprise and TOS). Enterprise and this one episode of Star Trek TOS are both enough to set canon as to how Discovery should run. Discovery also occurs 9 years prior to The Original Series. However, The Original Series only showed the non-bonehead Klingons while Enterprise showed us both styles of Klingons. This means that both Klingon types already existed in the Roddenberry universe when Star Trek TOS existed. This also means that both Klingon types exist at the time when Discovery is operating. One could argue that Enterprise broke canon by showing us the bonehead Klingons that we wouldn’t see until Star Trek The Motion Picture in 1979 (picture to the left). However, Discovery’s Klingon type comes out of nowhere and goes back into nowhere because this Klingon type won’t exist after Discovery ends.
However, in the Enterprise episode “Affliction” in the 4th season, I guess this episode is supposed to explain the difference between the bonehead and non-bonehead Klingons and the reasons why the non-bonehead Klingons appear in The Original Series. I think it was a cheap cop-out episode, but hey, at least they held true to the TMP and TOS Klingon designs… which is more than I can say for Discovery.
Discovery, on the other hand, doesn’t hold true to either design. They made their own Klingon canon. They made a Klingon design that has never exited before or after… not in ENT, TOS, TNG, DS9, TAS or Voyager. They’re clearly, “making shit up”.
Additionally, there’s the Spore Drive. Yet again, Discovery is found “making shit up”. This drive type has never been discussed either before or since, yet Discovery has introduced this propulsion system as some experimental thing that only existed during Discovery’s existence. I’m sorry, if the spore drive were a real thing in the Roddenberry universe, there would have been talks of it both in Star Trek TOS and likely Star Trek Enterprise and even in TNG, DS9 and Voyager (it would have at least come up, particularly in Voyager when looking for a way home). That no information was ever discussed regarding this drive system, Discovery is simply creating things out of thin air to make their series more watchable (and make more money). However, there may be another reason… so, keep reading.
Because “The Cage” episode shows us that the Federation chain of command already exists in a formalized and hierarchical command structured way, having Discovery show its characters as chaotic, insubordinate and outright informal makes me believe that the Discovery creators had no intention of following established Roddenberry “Federation” canon. In fact, I will go so far as to say that Star Trek Discovery is actually operating in its own universe. Perhaps it exists in the Kelvin universe along side the reboot Star Trek motion pictures, but I believe it lives in its own new CBS universe. But, Discovery does not live in the same universe as the Roddenberry universe TV shows do.
CBS Universe
Because Star Trek Discovery lives in its own universe, the creators of Discovery can literally make up anything they wish and it will be canon. It’s canon because the show isn’t set in the Roddenberry universe. It’s set in a CBS offshoot universe where everything can and does exist if the creators want it to. In this universe, weird shaped Klingons, spore drives and insubordination are all accepted because in this universe it’s all there.
In the Roddenberry universe, Discovery never existed and couldn’t exist. The spore drive doesn’t exist. The weird Discovery Klingons don’t exist. The F-bombs don’t exist. The nonsensical highly sophisticated NCC-1031 starship doesn’t exist with its operating panel designs that don’t exist on the Federation’s flagship Enterprise NCC-1701 just 9 years later.Discovery living in a CBS Universe is the only explanation that can possibly work for this TV show. When a show runner says it’s canon, well it is. But, it’s only canon if you consider that Discovery is a show created in an offshoot CBS universe that has never before existed. It is not canon were it to exist in the Roddenberry universe. Obviously, the show creators aren’t going to make this distinction because they don’t want viewers to understand the difference between the CBS universe and the Roddenberry universe. They just want the viewer to believe it somehow magically exists in the Roddenberry universe when this show clearly cannot.
It’s clear, Discovery does not exist in the Roddenberry universe. It can’t. That universe ended with the close of Star Trek Enterprise. It remains to be seen if the new Patrick Stewart series will be set in Discovery’s CBS universe or if CBS will try to set that series in the Roddenberry universe. My guess is that CBS may want to attempt some type of crossover episodes between Discovery and the as yet unnamed Patrick Stewart series. However, that would be a feat considering that Discovery occurs 98 years earlier from the original TNG series (see timeline). Considering Patrick Stewart’s age now, they’ll have to age forward the new series to have it make sense with Stewart’s current age… which means this new series must occur over 100 years in Discovery’s future. It will then be difficult to have a crossover without time travel. However, they can engineer dual episodes which causes something to happen in Discovery that impacts the Picard series 100 years later. This is akin to a crossover and would establish both series being in the same universe; the CBS universe.
