Can I use my Xbox One or PS4 controller on my iPhone?
This is a common question regarding the two most popular game controllers to have ever existed. Let’s explore.
MFi Certification
Let’s start with a little history behind why game controllers have been a continual problem for Apple’s iOS devices. The difficulty comes down to Apple’s MFi controller certification program. Since MFi’s developer specification release, not many controller developers have chosen to adopt it. The one notable exception is the SteelSeries Nimbus controller. It’s a fair controller, it holds well enough in the hand, has an okay battery life, but it’s not that well made. It does sport a lightning port so you can charge it with your iPhone’s charger, however. That’s of little concession, though, when you actually want to use an Xbox One or PS4 controller instead.
Because Apple chose to rely on its own MFi specification and certification system, manufacturers would need to build a controller that satisfies that MFi certification. Satisfying the requirements of MFi and getting certified likely requires licensing technology built by Apple. As we know, licenses typically cost money paid to Apple for the privilege of using that technology. That’s great for Apple, not so great for the consumer.
Even though the SteelSeries Nimbus is by no means perfect, it really has become the de facto MFi controller simply because no other manufacturers have chosen to adopt Apple’s MFi system. And why would they?
Sony and Microsoft
Both Sony and Microsoft have held (and continue to hold) the market as the dominant game controllers. While the SteelSeries Nimbus may have become the de facto controller for Apple’s devices, simply because there is nothing else really available, the DualShock and the Xbox One controllers are far and away better controllers for gaming. Apple hasn’t yet been able to break into the console market, even as much as they have tried with the Apple TV. Game developers just haven’t embraced the Apple TV in the same way they have of the Xbox One and the PS4. That’s obvious as to why. The Apple TV, while reasonable for some games, simply does not offer the same level of graphics and game power as an Xbox One or PS4. It also doesn’t have a controller built by Apple.
Until Apple gets its head into the game properly with a more suitably named game system actually intended for gaming, rather than general purpose entertainment, Apple simply can’t become a third console. Apple seems to try these roundabout methods of introducing hardware to try and usurp, or at least insert itself into certain markets. Because of this subtle roundabout method Apple chooses, it just never works out. In the case of MFi, that hasn’t worked out too well for Apple.
Without a controller that Apple has built themselves, few people see the Apple TV as anything more than a TV entertainment system with built-in apps… even if it can run limited games. The Apple TV is simply not seen as a gaming console. It doesn’t ship with a controller. It isn’t named appropriately. Thus, it is simply not seen as a gaming console.
With that said, the PS4 and the Xbox One are fully seen as gaming consoles and prove that with every new game release. Sony and Microsoft also chose to design and build their own controllers based on their own specifications; specifications that are intended for use on their consoles. Neither Sony, nor will Microsoft go down the path to MFi certification. That’s just not in the cards. Again, why would they? These controllers are intended to be used on devices Sony and Microsoft make. They aren’t intended to be used with Apple devices. Hence, there is absolutely zero incentive for Microsoft or Sony to retool their respective game controllers to cater to Apple’s MFi certification whims. To date, this has yet to happen… and it likely never will.
Apple is (or was) too caught up in itself to understand this fundamental problem. If Apple wanted Sony or Microsoft to bend to the will of Apple, Apple would have to pay Sony and Microsoft to spend their time, effort and engineering to retool their console controllers to fit within the MFi certification. In other words, not only would Apple have to entice Sony and Microsoft to retool their controllers, they’d likely have to pay them for that privilege. And so, here we are… neither the DualShock nor does the Xbox One controller support iOS via MFi certification.
iOS 12 and Below
To answer the above question, we have to observe Apple’s stance on iOS. As of iOS 12 and below, Apple chose to rely solely on its MFi certification system to certify controllers for use with iOS. That left few consumer choices. I’m guessing that Apple somehow thought that Microsoft and Sony would cave to their so-called MFi pressure and release updated controllers to satisfy Apple’s whims.
Again, why would either Sony or Microsoft choose to do this? Would they do it out of the goodness of their own heart? Doubtful. Sony and Microsoft would ask the question, “What’s in it for me?” Clearly, for iOS, not much. Sony doesn’t release games on iOS and neither does Microsoft. There’s no incentive to produce MFi certified controllers. In fact, Sony and Microsoft both have enough on their plates supporting their own consoles, let alone spending extra time screwing around with Apple’s problems.
That Apple chose to deny the use of the DualShock 4 and the Xbox One controllers on iOS was clearly an Apple problem. Sony and Microsoft couldn’t care less about Apple’s dilemmas. Additionally, because both of these controllers dominate the gaming market, even on PCs, Apple has simply lost out when sticking to their well-intentioned, but misguided MFi certification program. The handwriting was on the wall when they built the MFi developer system, but Apple is always blinded by its own arrogance. I could see that MFi would create more problems than it would solve for iOS when I first heard about it several years ago.
And so we come to…
iOS 13 and iPhone 11
With the release of iOS 13, it seems Apple has finally seen the light. They have also realized both Sony and Microsoft’s positions in gaming. There is simply no way that the two most dominant game controllers on the market will bow to Apple’s pressures. If Apple wants these controllers certified under its MFi program, it will need to take steps to make that a reality… OR, they’ll need to relax this requirement and allow these two controllers to “just work”… and the latter is exactly what Apple has done.
As of the release of iOS 13, you will be able to use both the Xbox One (bluetooth version) and the PS4’s DualShock 4 controller on iOS. Apple has realized its certification system was simply a pipe dream, one that never got realized. Sure, MFi still exists. Sure, iOS will likely support it for several more releases, but eventually Apple will obsolete it entirely or morph it into something that includes Sony and Microsoft’s controllers.
What that means for the consumer is great news. As of iOS 13, you can now grab your PS4 or Xbox One controller, pair it to iOS and begin gaming. However, it is uncertain exactly how compatible this will be for iOS. It could be that some games may not recognize these controllers until they are updated for iOS 13. This could mean that older games that only supported MFi may not work until they are updated for iOS 13. The problem here is that many projects have become abandoned over the years and their respective developers are no longer updating apps. That means that you could find your favorite game doesn’t work with the PS4 or Xbox One controller if it is now abandoned.
Even though iOS 13 will support the controllers, it doesn’t mean that older games will. There’s still that problem to be solved. Apple could solve that by folding the controllers under the MFi certification system internally to make them appear as though they are MFi certified. I’m pretty sure Apple won’t do that. Instead, they’ll likely offer a separate system that identifies “third party” controllers separately from MFi certified controllers. This means that developers will likely have to go out of their way to recognize and use Sony and Microsoft’s controllers. Though, we’ll have to wait and see how this all plays out in practice.
Great News
Even still, this change is welcome news to iOS and tvOS users. This means that you don’t have to go out and buy some lesser controller and hope it will feel and work right. Instead, you can now grab a familiar controller that’s sitting right next to you, pair it up and begin playing on your iPad.
This news is actually more than welcome, it’s a necessity. I think Apple finally realizes this. There is no way Sony or Microsoft would ever cave to Apple’s pressures. In fact, there was no pressure at all really. Ultimately, Apple shot themselves in the foot by not supporting these two controllers. Worse, by not supporting these controllers, it kept the Apple TV from becoming the hopeful gaming system that Apple had wanted. Instead, it’s simply a set-top box that provides movies, music and limited live streaming services. Without an adequate controller, it simply couldn’t become a gaming system.
Even the iPad and iPhone have been suffering without good solid controllers. Though, I’m still surprised that Apple itself hasn’t jumped in and built their own Apple game controller. You’d think that if they set out to create an MFi certification system that they’d have taken it to the next step and actually built a controller themselves. Nope.
Because Apple relied on third parties to fulfill its controller needs, it only really ever got one controller out of the deal. A controller that’s fair, but not great. It’s expensive, but not that well made. As I said above, it’s the SteelSeries Nimbus. It’s a mid-grade controller that works fine in most cases, but cannot hold a candle to the PS4’s or the Xbox One’s controller for usability. Personally, I always thought of the Nimbus controller as a “tide me over” controller until something better came along. That never happened. Unfortunately, it has taken Apple years to own up to this mistake. A mistake that they’ve finally decided to rectify in iOS 13.
A little late, yes, but well done Apple!
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Did Toys “R” Us have to fail?
If you’ve read various articles including this Bloomberg article, you might come away thinking that all of what happened to Toys “R” Us began a decade ago (i.e., the early 00s). In fact, you would be so wrong… and so would Bloomberg. Let’s explore.
The 80s
Around 1981 or 1982, I worked at Toys “R” Us. Even at that time, Toys “R” Us ran a questionable business model. A business model that, I might add, even store managers recognized and thought was unsustainable. In fact, after having discussions with store managers at my store, I got an earful about how they thought that the chain would likely fail within a decade if they kept on using that business model. This was the early 80s.
What business model?
Toys “R” Us sowed the seeds of its own destruction at least beginning in the 80s, perhaps as early as the 70s. What questionable business model is this? The model chosen was to operate the stores in the red (otherwise known as losing money) through 80-90% of the year (aka, “90 in the red”). Then, the management hoped to recoup those losses in the final 1-2 months of the year during holiday season sales. It didn’t always work out.
While this model seemed to work to keep most Toys “R” Us stores afloat through the 80s and 90s, it served to keep the company from really turning a solid profit and, ultimately, led to the company’s massive debt load. What that model meant to the stores is fully stocked shelves every day of the year. This was readily apparent walking into any Toys “R” Us store. The stores were not only full, they were positively brimming over with the latest toys. This also meant putting itself into massive debt each year in inventory and then hoping to pay off that debt at the end of the year when most of the stores finally ran “in the black” (read, turning a profit for the year).
Keep in mind that many of the stores didn’t turn a profit, but so long as enough stores did, they could cover for the debt they had been incurred company wide, or at least so that was the idea. Even the store manager at my Toys “R” Us location could see the handwriting on the wall in the early 80s. This store’s business model was not sustainable and I was, even as an standard employee, told this by various managers. These managers didn’t hold back their thoughts.
Bloomberg, Fads and Sustainability
What Bloomberg got right was that even a decade ago, TRU’s debt load had put them underwater. What Bloomberg didn’t address was that this debt began almost 2 decades earlier of overbuying, followed by hoping that a “hit toy” would kick them over the profit line at the end of every year.
“Hit Toys” were Toys “R” Us’s hopeful thing. They needed that Tickle Me Elmo or Nintendo Wii or Lazer Tag or Cabbage Patch Kid fad toy to carry the chain into the new year with profit on the books. Throughout the 80s and 90s, there were a string of these hit toys practically every year. Fad toys which flew off the shelves and brought Toys “R” Us to profitability each year. It was a risky move for Toys “R” Us to bank on a hot fad each year, but there it is.
Unfortunately, relying on this kind of yearly toy fad to sustain a business every year was not only risky, it began to burn Toys “R” Us as these yearly fads began to die off by the late 90s. Even during mid-late 90s, these fads were much less intense than they had been just a few years earlier. By the mid-00s, these fads were practically non-existent. Sure, there were hot toys, but no where near the levels of sales that Tickle Me Elmo or the Cabbage Patch Kid fads offered to Toys “R” Us’s bottom line… particularly when Best Buy, Walmart and Amazon concurrently began diluting the toy profits of TRU.
These fading fads were responsible for killing other toy stores chains as well, such as Kay Bee Toys and even the once high flying, high end FAO Schwarz. These fading fads also left Toys “R” Us holding a huge mound of debt.
Walmart
While Walmart did usurp the title of top toy seller from Toys “R” Us, that’s primarily because Toys “R” Us prices were always on the higher side. Walmart did carry toys, but not all toys. If you wanted something you couldn’t find at Walmart, you went to Toys “R” Us and it was pretty much guaranteed they would carry it (even though it might be out of stock). Walmart didn’t even stock many of these. The toy section in Walmart was always small by comparison. Sure, you could find better deals at Walmart, but only from the toys that they chose to carry.
Walmart was also not very kind to collectors in the 90s. If a collector showed up to buy toys, Walmart would try to do everything to keep that toy item away from the collectors… sometimes even going so far as to banning them from the store simply for buying toys. Does it really matter whose dollars are buying an item? Granted, I wasn’t particularly happy that a collector had gone to Walmart to buy out all of the “good” stock leaving tons of “peg warmers” sitting around that no one wanted. But, that’s how toy collecting worked in the 90s.
