Top 10 gripes for Fallout 76

You’re thinking of buying Fallout 76? You’ve rationalized, “It’s only a game, how bad can it be?” Let’s explore the top 10 gripes for why Fallout 76 may not be the best game purchase in 2019.
Number 10 — It’s not a new game
This game was released over a year ago in October of 2018. It’s over a year old already. Games typically have a 1 year lifespan of relevance before losing steam. The useful lifetime of this game is already waning and the clock is now ticking down on this game. Bethesda knows it, the industry knows it and gamers know this. You could invest your money into this game and find in 5 months that Bethesda has decided to pull the plug. For this reason alone, I’d be cautious in investing time in building a character.
Bethesda RPG-like games usually take months to fully play through. You might not even see all of the endgame content before Bethesda pulls the plug. Though, you can most certainly get through the main quest line before then, as short as the main quest is. Keep in mind, however, that because it’s an online game, there’s no local save file on your computer. If Bethesda pulls the plug, all of your characters and the work you’ve spent building them will disappear.
Number 9 — Multiplayer Game Modes
If you’re solely looking at the purchase of Fallout 76 for its multiplayer player-vs-player (PVP) game modes, you might want to think again. There are only three multiplayer modes in Fallout 76:
- Native (Workshop and Adventure)
- Hunter / Hunted Radio
- Battle Royale
Native PVP
None of the 3 PVP modes are particularly well designed and none of them fit into the Fallout universe and actually make sense. This first mode, “Native”, requires two people to initiate this mode through a handshaking process. One person fires on another. The second person must fire back to complete the PVP handshaking and launch into PVP mode. The problem is, there’s no fun to be had in this PVP mode and it’s rarely, if ever, used. Most players in adventure mode are there to explore and play PVE, not to get into PVP battles. So, be cautious when trying to elicit a PVP action from another player.
The second half of the PVP mode is at Workshops. If you claim a workshop, the handshaking mode is disabled and the entirety of the workshop area becomes an active PVP zone. Once you own a workshop, anyone can come into the workshop and begin PVP with you or your team. It’s the same PVP as the version that requires handshaking, except there is no handshaking.
Speaking of teams, be cautious when teaming up with other players. It only takes one player in a team to begin PVP with another player. Once that happens, the entire team becomes vulnerable to PVP with that player (and anyone on a team with that player). No warnings are issued by the game to other team players when one team member begins PVP activities with another player.
Hunter / Hunted Radio
The second game mode, “Hunter / Hunted Radio” requires you open a radio station on the in-game Pip boy (heads up display giving access to your inventory, weapons, armor, etc). This “radio station” links you into a matchmaking mode that allows up to 4-5 players in a given radius to begin PVP activities. As the name suggest, it’s about hunting for other players all while being hunted yourself. It’s also a sort of ‘Last Man Standing’ mode in that whichever player ends up with the most kills gets the most rewards.
Both of the above listed game modes are effectively “death match” style PVP. That means that it’s solely about player characters killing one another… which then comes down to which player has the best and strongest armor and weapons. Both of these styles rapidly elicit boredom because “death match” is the oldest and weakest type of PVP mode there is and is simply about killing other player characters.
This PVP also makes no sense within Fallout 76 where all of the people who lived in Vault 76 were supposed to remain civil and friendly towards one another. Not even the game setup or later found holotapes reveal any story aspect of people in Vault 76 turning on one another before “Reclamation Day”. If that had been a story element, then perhaps the PVP might have made some sense. But, no. The holotapes found almost ALL tie into the Scorched threat or other similar environmental survival threats (bad water, radiation, etc). None of the holotapes discuss bad blood between the residents within Vault 76. If that had been true, the “Reclamation Day Party” the night before would have ended in bloodshed before the vault even opened.
Nuclear Winter — Battle Royale
The third PVP activity is separated from the above because it arrived much later in 2019. At the same time it is a merely a weak copy of other better implemented Battle Royale games, which are currently “trending” in the game industry. Bethesda added this game mode, not because it made sense to Fallout 76 (or the Fallout universe), but because it is so popular in other popular game franchises, such as Fortnite and Apex Legends. It’s simply Bethesda’s attempt at a cash grab in an industry being inundated by other better Battle Royale based games.
Battle Royale is nothing new. It is a game mode that has been around since the early days of PVP. However, games like Fortnite and Apex Legends have turned this mode into hugely successful franchises. This mode is another “Last Man Standing” mode which is simply an alternative version of “Death Match.” In this death match style game, instead of people picking off one another and continually respawning until the clock runs out, you only get one try to win. This means that once your character has been killed, you can only watch the action unfold for the remaining active players. The point of any Battle Royale mode is to survive as long as you can and possibly become the “last man standing”.
With Fortnite and Apex Legends, it’s not so much about being Battle Royale, it’s more about the game makers crafting the game using interesting characters using gimmicks (building forts) with interesting attack modes. It’s about finding a character who has the “best” attack in the game. This means you can bring in experience earned and weapons owned back into the game to use over and over.
Why is all of this important to Bethesda’s “Battle Royal”? Because Bethesda chooses to allow nothing into its Battle Royale mode. All experience earned is earned explicitly within this game mode. But, even that experience doesn’t matter. Any weapons you may have used or armor you may have found cannot be used in subsequent plays. You must ALWAYS find weapons and armor in the game once it begins. Even then, it’s all random what you find. The chests generate random weapons, armor and loot. It could be good loot or it could be bad. Since you have no idea what you might or might not find, you’re at the mercy of the game to outfit you while you’re in the game. All the while, the clock is ticking.
You’re never given enough time to really outfit your character in a useful fashion. You end up spending inordinate amounts of time hiding from other players and, hopefully, finding decent armor and weapons in the loot chests. Some Battle Royale games offer this “loot chest” idea, like Player Unknown’s Battlegrounds (PUBG). Unfortunately this game concept fails to work in a game like Fallout 76 where the entire point of playing Fallout 76 is to gain experience, weapons and armor over time. Having to “start over fresh” every time you play is, unfortunately, tedious.
Ignoring the nonsensical nature of this game mode even being IN Fallout 76, Nuclear Winter is boring. Even after one playthrough, it’s the same every time. Hide, search, outfit, stay alive. In fact, in this game mode, if you actively attempt to go looking for other players to kill, your character is more likely to be killed. To survive in this game mode, you need to remain hidden until the ever enclosing “ring of fire” gets too small to ignore any other players.
Additionally, any earned experience in “Nuclear Winter” is not carried into the “Adventure Mode” of Fallout 76. Everything in Nuclear Winter is for Nuclear Winter and vice versa. These modes are mutually exclusive.
Considering that Apex Legends and Fortnite are free-to-play, buying Fallout 76 solely to play Bethesda’s Nuclear Winter game mode is a waste of money. Go get the free Fortnite or Apex Legends or buy into Player Unknown’s Battlegrounds which do Battle Royale mode much, MUCH better. Bethesda would have done better to separate Nuclear Winter into a separate, standalone, free-to-play game… not tied to Fallout 76. I might even suggest retheming it either as its own franchise or theme it under a franchise more known for multiplayer games, such as Doom or Wolfenstein.
But… don’t run out and buy Fallout 76 strictly for Nuclear Winter. It’s too expensive for as weak as this game mode’s design is. If you already own the game, then it’s worth trying.
Number 8 — Holotape Hunt
This game has categorically been chastised for its lack of NPCs. And… that criticism is rightly justified. All previous Fallout games have been HEAVILY centered around NPCs and their dilemmas. To yank a mainstay out of a Fallout game means to yank out its very heart-and-soul and its reason to exist. The reason players play Fallout and Skyrim is because of the sometimes heart wrenching stories of its human NPC inhabitants.
In Fallout 76, because there are no human NPCs, save Super Mutants and a bunch of robots, the game is devoid of ANY interactivity with other NPCs. Instead, the game’s primary story sees you hunt down a trail of pre-recorded holotapes to “listen” to a bunch of canned messages and read random text on computer terminals. Worse, many of these holotapes open up quests that you are required to complete, yet the holotapes are way too short to really give the player any sense of urgency. Indeed, the holotape has likely been sitting by a dead body for months, if not years already. How can there be any sense of urgency around listening to something that’s been sitting there that long? In fact, whatever that dead person may have been doing to prompt that tape is likely long over and done.
Worse, sitting around listening to holotapes as a matter of story course, then reading text on a bunch of terminals is entirely boring. Storytelling, particularly in video games, should be done by interactive characters, not by text on a screen or pre-recorded audio tapes. In fact, such a storytelling tactic thwarts the point of even using a video game to tell a story. This isn’t the early 80s when Zork was the best that computers could achieve, it’s the days of Call of Duty when it’s all about realistic cinematic 3D character storytelling. Yet, the best Bethesda can come up with is effectively what we got in a game from the 80s?
Number 7 — Shorter Than Expected
While there are a wide number of side quests, events and tertiary activities, the main quests total 22. Considering that previous Fallout installments had way more than this number for its main quests, this is a sad number for Fallout 76. In fact, if you solely focus on just these 22 quests, you can probably get through all of them within a week or two at most. Note, most of this time is spent grinding up levels and gaining resources to ensure you can complete some of the quests properly and, of course, survive.
Number 6 — Eating, Drinking, Diseases & Weapon and Armor Breakage
To extend the amount of time you play Fallout 76, Bethesda has implemented some, at least they think, clever time extending mechanisms. Mechanisms such as eating, drinking, diseases and then there’s weapon and armor breaking frequently. The point to adding these mechanisms is less about realism and more about making you grind, grind, grind to keep your character from dying. Sure, in real life we do have to eat and drink. We’ll also have to repair armor.
These mechanisms in Fallout 76 are implemented poorly. For example, water consumption is entirely too frequent. You will find you have to consume water and food at least once per hour of play. No one eats food that frequently. You might sip water over the course of the day, but you don’t drink the amount of water they force your character to drink at every interval.