Personally, I’d rather the two series remain entirely independent. No crossovers. No incidental references to prior events in Discovery. This means that Discovery can officially be announced as operating in its own CBS universe and that the Picard series will be set in the Roddenberry universe and no crossovers will be possible.
Kelvin Universe
When J.J. Abrams became part of Paramount’s efforts to reboot the Star Trek movie franchise, he decided to create an entirely new and separate universe. In that effort, he had elder Spock (from the Roddenberry universe) fall through a time hole and land in an alternate universe much earlier in its unfolding life. Elder Spock then meets up with his much younger alternate version of Spock along with younger versions of Kirk, Sulu, Chekov, Uhura, Bones and so on. Basically, these alternate versions of these main characters set the tone of this alternate universe’s ‘Five Year Mission’, set in an alternate Enterprise, set in an alternate timeline known as Kelvin. It’s named after the USS Kelvin, the ship which fell through the time hole with elder Spock. Why is this important?
It’s important to understand this Kelvin alternate universe idea because it appears CBS has done the same exact thing with the Discovery TV series. Instead of trying to disturb and hold true to the Roddenberry universe canon, it’s far easier to create a brand new offshoot universe set in its own time line. This then means the writers can write anything they wish, on any ship they wish, with any technology they wish. Because Paramount has already established their own playground universe for the movies to live in, it appears CBS is also running with this idea and has done the exact same thing with Discovery. Even the name ‘Discovery’ hints at the existence of this alternate universe.
In fact, I believe that this alternate universe will reveal itself and will likely become a big part of Discovery’s future stories. I’m assuming that the writers are holding this point back until just the exact moment when they can reveal a character like Picar… er Spock falling through a time distortion and we can clearly see that Discovery is not set in the Roddenberry universe. It makes for a good plot twist, don’t you think? Holding this point back allows the Discovery writers to craft and unfold an entire season long story arc about this new CBS universe (or whatever name they decide to give it). For now, I’m calling it the CBS universe, but it will likely be named differently after someone from the Roddenberry universe falls into it.
I’d suspect it might be a TNG character who falls through this time. Perhaps Q created this universe? I’d steer clear of Q as using this character always feels like a cop-out. Because Wesley had become a kind of universe traveler, I’d like to see him return a bit older so we can finish out his story arc that never really closed properly in TNG. I might also like to see Kess show up as she also didn’t get proper closure in Voyager. Seeing a new Dax might also be a good way to handle this reveal also. Dax’s immense knowledge and age would allow for some very good stories. Even Guinan might be a good choice to land in Discovery’s alternate universe.
For this reason, I believe that Discovery’s writers and creators are holding back on this idea, but will eventually reveal it. For this reason, the show runners can say that Discovery is canon, because it is, in its own universe. They just haven’t revealed this alternate universe point in the TV series yet. They can string the fans along making them think it’s in the Roddenberry universe when they haven’t yet unveiled the story. It’s still too early in this TV series to reveal a story point this big.
Canon or not?
Because I surmise that Discovery is set in its own CBS universe, which is entirely separate from the Roddenberry and the Kelvin universes, Discovery can be its own bubble show and do whatever it wants with its stories. It doesn’t need to follow any Trek lore or, indeed, anything to do with Trek. It can feel free to “make shit up” however it wishes. I’m fine with that as long as the show runners finally fess up to this. As it is now, trying to shoehorn Discovery into the Roddenberry universe where it doesn’t belong is just stupid.
To answer this Blog’s ultimate question, Discovery is not canon for Roddenberry’s universe. It is canon for its newly created CBS universe. It’s possible that Discovery exists in the Kelvin universe (doubtful) where it may or may not be canon. The difficulty is that, as I said above, the motion picture canon is operated by Paramount. The TV series canon is operated by CBS. This means that never the twain shall meet. This fracturing of intellectual property rights was a horribly bad idea for Star Trek. It has now left this franchise with a fracture right down the middle of its canon. Show producers for Discovery can now claim canon when what they’re doing clearly isn’t canon and cannot possibly be unless the show is set in its own CBS universe (which the CBS universe ultimately has no canon except for what Discovery has created so far).