The whole collector market kind of died off with the advent of places where collectors could buy case packs, like Entertainment Earth. Instead of having to rummage around Walmart at 3AM (when they stocked new merchandise), you could order a full case of figures, guaranteeing that you’ll get at least one “rare” figure. This meant that the once Walmart and Toys “R” Us shopping locations for collectors became a thing of the past. Collectors took their money online to buy cases and stopped buying at Toys “R” Us. Buying case packs is easier, more convenient and doesn’t require the hassles of dealing with surly underpaid Walmart workers.
Toys “R” Us Kids Grew Up
Kids of the 80s became collectors in the 90s and became families on the 00s. The once popular collector market throughout the 90s fell apart into the 00s because the collector market changed and Toys “R” Us failed to understand this important change. The collector market is (or at least was) also a huge market that kept Toys “R” Us afloat in addition to the end-of-year-fads. However, brands like Hasbro and Mattel didn’t grow with the collector market. Sure, Hasbro tried, but the toys they made were tiny improvements over their (sub)standard toys. Mattel also tried with its collector Barbies, but, again they failed to understand the critical quality needed for what collectors really yearned.
In essence, the toy brands themselves didn’t grow to provide what collectors wanted… which left Toys “R” Us mostly without collector money. However, collector brands did grow up for the collector market outside of Toys “R” Us, including Sideshow and Hot Toys brands. These brands are now considered the premiere collector “toy” brands for adult collectors. These “action figures” are some of the highest end, most expensive, most collectable toys out there, yet these are not sold at Walmart, Target or even Toys “R” Us (before they closed). Though, you can find them on Amazon via third party sellers. This is where Toys “R” Us failed to keep up with the kid-turned-adult collectors. Hot Toys figures cost anywhere between $150-350 per figure; a price point that collectors are more than willing to pay to get that level of craftsmanship. A price point that Toys “R” Us never carried. A quality that not Toys “R” Us nor Walmart nor Target ever carried.
While Toys “R” Us continued to sell these low-end toy products to kids, it failed to grow up and to sell high end collectibles to adults. Ironically, this runs counter to their jingle. The most prestigious type of collectibles that Toys “R” Us sold were the collector Barbies and McFarlane figures, offering price points at $15-40. A price tag that cannot provide the levels of detail, paint jobs and overall craftsmanship that goes into a Hot Toys or Sideshow figure. Adult collectors want high end figures and Sideshow and Hot Toys fill that niche. Toys “R” Us management never recognized this growing trend.
“I don’t want to grow up, I want to be a Toys “R” Us kid”
This jingle is ultimately the rationale that appears to have led Toys “R” Us management down the wrong path. Instead of singing the praises of not growing up, the toy store should have realized that kids grow into adults; adults who still want to buy collectible toys, but who don’t want the junky, low priced Hasbro and Mattel versions. They want premiere brands like Hot Toys offering highly detailed, highly realistic, meticulously crafted and painted figures… not Hasbro’s now antiquated, poorly painted, robot-style 12 inch figures. You might give these cheap toys to your kids, but you wouldn’t display them in a display case.
This collectible market began with highly detailed military figures, but branched out into licenses with Marvel, DC, Star Wars, Warner Brothers and various other large movie franchise brands. Toys “R” Us failed to latch onto this market and, thus, failed to capture the once Toys “R” Us kid who had grown into an adult and now desires these highly detailed collectible toys. As kids grow into adults, tastes change and people want more sophisticated products. Hot Toys and Sideshow found that niche for sophisticated adult tastes. Yet, Toys “R” Us failed to recognize this niche.
If Toys “R” Us had realized this mistake and had added brands like Hot Toys to its shelves, it might have been able to entice the collector’s market back into its stores and pay down some of its debt. Every discount retailer has, so far, failed to realize the adult collectible toy market. However, this lack of foresight hurt Toys “R” Us the most.
Kid Tastes
Additionally, kids tastes have also changed as a result of brands like Hot Toys and products like the iPad. Kids don’t want want to buy Leap or other “toy” or “fake” tablets when they can ask their parents for the real thing. Kids also want the higher end Hot Toys than the poorly crafted Hasbro Ironman figures. While Toys “R” Us did begin carrying Apple products, the stores really thought of these more as a toy rather than treating them as something useful. Best Buy always treated their Apple section with the best possible displays. Toys “R” Us displayed its Apple tablets right next to random other tablets as though they weren’t anything special. I’m not even sure that I’d have felt comfortable buying an Apple tablet from Toys “R” Us. Not only did they have no one versed in this technology on staff, what they carried could have been 2 or even 3 generations old. Toys “R” Us just didn’t treat these products with the respect that they deserved.
As a result of kids changing tastes and higher levels of sophistication, kids really didn’t want much of what was in that toy store after a certain age. This meant that Toys “R” Us was primarily for kids of a certain age and below (probably 8-9 or younger). Even still, these ages were growing up faster.
Toys “R” Us Closure
Did Toys “R” Us have to close? Yes, it did. Without a management team capable of fully understanding the downsides of running its stores using the “90 in the red” model throughout the year (and failing to accommodate the changing tastes of adult collectors), the stores ultimately succumbed to closure. It was inevitable.
What tipped the scale, though, was 2005’s $6.6 billion leveraged buyout of Toys “R” Us by the KKR, Bain Capital, and Vornado Realty Trust; a purchase that saddled the corporation with at least $5 billion in debt, in addition to its already mounting toy inventory debt each operating year. There was simply no way Toys “R” Us could recover from and pay down that debt considering its interest each month.
In fact, it was this very same leveraged buyout that not only trashed Toys “R” Us, it also lost its original private equity investors at least $1.28 billion. Even these private equity firms were ignorant of Toys “R” Us’s “90 in the red” model. You’d think that between three different private equity firms, one would have had brain among them. I guess not. Toys “R” Us was not worth buying strictly because of that business model… and it was especially true when considering saddling an already debt overburdened company with even more debt. It was an insanely stupid buyout made more stupid because of the lack performing even the most basic of fiduciary responsibility. Those private equity firms got exactly what they deserved out of that deal. Make the wrong deal, get the wrong results.
If I had been sitting in the room when this buyout deal was being considered, I would have put the kibosh on that deal pronto. If managers of stores could recognize how badly Toys “R” Us was operating in the 80s, why couldn’t a bunch of suits at three different private equity firms see this before plopping down $6.6 billion?
Overvaluation
If anything, 2005’s TRU sale is a cautionary tale. There are way too many buyouts that are purchased at way too high a value. I’ve seen it happen time and time again. Companies worth maybe $500 million sell for $3 billion? It’s just insane the money that’s being overspent. Would you walk into Walmart and offer to pay $25 for a $5 tube of toothpaste? I don’t think so. So, why do these investors think it’s okay to spend $6.6 billion on a company worth maybe $1 billion at its best… and it was then likely actually worth much less considering the debt that it already carried. Its insane business model should have further reduced its value.
Could Toys “R” Us have been saved?
Probably not. At least, not with its status quo business model. But, it might have been saved IF Toys “R” Us had adopted a more balanced approach to its store sales and more sane merchandise ordering in combination with letting managers actually handle full store merchandising instead of relying on nice looking, but misguided corporate-standard planograms.
Only stock enough merchandise in a specific store that that store can actually sell. Let managers move stock around on shelves and place the merchandise in their store where it’s most likely to sell. Additionally, don’t send stock to a store where the buying demographic isn’t buying that type of merchandise. If Barbies aren’t popular in a particular store’s demographic region, send limited amounts of Barbies there. It’s a waste of money and effort to stock merchandise that doesn’t sell. One of Toys “R” Us’s biggest foibles was its cookie-cutter store approach. That meant it was sending the same stock to all stores regardless of popularity in that local store’s area. It also meant that it way overspent on toys that would never sell at certain stores. Eventually, they simply had to clearance out those toys. Each store’s inventory should have been customized based on buying habits of local consumers and by the local manager. Only the local store team knows what’s the “hot sellers” in their store.
Clearance merchandise is actually a red flag in the retail business. It means that, as a store, you way overspent on merchandise that you couldn’t sell. If you have excessive clearance merchandise, then your merchandise spends are way off. It also means that your buyer is overbuying stuff that isn’t selling. It means you need to rethink your buyer and it means your new buyer needs to rethink how much to spend on similar types of products.
One of Toys “R” Us’s other foibles was its inability to recognize and stock the “hottest toys” rapidly. If you send 5 of something to a store and it sells out in 10 minutes, you need to stock more of it and you need to do it pronto. Yet, it might take Toys “R” Us 30 or more days to get that merchandise back in stock. That’s 30 days of zero sales… sales that could have been had the next day and the day after that. Missed sales were one of TRU’s biggest problems. Having merchandise in stock that you can sell day after day is a huge win. Yet, if the corporate buyers don’t even know to reorder this thing again, the store is blind. This is why the next part was so important to improving TRU.
Instead, this toy chain should have let the local managers have autonomy via cutting merchandise from their store that isn’t selling and placing rush orders on the hottest toys. By letting the managers, you know, actually manage the store’s inventory properly, the stores could have cut costs and raised profits. The managers could have done this by buying more of popular hot sellers in that area, shuffling cold merchandise to other stores that can sell it and cutting non-sellers from the inventory. In fact, managers should have actually had access to every store’s inventory throughout the chain and when that item last sold there. If a particular item is selling hot in one store, but is completely dead in other stores, the hot item store manager should be able to request stock moved from the cold stores to their store. This way, managers could have directly moved inventory from store to store instead of placing orders for more stock, thus causing more debt. Only after the existing in-store inventory was exhausted should a new order need to be placed. The buyers from the chain should have endorsed this manager autonomy.
Unfortunately, that wasn’t a priority for the very rigid corporate run TRU. I could walk into a store in Texas and find specific toys always out of stock. Then walk into a TRU in St. Louis a week later and find twenty of them sitting on the shelf with dust on the top. If stores had been able to request the hottest toys moved from other stores, the chain could have saved a lot of money on new stock orders.
This change in business model could have drastically improved Toys “R” Us’s profitability throughout the year. It probably would have cut down on orders to toy sellers, but something’s got to give when you’re running a retail store chain. If the toy manufacturers had to suffer a little to let Toys “R” Us recover and be a whole lot more profitable, then so be it.
Unfortunately, TRU’s status quo model endured. Even if the leveraged buyout hadn’t occurred in 2005, Toys “R” Us’s fate was pretty much sealed strictly by is “90 in the red” (cookie cutter) mentality. It was only a matter of time before it succumbed to its own debt burden even if it hadn’t incurred a ton more debt after that poor sale. The 2005 unwise sale simply accelerated Toys “R” Us’s already looming demise.
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Security Tip: Apple ID locked for security?
This one also doubles as a Rant Time. Having my Apple ID account locked is an issue I face far too often with Apple. Perhaps you do, too? In my case, no one knows my account ID. Yet, I face having to unlock my account frequently because of this issue. I personally think Apple is causing this issue. Let’s explore.
Unlocking an Apple ID
As with far too many things, Apple’s unlocking system is unnecessarily complex and fraught with digital peril after-the-fact… particularly if you enable some of Apple’s more complex security features (i.e., Two Factor authentication).
One of the things Apple hasn’t yet to get correct is properly securing its Apple ID system from intrusion attempts. That doesn’t mean that your account is unsafe. What it means is that your account is unsafe against malicious attacks targeting your account ID. But, there’s an even bigger risk using Apple’s ID system… securing your credentials by using an email address. I’ll come back to this practice a little later.
Once your account becomes locked, there are a number of major problems that present. The first immediate problem is that you need to remember your security questions OR face changing your password (assuming standard security). If you use Apple’s two-factor authentication, you face even more problems. If you don’t use two-factor and you’ve forgotten your security questions, you have the option to contact Apple Support to help you with your security question problems to gain access to your account. On the other hand, if you’ve forgotten your security information set up when enabling two-factor, you’re screwed. Apple can’t help you after you have two-factor set up… one of the major reasons I have chosen not to use two-factor at Apple. Two-factor IS more secure, but by using it you risk losing your Apple ID if you lose a tiny bit of information. That risk is far too great. With all of the “ease of use” Apple is known for, its Apple ID system is too overly complex.