Worse, if water consumption drops too low, the penalty is reduced action points. Action points aren’t even a concept in real life. This is where the realism ultimately ends. It is also where it becomes apparent that the point to why Bethesda added these unnecessary additions comes into play. It’s not about realism, it’s about extending the time it takes you to play the game. Indeed, it can and does slow you down. Instead of actual, you know, questing, you’re not forced to forage for food, water and resources to keep your weapons and armor repaired and keep your character from dying. That’s not survival, that’s stupidity.
Worse, it’s all manual. To eat and drink, you are forced to stop and perform a manual task. There is no perk card that automatically consumes marked favorite foods whenever it gets too low. No, it’s all manual. In the middle of a fight? Too bad, now you have to open a menu and consume some food. Forgot to mark it as a favorite? Now you have deep dive into a bunch of slow menus in the middle of a battle. Yeah, not fun.
Number 5 — Menu System / Lack of Pause
As was discussed immediately above, the menu system is clumsy, cumbersome and dated. As I was talking about Zork from the 80s, that’s how this game feels. Like it was designed in the 80s for an 80s audience. Fallout 76 doesn’t in any way feel modern.
When you’re in the heat of battle (and because this is a multiplayer game that doesn’t allow for pausing), if you want to change weapons or swap armor, it’s a laborious process involving a convoluted set of menus.
Sure, there’s a wheel you can plant your favorites, but that’s limited and must be used for ALL items in the game. This means this small menu wheel is overloaded with food, clothing, aid, armor and weapons. You don’t have separate wheels for weapons, armor and food… which this game desperately needs.
While the PipBoy seems like a great idea, in practice and for a game UI, it really sucks for quick access when in a multiplayer non-pausable environment. For Fallout 4 where pause was a mainstay, thus allowing you time to think and swap, in Fallout 76 the PipBoy’s UI system entirely fails the player and Fallout 76.
Number 4 — Scorched and Broken Canon
With Fallout 76, Bethesda introduces a new enemy into the Fallout universe. The Scorched. However, this enemy addition doesn’t really make any sense at all. Fallout 76 is a prequel to Fallout 4. If the Scorched existed in Fallout 76, they very likely made their way to from Virginia to Boston in Fallout 4. After all, Scorchbeasts fly. This is where Bethesda breaks its own canon and lore simply to create new games.
There are a number of places where Bethesda has broken canon in the Fallout universe, the biggest faux pas being the Scorched. So, let’s focus on the Scorched. Even after you complete the game’s main quest (which is supposed rid Appalachia of the Scorched), the game remains status quo and unchanged with regards to Scorchbeast Queens, Scorchbeasts and even Scorched… which continue to reappear. The player following the Scorched quest line does nothing to resolve the Scorched plague… which doubly means that the Scorched should have made their way to Boston to appear in Fallout 4. Yet, they inexplicably don’t. And, it’s not like Bethesda couldn’t have rolled a Fallout 4 update to apply retroactively continuity to add the Scorched information into Fallout 4 and make the universe consistent. Nope, Bethesda didn’t do this.
So, now we have Fallout 76 which remains with story incongruities by introducing enemies, clothing, items and concepts which have not appeared in games that have chronologically come after Fallout 76.
Number 3 — Grind Grind Grind
While some people might think this is the number 1 problem in the game, it is not. In fact, we will come to the biggest problem in just a few, but let’s grind on with number 3.
While this one is somewhat tied to the number 1 problem, it is separate and unique. But, it is not at all unique to this genre of game. Developers seem to think that grind, grind, grinding your way through the game is somehow fun. It’s a mistaken thought rationale. While grinding does extend the length of time it takes to play the game, we gamers can see right through that charade. We know when game developers have added grinding for the sake of grinding and not for the purposes of general game exploration.
There’s a fine line between grinding to complete a quest and grinding because you have to play the subgame of surprise grab bag to locate the best weapons, armor and loot in the game.
Purveyor Murmrgh is the poster child of everything wrong with not only grinding within Fallout 76, it also bookends and highlights this major industry problem across the RPG genre, but also of video gaming in general.
Slogging through the same pointless battles over and over just to gain “currency” to play the Loot Bag Lottery is not in any way fun. That’s exactly what Purveyor Murmrgh is to Fallout 76. It is the icing on the grinding cake… but it’s more like Salmonella.
Oh, and believe me, most of the junk given out by Murmrgh is just that, junk. It’s a Junkie’s Meathook dealing 25 damage. It’s a Vampire’s Knuckles dealng 20 damage. It’s an Instigating Shovel dealing 5 damage. It’s a Vanguard’s Pipe Pistol dealing 10 damage. It’s literal junk. The only thing you can do when you’re issued this junk is turn it back in and get at least some Scrip back. Yes, you might get super lucky and get a Two Shot Gauss or a Instigating or Furious Pump Action Shotgun, but it might also take you hundreds of tries (100 Scrip per try) to get it.
Let’s understand exactly how much grinding is needed to gain the 100 Scrip required to “buy” a 3-star randomly generated legendary weapon from Murmrgh. Each 3-star legendary traded in offers 40 scrip. That means it takes three 3-star legendary weapons to gain 120 scrip and top the 100 Scrip mark. That means that it takes at least 3 Scorchbeast Queen kills to gain three 3-star legendary weapons… and that assumes she will even drop a 3-star legendary weapon every time. Hint, she doesn’t. Many 3-star legendary enemies rarely drop 3-star weapons. In fact, most drop 1 or 2 star weapons most commonly.. which you can trade in at a lesser Scrip value (see chart below). Ultimately, this means even more and more grinding just to find those ever elusive 3-star legendary weapons to turn in and gain Scrip.
You also can’t get Scrip in any other way than grinding for and “selling” Legendary loot. You can’t buy Scrip with Caps. You can’t buy Scrip with actual money (although that would be an even bigger problem for Bethesda). You can’t buy Scrip with Atom (because you can buy Atom with real money). You must grind, grind, grind your way into getting Scrip.
Here’s a table of how it all breaks down for Legendary Scrip:
What this table means to a gamer is that you should expect to grind, grind, grind to find 3-star legendary weapons (which you can trade toward Scrip), versus any other type when you’re looking to get a 3 star legendary weapon out of Murmrgh any time soon. That doesn’t mean you won’t happen upon a great 1, 2 or 3-Star legendary weapon or armor along the way while grinding. But, it also means that if you want to play the Scrip Loot Box Lottery game at Murmrgh, you’re going to need to grind your way through a lot of legendary weapon drops before you get enough to visit Murmrgh. Even then, because it’s a Surprise Loot Box, you’re at the mercy of whatever crap it decides to roll the dice and give you.
Ultimately, Fallout 76 is about grinding and Bethesda’s understanding and design of its game constructs are intended for gamers to spend inordinate more amounts of time grinding than questing. Bethesda’s rationale around this is having people grinding on the game is better than not playing it at all. To some degree this may be valid, but only because there are some gamers that actually LIKE grinding. I’m not one of them. Doing forever repetitive tasks over and over is not something I want to do in an RPG, let alone in Fallout. Let’s grind on.
Number 2 — Bugs, bugs and More Bugs
This one goes without saying for Bethesda. The game industry has been in a tailspin in this area for the last 3-5 years. When the N64 was a mainstay in the home gaming, game developers did their level best to provide solid, reliable, robust, well crafted gaming experiences. Literally, these games were incredibly stable. I can’t recall a single N64 game that would randomly crash in the middle of the game. While there were logic problems that might have made games unintentionally unbeatable, the games were still rock stable.
Since then when the N64 console was popular, games have moved more and more towards hardware being driven by Microsoft’s operating systems (and also adopting Microsoft’s idea of stability), the former push towards gaming excellence has severely waned. No longer are developers interested in providing a high quality stable gaming experiences. Today, game developers are more interested in getting product out the door as fast as possible than in making sure the product is actually stable (or even finished). What this has meant to the gaming industry is that gamers have now become unwitting pawns by paying retail prices to become “Beta Testers”. Yes, you now must pay $60 to actually beta test game developer software today. Let’s bring it back to Fallout 76.
Bethesda has never been known for providing particularly stable software products in its past gaming products. Even Fallout 3 had fairly substantial bugs in its questing engine. Obsidian muddied the already murky waters of Fallout with its Fallout New Vegas installment. Obsidian is much more attuned to producing high quality stable products. This meant that many gamers probably conflate the stability imparted by Obsidian’s Fallout New Vegas with Bethesda’s much buggier Fallout 3 as both games were released during a similar time frame. Fallout 4, however, can’t rely on this conflation. Fallout 4 stands on its own, for better or worse, and its bugs were (and are) readily apparent. Fallout 4 even regularly crashes back to the dashboard hard. By extension, so does Fallout 76. Fallout 76 was also born out of Fallout 4 and many bugs in Fallout 4 made their way unfixed into Fallout 76. Some of those Fallout 4 bugs are even still there!
Fallout 76 has, yet again, become an unwitting poster child for this newest trend towards cutting corners. Even though Bethesda has always provided buggy experiences, Fallout 76 is by far Bethesda’s worst. Even The Elder Scrolls Online (ESO) at its worst never fared this bad, even though it was not completely bug free when it first arrived and was still considered fairly beta. Fallout 76, however, was released entirely unfinished and chock full of serious bugs.
Worse, the whole lack of NPCs feels more like cutting corners than it does an active design decision. It’s like they simply couldn’t get the NPCs working day one. So, they cut them out of the mix and quickly threw together a bunch of voiceovers for holotapes and wrote a bunch of terminal entries. The bugginess and being unfinished for Fallout 76 is readily apparent, but what may not be apparent is this lack of design forethought for the (lack of) NPCs. There are even areas of the game that seem as though they were designed to have functional quests on day one, but never had anything attached. For example, Vaults 94, 51, 63 and 96.