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Should I beta test Fallout 76?
While I know that beta testing for Fallout 76 is already underway, let’s explore what it means to beta test a game and whether or not you should participate.
Fallout 76
Before I get into the nitty gritty details of beta testing, let’s talk about Fallout 76. Fallout 76, like The Elder Scrolls Online before it, is a massively multiplayer online role playing game (MMORPG). Like The Elder Scrolls Online which offered an Elder Scrolls themed universe, Fallout 76 will offer a Fallout themed universe in an online landscape.
How the game ultimately releases is yet to be determine, but a beta test gives you a solid taste of how it will all work. Personally, I didn’t like The Elder Scrolls Online much. While it had the flavor and flair of an Elder Scrolls game entry, the whole thing felt hollow and unconnected to the franchise. It also meant that Bethesda spent some very valuable time building this online game when they could have been building the next installment of the Elder Scrolls.
It is as yet undetermined how these online games play into the canon of The Elder Scrolls or, in Fallout 76’s case, in the Fallout universe. Personally, I see them as offshoots with only a distant connection. For example, The Elder Scrolls Online felt Elder Scrollsy, but without the deep solid connections and stories that go with building that universe. Instead, it was merely a multiplayer playground that felt like The Elder Scrolls in theme, but everything else was just fluff. I’m deeply concerned that we’ll get this same treatment from Fallout 76.
The Problem with Online Games
Online games have, in recent years, gotten a bad rap… and for good reason. The reason that this is so is because the game developers focus on the inclusion of silly things like character emoting and taking selfies. While these are fun little inclusions, they are by no means intrinsic to the fundamental game play of an actual game.
Games should be about the story that unfolds… about why your character is there and how your character is important in that universe. When the game expands to include an online component, now it’s perhaps tens of thousands of people all on the server at the same time. So, how can each of these characters be important to that universe? The answer is, they can’t.
Having many characters all running around doing the “same” things in the universe all being told by the game that they are “the most important thing” to the survival of that universe is just ludicrous.
This leads to the “importance syndrome” which is present in any MMORPG. As a developer, you either acknowledge the importance syndrome and avoid it by producing a shallow multiplayer experience that entirely avoids player importance (i.e., Fortnite, Overwatch, Destiny, etc) or you make everyone important each in their own game (i.e., The Elder Scrolls Online). Basically, the game is either a bunch of people running around doing nothing important at all and simply trying to survive whatever match battles have been set up (boring and repetitive) or the game treats each user as if they are individually important in their own single player game, except there are a bunch of other users online, all doing the same exact thing.
The Elder Scrolls Online fell into the latter camp which made the game weird and disconnected, to say the least. It also made the game feel less like an Elder Scrolls game and more like any cheap and cheesy iPad knockoff game you can download for free… except you’ve paid $60 + DLC + online fees for it.
I’ve played other MMORPG games similar to The Elder Scrolls Online including Defiance. In fact, Defiance played so much like The Elder Scrolls Online, I could swear that Bethesda simply took Defiance’s MMORPG engine and adapted it to The Elder Scrolls Online.
Environments and Users
The secondary problem is how to deal with online users. Both in the Elder Scrolls Online and Defiance, there were areas that included player versus environment (PvE). PvE environments mean that players cannot attack other players. Only NPCs can attack your player or your character can die by the environment (i.e., falling onto spikes). There were also some areas of the online map that were player versus player (PvP). PvP means any online player can attack any other online player in any way they wish.
In The Elder Scrolls Online, the PvP area was Cyrodiil, which was unfortunate for ESO. The PvP made this territory mostly a dead zone for the game. Even though there were a few caves in the area and some exploring you could do, you simply couldn’t go dungeon diving there because as soon as you tried, some player would show up and kill your player. Yes, the NPCs and AI enemies could also show up and kill your player, but so could online players.