The second problem is that once you do manage to get your account unlocked, you are then required to go touch EVERY SINGLE DEVICE that uses your account ID and reenter your password AGAIN. This includes not only every Apple device, but every device utilizing Apple services such as Alexa’s account linking for Apple Music on the Amazon Echo. If you use Apple Music on an Android, you’ll need to go touch that too. It’s not just the locking and unlocking of your account, it’s the immense hassle of signing into your Apple ID on EVERY SINGLE DEVICE. Own an Apple Watch? Own an Apple TV? Own a Home Pod? Own an iPad? Own a MacBook? Use Apple Music on your Android? You’ll need to go to each and every one of these devices and touch them.
On the iPhone, it’s particularly problematic. You’ll be presented with at least 3 login prompts simultaneously all competing with one another on the screen. Later, you’ll be presented with a few more stragglers over the course of 30 minutes or an hour. Apple still can’t seem to figure out how to use a single login panel to authenticate the entire device and all of its services. Instead, it must request passwords for each “thing” separately. So many prompts pop up so fast you have no idea which one is which because none of them are labeled as to which service they are attached. You could even be giving your account ID and password to a random nefarious app on your device. You’d never know. If you own an Apple Watch, you’ll have to re-enter it separately for that device as well. Literally, every single device that uses your Apple ID must be touched after unlocking your Apple ID. Unlike Wi-Fi passwords which you enter once and it’s shared across every device you own, Apple can’t possibly do that with its Apple ID system so that we enter it once and it populates ALL of our devices. No. We must touch each and every device we own.
Worse, if you don’t do go touch each and every one of these devices immediately upon unlocking your account, you risk having your account locked almost immediately by just one of these devices. Apple’s ID system is not forgiving if even one of these devices hasn’t logged in properly after a security lock. You could face being locked out just a few hours later.
So the rant begins…
Using Email Addresses as Network IDs
Here’s a security practice that needs to stop. Apple, I’m l👀king at you! Using email addresses as an ID was the “norm” during the mid-late 00s and is still in common practice throughout much of the Internet industry. It is, however, a practice that needs to end. Email addresses are public entities easily seen, easily found and, most easily, attacked. They are NOT good candidates for use as login identifiers. Login identifiers need to use words, phrases or information that are not generally publicly accessible or known. Yes, people will continue to use their favorite pet’s name or TV show or girlfriend’s name as login IDs. At least that’s only found by asking the person involved. Email addresses are not required when developing login systems. You can use tie the email address to the account via its profile. But, it SHOULD NOT be used as a login identifier.
When an Apple ID account gets continually locked, Apple Support suggests to change the login ID, but that’s not going to change anything. You’re simply moving the crap from one toilet to another. Crap is still crap. The problem is that it still uses an email address and, to reiterate, email addresses are easily seen, found and attacked. What I need is a login ID that’s of my own choosing and is not an email address. This way, random folks can’t go to Apple’s iCloud web site and randomly enter an email address intentionally to lock accounts. If I can choose my own login identifier, unless I give that information out explicitly to someone, it’s not guessable AT ALL and far less likely to be locked out by random folks entering junk into web based Apple’s login panels.
Oh, and make no mistake, it’s not people on an iPhone or iPad doing this. It’s people going to Apple’s web site and doing it there. There is no other place where it can be happening. And yet, we unsuspecting users are penalized by having to spend a half an hour finding and reentering passwords on all our devices because someone spent 5 minutes at Apple’s web site entering random information incorrectly 3 times. Less than 5 minutes worth of effort triggers at least 30 minutes of work unlocking the account and reentering passwords on many devices and services. And then there are the stragglers that continue to prompt for at least an hour or two after… all because Apple refuses to secure its own web site login panels from this activity. This is not my problem Apple, it’s yours. You need to fix your shit and that’s something I absolutely cannot do for you.
Notifications
Apple prides itself on building its push notification system, yet it can’t even use it to alert users of potential unusual activity on its very own Apple IDs. If someone is incorrectly trying passwords on a web site, they know where this vector is. So then, tell me about it, Apple. Send me an alert that someone is trying to log into the Apple Store or the iCloud.net site. Inform me that my ID is being used in a place that seems suspect. You know the IP address where the user is coming from. Alert me. Google does. You can, too.
Additionally, Apple stores absolutely NO information about bad login attempts. If you attempt to contact Apple Support about your account activity, they don’t have access. They can’t even tell you what triggered your Account ID lock. This level of information is the absolute bare minimum a company using centralized login IDs must offer to its users. If Apple can’t even bother to help you find out why and where your account was locked, why would you trust Apple to store your information? Apple puts all its cards on its functionality side, but it can’t put a single card on this side of the security fence? What the hell, Apple?
Apple Locking Accounts
I also firmly believe that Apple is intentionally locking accounts. When these lockouts occur, it’s not me doing it. I’m not out there entering my account credentials incorrectly. It’s not my devices, either. My devices ALL have my correct password setup. This means that either someone has guessed my email address or, more likely, Apple is intentionally locking the account. I firmly believe Apple is intentionally doing this internally and it’s not incorrect password attempts at all. The more it happens, the more I believe Apple is forcing this. I don’t know why they would want to do this, but I do believe they are. Maybe it’s a disgruntled employee who just randomly feels the need to screw with Apple’s users?
Apple’s Response
I’ve called Apple Support at least twice regarding this issue and gotten absolutely nowhere. They can’t and, more importantly, won’t help with this issue. They claim to have no access to security logs. They can’t determine where, when or why an account was locked. In fact, I do believe Apple does have access to this information, but I believe Apple Support has been told not to provide any information.
If Apple Support can’t give this information, then this information should be offered through the Apple ID account site (appleid.apple.com). This site should contain not only the ability to manage your Apple ID, it should also store and offer security information for when and where your ID was used (and where the account was used when it locked). Yet, Apple offers NOTHING. Not a single thing. You can log into this site, but there are no tools offered to the user. Apple exposes nothing about my account use to me. Google, on the other hand, is very transparent. So transparent, in fact, that they send “unusual activity” alerts whenever your ID is used in an unusual way. Google errors on the side of over-communication. Yet, Apple hasn’t done shit in this area and errors on the side of absolute ZERO communication.
Get your act together Apple. Your Apple ID system sucks. Figure it out!
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Careful what you say
This story is about a co-worker at a previous job. I won’t name any real names or the company or describe him in detail, but I will explain the situation, which is most important for this article. Let’s explore.
Flowery Explicit Language
I’ve worked at various Internet companies and occasionally I run into co-workers who choose to use flowery explicit language while at work. In most cases, that language is a form of expression, usually reserved for exasperating circumstances. You know, when something goes wrong and you might yell, “shit”.
Well, a particular co-worker, let’s call him ‘J’, used this language casually and at all times. I thought it a bit odd, because I’d never met someone who did it so often and so casually in a professional workplace, particularly as loudly as he did it.
Before I go any further, I’ll explain that J wasn’t a native English speaker. He also wasn’t American. I had personally attributed his tactlessness, loudness and language to his personal nature (read: upbringing). With that said, I’ve met many people of J’s nationality and many of this nationality worked at this particular company. By and large, most of the people I’ve met of his nationality were cool and collected. They didn’t use such language at all (or very, very rarely). However, J had a mouth on him like you might expect on, well let’s just say on someone “low class”. It was particularly surprising to hear this language from someone in his situation (no green card, needing sponsorship, here on a work visa) and position. His language was always a bit like “Throwing caution to the wind”, in other words, risky. I always felt that he should have been a bit more cautious considering his personal work circumstance and that the workplace staff didn’t often use this kind of language. It was an odd mix for J, but apparently he was set in his ways.
I even politely commented that he should reserve these colorful expressions to more appropriate times rather than using them all of the time. I even told him he should be careful when using these expressions around the office as it’s likely to get him into trouble… and so begins this story.
Reading Your Environment
I’ll take a brief detour before continuing on with my story. When you hire onto a workplace, you should always go into observation mode for at least a couple of weeks. This observation period allows you to “read” your environment and understand what is considered acceptable and what isn’t. You don’t come in with mouth ablazin’ shooting off all manner of colorful expressions. Instead, you learn to read the staff, the behaviors and the acceptability of that kind of expression.
Some businesses have managers who are very verbally expressive with expletives. Some businesses do not. Reading the environment is the only way to determine if such behavior is considered ‘normal’ at that place of business. In general, it’s not typically considered professional or acceptable language and you should always choose not to use colorful expressions at all. However, if you find your manager uses them at times, then it’s not off to use them yourself if you’re so inclined. Your manager probably won’t even care if he/she also uses expletives.
Unfortunately, certain employees don’t understand this concept of “reading your environment” when they begin new employment. J was one of these folks and remained completely oblivious. Let’s continue with this story…
Executive Bailout
Our company had had a particularly successful last 18 months. However, all good things must come to an end, and so it did. First, the CEO announces his departure. Then, a number of other executives also announce their departures. An interim CEO is named and he takes over as CEO immediately after the other CEO announces.
My team was led by an executive VP who, at the time, had been simply going through the motions for the last 12-18 months. At first, this executive was highly motivated, on-board, and extremely engaged with everything and everyone. By the last 18 months, he had more or less checked-out. He no longer kept up with the day-to-day operations, he didn’t really much care how the department operated (other than not wanting to see it melt down, of course) and he no longer took an interest in the team. He was simply disengaged and “going through the motions”. I saw it and so did everyone else. So, it wasn’t a surprise what happened next.
Mandatory Meeting
We were called, as a department, to a large open presenting space in the lobby of our company’s building. At the time, we had no idea as to the reason for this impromptu “all hands” meeting, but I had my suspicions as to what was coming as we had had many of these in the last few weeks. I didn’t make any snap judgements as we had also had some of these meetings that simply ended up new product announcements, rah-rah sessions or other random weird (and unnecessary) company “all hands” announcements.
As I showed up a bit early, I was able to get a seat. Unfortunately, not so with everyone who showed up later. In fact, by the time the presentation started, it was standing room only and many were standing around the entire perimeter of the room, including in front of the two main double doors. For an impromptu meeting, it was really the only large-ish space the company had and it was well overfilled.
Anyway, the room fell silent and the executive who was disengaged took the stage and began explaining that he would be departing. No surprise there. After a few rah-rah type statements from him to try and keep the team motivated, the interim CEO took the stage, announced this now-departing executive’s replacement and began well wishing and additional rah-rah messages.
After it is all over (about 15 minutes later), we exit the room and head back to our desks to continue with our day on that news. The meeting had convened early, around 9AM… so we had a full day of work ahead on that “exciting” news. On the way back to our desks, I spoke with J in the elevator. We had a quick conversation about this executive’s departure and he was, as usual, using his standard flowery expressions in the elevator. Since we all knew one another, nothing here was a surprise. I even had a few more conversations with J before the end of the day about meeting up tomorrow and at this week’s wine event. At this point, nothing seemed out of the ordinary (other than this latest executive’s departure news).
Surprising News
On the following day, I noticed that J was no where to be found. He wasn’t at his desk. I needed to talk to him about a project we had both been working on. Because my direct boss was also his boss, I asked my boss where he was. I was told he was no longer with the company. That was a surprise much more than the disengaged executive’s departure.
I was a little bit in shock. My boss offered no additional explanation other than he was no longer with the company. It was an abrupt change that I didn’t see coming… at least, not at that moment. Usually when staff are let go, there’s a process… typically involving a probationary period. I didn’t think that J was currently on any kind of probation or performance plan. Even though he did rub a lot of people the wrong way, it didn’t really much seem to affect his job. At least, the people in my department were tolerant of his behavior, and had grown accustomed to it. It was definitely a surprise at his departure.
In fact, my boss actually seemed surprised at the news when he told me. His voice and words implied to me that he had nothing to do with J’s departure. In other words, my boss’s tone and words told me he hadn’t fired J. Instead, something else had happened. This is where things get interesting…
The Full Story
We had a regularly scheduled after-hours wine event once every couple weeks where we could unwind, meet people from other departments, drink a little wine, snack and, of course, chat. This wine event was already scheduled a day or two after this disengaged executive departure announcement. This executive even attended briefly. In addition to consuming choice wines, obviously, we’d chat about whatever was on our minds (i.e., company gossip). As the wine took effect, so did the venting. Sometimes the conversation was about the office. Sometimes it was about world events. Today, we chatted about all of the departures, including J’s.
At this wine event, even though my boss had been extremely tight lipped, the beans were spilled as to exactly what happened with J by an attendee (not my boss). Here’s how the story went…
Let’s go back in time to the presentation…. As I was comfortably sitting in my seat awaiting the presentation to begin (probably working on my laptop), J was standing by the entry doors. He was apparently holding onto one of the door handles. The presentation starts and the disengaged executive begins his departure announcement.