Recently, however, Bethesda released add-ons that fill in Vault 94 and Vault 51 (sort of). Vault 51 is still unfinished in the Adventure server portion of Fallout 76, but it exists as Battle Royale (a completely separate game mode). Vault 94 is a raiding vault intended for multiplayer group play. Unfortunately, Vault 94 is entirely a disaster. Not only is the interior one of the worst designed vault interiors I’ve seen, the actual gameplay is so overloaded with unnecessary amounts enemies, it’s a chore to go in there. By ‘chore’, I mean literally. There’s so much stuff being thrown at you, the game engine can’t even properly handle it. It ends up a completely stuttery, herky-jerky gaming mess. If you can even fire your weapon timely, you’re lucky. Most times, you’re so inundated by swarms of enemies, you can’t even properly aim or fire. VATs barely even works in this “dungeon” simply due to the enemy overload.
As for vaults, 63 and 96, there’s still nothing associated with them in Adventure. It is assumed that, like Vault 94, both will become part of later group raids.
Still, there are many, many unfinished quest lines throughout Fallout 76. Not only are there many presidential ballot systems all over the wasteland, including in Harper’s Ferry and Watoga, there is also a locked presidential suite in the Whitespring Enclave bunker. Also, while there are several hand scan locked rooms in the Whitespring villas, there are also many more hand scan locked rooms in the Whitespring Hotel proper. This almost entirely indicates that being General in the Enclave may not have been the end of the road for the Enclave quest line. Instead, it seems the quest may have led the player to becoming President over the Wasteland. With all of the random ballot systems, it seems that you may have had to repair enough of these systems to allow vault residents to vote for you to become President using those ballot systems, thus giving you access to the Enclave’s Presidential suite. It seems Bethesda abandoned this quest idea somewhere along the way. This, in fact, may have been dependent on NPCs which were summarily stripped from the game. Without NPCs to help vote you in as President, there’s no way to actually play this quest… probably the reason it was left out of the game.
In addition to this abandoned quest line, there are the upper floors in the Whitespring hotel. The front desk Assaultron specifically says the hotel is still under refurbishment. This is, yet another, unfinished quest. You don’t build a hotel like Whitespring and then lock off half of the building as “unfinished”. These are self-autonomous robots. They can easily finish this refurbishment process… and should have finished it by now. This Whitespring Hotel part is simply more on top of the vaults that still remain locked. There are likely even more than this in the Wasteland (crashed Space Station with no explanation), but these are the ones that stand out.
And now…
Number 1 — Revisionism of Fallout 76
Here we come to the biggest foible of Fallout 76. Instead of fixing bugs, Bethesda has focused solely on revising Fallout 76. Instead of releasing a complete and functional game, the developers got to about a 45% finished state and Bethesda pushed it out the door. Unfortunately, when something is pushed out unfinished, it never does get finished.
What that means is that like what’s described in #2, too many long standing bugs remain. Instead of Bethesda focusing on knocking out the remaining bugs, they have instead diverted to “value added content”. More specifically, designing shit they can sell in the Atom shop… that and the addition of mostly pointless short term events that haven’t even dropped loot that they should have dropped. Because of all of this, this game hit the game market hard, garnered intensely negative criticism (and still does) and ended up as a huge miss with many Fallout fans. Bethesda, however, has been riding this storm of negativity in hopes they can somehow succeed.
Unfortunately, all of what Bethesda believes to be “better” for Fallout 76 has been merely temporary bandaids, without actually fixing much of the basic underlying problems. There are so many bugs in Fallout 76 from day one that remain unfixed, it’s a surprise the game actually even functions (and in many cases, it doesn’t).
Bethesda has even spent time towards targeting “fixes” for things which haven’t even been problems. For example, Bethesda has reduced the damage output of weapons that in previous Fallout installments have been some of the most powerful weapons in the game. What that means to Fallout 76 is that the game is so heavily nerfed (reduced) that it’s almost no fun to play. You go into Fallout to spend time looking for the best weapons and armor in the game. Since all of these “best” have been so heavily reduced in damage, they are no longer the best. They are, in fact, now some of the worst weapons in the game. For example, they have reduced the Two Shot Gauss rifle’s output damage to no better than a non-legendary shotgun.
This has forced the remaining gamers to perform even more rounds of grind, grind, grinding. Because now you blow through even more armor and ammo… meaning you now have to go repair everything every few plays (yes, even when you have the perk cards equipped).
And here’s even more unnecessary meddling… Bethesda has mucked with how well the perk cards work. Many cards claim up 60%-90% reduction of “whatever”. Yet, if you really do the math, it’s way, way less than that percentage. Sometimes, it’s more likely 10-15%. The cards lie on their face. Many perk cards don’t even function.. AT ALL. You can buy into a perk card stack, but some cards literally do nothing. When the cards do function, they function at much less than what the face value of the card says. The perk cards nearly all lie in some way. They are merely there as “feel good” helpers. Many of them don’t function as intended, if they function at all.
Much of this reduced functionality is because of Bethesda’s revisionism. Instead of leaving well enough alone with the cards, Bethesda has continually felt the need to tweak these cards silently without informing gamers of the changes they are making. The cards are not the only place where they have done this. Silently screwing with VATs seems to be yet another pastime of the Bethesda devs. Yes, Bethesda is sneaking in changes without letting anyone know. But, you don’t have to take my word for it. Simply equip your Perk cards and see if they actually perform at the level they state. This all assumes that you really want to invest in this way less than mediocre game title. It’s these unnecessary changes that make this game less than stellar. It is also why this is the #1 gripe for this game.
The only thing that Bethesda’s revisionism has done for Fallout 76 is turn it into even more of a disaster than it already was. Yes, Fallout 76 is actually worse now than it was when it launched (when most of the game actually functioned as intended). Only after Bethesda began its revisionism has the game turned into junk heap. And, junk heap it is.
Bethesda continues with its revisionism in Fallout 1st (pronounced “first”), Bethesda’s monthly / yearly subscription service. You should be careful investing into this service. Considering the state of Fallout 76 today, it may not have a year of life left before Bethesda cans this game. If you’re considering purchasing a year of 1st, you may find that in 6 months, the game is shut down. How you get half of your $99 back is as yet unknown. If Fallout 76 remains in service for one more year, I’d be surprised.
Bethesda also doesn’t want to listen to what the gamers want. Instead of adding things gamers have actually requested, Bethesda has had its own agenda of questionable add-ons. Add-ons that no one has actually requested or even wanted (Distillery?). Add-ons that have added limited value back to the gamers. For example, Purveyor Murmrgh. No one wants surprise loot-crates. We want to BUY our legendary rifles already outfitted and ready to go. We want to buy legendary module add-ons so we can add legendary effects to our existing weapons and armor. We also want to be able to level our weapons up along with our player. None of this has been provided by Bethesda. All of these requests have gone unfulfilled and unanswered.
As another example of incompleteness in the game, there are 5 star slots on legendary armor and weapons. Yet, the highest amount of stars is still 3? So what gives with that? If you’re only planning to ever have 3 star weapons and armor, then remove the extra 2 unused stars as we’ll never see any 5 star weapons or armor. So many misses in this game, yet Bethesda keeps going without addressing or fixing all of these simple little problems… instead Bethesda has focused on breaking, breaking and more breaking.
The big takeaway here is be cautious with purchasing this game and be doubly cautious if you decide to purchase a 1st subscription. This game is already skating on thin ice as it is. If it lasts another year, call me surprised.
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Rant Time: What is a Public Safety Power Shutoff?
Here’s where jurisprudence meets our every day lives (and safety) and here is also where PG&E is severely deluded and fast becoming a menace. There is actually no hope for this company. Let’s explore.
California Fire Danger Forecasting
“Officials” in California (not sure exactly to which specific organization is referred here) predicted the possibility of high winds, which could spark wildfires. This happened earlier the week of October 7 (or possibly earlier). As I said, these are “predictions”. Yet, as far as I can see, no strong winds have come to pass… a completely separate issue, but it is heavily tied to this story.
Yet, PG&E has taken it upon themselves to begin powering off areas of Northern California in “preparation” for these “predictions”… not because of an actual wind event. If the high winds had begun to materialize, then yes, perhaps mobilize and begin the power shut offs. Did PG&E wait for this? No, they did it anyway.
What exactly is Public Safety?
In the context of modern society, pretty much everything today relies on electric power generation to operate our public safety infrastructure. This infrastructure includes the likes of traffic lights to street lights to hospitals to medical equipment to refrigeration. All of these need power to function and keep the public safe. To date, we have come to rely on monopoly services like PG&E to provide these energy delivery services. Yet, what happens when the one and only one thing that PG&E is supposed to do and they can’t even do it?
Granted, what PG&E has done is intentional, but the argument is, “Are the PG&E power outages in the best interest of public safety?” Let’s explore this even further.
PG&E claims that these power outages will reduce the possibility of a wildfire. Well, that might be true from a self-centered perspective of PG&E as a corporation. After all, they’ve been tapped several times for legal liability over recent wildfire events. They’ve even had to declare bankruptcy to cover those costs incurred as a result. We’ll come to the reason behind this issue a little bit later. However, let’s stay focused on the Public Safety aspect for the moment.
PG&E claims it is in the best public safety interest to shut down its power grid. Yet, let’s explore that thought rationale. Sure, this outage action might reduce the possibility of sparking from a power line, but what it doesn’t take into account is the reduction in and lack of public safety from all of the other normal-everyday-public-safety mechanisms which have also had their power cut. As I said, street lights, traffic lights, hospitals, medical equipment, 911 services, airports and refrigeration.