The difficulty with Cyrodiil was that if another player killed your player in the PvP area, that player death was treated entirely differently than if they died by the environment. If another player killed your character, you had to respawn at a fort, which would force your character to respawn perhaps half a map away from where you presently were. If your character died by the environment or another NPC, you could respawn in the same location where your character died. This different treatment in handling the character death was frustrating, to say the least.
With Fallout 76, I’m unsure how all of this will work, but it’s likely that Bethesda will adopt a similar strategy from what they learned in building The Elder Scrolls Online. This likely means both PvE areas and PvP area(s). Note that ESO only had one PvP zone, but had many PvE zones. This made questing easier in the PvE zones, but also caused the “importance syndrome”. This syndrome doesn’t exist in single player offline games, but is omnipresent in MMORPGs.
MMORPGs and Characters
The difficulty with MMORPGs is that they’re primarily just clients of a server based environment. The client might be a heavier client that includes handling rendering character and environment graphics, but it is still nonetheless a client. This means that to use an MMORPG, you must log into the server to play. When you login, your character information, bank account, level ups, weapons, armor and so on are kept on the server.
This means that you can’t save off your character information. It also means you can’t mod your game or mod your character through game mods. Online games are strict about how you can change or manage your game and your character. In fact, these systems are so strict that if a new version of the game comes out, you must first download and install the game before they’ll let you back onto the server… unlike standalone games that let you play the game even if networking components are disabled. This means that you cannot play an MMORPG until your client is most current, which could mean 50GB and hours later.
This means that you’ll need an always on Internet connection to play Fallout 76 and you’ll need to be able to handle very large client downloads (even if you own the game disc).
Beta Testing
Many game producers like to offer, particularly if it’s a server based MMORPG, the chance for players to beta test their new game. Most online games allow for this.
However, I refuse to do this for game developers. They have a team they’ve hired to beta test their environments, quests and landscapes. I just don’t see any benefit for my player to get early access to their game environment. Sometimes, characters you build and grow in a beta won’t even carry over into the released game. This means that whatever loot you have found and leveling you may have done may be lost when release day comes. For that early access, the developer will also expect you to submit bug reports. I won’t do that for them. I also don’t want to feel obligated to do so.
Bethesda stands to make millions of dollars off of this game. Yet, they’re asking me to log into their game early, potentially endure huge bugs preventing quest progress, potentially lose my character and all of its progress and also spend time submitting bug reports? Then, spend $60 to buy the game when it arrives? Then, rebuild my character again from scratch?
No, I don’t think so. I’m not about to spend $60 for the privilege of spending my time running into bugs and submitting bug reports for that game. You, the game developer, stand to make millions from this game. So, hire people to beta test it for you. Or, give beta testers free copies of the game in compensation for the work they’re doing for you.
If you’re a gamer thinking of participating in beta testing, you should think twice. Not only are you helping Bethesda to make millions of dollars, you’re not going to see a dime of that money and you’re doing that work for free. In addition, you’re still going to be expected to spend $60 + DLC costs to participate in the final released game. No, I won’t do that. If I’m doing work for you, you should pay me as a contractor. How you pay me for that work is entirely up to you, but the minimum payment should consist of a free copy of the game. You can tie that payment to work efforts if you like.
For example, for each report submitted and verified as a new bug, the beta tester will get $5 in credit towards the cost of the game up to the full price of the game. This encourages beta testers to actually submit useful bug reports (i.e., duplicates or useless reports won’t count). This also means you earn your game as you report valid and useful bugs. It also means that you won’t have to pay for the game if you create enough useful, genuine reports.
Unfortunately, none of these game developers offer such incentive programs and they simply expect gamers to do it “generously” and “out of the kindness of their hearts”. No, I’m not doing that for you for free. Pay me or I’ll wait until the game is released.
Should I Participate in Beta Tests?
As a gamer, this is why you should not participate in beta tests. Just say no to them. If enough gamers say no and fail to participate in beta releases, this will force game developers to encourage gamers to participate with incentive programs such as what I suggest above.
Unfortunately, there are far too many unwitting gamers who are more than willing to see the environment early without thinking through the ramifications of what they are doing. For all of the above reasons, this is why you should NEVER participate (and this is why I do not participate) in any high dollar game beta tests.
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