At this point, someone opens the main entry doors where J is standing and holds the door open. Because there was some commotion outside in the echo-filled lobby preventing him from hearing the presentation, J, who gets irritated and triggered way too easily, chimes in and says, “Close the f*cking door, dumb*ss!” (or something very similar) rather loudly and without looking. He might have even said something more demeaning to the person, but this is what I had heard that he said.
Needless to say, the person holding the door open was none other than the brand spankin’ new interim CEO himself. At the time, the then CEO ignores the comment, enters the room, walks to the front and begins his speech. He finishes up and exits through the side door as if nothing happened.
Here’s where things get interesting. Immediately following the announcement, the CEO (and this is according to those at the wine event) walked over the HR to first identify J and then he requests J’s termination. J was gone the following day.
My boss told me none of this. Whether he knew the details, I have no idea. He wasn’t the one who told the story. This was from another person at this wine event who apparently had close ties to the HR person.
After speaking with J later, I had come to find J had no idea what went on or why he was fired. According to J, one day he was there, the next day he was gone. He doesn’t get it. Either he’s thick and can’t recall what he says or he’s feigning ignorance at what he did. I’ve spoken with J several times, even meeting at a restaurant for dinner, and he still doesn’t seem to get it. In fact, I’ve disclosed none of the details to him for fear he’d go do something stupid. He’s not only abrupt with his language, but he’s also a bit of a hothead with a temper. It’s also not really my place to tell him as I didn’t actually witness the event. I was sitting in my seat not watching the rest of the room. I’m getting this information from a third party. However, it does make perfect sense based on J’s personality.
The moral of this story is, if you’re at work, always use professional language at all times and …
Careful What You Say
If you’re thinking of using flowery explicit language (or you do already) at work, here’s an example where it can easily backfire. Everyone gets frustrated when things don’t go as planned. That’s to be expected.. and even a flowery phrase or two directed at the situation might even be expected, if not warranted. However, you should never direct flowery explicit expressions at anyone at your workplace, especially if you can’t see the person. You never know just whom you might have insulted.
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The Curious Case of Fallout 76: What went wrong?
[Updated: Oct 4, 2021 for Battle Royale Mode]
I’ve already written plenty about Fallout 76. So, this one is likely to be my last about this disaster of a video game. In this article, I intend to detail all of what went wrong (and is still going wrong) with this game and why it’s such a critical failure. Let’s explore.
Fallout History
Fallout is a series about a post-apocalyptic landscape that has been ravaged by nuclear war. Because the Vault-Tec corporation (a company within this universe) saw the coming of the nuclear war, they built vaults to house the best and the brightest to bring about a new future after the devastation had cleared. We won’t get into just how Vault-Tec’s foreseeing (and building the vaults prior to the) the nuclear war makes Vault-Tec appear complicit in the nuclear war itself.
Anyway, the vaults became a safe haven for limited residents (who paid dearly to Vault-Tec, I might add) for entry into a vault. Because there were so few vaults and so few spots in a vault itself, many people did not get a coveted spot in a vault even though they had enough money to pay their way into one. There were many who were left out. I digress at this backstory and Vault-Tec’s possible collusion in the war.
Suffice it to say, the vault is the place where pretty much every Fallout game begins including Fallout 3, Fallout 4 and Fallout 76.
Once each of these games opens, you are forced to make your way out of the vault into a hostile, treacherous, dangerous, nuclear fallout-laced landscape (without a weapon, food or protection). You are forced to forage and eat irradiated foods. You must live in disease ridden conditions, at least until you can create your own clean space. You must find or build your own weapons. There’s always something or someone after you. Many creatures have even mutated into giant versions of their former tiny selves.
Once outside, you find that survivors have grouped themselves into factions for safety including such old favorite factions as the Brotherhood of Steel, the Raiders, the Enclave, the Railroad and so on. In Fallout 76, there are seven (7) factions including the Enclave, the Brotherhood of Steel, the Responders, the Raiders, the Free States, the Whitespring, and the Independents.
Unfortunately, because the factions in Fallout 76 consist entirely of stationary Protectron or MODUS robot vendors, there’s no “joining” a faction in this game. Though, you can follow in the footsteps of the former now-dead faction members and gain access to faction facilities by finishing up uncompleted quests for left-behind robot computers.
So, exactly how did Bethesda get Fallout 76 so wrong? Here we go…
Game Design
Video games are about having fun in a fantasy landscape. It’s about taking off your IRL hat and putting on a fantasy world hat to relax, play with friends and generally do things in a game you can’t do in real life. Let’s begin to understand what led to this disaster.
=> Lack of NPCs
Going into a Fallout game, you sort of expect certain things to exist. Certain things that have come to exist in every prior game in the Fallout franchise. You know, those pesky things called non-player characters or NPCs for short.
NPCs have been a staple in every Bethesda RPG up until the release of Fallout 76. Let’s add a bullet point (and this one is a major point), that one of the biggest reasons that Fallout 76 fails is due to the lack of NPCs.
NPCs are one of the primary reasons people go into the purchase of a Bethesda role playing game (RPG). Without NPCs, the game is entirely barren and lifeless. Fallout 76 proves this out. One might even say, the entire game is soulless. Part of what makes a Bethesda RPG interesting to play is that you feel something for the folks who have been put into this untimely and hazardous situation. Without people there to feel for, there’s no emotional tie to the game. Fallout 76 is as soulless of a game as has ever been made. The only other game to have this same problem is No Man’s Sky… except we knew going into the purchase of No Man’s Sky that there would be no NPCs.
With Bethesda’s past track record, we simply had no idea that Fallout 76 wouldn’t have NPCs until we cracked open the shrink wrap.
=> Short and Few Main Quests
One other thing Bethesda is known for is making lengthy games. Games that, if you work through them as intended, might take you 3-4 months to complete. Granted, that may include participating in a few side quests, but even the main quests will take you at least month or better to get through.
With Fallout 76, you can blaze through the main quests (all 22 of them) in less than a month and be stuck at endgame content.
In fact, there are more side quests in Fallout 76 than there are main quests. Even then, the main quests are far too short.
=> Multiplayer vs Solitary Quest Completion
Bethesda had hoped that its idea of having 24 players in one of its “World Servers” would be a great way to get players to interact with one another (and create story). Gamers don’t “create” story, they “consume” it. Todd Howard got this idea entirely wrong. In reality, what that ends up is just the opposite. Few players actually want to co-op with other players and instead you end up with a bunch of loners all running around the world doing their own thing (or griefing one another). After all, each player can only complete their own quests, anyway.
Because each person must complete their quests on their own, having a teammate doesn’t really do you much good. It can help in combat situations where you’re ganged up by lots of creatures, but that’s about it.
The solitary nature of quest completion runs entirely counter to the notion of getting 24 players together on a server as a whole. It just doesn’t work.
As a follow on to this problem, the lack of NPCs makes completing quests boring, repetitive and tedious. Reading computer terminals, listening to holotape recordings and reading notes is not what players want to be doing in an RPG. These are non-interactive media. It’s just lore being told to us by a long dead character. A character that we have no reason to even trust is telling us the truth. We’ve never met them and never interacted with them. We have no idea if what they want us to do is in any way necessary. Are they leading us into a trap or is what they’re directing us to do useful?
The secondary problem is that all of these holotapes and notes and so on are optimally placed so as to be found. It’s as though these dead folks were expecting us to come along and read and listen and do. It’s all too convenient and handy. It’s as though it was all planned out by something or someone in that world. Yet no “world designer” has ever come forth. It only ends up making this lore more trite and contrived.
If this is supposed to be a treacherous, dangerous environment, finding these people and their situations would be much harder than it is. Ultimately, the setups are as convenient as they are boring and repetitive.
=> No Effect on the World
At the end of completing the quest for lore, you find that nothing in the world actually changes. All of the running around. All of the collecting. All of the fetch quests. All of it is for naught. You do get lore around the Scorched, but in the end the world remains unaffected. The Scorched do not disappear. The Scorchbeasts still appear from their fissure sites. Even the Scorchbeast Queen still spawns if someone conveniently launches a nuke over Fissure Prime.
If you’re going to spend hours traipsing through the wasteland, fetching and fighting and doing and consuming, you would think that the world would be a better place in the end. In Fallout 76, the world doesn’t change. It doesn’t become a better place. It doesn’t get built.
The 24 vault dwellers released from Vault 76 were destined to rebuild Appalachia. Instead, these 24 “players” simply become loners who build their own camps, don’t bring about change and don’t in any way make Appalachia a better place. The game worlds remain entirely status quo at the end of the quests. So, what’s the point then?
=> 24 Random Players
As mentioned just above, gathering 24 random video gamers together on a server isn’t going to lead to anything useful. Real video game players don’t (and can’t) make a game. Players can only interact with the environment. The fun must be had by what the designers design, not by interacting with 23 other live players.
This was a total miscalculation by Todd Howard. Any video game designer thinking you can rely on other video gamers to help make your game work, think again. Fallout 76 is the prime example of how this thinking entirely fails you.
As a designer, you must take the time to build fun and interactive activities for each and every person who joins your game world. Again, you can’t rely on other players for this “fun”. Player versus player (PVP) activities only go so far and even then many folks don’t want to participate in PVP. You can’t rely solely on PVP to carry an RPG game.
If you’re trying to carry a game using PVP activities, then you need to design a Brawlhalla, Apex Legends or Fortnite kind of game and skip the RPG portions. Just keep it simple and straightforward for PVP and leave out the RPG elements that simply get in the way of that design. If your game is PVP, then make it PVP. If your game is an RPG, make it an RPG. Don’t try to try to marry an RPG into some PVP thing or you’ll end up with something like Fallout 76 which just doesn’t quite work.
=> Bugs and Code Management
Bethesda has unofficially become known as Bugthesda. After Fallout 76, this moniker is given for good reason. Fallout 76 is exactly the poster child of everything wrong with Bethesda’s ability to code games. For Fallout 76, each update has taken one step forward and made at least two steps back, many times reintroducing old bugs.
There’s a serious problem at Bugthesda with their ability to code this game. I’ve personally witnessed bugs that were squashed two releases ago reintroduced to a later release. In the coding profession, this is called a ‘regression’. Regressions are typically frowned upon heavily. No one wants to see old bugs reintroduced into new versions. If you squash a bug once, it should stay squashed and gone.
Good code management practices should see to that. This means that using industry standard code management practices should prevent regressions. If you check in code to a repository which fixes a bug, that code fix should eventually make its way back into the “main” branch. Once in the “main” branch, that bug should never see the light of day again. This clearly means that Bethesda is likely not using standard code management practices.
For teams not using standard team code management and storage practices, like Git, then it’s easy to grab old code and reintroduce bugs because there’s not a single place to store that code. That’s the worst of all disasters. Not having a standard code management system in place is nearly always the death of a project (and product). Your product can’t sustain heavy regressions and expect people to come back for second helpings. Eventually, people walk away because they know they can’t trust your code to work.
When bugs appear, disappear and reappear over and over, trust in your ability to code a functional product disappears. Trust is the most important thing you have as a software engineer. Once you blow that trust, it’s all over.
=> Limited World Events
With a game so heavily entrenched in a 24 multiplayer world, you would have thought Bethesda would have given us many intriguing world events for multiple players to gather around, combat and defeat. You might think that, but you’d be wrong.
Out of the gate, Bethesda offers exactly one big world event in Fallout 76. That event being the Scorchbeast Queen event.
The problem with this event is that it entirely relies on other players to spend a significant portion of time traversing through a silo site fighting tons of robots and dealing with broken computers to launch a nuke into the world. Even worse, it requires the player to have not only fought their way through a silo site, but they must have also caught and fought a Cargobot to get a missile launch keycard. They also must have gone through the Enclave quest line to become a General in the Enclave, which requires killing at least 10 Scorchbeasts. It’s an involved and grindy quest line just to get to point where you can even launch a nuke.
Instead of these largest world events simply spawning on a timer, you have to wait until a player decides to launch a nuke on their own. Lately, this has been few and far between because with each release, Bethesda makes it more and more difficult to launch a nuke. This ultimately means that the biggest world event in Fallout 76 almost never happens.
That’s not to say there aren’t other world events. There are, but they are no where as big as the Scorchbeast Queen event. Events like “Path to Enlightenment”, “The Messenger” and “Feed the People”. However, these events are small potatoes by comparison. The Scorchbeast Queen event requires multiple people all doing as much damage as possible to bring down the queen in 20 minutes. With “Feed the People”, one person can easily do this quest and, subsequently, the loot drop at the end is piddly and low-level garbage. The queen’s loot drops are nearly always worth the time and are typically high level drops.