The short term effect of shutting the power off might save some lives (based on a fire prediction that might not even come true), but then there are other lives which might be lost as a result of the power being shut off for days. Keep in mind that PG&E claims it might take up to 5 days to restore power after this scheduled power off event. That’s a long time to be without standard regular public safety mechanisms (simply ignoring the high wind advisory).
If PG&E has been found responsible for wildfires, then why aren’t they responsible for these incidental deaths that wouldn’t have occurred if the power had remained on. Worse, what about medical equipment and refrigeration? For people who rely on medical equipment to sustain their lives, what about these folks? How many of these could die from this outage? If it truly takes 5 days to get the power back on, what about the foods being sold at restaurants and grocery stores? If you do trust it, you might get sick… very, very sick… as in food poisoning sick. Who is responsible for that? The retailer or the restaurant?
Sure, I guess to some degree it is the retailer / restaurant. They should have thrown the food out and replaced it with fresh foods. Even then, perhaps the distributors were also affected by the outage. We can’t really know how far the food spoilage chain might go. At the root of all of this, though, it is PG&E who chose to cut the power. How many people might die as a result of PG&E force shutting off the power grid versus how many might potentially die if a wildfire ignites?
I’ve already heard there have been a number of traffic accidents because the power has been cut to traffic lights. It’s not a common occurrence to have the power out on intersections. When it does happen, many motorists don’t know the rules… and worse, they simply don’t pay attention to follow them. They just blast on through the intersection. Again, who is responsible for this? The city? No. In this case, it is truly PG&E’s responsibility. The same for food poisoning as a result of the lack of refrigeration. What about the death of someone because their medicine spoiled without refrigeration?
Trading One Evil For Another
Truly, PG&E is playing with fire. They are damned if they do and damned if they don’t. The reality is, either way, shutting off electricity or leaving it on, PG&E risks the public’s safety. They are simply trading one set of public safety for another. Basically, they are “Robbing Peter to pay Paul.” By trying to thwart the possibility of setting an accidental wildfire, the outage can cause traffic accidents, deaths in hospitals, create food poisoning circumstances and this list goes on and on. When there is no power, this is real danger. Sometimes immediate danger, sometimes latent danger (food poisoning) which may present weeks later.
The reality is, it is PG&E who is responsible for this. PG&E “thinks” (and this is the key word here) that they are being proactive to prevent forest fires. In reality, they’re creating even more public safety issues by cutting the power off indiscriminately.
Cutting Power Off Sanely?
The first problem was in warning the public. PG&E came up with this plan with too short of a notice. The public was not properly notified in advance. If this outage scenario were on the table of options for PG&E to pursue during the wildfire season, this information should have been disseminated early in the summer. People could have had several months to prepare for this eventuality. Instead of notifying months ahead, they chose to notify at a moment’s notice forcing a cram situation when everyone floods the stores and gas stations trying to keep their homes in power and prepare. At the bare minimum, PG&E should be held responsible for inciting public frenzy. Instead, with proper planning and notification, people could have had several months notice to buy generators, stock up on water, buy a propane fridge, buy a propane stove, prep their fridges and freezers, and so on.
With a propane fridge, many people can still have refrigeration in their home during an extended (up to 7 day) power outage. This prevents both spoilage of foods and of medicines. Unfortunately, when it comes to crunch time notices, supplies and products run out quick. Manufacturers don’t build products for crunch time. They build for limited people to buy over a short period of time. Over several months, these manufacturers could have ramped up production for such a situation, but that can’t happen overnight. PG&E was entirely remiss with this notification. For such drastic knee-jerk actions to public safety, it needs to notify the public months in advance of this possibility. This is public menace situation #1.
Indiscriminate Power Outages
Here’s a second big problem with PG&E’s outage strategy. PG&E can’t pick and choose its outages. Instead, its substations cover whole swatches of areas which may include such major public safety issues as traffic lights and hospitals, let alone restaurants and grocery stores whose food is likely to spoil.
If PG&E could sanely turn off power to only specific businesses and residences without risking the power to hospitals, cell phone infrastructure, 911 and traffic infrastructure, then perhaps PG&E’s plan might be in a better shape. Unfortunately, PG&E’s outage strategy is a sledgehammer approach. “Let’s just shut it all down.”, I can almost hear them say. Dangerous! Perhaps even more long term dangerous than the possibility of not setting a wildfire. Who’s to say? This creates public menace situation #2.
Sad Infrastructure
Unfortunately, this whole situation seems less about public safety and more about CYA. PG&E has been burned (literally) several times over the last few wildfire seasons. In fact, they were both literally and monetarily burned so hard that this is less about actual public safety and more about covering PG&E’s legal butt. Even then, as I said above, PG&E isn’t without legal liability simply because they decided to cut the power to thwart a wildfire. In fact, while the legal liability might not be for causing a wildfire, instead it might be for incidental deaths created by outages at intersections, by deaths created in hospitals and in homes due to medical equipment failure, by deaths created via food spoilage in restaurants and grocery stores… and even food spoilage or lack of medical care in the home.
The reality behind PG&E’s woes is not tied to its supposedly proactive power outage measures, it is actually tied to its aging infrastructure. Instead of being proactive and replacing its wires to be less prone to sparking (what it should have been doing for the last 10 years or more), it has done almost nothing in this area. Instead of cutting back brush around its equipment, it has resorted to turning the power off. Its liability in wildfires is almost directly attributable to relying on infrastructure created and installed decades ago by the likes of Hetch Hetchy (and other early electric infrastructure builders) back in the early 1900s. I’m not saying that every piece of this infrastructure is nearly 100 years old, but some of it is. That’s something to think about right there.
PG&E does carry power from Hetch Hetchy to its end users via Hetch Hetchy generation facilities, but more importantly, through PG&E’s monopoly electric lines to its end users. PG&E also generates its own electricity from its own facilities. It also carries power from other generation providers like SVCE. The difficulty with PG&E is its monopoly in end user delivery. No other company is able to deliver power to PG&E’s end user territory, leaving consumers with only ONE commercial choice to power their home. End users can opt to install their own in-home energy generation systems such as solar, wind or even diesel generators (when the city allows), but that’s not a “commercial” provider like PG&E.
Because PG&E has the market sewn up, everyone who uses PG&E is at their mercy to provide solid continuous power… that is, until they don’t. This is public menace situation #3.
Legal Troubles
I’m surprised that PG&E has even decided to use this strategy considering its risky nature. To me, this forced power outage strategy seems as big a liability in and of itself as it does against wildfires.
PG&E is assigned one task: Deliver Power. If it can’t do this, then PG&E needs to step aside and let another company more experienced in to replace PG&E’s dominance in power delivery. If PG&E can’t even be bothered to update its aging equipment, which is at the heart of this entire problem, then it definitely needs to step aside and let a new company start over. Sure, a new company will take time to set it all up, but once it’s going, PG&E can quietly wind down and go away… which may happen anyway considering both its current legal troubles and its bankruptcy.
The state should, likewise, allow parties significantly impacted by this forced power outage (i.e., death or injury) to bring lawsuits against PG&E for its improperly planned and indiscriminately executed power outage. Except, because PG&E is still in bankruptcy court, consumers who are wronged by this outage must stand in line behind all of those who are already in line at PG&E’s bankruptcy court. I’m not even sure why the bankruptcy judge would have even allowed this action by PG&E while still in bankruptcy. Considering the possibility of significant additional legal liabilities incurred by this forced outage, the bankruptcy judge should have foreseen this and denied its action. It’s almost like PG&E execs are all, “F-it, we’ll just turn it all off and if they want to sue us, they’ll have to get in line.” This malicious level of callous disregard for public safety needs much more state and legal scrutiny. The bankruptcy judge should have had a say over this action by PG&E. That they didn’t, this makes public menace situation number 4, thus truly making PG&E an official public safety menace and a nuisance.
Updated 10/11/2019 — Clarification
I’ve realized that while one point was made in the article, it wasn’t explicitly called out. To clarify this point, let’s explore. Because PG&E acted solely on a predicted forecast and didn’t wait for the wind event to actually begin, PG&E’s actions egregiously disregarded public safety. As I said in the main body of the article above, PG&E traded one “predicted” public safety event for actual real incurred public safety events. By proceeding to shut down the power WITHOUT the predicted wind event manifesting, PG&E acted recklessly towards public safety. As a power company, their sole reason to exist is to provide power and maintain that public safety. By summarily shutting down power, not only did they fail to provide the one thing they are in business to do, they shut the power down for reasons other than for fire safety. As I stated above, this point is the entire reason that PG&E is now an official menace to the public.
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One Year Later: Has Fallout 76 improved?
Seeing that Fallout 76 is an online multiplayer game and that Bethesda heavily enjoys its revisionist tendencies, this question arises about not only this game, but about revisionism in video games in general. It’s ironic then that this simple brown paper bag has come to represent everything wrong with Fallout 76. Has Fallout 76 gotten any better in nearly one year since its release? Let’s explore.
Revisionism in Entertainment
There’s something to be said for revisionism. As many entertainment products today are delivered digitally and are now also being created digitally these days, this opens the door to revisionism. The difficulty with changing stuff is that what we initially purchased is not what that thing is today. Whether it be a movie, a book, TV series or even a video game. I’m actually surprised it hasn’t happened in the music industry so far.
Throughout the 50s, 60s, 70s and 80s, visual and literary entertainment was always set in stone. Heck, this idea goes back into the renaissance with such works as the Leonardo da Vinci’s Mona Lisa and Michaelangelo’s Sistine Chapel. Though, even then there were controversies with some clergy deciding that fig leaves needed to be added to certain artworks, thus forcing a revision. These instances were rare and usually happened while the work was in progress. However, sometimes a second artist might be commissioned later to paint fig leaves. What that usually meant was, what you saw when it first arrived is the same thing you’ll still see today. Unfortunately, too many entertainment makers see revisionism as something to make their product better, but does it? Can changing the content of a book, movie or video game a year or two later actually make it better?