If you’re promising an engaging multiplayer world, you need to deliver on that promise. Relying on other players to trigger the biggest world events, now that’s a huge mistake. Instead, the biggest world events should trigger randomly without player involvement. Let the small events be triggered by players. Let the biggest world events be triggered by timer. It’s fine if a player can trigger a big world event, but don’t rely on that method for the largest events to be triggered. If no player triggers the event within a specified period of time, then trigger it on a timer. But, don’t leave the game barren of these large world events simply because players aren’t interested in spending the time to launch a nuke at that exact location.
=> Even more Grindy
One of the the things that Bethesda doesn’t seem to get is grinding. No one wants to spend the majority of their time online fighting the same creatures over and over simply to level up. Worse, when you do level up in Fallout 76, it’s all for naught. The creatures cap out at about level 68. Yet, even if you get to level 180, that level 68 creature can still kick your level 180 butt.
This is is not how level systems are supposed to work. The game arbitrarily caps your SPECIAL stats at level 50. Effectively after level 50, you’re still level 50 even if your level indicator says your level is 142. This means that you can’t even level up past the highest leveled creatures in the game.
At level 142, I should be able to one shot nearly any creature in the game that’s level 68 or below. Unfortunately, creatures have two levels in this game. There’s the level number (i.e., 68) and then there’s the HP bar. The HP bar is actually the creature’s real level. Some creatures might have 200 HP, where a Scorchbeast Queen might have between 3000 and 50000 HP (even though its level is labeled 50 or 63 or 68). Worse, when you approach this creature, you won’t know how much HP it has until you begin firing on it. Even then, it’s only a guess based on how fast its health is dropping.
This means to beat some creatures in the game, you can easily spend hours grinding and grinding and more grinding. Fallout 76 is, in fact, one big ugly grinding mess. With all of the fiddling and nerfing (aka “balancing”) that Bethesda has been recently performing, grinding is getting even worse, forcing you to spend even more time at it. Bethesda is going to nerf themselves out of a game.
=> Collision Detection, Guns and Bullets
The weapons in Fallout 76 are probably some of the worst in a Fallout game I’ve experienced. Worst yes, but not in the way you might be thinking. It’s worst in a way that makes you cringe. The guns regularly miss enemies even when aiming directly at them using a scope. This is strictly bad collision detection. The game simply can’t seem to recognize when a shot has connected with an enemy.
Bad collision detection is ultimately the death of a shooter. If your game is intended to be a shooter, the one thing it better be able to do is shoot and connect. If it can’t even do this most basic thing, the game is lost. Games with guns need to “just work”. Failing to accomplish this most basic thing should have left this game in development. You can’t release a shooter and not actually have the gun mechanisms work.
But, here we are. The game barely even functions as a workable shooter. There are even times where guns fail to fire even when the trigger is pulled and released. Indeed, there are times when button presses aren’t even registered in the game… requiring the gamer to press twice and three times consecutively to get the game to recognize the press… and wasting precious time. If you had the perfect shot, but the game ignored your press, you’ve lost that opportunity and you have to wait for it to come around again.
This is one of, if not THE, most frustrating thing(s) about Fallout 76. When guns don’t work, your shooter is broken. This means you should focus on fixing the fundamentals in the game before branching out to downloadable content (DLC).
=> DLC too early
Instead of fixing the never ending array of existing bugs from when the game was launched, Bethesda has mistakenly pushed their teams to create new DLC and add-on quests.
While I won’t get into these half-baked, half-designed DLC add-ons, suffice it to say that the developer team’s time would have been better spent fixing the existing fundamental flaws than releasing under-designed unfun DLC.
I ask you, if the game can’t even get the basics down as a shooter, how can it possibly be good with new DLC? The answer is, it can’t. And, this is why Fallout 76 continues to fail.
=> Players Find the Fun
Because Fallout 76’s quests ended up more grindy than fun, many gamers had to resort to finding their fun using alternative means. What ended up happening was that players went looking for (and found) loopholes in the software. When code is poorly written and released untested, it’s going to be chock full of bugs… and that’s Fallout 76 in a nutshell.
Gamers found ways to dupe and sell their duped items. This was one of the primary ways gamers found their own fun. Not in the quests. Not in the combat. Not in the nukes. They found their fun working around the bugs and making, selling and trading loot. Another way was breaking into closed off dungeons like Vault 94, Vault 96 and even the now-legendary “Dev Room”. Players found their fun outside of Bethesda’s design. Fun that couldn’t be had through the mediocre quests, the crappy storytelling system, the horrible combat system and the problematic collision detection.
This whole activity seems to have come to the surprise of Bethesda. It was as if they couldn’t have foreseen this problem. It happened early on in The Elder Scrolls Online, too. Why wouldn’t it happen to a half-baked game like Fallout 76? It did.
=> Half-Baked Patching
Because every Fallout 76 release Bethesda has sent out has only marginally improved tiny parts of the overall game, the game is still very much of the hot mess that it was when it was released at the tail end of November 2018. It’s now the middle of April 2019 when this article is being written and very little has actually changed.
Sure, they added a distillery as a DLC that produces some of the most useless liquor in the game. The Pre-War liquor is still the best free liquor in the game (and offers the best benefits) and you don’t even need to use a distillery or waste precious crops to get it. The new liquors not only are not covered by the existing perk card system, each of those liquors have heavy downsides. The distiller also doesn’t support the Super Duper perk card to create extra dupes when crafting liquor, unlike every other crafting table. As an example of how bad the new liquors are, Hard Lemonade gives a huge boost to AP regeneration, but at the cost of 1 minute of negative AP regeneration as the “Hangover”. Rad Ant Lager gives +50 carry weight (yay) at the cost of -50 carry weight during the 1 minute hangover (boo). Extremely sub-optimal when in combat situations.
Nukashine fares even worse. Not only is the effect of this liquor pointless (increases unarmed damage), during the “Hangover” you black out and end up in some random place on the map. Making a Nukashine is simply a waste of a Nuka-Cola
Quantum (which these drinks can be difficult to find in the world even at the best of times). On top of the pointlessness of this liquor, selling Nukashine to a vendor yields basically no caps (the currency in Fallout). In fact, making a Nuka-Cola grenade is a much better use of a Nuka-Cola Quantum than Nukashine will ever be. I wasn’t really going to talk about the added DLC much, but I felt the sheer crappiness of this one need to be discussed to show how pointless it all really is. The rest of the DLC doesn’t fare much better than the distiller.
If you’re going to give us a distiller, then at least set it up so that the stuff we make has some value to vendors, gives us much better perks than what’s already in the game and is covered by our existing perk cards. If you’re not going to do this, then why bother creating it? That’s why I consider this DLC half-baked. No perk card coverage. No outstanding new liquors. No value to the new liquors. So tell us, exactly why we should find this fun?
=> Player Bans
While Bethesda calls them a “suspension”, it’s actually a ban. A suspension lasts 1-7 days at most. A ban last months. So far, because gamers ended up using the bugs in the game to find their own fun, Bethesda has penalized many of these gamers by suspending them for sometimes unproveable reasons. What that means is that Bethesda did some digging and found that some gamers had accrued “too many” items in their inventory.
Let’s understand that the original release of the game allowed infinite carrying capacity. You simply became overencumbered when you went over your natural carry limit. This meant that you had to use AP to walk around. When AP ran out, you had to stop and wait for the AP to regenerate or you walked even more slowly. This was the original design BY Bethesda.
After the whole duping scandal erupted, Bethesda blamed the gamers and not themselves for the problems in Fallout 76. The bugs are entirely there by Bethesda. That gamers exploited the bugs, bad on you Bethesda. You should have better tested the quality of your game. Testing is on you, Bethesda… not the gamers. If you failed to test your product, then it’s on you when bad things happen.
If you didn’t want gamers to carry infinite items, then you should have released the game with a carry limit cap. That you didn’t do this initially was a miss on your part. Anyone could see that was a vector for abuse. Waiting for it to be abused, then blaming the abuse on the gamer is entirely disingenuous and insincere. Blame yourself for the bugs, not the gamers.
=> Most Recent Update
As of the latest “Wild Appalachia” update, the game is still very much of a mess. It still crashes regularly, sometimes the entire client crashes back to the dashboard. Sometimes the game won’t load in. Sometimes the character load-in is extremely laggy, stuttery and problematic. If you do manage to get your character loaded in, the shooter basics still don’t work. You can manually aim dead onto enemies and the gun will entirely miss (several times in a row). So, you resort to VATS. VATS sometimes works, sometimes doesn’t. You can be literally inches from an enemy and VATS will show a 0% chance of hitting. Yes, it’s STILL that bad.
Nuking on servers can make them highly unstable, particularly in the nuked region. If you enter a nuked region, you can expect the game’s frame rate to drop to about 10-15 frames per second… and I’m not joking. There are other places in the game where this frame rate issue is a problem. For example, when you’re in camp and trying to construct in the workshop menu.
There are many spots in the game where the frame rate can drop to practically nothing. These problems should have been worked out months ago. Yet, instead of fixing these absolute game engine basics, Bethesda has its devs off creating half-baked DLC to try to rake in new revenue.
Unfortunately, with every patch, Bethesda’s devs add back in regressions removed two or three patches ago. It’s been a never ending cycle of one step forward and two (sometimes three) steps backward. The world never gets better.
=> End Game
Every game has a problem with end game fun. Unfortunately, Fallout 76’s end game starts the moment you first login. The whole game is end game. There’s not a beginning to this game, so how can there be an end? Even once you do complete all of the main and side quests, there’s even less to continue doing in this world.
I do understand the reason for the DLC… to try and bring back old players. But, that’s going to be difficult considering you banned a very large number of them from the game. The few that weren’t banned aren’t going to come back simply because you put a crappy distiller in the game or that you created a 7 day long festival and forgot to actually give out the most desirable masks. They’re certainly not going to come back to grind for Atom to buy the useless (and expensive) Atom Shop items.
Ongoing Disaster (Battle Royale)
[Update: As of the September 2021 update, Bethesda has officially retired and removed the Battle Royale game mode named Nuclear Winter from Fallout 76. Regardless of its removal, the below is still relevant to when it existed in the game. I guess Bethesda finally wised up to exactly how big of a disaster Nuclear Winter really was.]
Here’s the part where I talk about DLC. As Bethesda continues to add questionable new game modes to Fallout 76, I have to wonder what’s going on over there. First, Bethesda adds the ‘Survival Mode’ server to its list of game play engines. This server basically enables PVP right from your character’s load-in. When you join ‘Survival Mode’, if you encounter another player, your character is pretty much dead. I’m uncertain the impetus behind adding this game mode other than to segregate PVP from the ‘Adventure Mode’ servers and put it into a different server. Yet, this segregation is not yet over.
Because Bethesda has been feeling the pinch from Battle Royale games like Fortnite and Apex Legends, Bethesda seems to feel left out. After introducing ‘Survival Mode’, Bethesda next introduces a new ‘Battle Royale’ game mode. Instead of trying to design a new Battle Royale game using an engine actually designed for that kind of game play, which would actually make the most sense, they instead grab the source code for Fallout 76‘s server and they wedge a Battle Royale mode into Fallout’s less than stellar game and combat engine.
Both of these game modes are questionable in and of themselves. For example, how do either of these game modes progress the Fallout story in any way? They don’t. The ‘Survival Mode’ server is designed to simply make the game more difficult. Instead, what it makes the game is pointless. You can’t quest, you can’t follow quest lines, you can’t even play normally…. for fear of losing not only all of your junk, but part of your aid.
With Battle Royale, there’s no point for its existence in the Fallout franchise. There’s not even a story basis for it to exist. Worse, it’s not even close to competing with games like Apex Legends or Fortnite. In fact, a battle royale mode would make a whole lot more sense to exist in The Elder Scrolls than in Fallout. Sure, Fallout is about gun fights, but it’s not about this silly and unnecessary concept being forced into the Fallout universe… a universe where battle royale actually makes no sense at all. The Elder Scrolls at least had an ‘Arena’ where a battle royale could feasibly take place within the story’s narrative… and make sense in the context of the larger Elder Scrolls story arc. Fallout has never had such a “battle” concept in its franchise. Adding this in now simply makes zero Fallout story sense, but makes sense only if Bethesda is trying to “cash in”.