This is up for debate. What it does is make the entertainment become a cloudy and murky experience. What you fondly remember about the product and experience could be completely invalidated because a creator later decides to completely rework large portions and change what you remembered most.
In fact, many people remember works for certain specific things that happened within. If revisionist changes remove or alter those specific sections so that they are no longer in the work, you may have modified what people remembered about your product. And this is the fundamental problem. Such revisionism can actually make a product worse. Fallout 76 is a poster child for this problem.
Editing for Correction
Now, I’m not against basic editing. In a written work, if you misspell a word, need to correct grammatical errors or word omissions, these are perfectly acceptable changes. If the dialog in a film is misspoken or acted in a less than professional and convincing way, I’m fine with a reshoot and reedit so long as the dialog and scene remains functionally equivalent. These are all edits that make sense in the context of a body of work. They don’t substantially alter the work, they simply polish it. Polishing a work to make at work the most professional it can be is perfectly acceptable.
However, changing a work by adding substantial content, altering the story, changing the outcome, changing the setups, changing the rules and so on, these are not simple corrections. These change the fundamental story outcome. These substantial changes are considered revisionism and are way outside the bounds of simple corrections. That would be like someone deciding to change the Mona Lisa’s smile on the original painting simply because they think it is too vague. You just don’t do this to the original work. Sure, you can create a derivation of that work and publish it separately, but you should never alter the original work by substantially changing its content.
For this reason in the art community, there’s a lot of controversy about “cleaning up” historical works of art that have layers of dirt, dust and debris on the surface. The “clean up” process could amount to changing the fundamental work rather than being a simple cleanup. The chemicals used might even long term damage the work. It means someone has to take liquids to the work, clean off the “dirty” layers and expose the “clean fresh” layers. The difficulty is, by doing this it may remove original content intended to be there by the original artist. With older works where the artist is no longer living, we cannot consult them for how to best “clean” their works. It’s all best guess. Modifying and cleaning these works may make them look better, but does it fundamentally alter the content? This is the contentious and controversial part… and it is exactly this controversial part that applies to ALL works when they are revised.
Reuse of Assets in Video Games
Video games are both entertainment and works of art. In fact, it takes a lot of graphical art content created by teams of artists to release a video game. Such art includes texture maps which get layered onto 3D objects. These maps make the objects appear naturalistic and real. Granted, some of the art is scanned from actual nature… such as tree leaves scanned in from real trees to create realistic trees in a 3D landscape. Even skin surfaces are likely scanned from actual human skin. However, some texture maps are hand crafted, stylistic art. These are the truest art in every sense of the word.
Revisionism in texture map art isn’t really a big problem in the video game world. In fact, once these “assets” have been created, it’s more likely a video game publisher will overuse these assets rather than modify them. By ‘overuse’ I mean reuse them not only in the original game, but future games also. I’m sure the devs think, “Why recreate the wheel with every new game?” Instead, reusing assets that already exist makes sense in some limited cases. Reuse also costs less development money.
On the other hand, reusing too many assets from a previous work makes your current work seem less than original. That would be tantamount to an author taking whole passages from a novel and copying and pasting them into a new novel. After all, if they worked in the old novel, why wouldn’t they work in the new novel? At least, that’s the thinking. The problem that creators overlook is that consumers can easily spot these reuses. Consumers can overlook small reuses of words and phrases in a novel, particularly if a specific character has a peculiar speech idiosyncrasy when using those words and phrases. In this specific case, it adds to character development. However, there’s a fine line between reusing words and phrases to make a character development point and plagiarizing your own past works. Consumers do recognize large plagiaristic reuses and judge the work’s merit accordingly.
Fallout 76
Here is where we come to the crux of this article and Fallout 76. Fallout 76 is a completely hosted, online video game world. It is also a world almost entirely derived from Fallout 4 with only the terrain, cities and landscape being different, but at the same time entirely reusing nearly every Fallout 4 asset and even the game engine itself.
Fallout 76 is also a world where nothing except assets and visual and audio data exists on your computer device. It is a game where only the rendering occurs on your device. The actual game world itself resides remotely on servers that Bethesda owns and operates. Even your character and saved game exists not on your computer, but on Bethesda’s server. If Bethesda shuts down the Fallout 76 service, so too does your character disappear along with all of the time you spent creating that character. Unlike Fallout 4 where your saved games live on your device and you can reload and play the game years later, Fallout 76 is beholden to Bethesda to remain in business for this game service to continue to exist. If Bethesda were to fold or shut the game down, Fallout 76 would cease to exist along with all of the work and time you spent with your character. All you’ll have left is a bulky game client on your device with no where to connect. Only videos or screen shots you may have of your game progress saved on your local device will be there to remember what that game was. I should point out that in Fallout 4, if you use mods, you should also make sure you have a saved game without mods. If Bethesda shuts down entirely, so too does Bethesda.net. This means that you will not be able to unload or remove mods as long as Bethesda.net remains down. So, make sure you have a vanilla save of your character without any mods loaded in case this eventuality occurs (side note). While Fallout 4 is playable without Internet, Fallout 76 is entirely dependent on it.
What that also means is that because the Fallout 76 engine runs remotely, it means Bethesda can roll out wholesale changes to the product at will and at any time. And, unfortunately, they perform this revisionism regularly. However, they’re not performing this revisionism in a way that makes ‘editing’ sense.
Earlier I discussed simple editing that allows for polishing a product. Unfortunately, that’s not what Bethesda is doing with its Fallout 76 revisionism. Instead of polishing Fallout 76 to fix basic bugs, glitches and improve the basic performance and fundamental user experience, Bethesda is adding large new sections of content and changing the rules of the game. The added content is over and above (and outside) of the context of the original game story as it was released. In fact, most of the additional content that Bethesda has so far added has not impacted the base original game. Even though this is still a form of revisionism, it revises the work by adding new stuff, but at the expense of not correcting basic problems within the original game… and not expanding the game in actually meaningful Fallout-themed ways.
“Where is the game today?”, you ask. Great question. Fallout 76’s original “Adventure Mode’s” fundamental game experience is still the same as it was when it launched (as lackluster as it is), bugs and all. Unfortunately, to add many of the new additions to the game, Bethesda has had to tinker with some of the fundamental game mechanics and rules that operate the base game. What that has meant to the game is broken, changed and altered base game playability. This means that for Bethesda to add these inconsequential new features, it has broken even more pieces of a game which where formerly fully working… in addition to the broken features that have not yet been fixed. They’ve even introduced newly broken features.
And here is where Fallout 76 is today. Instead of Bethesda focusing on simple basic editing to correct fundamental and original game flaws to make the original gaming experience better, it has decided to focus almost solely on adding new content to the game in an attempt to attract new consumers. In that process it has broken even more of the game rather than fixing original broken functionality. It is an entirely flawed rationale.
While Bethesda’s changes may seem to bring in new players for the short term, the difficulty is that these newly added game additions have severely limited play value. In fact, these additions have such limited play value, I’d expect gamers to get tired of playing them within 1-2 weeks at most. Most give up on them in only a few days. The original game might take you a month or two to get through. Yet, these newest additions might hold someone’s interest for a week (usually less) if you’re lucky! Yeah, that’s a lot of work for such a tiny payoff. Worse, these additions do not extend or modify the original story. These are effectively “mods” that add something new, but add no value to the original game’s story or content or, indeed, expand Fallout in consequential ways. These additions are effectively end-game content. They’re tiny and almost entirely inconsequential.
Backpack
I won’t go into discussing every addition, but I will discuss this one because it offers us insight into Bethesda’s thinking. This add-on item gives the player a backpack that offers a little more carry weight based on the character’s level. A level 10 character, for example, would get fractionally more carry weight (10 points). For each 10 levels, your character will get maybe 10 more carry weight, but you’re required to toss the old backpack and recreate a new one to get the updated carry weight, thus applying all new mods again to get your new backpack back to look like your old backpack’s setup.
It’s a lot of work doing this at each 10 levels. This is one of the fundamental design problems with this game. Instead of directly allowing leveling up of existing armor and weapons, you must scrap it and recreate it anew… or find it again. If it’s Legendary, then it is stuck at whatever level it is. Most weapons and armor top out at level 50 and the perk benefits stop there. This effectively means that even if your character is level 150 or 300, you’re still wearing level 50 armor…. which effectively caps the player’s level at 50. The level cap is not based on what your character’s level is, but the maximum of your armor and your weapons. When these max out at level 50, being a level 300 player doesn’t really in any way help you. The only thing it does is means you’ve been playing the game for a long time. But, effectively your level is capped by the highest level armor and weapons you have on you.
The small backpack, I believe, tops out also at level 50 with a maximum of 60 carry weight. You can’t infinitely keep leveling up the backpack. Though, there is a large backpack that doubles this carry weight, but requires even more grinding to achieve. This means that once you reach level 50 and can craft a level 50 backpack, that’s as far as the small backpack perk goes. Sure, you can add on additions like the cooler and other perks, but all of that is still capped at the maximum level of that backpack.
Unfortunately, for the backpack, the situation gets worse. When it was first introduced, the way to get the small backpack was through a series of convoluted quest lines involving a “Boy Scout” badge-like approach. You had to get “badges”. To get these badges, you had to perform any number of varying activities. You only had to have three of a larger number of badges. Once you had three badges, you then presented yourself with your badges and a successfully completed test and you were issued the small backpack plans. So then you graduated to the Possum rank only to start this whole process all over again for a second series of grinds to get the large backpack plans.
However, later, Bethesda in its infinite revisionist tendencies decided that you could simply go find the small backpack plans in a container. No longer did you need to jump through all of the convoluted lengthy tadpole badge hoop quests. Quests, I might add that could be difficult to accomplish without a teammate. For example, to complete one of the quests, you had to “revive an ally”. What that meant is staging it with a teammate. It’s not super easy to die in Fallout 76. Even then, there are two death types. One type is an incapacitated death where a player can stimpak and revive you. The other death type offers no hope of revival. The player simply has to respawn somewhere and start over.
Staging an incapacitated death can be difficult at the best of times. Getting this specific badge meant either grinding until you ‘accidentally’ found someone in that state or staging it to get it done sooner. Staging this is harder than you might think. I’m not even sure why this was required for the badge, yet there we are. Like using liquid flux to create fusion cores, reviving an ally is a questionable requirement for this quest line. I’m not even sure what Bethesda was thinking. Some of these requirements make no sense.
The point is, Bethesda invalidated the need to go to through the long “Boy Scout” quest line allowing you to bypass all of that by simply grabbing the plans, as long as you know where the container is (which is incidentally located in Morgantown Airport in the Overseer’s Cache). Though, if you wanted the backpack extras, you still had to go through the badge quests to earn scout credits to buy these additions (yet another currency type in the game)… as if caps, scrip and atom were not yet enough.
Bugs, Bugs and more Bugs
I’m not talking about the flying kind here. Worse, because Bethesda has chosen to prioritize the addition of new content over pretty much everything else, it likewise means Bethesda’s team has completely ignored fixing even the most basic of flaws in the original base game.
For example, in a video game that relies on shooting mechanics and melee attacks to function, you’d think a AAA developer could at least make these mechanics sound and “just work”. Unfortunately, even in the base game which was released a year ago, these fundamental basics have never functioned correctly. You can literally shoot directly at enemies and the bullets simply won’t connect. Not just once, but many times in a row. Even button presses on the controller aren’t reliable. Press, press, press… and nothing. It might take 5 successive presses for even one press to be registered by the game. This is a actually first in the video game industry. No other game have I ever played where a game’s control is this unresponsive and unreliable. If, as a video game developer, you can’t even register a button press from a controller, perhaps you shouldn’t be in the video game business?
Anyway, while the game consumes the ammo and shows the animation of the gun doing its thing, the game doesn’t recognize the collision on the enemy, even when you’re standing less than arm’s-length next to the enemy.
Oh, but it gets worse. When you spawn into a game world, there’s a huge time delay between the time when your character appears in the game world and when the visual part of the game releases control to you to begin playing. This time discrepancy is not insignificant. It could be upwards of 1-2 minutes before your game is handed control and the world is fully rendered. What that means is that if you spawn into a “hot zone” of enemies, your character could be dead before the loading screen has even disappeared.
Fallout 76 has even more basic problems. For example, when you spawn into a new game world, your character can spawn into a “blast zone”. A blast zone is a zone where another player has set off a nuke and irradiated the area. Irradiated areas in Fallout 76 last for at least 30 minutes to an hour real time, maybe longer. Because you’re spawned into the “last place” where your character formerly was and because you’re not given a choice where to spawn on load in, you could load into an irradiated zone unprepared. This, of course once again, means your player is dead upon spawning in. Worse, because the game force drops all of your junk upon character death, you’ve lost all of the junk you were carrying with little hope of getting it back. If your character does not have the preparation to handle a nuke zone (Hazmat suit or similar), you can’t venture in and get your stuff back. If you choose to hop servers to get out of that blast zone, you definitely can’t get your junk back. Junk drops exist in only one server. If your character dies in one game world and you are forced to hop game servers, your junk is forever gone. One of Todd Howard’s promises of Fallout 76 was that we shouldn’t need worry about ‘servers’. Yet, in this case, we very much do.
These are bugs that shouldn’t exist. These are bugs that should have been solved before the game was ever released. Yet, here we are a year later and they still exist. These are, by no means, the only problems / bugs in this game. In fact, there are so many bugs, I could write a book and still miss some. Anyway, let’s make a small-ish list:
- Looping “stuck” audio out of one or both audio channels
- Random server disconnects
- Random inventory lost
- Random character deaths
- Getting stuck in power armor
- The “wendigo” character problem (character has stretched elongated limbs)
- Getting stuck on scenery (forced to fast travel)
- Spawning inside of objects (stuck)
- VATs doesn’t calculate accuracy correctly
- VATs not working correctly
- Perk cards not working (Storm Chaser almost never works when it’s raining)
- Lack of perk cards for certain basic features (no weight reduction for rifle class?)
- Too many perk cards for some functions (how many rifleman cards do we need?)
- The Scorchbeast Queen event only appears IF another player decides to nuke that area. If not, the event never appears… and it’s the biggest multiplayer event in the game! … and yes, I do consider this a bug.
- Losing junk after character death because of “server disconnect”
- Stupid crafting recipes:
- Fusion Cores — Crafting a fusion core requires only every single version of stable flux? Wait..what? You’re making a nuclear battery. It should require aluminum, copper, nuclear waste, plastic and silver. You can’t make a battery from liquid flux alone! Where does the case come from? The properties of flux, while irradiated, cannot produce an electric current in its liquid form when simply combined, let alone produce a hard shell case that approximates the shape of a fusion core.
- Tick Blood Tequila — This one requires pure crimson flux. What? It’s not named Irradiated Tick Blood Tequila, it’s named Tick Blood Tequila. It shouldn’t require ANY flux.
- Stable Flux — Making stable flux requires components that are only available in nuke zones and, more specifically, only available in very specific nuked zones. And even more specifically, are only dropped from very specific killed enemies in these very specific nuked zones. To craft stable flux requires 10 “raw” flux and 1 each of glowing mass, high radiation fluids and hardened mass. You cannot find raw flux, glowing mass, high radiation fluids or hardened mass on ANY other enemy in the game, in any other containers or in any other non-irradiated locations. The additional components can only be found in irradiated zones on very specific enemies after a kill. Even then, these drops are not guaranteed.. which means you need to kill A LOT of them to find all three of these “extra” components. Stable flux is easily the rarest required item in the game… not including cosmetic outfits (Red Asylum Outfit, Witch’s Costume, White Powder Jumpsuit, etc). Not only are they rare, but they weigh a ton. Each Stable Flux weighs 1 unless you have the perk Pack Rat card which reduces the weight of all junk items.
- Raw Flux — Separate but related to the above, raw flux is only found in nuke zones. It cannot be found anywhere else in the game. This means that every player in the game is beholden to other players to “create” a nuke zone to enable obtaining of not only raw flux, but high radiation fluid, glowing mass and hardened mass. You can obtain flux from the Queen event when it closes, but only if it just happens to drop it at the end and only if the event closes successfully. Raw flux (when refined to stable) is a required component for certain quests and crafting as well (Tick Blood Tequila and Fusion Cores). Note that raw flux is considered ‘Aid’ not ‘Junk’. You’ll have to apply Thru-Hiker to reduce the weight for these.
- Why Raw Flux is Aid and Stable Flux is Junk, I’ve no idea. But, inconsistency abounds in this otherwise mediocre game… thus one big reason why it IS mediocre.
- Any other recipes that require “stable” flux
- There’s not a single recipe that requires “raw” flux. Yet, it’s a huge component in the game. Raw flux is not even worth much anymore (revisionism at its finest).
- Food Recipes — Most food recipes only provide food and nothing else. Sure, you can go find other more fancy recipes, yet they also only provide food. I’m not sure what Bethesda was thinking here, but if you spend the time to go track down a specific advanced recipe, that recipe should provide more than simple food. It should provide a perk increase, such as added luck or agility or improved health or AP regeneration. Yet, most advanced recipes offer none of this. What’s the incentive to find and craft advanced recipes when it provides nothing more than what a basic recipe provides? Sometimes even the most basic recipes offer better perks than the “advanced” recipes.
- DLC — The add-ons that Bethesda has offered beyond the base game have excluded the use of perk cards entirely. For example, the distillery added to the game during a spring DLC addition gave us the ability to craft alcohol using a newly added crafting table. The problem is, none of the existing base game perk cards apply to this new crafting table. And no new perk cards were introduced, either. For example, Super Duper is one of the most widely used base game cards. This card offers the chance to double whatever you craft on crafting tables… except, this card does not apply to the distillery crafting table. While you can sometimes double your output while crafting stimpaks or radaway or when crafting ammo, you cannot double the output when crafting beer, wine or whiskey. It makes no sense, if Super Duper applies to all other crafting tables, it should apply to the distiller crafting table. That Bethesda selectively declines to apply known perk cards to its add-ons is just a jerk move… and, in my opinion, makes the game worse.
And here we come to even more issues:
- Gun ammo is unloaded at every game load-in — Instead of the game remembering which gun was currently being held and how much ammo it has, the game unloads the gun of ammo on login. This means that if the game crashes or you quit and come back later, you must reload your weapon immediately upon login. If you fail to remember to do this MANUALLY, you will ‘click’ and nothing happens.
- Quests fail to progress for nonsensical reasons — Quests can get stuck simply because the game won’t recognize the most basic of things. Some quests requires that you be drunk to complete them. In some cases, the game simply won’t progress even though the UI shows the effect is active. The quest simply chooses to ignore it and not progress.
- Quests disappear — You can be questing along, then have the game crash only to load in and find that quest is no longer part of your quest inventory.
- Quests cannot be abandoned — In previous Bethesda games, you could quit a quest and restart it by going back to the source. That is not possible in Fallout 76. If you pick up a quest, it stays in your quest inventory forever (or until it randomly disappears on its own). This is particularly problematic for quests that reload with incredibly loud voice overs (Grafton and Rose).
- Quest markers do not always appear in the HUD — Quests put up markers in the compass HUD. Yet, at times, these markers are simply not there. Not all quest progressions are easy to locate. Perhaps it’s a specific computer terminal in a building with perhaps 20 terminals. Without a marker, you would have to run to every single terminal in the building and try them all. It’s one thing if a game is based on having no markers. It’s entirely another if the game has quest markers that fail to work reliably… and this is where Fallout 76 lives.