Sure, Fallout survivors might need to do things to amuse themselves in a toxic nuclear wasteland… but, would they actually play in a Battle Royale themselves? No, I don’t think so. Bethesda is now adding stuff that’s so out entirely of character for the Fallout universe, they’re just adding stuff to “keep up with the Jones’s” instead of because it makes sense for Fallout. If you want to trash your franchise, this is a good way to go about it.
Let me also say that the implementation of Fallout 76’s Battle Royale mode is entirely trash and illogical to boot. You’re trapped in an ever condensing ring of fire. A ring of fire that actually makes no sense when you’re supposed to be tasked with rebuilding Appalachia. As contestants continue to kill one another (and the ring condenses to a tiny circle around them), the last man standing is the person who “wins”. In fact, the “winner” actually loses, because the condensing ring of fire would actually end up killing everybody. This is how logically stupid this concept really is. Effectively, it’s not really even Battle Royale, it’s a “Last Man Standing” game. I’ve also seen much better “Last Man Standing” multiplayer games.
If Bethesda wants to create DLC that’s in keeping within the Fallout universe, then they should tie these new game modes in with the existing lore that they spent all of that time creating. For example, how about implementing multiplayer dog fights? Or, how about actually using the ‘Animal Friend’ and/or ‘Wasteland Whisperer’ perk cards to tame beasts that can be used in a multiplayer arena? This would require the player to spend the time to locate and tame a beast (and level it up and equip it) for use in the arena. That kind of mode makes a lot of story sense… and makes sense to wrap new lore around all of this.
Since the world is dangerous and treacherous, use the existing lore as the basis for creating unique new multiplayer challenges. Don’t just grab the first unoriginal idea to come along (e.g., Fortnite) and slap it into a world server. You know, spend time actually putting some amount of thought and effort into tying the existing lore into the new multiplayer game modes. Give them a basis to exist in the universe. Don’t add game modes because you CAN… do it because it both makes actual sense, is logical and is entirely in keeping with the Fallout universe lore.
Overall
The game is STILL a very hot beta mess offering a poorly written, badly conceived and boring storytelling system utilizing no NPCs. The combat system is the worst system I’ve encountered in a top tier game developer’s title. No joke. It is the absolute worst. Even the patching hasn’t improved it. If anything, it’s actually gotten worse.
There are times where button presses are entirely unresponsive. You might have to press the button two or three times rapidly to get the game to register even one press. You might be trying to pick up something, trying to fire your weapon, trying to search a container or it might manifest in any other number of ways. Unreliable button presses are the death of a game that so heavily relies on real time play value.
No amount of patching or DLC will solve these basic fundamental engine problems. To solve the storytelling problem, you need to add NPCs to the game.. which would require redesigning the game from scratch. To solve the combat problem, you need to redesign the combat system from the ground up using a practical engine actually designed for real-time online use.
You can’t take a 20 year old offline game engine and attempt to patch it for an online use. Doing so will produce exactly the problems found in Fallout 76. Fallout 76 needed a game engine designed entirely for online play. Designed for real-time combat. Designed for real-time activities. Designed for responsive button presses.
Unfortunately, what we got was a crapfest of epic proportions that Bethesda will neither acknowledge nor comment on. If this is Bethesda’s new game development norm, I won’t be investing in any more Bethesda games. It’s just not worth paying $60 (or more) to be an alpha tester for a game written on old technology that isn’t up to the task.
In short, Fallout 76 is STILL an immense hot mess that has not at all improved since its November launch.
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Rant Time: Pizza Hut “Service Fee”?
If you’re wondering what Pizza Hut’s “Service Fee” is, you’re not alone. I was wondering this myself on my last visit to Pizza Hut. Let’s Explore.
Update for November 2020
The Pizza Hut that was formerly across from the United States Post Office in Cupertino is now closed. I drove by there last night. I do not know when it closed, but it is no longer open. I supposed either COVID or this “Service Fee” business ran them out of business. I’m not sad one bit. If a business can’t operate in a fair and equitable manner, then they deserve closure.
Service Fee
Apparently, some restaurants have found it hard to continue to do business in California. To that end, some of these restaurants have tried various tactics to raise their prices without raising their prices. I know, it doesn’t make sense to me either. But, there it is.
In that goal, some restaurants have instituted add-on fees to the bill in the form of new line items. For example, The Counter (a hamburger chain) has opted to add an “optional” service fee to the bill. This fee is to counter the higher wage costs they must pay and allow their prices to remain competitive with other chains. Except, it doesn’t keep the food costs competitive.
Pizza Hut appears to have grasped onto this slippery-slope approach with its “Service Fee” on the bill.
Confused
Even the staff taking orders don’t really know what this fee is, who is collecting it or even how to properly describe it. However, they do call it out when they are reading back the total cost of the bill.
When I placed my order, the waitperson misrepresented that it was a state of California fee… meaning, that the state of California was collecting this fee through this restaurant. As far as I know, the only mandated California fee is state sales tax. Yet, I’ve ordered from other restaurants and have paid no such “Service Fees” in addition to state mandated taxes.
No, this cashier was not only confused, she had no idea what it was even for and was clearly not trained to answer the question.
Money Collected versus what?
While I can’t speak specifically to the legality of this “fee”, it doesn’t seem all that legal to me, particularly if the cashier misrepresents the fee. As far as I know, businesses adding line items and collecting fees must provide some kind of product or service for that fee. Otherwise, it’s fraud. I can clearly tell you that my takeout order arrived bagged without plates, utensils or condiments. If that fee was to cover the takeout portion, they clearly didn’t offer any setup for my food. I also ordered pasta, which requires the use of a utensil.
It’s clear, this “Service Fee” is a price gouge attempt by Pizza Hut to rake in more money, but provide nothing in return.
High Percentage
Here’s the kicker on my bill. The “Service Fee” was actually higher than state sales tax. State tax on my order was $2.08 and Pizza Hut’s “Service Fee” was $2.10 (exactly 10% of the $20.98 subtotal).
Then, she presented me with a credit card receipt that prompted for a tip. I gave $1. That $2.10 mandated service fee covered for the rest of that tip. I usually give up to 10% on takeout, but that was already given via their “Service Fee”. In fact, Pizza Hut really swindled me out of a nearly 15% tip on a takeout order.
Last Visit
Ultimately, this will be the last time I do business with Pizza Hut in California. Not only are they now swindling customers out of fees they don’t deserve, the Pizza sauce just wasn’t tasty. I simply won’t go back to this restaurant only to get swindled for low quality Pizza.
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Update Review: Wild Appalachia – Fallout 76
Wild Appalachia is the newest DLC addition to Fallout 76. Let’s explore.
Fallout 76
Not to get into too much detail, I would be remiss by not discussing what Fallout 76 is. I’ve already written a fairly concise review of Fallout 76 and a Fallout 76 rant. If you’re interested in reading more, you might start with these. Anyway, Fallout 76 is basically an MMORPG similar to the Elder Scrolls online. It offers both multiplayer and single player aspects. I won’t get into too many specifics, but suffice it to say that when it was released in November 2018, it was (and still is) a completely rough game with many bugs, glitching, crashing and is still to this day, highly unstable.
If you’re thinking of investing in the purchase of this game, you must take the very bad with a little bit of good. The good being very limited in this game. There were many promises made for Fallout 76, many of which Bethesda has not yet delivered. Unfortunately, with this newest DLC, there’s not a whole lot here that improves Fallout 76 in useful ways. Yet, it adds some small new things which I will get into next.
Wild Appalachia
On March 13, Wild Appalachia dropped into the Fallout 76 world. Other than a few cosmetic improvements to the UI, the game is basically what it was prior to this release. The primary additions in this release include:
- Brewing Station — Craft your own Beer, Wine and Hard Liquor at your own base or workshop
- Two new map points: Tattoo Parlor and Fraternity Row in Morgantown
- A new quest that rewards you with the crafting station plans
- A new daily quest that rewards you with recipes for the distillery
- Increased base budget (to allow for building the distillery workbenches)
- A new drink called Nukashine (and other new recipes)
- Brahmin can be milked
- CAMP sites now remove all grass and vegetation around the area
- Radios are back. You can create a radio and tune it to Appalachia or Classical stations.
- A way to report “bad seed” players. It’s anyone’s guess what Bethesda will do with these reports.
Some negative additions include:
- Poor quality load-in. Where the prior release load-in was relatively smooth and worked well, we’ve taken a step backward. Now the load-in is slow, awkward and adds a new stuttery / jittery experience when the controls are being released to the client.
- Poor quality fast travel. When the last release had mostly fixed the fast travel lock up problems, the disparity between when you appear and when you get control still exists. In this latest release, it’s gotten worse again.
- Radios turn off when you fast travel away from your base and then return or when you load in new. You have to always turn them back on.
- Building camp mode drops frame rates to unacceptable levels (less than 15fps at times).
- Icons of people on the map get in the way of actually using the map.
- Mixing the same food items of differing conditions messes with the condition. Items that were added at 100% condition mixed with items that were at 20% condition yield all items at 20% condition in only a minute or two after mixing.
- Button presses on the Xbox controller are now indeterminate. Sometimes you can press and the button will react, sometimes you press and it doesn’t. You’ll sometimes have to press 2 or 3 times to get the game to react to the press.
- Food and Fusion cores now appear to expire faster with this update. Bethesda has even acknowledged the faster food spoilage problem. It seems they interfered with the food spoilage clock when crafting this DLC. It probably affected the rate at which Fusion Cores are used also.
Fasnacht Parade Event
As of March 19th, the Fasnacht Parade event was released in the town of Helvetia in the game. This is a limited seasonal event very similar in style to Distinguished Guests at Bolton Greens, where you need to first go find the robots, then do things for the robots. With Distinguished Guests, after finding all of the robots and getting them back to the house, you need to go find both place settings and table centerpieces. In the Fasnacht Parade, you must help each robot individually with things they want.
In this event, there are the following Robots:
- The Butcher
- The Baker
- The Candlestick Maker
- The Beekeeper
- The Historian
- The Decorator
- The Frog Egg Collector
- The Woodchopper
This is a seasonal event that will run for about 1 week, we assume. So, if you want to participate in this event and potentially win Fasnacht masks, you’ll want to do so quickly.
There is only a chance you’ll win a mask at the end of the event. If you want to be sure to win a mask, you’ll need to participate in this event as often as you can. You’ll probably get a bunch of duplicate masks doing this.
Anyway, the game randomly selects 5 of the above robots to participate in the parade. You’ll need to read the quest requirements along the way to know which robots have been selected. Once you perform the requirements for each robot, for example, collecting frog eggs for the Frog Egg robot or collect beeswax for the Candlestick maker, each robot will make its way to the road (slowly) and get in line.
Once you have all 5 robots in line, the Master of Ceremonies robot will head to the line and begin the parade.
Along the way these robots will be attacked by different creatures in 3 different waves. First frogs, then Supermutants than finally by wolves, Stingwings and a legendary Sloth. After killing all of the interruptions in the parade (and protecting the robots), the MC will officiate a bonfire and the event concludes. It usually takes about 10-15 minutes for the entire parade to make its rounds. Just gotta make sure to protect those robots. As of 3/26, this event has closed.
Lemonade Stand
I debated about even discussing this as it’s nearly inconsequential, but here it is. In separate addition to the distillery, Bethesda has added a lemonade stand to the game. It’s a randomly spawned vendor who sells only, get this, two recipes: Lemonade and Hard Lemonade. That’s it. That’s the sole reason for this vendor’s existence. This vendor spawns at various locations around Appalachia complete with wooden stand adorned with blue and yellow balloons. I’ve found him not far from the Charleston train station and not far from the big Teapot under one of the high tension towers. The recipes aren’t that expensive, but at the same time they’re not that useful. It’s not even really lemonade.
The ingredients for “lemonade” include acid and boiled water. Not exactly lemonade. Perhaps Bethesda should have included a lemon plant (or even lemon grass) into the game first? Then had us go pick this plant to make lemonade? I don’t know, maybe that would have worked better? Hard lemonade is made by mixing Vodka with Lemonade. Note that I discuss the effects of the Hard Lemonade below.
Survival Mode vs Adventure Mode
As of 3/26, Bethesda has introduced the somewhat anticipated new PVP area entitled ‘Survival Mode’. This new server has fewer restrictions on PVP. For example when you load in to a Survival mode server, you’re automatically in PVP with anyone who comes along. No longer do you need to initiate PVP through the old (and stupid) “shoot at someone, then they must shoot back” system. Additionally, here are a few more rules:
- Upon player death, you must respawn at train stations, friendly CAMPs or Vault 76.
- Cap rewards for player kills are doubled
- Drop all junk and some aid items on death
- Only “Wanted” players and the Top 3 are visible on the map
- All XP gained increased by 20% (possibly temporary)
As far as I can tell, the same rules on the Adventure Servers still apply and nothing has changed. If someone tries to initiate PVP, they can. If they want to grief or harass you or your base, they are still free to do so. No rules around PVP have apparently changed in the Adventure mode servers. You choose which environment you wish to enter at the load-in screen right after pressing “PLAY”.
What went wrong?
While it’s fine to add new things to Fallout 76, Bethesda has been entirely remiss with this game. Instead of trying to fix the MANY existing stability issues, they insist on adding new features to the game which don’t add a quality new experience. For example, the primary addition to this DLC is the Brewing Station.
The problem I have with adding a distillery is that liquor is already incredibly easy to obtain in Fallout 76. Sure, you can now brew your own at your camp, but for what purpose? You can still go find all of the free liquor sitting around on tables and all over Fallout 76 that readily and quickly spawns and that doesn’t require collecting a bunch of corn and razor grain. In just two days of roaming Fallout 76, I had amassed hundreds of bottles of beer, liquor and moonshine. Granted, I know where the spawn points are likely to be, but still I was able to amass a crap ton of beer, wine and spirits. Worse, to brew, you need boiled water and various ingredients like corn, razor grain and similar. This means you need to build out a farm if you intend to brew. If you roam the world looking for already brewed liquor, you don’t need to worry about maintaining a farm on your base or workshop.
Talking to Biv at his bar is as much fun as talking to Rose at Top of the World. This robot is not only as tedious as it comes, he’s just not at all a fun addition to the game. Worse, not only are the quests offered only once per day, you’re likely to get duplicate awards at the end of each quest (or nothing at all). I’m still waiting for Biv to give me the recipe for Lead Champagne. Like the Fasnacht festival drops below, they’re far too random to be of real use.
Additionally, what does liquor really do for you in Fallout 76? Unless you have invested in the three perks Professional Drinker, Happy-Go-Lucky and Party Boy/Girl, honestly not much. Some liquor adds limited points of strength and charisma, but not enough to run around hunting for liquor. It’s not until you invest and rank up the above perk cards that drinking liquor in Fallout 76 becomes useful. Even then, its limits are quite apparent. If Happy-Go-Lucky gave us up to 9 points of Luck instead of 3, it might be a more useful card. Worse, Party Boy doesn’t stack with Happy-Go-Lucky. This means that while the 1 strength of beer becomes 3 when Party Boy is on, it doesn’t impact the Happy-Go-Lucky card when it should.
Where did Bethesda go wrong? They went wrong by introducing this update at a time when it was half complete. Because these are new crafting tables, unfortunately there are no new perk cards to control them. For example, the chemistry table has perk cards that double the quantities produced. With other perk cards like Super Duper (Luck), you can quadruple your output. None of these perk cards apply to the Brewing Station. And worse, because there are no new Perk cards to control the Distillery, you’re limited to crafting them one at a time with full amounts of ingredients. No doubling or quadrupling here.
Even worse, the new liquors have very bad “hangover” effects. For example, Nukashine randomly fast travels you to some location in the world when the hangover starts. Rad Ant Lager gives you +50 carry weight for a limited period of time and then penalizes you with a -50 carry weight “hangover” for around 1 minute. The Hard Lemonade gives you super fast AP regeneration at the cost of the exact opposite effect during the 1 minute hangover. In fact, because AP regeneration comes to a halt and doesn’t regenerate, this leaves you with no AP at all when you run out. These effects are WAY overkill. No other “standard” liquors in Fallout 76 have such bad negative effects. Additionally, there are perk cards there to help out those liquors. Yet, with these new liquors, there are no perk cards at all to reduce or eliminate the negative effects of Rad Ant Lager or Nukashine or Hard Lemonade… making consuming these new liquors useless. Just stick with the “regular” beers and spirits with no such negative effects.
As for Fasnacht, it’s okay. Just okay. The parade is effectively a remake of Distinguished Guests at Bolton Greens. If Bethesda could have designed something new here, I might be a bit more kind. Unfortunately, redoing something that’s already been done in the game is, well, boring. Additionally, the mask drops at the end are tedious. So far, I’ve amassed nearly 4 duplicates of every common mask. I’ve yet to get any of the rare masks, like the Jester. Bethesda needs to award masks every single play through and while they are awarded randomly, they shouldn’t make some masks more rare than others. Make the weight of all mask drops equal. This way everyone gets a chance at every mask possible. Additionally, lose the extra stuff. It’s great that plans drop for festival decorations, but no one really wants these. Instead, just place these plans around the Fasnacht festival (and around the rest of the world) for people to find. No need to award these more-or-less useless items.
This is the example of how Bethesda continues to go wrong with this game. They only half think through these ideas and then they half-assed implement them. Worse, the Distillery may have seemed like a great idea on paper, it’s pretty much worthless in practice. If they had given us a new liquor that drastically increases damage output of weapons or drastically increase damage resistance against certain types of foes without the negative effects, that would be a useful addition. Because none of this exists, brewing liquor is pointless.
Mask Drop Rate Controversy
It has come to the attention of many gamers that certain “rare” masks never dropped during the Fasnacht event. These masks included the Skull, Goblin, Old Man Winter, Sun and Jester masks. The masks that dropped most frequently included Giant, Witch and Soldier. The masks which dropped a little less frequently are the Toothy Man and the Owl.
A gamer claims to have received the Sun mask, but it is unclear if the user actually got the mask at the completion of a Fasnacht event or through the Dev room. According to a poll on Reddit, no other masks dropped for anyone besides that one mask for that one user.
It has been estimated at a .03% chance of receiving the Sun, Skull, Jester, Old Man Winter or Goblin at the end of any given event. That means you’d need to play over 3000 events to actually have a chance at receiving one of these masks. Considering that only 24 events exist on any one server in a 24 hour period and considering this event only ran for 7 days, it was almost impossible to receive any masks other than those that did drop.
Why Bethesda decided to dropped these specific masks at that low of a rate is as yet unknown. It’s also very unlikely Bethesda’s devs would ever be forthcoming about their own failures. The reality is, the devs probably screwed up on the math and those masks just didn’t drop.
Bethesda could make it up to us by offering a limited time duplicate exchange. Let us exchange some of our duplicate Witch, Soldier, Toothy Man, Owl or Giant masks for the “rare” masks which we should have gotten had the drop percentages been programmed correctly. Bethesda, you made a mistake, just be straightforward with us and give us an even swap of our duplicates.
The difficulty I have with these masks isn’t the drop rate or the rarity level. It’s the fact that the event only ran for 7 days. For an indefinite and ongoing game, setting extremely low drop rates is fine because you have infinite amounts of time to quest for these items. For an event that runs for only 7 days, Bethesda should have increased the drop rate. The drop rate should have been increased commensurate with the limited length of the Fasnacht event. Instead, Bethesda kept the drop rates at the same levels as events that would operate continually throughout the year.
By prominently showing the masks in promo materials to rope users in to play the event and then promise the hope of obtaining one of the masks, this sets an expectation that these masks would drop with more frequency than zero (0) during those 7 days. If even 10 players got them, that would at least show some effort by Bethesda. Yet, with a .03% chance of obtaining one of those masks in those 7 days, Bethesda seems intent to defraud its users… particularly any gamer who bought the game with the intent of getting one of those masks. Bethesda needs to be more careful with these limited time events when considering the promo materials they are using. Promo materials promise things, but when those things don’t deliver, that’s when a legal problem exists. It’s called fraud.
Crafting Stations
There are two crafting stations for your distilling pleasure: A Brewing Station and a Fermenter. The Fermenter is not strictly even needed. The Brewing Station produces unfermented bottles. These bottles have a condition meter. As the condition deteriorates, it leads toward a completed bottle of liquor. All unfermented bottles of liquor will eventually become fermented. An ‘unfermented beer’ ticks down to become a ‘beer’. This is just the opposite of food spoiling. This means you don’t need to use a Fermenter. You can simply carry them around in your inventory and eventually they will ferment. It’s much faster to use a Fermenter, but you don’t need to use it if you have inventory space and you’re willing to wait. I’ll also point out that using the Fermenter requires space in your stash. As you place up to 10 bottles in the Fermenter, they weigh 1 each which means you’ll need a total of 10 weight of free space in your stash to ferment. For those of us always 1 or 2 points away from being full, that’s no bueno. Again, half-assed implementation. The Fermenter should have had its own 10 bottle space just for fermenting.
Whether or not these unfermented items are affected by the Good with Salt perk card that preserves food condition is unknown. However, knowing Bethesda, Good with Salt probably does slow down the fermentation process if you’re carrying around unfermented beer expecting it to ferment. I would suggest removing this perk card if you intend to let liquor ferment on your person. Of course, removing that card also means that any food items you are carrying will spoil much faster. This means you have to take the good with the bad… probably something Bethesda didn’t intentionally design. A separate and new perk card here would have been welcomed.
Recipes and Nukashine
Bethesda typically gives you a handful of recipes right off the bat with any workbench. The Brewing Station is no different. You get the crafting basics which include beer, wine, vodka, rum, bourbon, whiskey and the new Nukashine. If you want any other recipes, you have to go find them. Of course, you can’t make any specialty beers (without a recipe) like Old Possum, Pickaxe Pilsner or Old Holler Lager. You can only make ‘Beer’ once you get your station. Biv may award you recipes for these beers later. Still, some of these specialty beers will require more esoteric ingredients to be located and farmed… typically requiring ingredients you can’t grow at your base.
The new thing to make is ‘Nukashine’. Nukashine is a combination of a Nuka-Cola Quantum and various ingredients. You can ferment this one twice. Once to Nukashine and again to Vintage Nukashine.
Personally, I find Nukashine to be a pointless beverage. The Nuka Quantum grenades are much more useful uses of a Nuka Cola Quantum. Unlike Beer, Wine and Spirits which offer benefits when using Party Boy/Girl and Happy-Go-Lucky, Nukashine doesn’t extend these perk card benefits.
Worse, Nukashine only offers ‘Unarmed Damage’ benefits… as if anyone runs around in this world unarmed. On top of that, this drink is prone to having your character black out when it wears off. This means that your character will be randomly transported somewhere in the world. It could be some place innocuous like Flatwood or it could be in a Blast Zone with 3 Scorchbeasts and a bunch of high level Scorched. I would be fine with such a tactic IF the game weren’t so entirely problematic after fast travel. Because your character spawns into the game world up to a minute before the client’s visuals release controls to you, your character could be dead the instant the game releases controls. I don’t at all find this part of Fallout 76 challenging. In fact, I find it entirely frustrating… making the use of Nukashine even more pointless.
For this reason, this is why releasing something like Nukashine is an entirely premature addition to Fallout 76. The devs needed to have fixed these fundamental fast travel flaws long before releasing Nukashine. For example, they should have fixed the time it takes between when your character appears in the world and when the client releases controls to you. This time disparity allows the in-game enemies well enough time to kill your character many times over. For the unpredictability of Nukashine’s “blackouts”, this in no way makes this drink useful at all. It’s a novelty to try once, but for being actually useful all of the time, no way. In other words, no one is going to want Nukashine.
Rad Ant Lager and Biv’s Daily Quest
Yet another fail by Bethesda. They just seem to be racking them up. One of the first Atom Challenges in the new distillery world was to Fight a Rad Ant while under the influence of Rad Ant Lager. This would get you 10 Atom. To get the recipe to make Rad Ant Lager, you had to visit Biv at the Big Al’s Tattoo Parlor in Morgantown. He provides a ‘Daily’ quest that will get you that recipe. Unfortunately, because it’s a Daily quest, that means that once he’s issued this quest once in the day, he’s not likely to do it again until the next day.
Because this challenge was very specific and because it relied on a daily quest to get the recipe for Rad Ant Lager, it was almost impossible for MOST gamers to get this recipe to complete this challenge. This is, again, another fail by Bethesda.