- Music that can’t be muted — There is certain environmental music that cannot be muted. Even though I’ve turned off music in settings, the game insists on still playing music at certain events.
- Paper Bags Drops — For a long while, dropping items into the environment was fraught with peril. You could drop something that should appear in a paper bag, yet no bag would ever appear and your item was entirely lost. While it seems that this issue may have been mostly solved, it still exists occasionally. I have dropped paper bags which never appeared even after it was claimed to have been fixed.
So now, let’s discuss C.A.M.P. bugs. I’d rather not because there’s a huge laundry list of items here, but let’s do it anyway.
- Camp Circumference — When you drop your camp down, a circle is created that outlines the border of your camp’s buildable areas. You can’t see this circle in full. You are limited by seeing this circle from a ground perspective. This mean you must guess as to exactly how this circle fits onto the ground. If you get it wrong, you must pay to move your camp again. Each time you move your camp, you lose more caps. You can’t adjust or fine tune your camp’s circle. It is where it lands. Bethesda could have raised the camera off the ground to show us the circle from above, yet nope.
- Randomly disappearing objects — I’ve had a number of camp objects that I’ve built simply disappear. Sure, someone reading might think, “Oh, it was just damaged and needs to be repaired”. Nope, I’ve checked that. The object is simply gone. I’ve had this bug happen a month after the game launched and I’ve had it happen as recently as a week before writing this article. This is a long standing bug that has basically existed since the game launched… and it still exists today. Worse, when these objects disappear, they still contribute to the camp’s budget. Even deleting everything in your camp will not free up these lost objects. Writing Bethesda support won’t lead to anything fruitful. The Bethesda support team actually does nothing other than write emails about how they can do nothing to help you.
- Camp Budget — Bethesda has increased the camp budget exactly once… when they introduced the Distiller crafting table. Even then, you can’t build much with the allotted camp budget. It’s large enough to create a small structure, but if you want to defend that structure with turrets, expect to make your camp buildings much, much smaller. Turrets still cost a whopping amount of camp budget simply to create a single turret. If you want 5 turrets, expect at least 1/4 of your camp budget gone (perhaps even more than this).
- 24 players per server — It’s crystal clear, this number of players is too many for the way they’ve built their servers. Half this number would make the servers much less laggy, much faster and overall perform much better. Yet, we’re forced to deal with 24 players on a server where even just one player can bring the server to its knees when spamming a crafting table at their camp.
- Portions of objects disappear — If you’ve ever set up a fertilizer resource (a Brahmin Pen) or the new Scavenger Bot (Atom shop item), you can find portions of the object become invisible. I’ve had the hay on the Brahmin resource vanish. I’ve had the scavenger hatch become invisible. And again, no, it wasn’t damaged. When I open the workshop, the only thing that appears is a vibrant green untextured object. It’s most definitely a bug.
These are but many of Fallout 76’s most basic fundamental mechanic flaws and these are not anywhere close to all of them. These problems have existed in the base game… long before Bethesda added their newest add-ons. These are fundamental problems that, for a AAA game title and for an AAA developer like Bethesda, shouldn’t even exist. That these basic fundamental flaws, problems and, yes, bugs, exist means that Bethesda shouldn’t even be in this business.
But, wait there are even more problems afoot.
Graphics
Not only does Fallout 76 add an annoying haze overlay effect onto bright light sources, the graphics of Fallout 76 are actually much, much worse than Fallout 4. The shadows are incredibly low res by comparison. Some images don’t resolve to high res until you’re within arm’s length of the image. You can literally see the 8 bit sized pixels. For example, the GNN poster is a lighted decoration you can put up on your camp. When you approach it from a distance, you can see a very pixelated image. When you move within arm’s length, the pixelated image stays for a moment, then loads to higher res right before your eyes. You can even see the image load in. Sometimes textures will randomly toggle between low res and high res even while standing still.
In Fallout 4, this low res image loading problem never existed. The images were loaded at high res the moment you were within gunshot range. That Fallout 76’s graphics engine is this piss poor tells me Bethesda has no idea how to run a quality MMORPG (massive multiplayer online role playing game). Though, I’d debate that 24 players constitutes an MMORPG. Perhaps MORPG (multiplayer online role playing game) more accurately describes Fallout 76. I digress.
Worse, it’s not limited to image loading.
There are many problems with Fallout 76’s graphics including, but not limited to, seeing god rays through rocks, seeing image artifacts on trees when looking downhill, low res textures, poor quality lighting and this list goes on and on. Comparing Fallout 4’s graphics to Fallout 76, there really is no comparison. Fallout 4 looks sharp and crystal clear. Its sun and effects look realistic.
In Fallout 76, the sun disc used to have a horizontal lens flare effect. This was early when the game first released. In later releases, this lens flare effect was inexplicably removed and has never been added back. It’s still not back. The distance effects look bad and I mean really, really bad. The distance effects in Fallout 4 were fair, but looked mostly okay. There are definitely better graphics engines, like Ubisoft’s AnvilNext, but Fallout 4 did a decently respectable job for its engine.
In Fallout 76, the whole graphics system has taken a huge step backwards. The rendering is worse, overall. Some of this I get. The devs needed to reduce how much is required to download over the network. Otherwise, the network chatter would be too overloaded and the game wouldn’t function, particularly with gamers on slower networks. I get that. But, at the same time, it makes the game look amateur. This is one of those times where a AAA developer should have withheld the game and decided not to release it.
You can release junk or you can release nothing. Junk turns your brand sour. Releasing nothing increases expectation of the next product. Bethesda should stick to what they do best. Single player offline video games. Stay way from these online games where not only does Bethesda clearly have no experience, they have learned nothing since launching The Elder Scrolls online. At least use that MMORPG as a learning experience. Nope, they started over from scratch and had to relearn everything they already learned from ESO. Even then, Fallout 76 is still stumbling through mistake after mistake… mistakes that had already been corrected long ago in ESO.
Grinding and more Grinding
Grinding has always been a thing in most MMOs. Grinding is the way for the game developer to keep gamers interested in the game. Developers must ask themselves, “How much grinding is too much?” Bethesda, unfortunately, hasn’t asked itself that question and has firmly led Fallout 76 into the territory of too much grinding.
In fact, in Fallout 76, you’ll spend more time grinding for resources than doing just about any other activity in the game. Even going into final battles is less about the combat and more about grinding for XP, eating food and the loot drops. No one goes into the Queen battle to actually kill the Queen. They go into it because of what they’ll get from her in the end and what they’ll get from when the quest closes successfully. It’s not about the combat, it’s about what drops you get.
That’s not good game design. That’s crap design. You want to design a game for gamers to want to engage in the combat because of the combat, not because of loot drops. Unfortunately, because the combat in Fallout 76 is so exceedingly bad, the only thing we can look forward to at the end of a Queen event is the drops. In fact, I believe all of the loot the Queen drops should stop being dropped period. No more random queen loot drops. Instead, she should drop only caps and scrip (the newest currency you get when you sell Legendary items). This currency can then be redeemed at a vendor in the game world, such as at the legendary vendor Purveyor Murmrgh. This currency can then be obtained in other ways throughout the game. This means that if you choose not to do the Queen event, you can still get the same loot in alternative ways and using alternative means. You’re not beholden to join a combat event simply to obtain flux, legendary items or plans or whatever other things the Queen usually drops. Instead, no matter which role playing choice you choose to follow in the world, you still have equal chance of getting choice weapons, armor and loot drops. An open world RPG should allow for multiple paths to get to the same point.
Open World RPG
An open world RPG is about being able to do things in whatever way the gamer chooses. If the gamer wants to focus on crafting, they should be able to skill-tree up through a crafting system. If the gamer wants to focus on combat, there should be a combat skill-tree. No one skill-tree should become THE skill-tree. In Fallout 76, if you choose not to adopt combat as your skill-tree choice, you really can’t get much from the game. Further, loot drops in the world should not be unique to a specific triggered event. All loot drops should be equally available throughout the world to all skill-trees… perhaps, as I suggested above, by dropping currency rather than weapons and armor. The currency can then be exchanged for weapons and armor.
However, certain “main quest” quests may be required for all players and these required drops should allow all players to access and use certain fundamental items necessary for later main quests. However, all tertiary quest loot drops should be available in differing ways to all player types.
Stable Flux is a good example of this. This resource should be available in ways other than by visiting nuke zones. You should be able to buy this resource in the world from at least one in-game-world vendor. Grahm is a wandering Super Mutant vendor and is a very capable and shrewd vendor. Because he’s constantly traveling the wasteland, he’s the perfect vendor to sell stable flux. Not only does it make sense that he can wander into nuke zones and gather and refine flux, he can then sell it to us. Perhaps not in large quantities, but he should at least always have it on him to buy.
Flux shouldn’t be the one and only one needed resource in the game where the gamer is required to gather it under very limited and specific conditions that rarely occur. This part of the game was entirely a mishandled by Bethesda. Bethesda also needs to recognize that there is more than one play style that can be had in an RPG world. It needs to recognize that not all gamers go into Fallout 76 for the gun combat. Many do, but not everyone does. For those who choose not to go for the combat, the game itself penalizes this style of gamer by not allowing easy access to the rarer items in the game. In other words, you are forced into Fallout 76 for the combat if you want to gain access to the rarest items in the game. To be more balanced with all gamer types, Bethesda needs to rethink this stance.
Power Armor
One of the biggest introductions into the Fallout franchise was the addition of power armor. This is heavy armor powered by a fusion core. When you enter the armor, the character is encased entirely in a metal shell covered over by pieces of armor. These armors have specific ratings and have specific attributes.