Bethesda, if you’re reading, you need to provide more succinct ways to obtain recipes than being beholden to a bot to randomly give you a once-a-day quest. Instead, leave the recipe lying around somewhere easy to find. Have Rad Ants drop it occasionally. Additionally, Rad Ants are one of the harder enemies in the world to find. It just makes this quest all the more difficult. This challenge should never have been a daily challenge… especially not on the day of the release of the crafting stations. This should have been a weekly challenge. A total fail!
Overall
Bethesda is lost. Lost to their own weird ways and lost to what Fallout means as a franchise. It’s not about adding stupid things to the game, it’s about making the game challenging in ways that matter. Bethesda STILL needs to fix this game. There are so many instabilities, problems and crashes that these need to be tackled LONG BEFORE adding new features like brewing stations to the game. Yes, I’m thankful for the larger base budget, but not because I can craft brewing stations. I needed it to add more stuff to my base.
Bethesda, if you want us to buy into Atom and the Atom Store, you need to give us enough budget to craft the Atom Store items in our camps. Because my base has been at the hard edge of the budget for months, I couldn’t buy anything from the Atom Store that took budget. The only things I could buy were emotes, icons, skins and clothing items. That’s it. Statues and other budget consuming items have been pointless for months. That means I would need to delete items from my base to craft new items. Not doing that.
Even still, I am again at the edge of the budget even after the update. That budget addition didn’t go very far, though I was able to finally increase the size of my base… a much wanted facelift.
The distillery is interesting for about 5 minutes. However, adding vending machines, a bank, a way to transfer items between characters and decorating the camp via found world items is much more important to this longevity of this game. Please, stop with the time wasting additions and fix the problems that actually matter and add the features that are useful and that people actually want. When adding something new like the brewing stations, it’s also important to think through ALL of the supporting pieces, like perk cards. For example, should Super Duper apply? In this case, yes, it should. Yet, it doesn’t.
Wild Appalachia is a half-designed add-on added intended to recoup lost players. It’s a shallow and hollow add-on that overall adds little to the game. It’s also not likely to bring back lost players… at least, not for longer than for a day’s worth of play. DLC should keep players interested for weeks, not days. If the brewing station had been part of the game’s original release, it would have been useful for the questing. However, because many gamers are at Fallout 76’s endgame at this point, the brewing station adds little value to the game as the brews aren’t needed… even as hard as Bethesda is pushing players to use these new brews.
The Fasnacht event in Helvetia would have been a whole lot more fun with more variety. Because every play through is nearly identical, including where the enemies are likely to spawn, it makes playing this parade event boring after about the third time. Helvetia needs at least 3 different events that are randomly chosen and run at more frequent intervals. Doing the same event over and over is an exercise in tedium, particularly because you get duplicate rewards over and over… tedium much like talking to Biv at Big Al’s Tattoo Parlor. If you’re going to enforce a cool down timer when we can run another Biv quest, just show us this timer on the screen so we don’t waste our time (and caps) going over there trying to get Biv to give us a new quest. Even better, just have Biv issue the quest to us from afar.
Banned Users and Fallout 76
As a result of the object duping that occurred in several releases earlier, Bethesda created a bot to ‘detect’ possible duping on accounts. As a result, Bethesda banned a bunch of gamer accounts it suspected of having duped in-game items. For example, some of the ways in which it detected this was by seeing over 100,000 items amassed in a single account over a 30 day period. There were other markers it also used to make this determination.
Anyway, Bethesda had banned a number of gamers from Fallout 76 after its bot detected unusual activity on the account. As has been the case, Bethesda may or may not send out email to users it has banned from the game. When they do provide a message, it’s terse, generic and not always applicable to the gamer’s situation.
Here’s the rub. After the release of Wild Appalachia, many formerly banned gamers surprisingly found their accounts had been unbanned. Many took this as a sign that the ban was over. Yet, Bethesda had stated nothing of this situation. After 3-4 days of being able to enter and play Fallout 76 again, these same banned gamers found their accounts banned once again. Bethesda is entirely silent for why these accounts were both unbanned at the release of Wild Appalachia and why they were rebanned 3-4 days later. Bethesda is not forthcoming.
This company can’t really seem to get a break from all of these snafus, yet these problems are all of Bethesda’s own making. If their PR is tanking again, it’s simply because Bethesda doesn’t really seem to be a trustworthy company any longer. Personally, I think Bethesda should stick to offline single player worlds and give up this fantasy of producing MMORPGs which they are clearly ill prepared to manage.
Patch 9 — May 7
While I haven’t been updating this article for each individual patch, patch 9 needs to be discussed. While previous patches introduced one of the stupidest and most pointless items yet included in this game (the camera), patch 9 introduces an overly grindy new questline to obtain a simple and stupid item, the backpack. However, that’s not the reason I’m writing this update.
If you want to find all of the new stuff (which have, so far, all been very pointless), I suggest you play the game. But, before you run off to find the stupid that’s been included, please read on. The updated “new” stuff isn’t really even worth my time describing here, let alone finding it in the game. Yes, these updates are actually pointless and stupid, so there is no point writing about it here.
What is worth describing is exactly how broken Fallout 76, as a game, has become. We thought the Beta was bad, but now the game is entirely broken in so many more new ways. For example, VATs was questionable when the game launched, now it is entirely broken. At least 80-90% of the time, VATs won’t work on Melee weapons… AT ALL. When it does work. it doesn’t work as expected. When I say it doesn’t work, what I mean is… when you click to enable VATs, the percentage meter shows 0%, even when the enemy is standing an inch in front of you. Yes, well closer than needed for a melee weapon to connect and you STILL see 0%. As I said, entirely broken.
With ranged weapons, the VATs percent meter toggles between 0% and some random number between 0% and 90% every microsecond. This means that when you’re ready to release the trigger, it’s likely to be at a moment when the meter read 0% and you’ve wasted your ammo. This happens continuously in VATs. Even weapons that used to formerly offer extreme levels of accuracy (i.e., scoped weapons) can now show 35, 45 or 50% accuracy. Bethesda has ENTIRELY broken VATs in this release and the guns that rely on it.
AND… this is the bigger point I’m trying to make. With every single new patch, Bethesda makes Fallout 76 WORSE, never better. Sure, adding DLC might seem like a positive, but it is FAR overshadowed by all of the stupid fundamental bugs constantly being introduced into the required game engine features, like combat. Maybe Bethesda thinks this makes the game challenging, but in fact it makes the game absolute dogshit… to the point that there’s no point in playing Fallout 76.
All of these unpredictable changes and tweaks that Bethesda keeps introducing is turning this game into an unplayable turd of epic proportions. No, the game isn’t entirely unplayable yet, but it is fast becoming unplayable. With basic systems like VATs completely broken, you have to rely on hip-firing, which is also becoming fast problematic. Just like all other combat, hip firing has also become worse and worse with each new release. In fact, not VATs, not scoped and not hip-firing can you actually hit your target most of the time. I’ve wasted so much ammo to this problem, it just makes me want to scream.
If the point is to make Fallout 76 even more grindy than it already is, then well done Bethesda. But, I won’t be coming back to this game without some MAJOR improvements in the basic game engine. Right now, Fallout 76 is entirely in turd territory and fast becoming barf. Bethesda, stop with the unnecessary and stupid additions and FOCUS on the basics. Make them work. You can come back and add Sheepsquatches and Cameras and Backpacks when the engine actually works properly.
Combat Engine
One of the sorest points of Fallout 76 is its combat engine. In fact, it’s probably one of the worst combat engines I’ve experienced in a game to date. Not only does the game completely miss controller button presses entirely (a separate problem not related to combat), there are times when you can aim dead onto an enemy with a scope and the bullet doesn’t connect. It can do this several times in a row. Worse, some guns like Gauss rifles, entirely misfire. By misfire, I mean you press the trigger, release and the gun makes a sad noise and does nothing. You have to press the trigger and try again. It can even do this several times in a row. This makes the Gauss rifle currently THE WORST rifle in the game. It’s the only rifle in the game that has this misfire problem. No other weapon in the game does this… not even its sister, the Tesla rifle. I digress.
Let’s get back to the combat problems. In any other game, you can see what the enemy’s stats are. Perhaps not right away, but after leveling up and gaining a few perks, you get to see what you’re up against. Not in Fallout 76. The only stat information you are given about an enemy is its level. That’s it. You don’t get to see its HP, it’s attack types (i.e., poison, sonic, etc). You have to find out its attack type by entering combat, even then you don’t really know.
For example, the Sheepsquatch (a newly introduced enemy) has an attack that temporarily poisons you and slows your movement speed… by a LOT. In fact, it slows movement speed by WAY too much. Its attack is so overpowered, in fact, it’s way out of balance. But, that’s not the half of it. There is no counter to this movement speed attack. No perk cards to apply, no liquors to drink, no foods to consume, nothing. Bethesda introduced an enemy with an attack and NO player countermeasure. THIS is why this game is nearly unplayable.
Worse, and this problem has existed since day one, certain enemies can attack you once, but land 4 or 5 hits successively (you can hear your character grunt 4 or 5 times and the HP meter moves that many times)… an impossibility for a single enemy hit. For example, Molerats, Bloodbugs, and Stingwings have this attack. And then there’s robots. Level 52 Colonel Gutsy robots utilize 5.56 ammo weapons, which bypasses 100% of any armor you’re wearing (possibly more). Literally, a level 52 Colonel Gutsy or 68 level Supermutant can, while wielding a 5.56 ammo weapon and even at my character’s level of 152, eat all of my HP in probably 20-30 shots. There is no other weapon + ammo in the game capable of this feat except for the highly broken 5.56 wielding characters. This makes power armor, which is supposed to be some of the strongest armor in the game, actually some of the weakest armor. Even Sentinel armor (non-power armor) is stronger against this ammo type than the higher damage resistant Power Armor. Literally, the damage resistance in Fallout 76 means NOTHING.
Other stupidity is distance of attack. For example, I’ve had melee hits by many enemies from way too far a distance. Even though I can’t even strike an enemy when it’s inches from my character, the enemies can melee strike at distances nearing two or three car lengths away… literally impossible distances. Again, not at all a proper combat system.
Even worse, many of the enemies in the game can traverse vast distances in a fraction of a second. Player characters have no such capabilities at all, yet enemies can be a football field away and then right next to your character attacking in less than 2 seconds. I realize this is supposed to be a mutated wasteland, but that attack pattern is still entirely ridiculous.
When it comes to collision detection of bullets, I ask, “What collision detection?” Seriously, there’s practically none. This means that far too many bullets entirely miss their targets no matter how carefully you aim. Worse, with each new release, Bethesda keeps reducing the damage output of weapons making the weapons useless and the game less and less fun to play. It started with the two shot explosive weapons as a countermeasure to the duping. Since then, Bethesda has kept reducing weapon output damage on each new patch. Sometimes they do this by reducing perk card damage bonuses, sometimes they reduce the damage output of the weapon itself.
With each reduction, the game is fast becoming even more broken. Bethesda can’t even be bothered to fix some of the basic combat problems of VATs and collision detection, yet they’re more than willing to reduce weapon output damage? Bethesda, you need to get your priorities straight.
It’s not as if Fallout 76 wasn’t already one big grindy mess from the beginning, but now it’s just a grind. If you really like spending hours and hours with weapons that do 10 hit point damage against an enemy with thousands of hit points, then Fallout 76 might be your game. I don’t know about you, but I prefer to kill an enemy in some timely manner. I don’t want to spend 45 minutes or an hour entangled in a single enemy engagement for a literal crap loot drop. If you’re going to make me spend at least 45 minutes in combat with a single enemy, you better give me something WORTH spending that time. They’re not. Because the drops are entirely random, you might get nothing (yes, the entire drop could be empty), you might get a level 5 item or, very, very rarely, you might get something worth the time. Most of the time, the loot isn’t even worth picking up from the dead enemy.
At this point, this game should be getting better, not worse. Yet, it has gone from bad to worse. No, I’m not kidding. At this point, this game’s combat system is literally so bad, I actually classify it as “shit on a stick”. If you’re considering the purchase of Fallout 76, I would recommend you to think twice… especially considering how old this game is at this point. I literally cannot recommend this game to anyone.
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Pinterest is an image sharing platform using image ‘pins’, which should be interesting. After all, the word “interest” is in its name. You would think that before releasing a platform designed around relevance, the Pinterest team could actually design an engine capable of producing relevant and interesting images. NOT! Pinterest is one of the worst, if not THE worst platform, at displaying relevant ‘pins’ in your feed, not that Tumblr and Instagram are much better at this. Let’s explore.
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