In Fallout 4, Power Armor was considered the strongest armor in the game, particularly if you wore Legendary pieces. If you had a certain set of power armor, you were practically invincible under most conditions. However, the armor did take damage and break. In Fallout 4, power armor breaks relatively quickly… particularly the legs. While it protects you well, it also damages quickly. The legs were the weakest parts of the whole set.
Unfortunately, in Fallout 76, Power Armor has actually become a joke. It’s easily the weakest armor set in the game. It’s weaker than its corresponding sets in Fallout 4. It’s weaker than even Marine armor found in the game. For example, wearing power armor in Fallout 76 sees absolutely zero protection against a level 52 Colonel Gutsy shooting 5.56 ammo… even if your character is level 150 or 300. A single bullet from a Colonel Gutzy with 5.56 eats straight through the armor and damages at least 1/10th of the HP bar. It might even damage more than this per shot. This is entirely bugged. Certainly, in Fallout 4, 5.56 loaded Gutsy did eat through health rapidly, it’s not nearly as rapid as it is in Fallout 76. The two tertiary benefits to power armor is its radiation protection benefit and its ability to fall from any height without sustaining HP damage. Yet, its armor protection levels are exceedingly weak.
This power armor problem has only gotten worse, not better. Power Armor is now even harder to maintain. When Fusion Core generators used to offer 100% charged fusion cores, Bethesda has changed the rules of the game and they now only provide 50% charged fusion cores. This means you now have to carry double the amount of fusion cores that you formerly had to carry when they were 100% charged. Now if you want 100% charged fusion cores, you need to make them with Flux or hope that the energy power plants still provide 100% charged cores in those workshop generators. Admittedly, those power plant generators used to offer 100% charged cores every 7 minutes, but with Bethesda’s revisionist tendencies, I haven’t tested this to find out if they still do. My guess is that they now provide 50% charged fusion cores.
Worse, most fusion cores randomly found sitting around in the game outside of a generator have a 25% or less charge. I don’t even get this change. Bethesda, do you want us to use Power Armor or not? It clearly seems that by making these silly reductions that Bethesda doesn’t want us to actually use Power Armor. So then, why even include Power Armor in the game? If they want to restrict the use of power armor, simply raise the weight of the fusion cores. Leave them at 100%, but raising the weight means carrying less.
One last thing about Fallout 76 and Power Armor is the lack of legendary armor pieces. While Fallout 4 had multiple legendary pieces of Power Armor (chest, legs, arms, etc), there is not a single piece of legendary power armor in Fallout 76. Not a single piece. Yet there is every type of regular armor in a one, two and three star legendary format. Even worse, for PVP purposes, Power Armor is weaker than level 5 regular armor when the combatant has perk card Tank Killer equipped at maximum. What’s the point in having and wearing Power Armor when a card like Tank Killer is available? Talk about overpowered and needing a rebalance. Tank Killer is one card that needs to go.
It’s crystal clear, Bethesda devs don’t want us using Power Armor. It has no legendary effects, it’s weak overall and the game offers up such stupid perk cards as Tank Killer that bypass armor ratings. So then, what’s the point? Even regular armor is stronger than this. It’s okay to provide a card like Tank Killer if an equal and opposite perk card is available to counteract Tank Killer and strengthen the Power Armor. But, there is no equal and opposing card. Yet another design miss that has never been corrected. In fact, none of these power armor issues have ever been addressed in Fallout 76.
Characters, Loot and Caps and Requested Features
This is another issue that has not ever been discussed or addressed and has existed since release. Fallout 76 allows players to create up to 5 different characters to use in Fallout 76. How we choose to use those characters is up to us. If one of our players has progressed well beyond level 15, yet still has a level 15 set of power armor, it’s stuck in that character’s inventory. How about letting us share the wealth between our characters? What if I want to transfer scrip, caps or pioneer scout credit between characters. Atom is a global currency available to all characters. Why not scrip, caps and pioneer scout credit?
Bethesda has yet to address or even offer a system for transfer of caps, loot, weapons or armor between our 5 characters. Instead, we have to rely on a third party to temporarily hold and then hand back our loot, caps, armor and weapons. I mean, seriously. Why do I have to make friends with a random on Fallout 76 just to impose on them and have them hold my stuff simply to transfer between characters?
Instead of giving gamers what we want from this game, like the above suggested feature, Bethesda spends time creating Biv and Distillers (unnecessary), the backpack (pointless), Fasnacht (stupid), Meat Week (lame), Scrip (really?), Nuclear Winter (not needed), Survival mode (minimally even used) and Atom Shop items (expensive). All of these developments so far are definitely inconsequential and meaningless to the overall Fallout 76 base story.
How about overhauling the perk system and give us perk card load outs? Let us, at one click, rearrange our perk cards without having to go into the perk card system and manually, one-by-one switch them in and out. Note, this feature is heavily needed after reaching level 50 when SPECIAL points are capped. You can’t add or rearrange your SPECIAL points, but you can rearrange perk cards at will. So, why not add something we want, like 5 perk card preset load-outs? This allows us to set our character up for a bloodied build or a shotgun build or an explosives build or even eating food build with one click? Why don’t we have this feature? Why carry around a bunch of equipped random useless perk cards when they’re not needed. Only equip them when they need to be used… like equipping camp cards when in camp or crafting cards when crafting. It’s insane to expect us to spend time rearranging our cards for 5-10 minutes before we can begin an activity. You certainly cannot spend time in the middle of combat doing this. But you could easily single click a favorite perk card load out to load while in the middle of combat… particularly if a gun breaks and you need to switch weapons and combat tactics.
In fact, why aren’t there armor load outs? Why do I have to manually go and load each armor piece manually. Why can’t I create an armor load out and then favorite it? Then, when I need it, simply select the load-out favorite and that set of armor is immediately worn. It makes no sense what Bethesda is doing with this game. How about giving us requested features rather than these mostly stupid additions? How about fixing long standing bugs? How about giving us gamers some love rather than a bunch of hate (banning tons of gamers for duping without actually knowing if they did).
Rebalancing and Revisionism
A revisit to Fallout 76 a year later wouldn’t be complete without discussing Bethesda’s constant and incessant meddling with Fallout 76’s rules. With any game, be it a board game or a video game, a set of established rules must exist when a game launches. These rules govern how the game is to be played. You’ll understand why I bring up board games in just a moment.
With video games, particularly with MORPG games like Fallout 76, the game developer seems to think they can randomly change the rules like they can their hat or their clothes or shoes. It doesn’t work that way. Establishing and maintaining a set of consistent and constant rules in which a game operates is fundamental to learning how to play a game.
Yet, Bethesda has invalidated rules, changed rules, reduced rules, increased rules and mucked with the innards of the rules with each and every release under the guise of “balancing”. Let’s circle back around to board games. If Hasbro decided to rewrite Monopoly’s rules based on the way “many” play Monopoly at home, many people would be rightly angry. The official rules have been established to play the game in a specific “official” way. Sure, some people personally change the official rules for expediency. For example, following every Monopoly rule exactly to the letter could mean an extremely long drawn out game. Therefore, people have changed and simplified the rules to reduce the duration of such a long game. Some people aren’t in it for the long haul, they simply want to play the game in 20 or 30 minutes and end it. There are a number of board games that have alternative rule sets that lead to shorter play times. These alternative rule sets are not official, but they exist to allow players to enjoy the game without all of the minutiae required when using the official rules.
With Fallout 76, a video game, it’s still a game… not unlike a board game. Much of the game is automated, interactive and visual, but it’s still nonetheless a game… a game with an established set of rules. We learn these rules quickly.
However, when a game developer decides to alter the rules continually, it’s difficult to keep up with an ever changing set of new rules. This is why establishing a single set of rules and maintaining that set consistently is the answer. Modifying the rules every month means no one can know what the rules are today, tomorrow or in a month. You can’t adequately play a video game if the official rules are constantly changing. This is why revisionism in video games is ultimately detrimental to a video game and to the video game industry as a whole. Consistency in a video game is the key to success. Variability leads to failure… particularly in a role playing game where rules define what makes an RPG an RPG.
Improvements?
Has Fallout 76 improved since its release? No, it hasn’t. Certainly, Bethesda has added new, but mostly inconsequential features such as backpacks, limited duration events offering cosmetic item drops, liquor that’s worse than the original already in the game, money making cosmetics to its store and a few pay-to-win features (scrap and repair kits). But there is little here that offers solid well crafted, thoughtful additions that make that game world a more compelling play experience. These additions have been weak, shallow experiences lasting short amounts of time and, frankly, leave a bad taste in the mouth. Many of them are not even in keeping in the Fallout universe… I’m looking at you Nuclear Winter.
Slowly and at the same time, Bethesda is gutting the game of its original rules and methodically replacing them with a new rule set. These new rules are intended to slow the player’s progression down, make the game even more grindy, keep the gamer playing longer to potentially visit the Atom store and actually buy something, you know, with real money.
Unfortunately, the actual base game has not improved. It is still the same mess it was when it was released nearly one year ago. The same bugs that existed then still exist today. Sure, a few have been fixed, but far too many are still active. Worse, in Bethesda’s zeal to add new content, they have broken more mechanics than they have fixed. What this means is that while the game has added new content, it’s come with a steep price of even more bugs on top of the existing bugs. It’s a never ending bugfest compounded by even more bugs created by each add-on.
Worse, Bethesda is clearly not using standard code practices. There have been many instances where bugs fixed in one release reappear in the next release. This regression behavior isn’t possible if a company is using industry standard coding, code storage and release practices. Regression bugs are not possible when code is properly documented, when it’s checked in properly and when one person can’t overwrite a previous coder’s changes. It’s crystal clear, Bethesda’s code and release practices for Fallout 76 are an unmitigated disaster. Not only is the game itself a disaster, so are Bethesda’s coding practices. It’s clear, Bethesda hasn’t the first clue how to write and maintain a 24/7 always on service, let alone a video game… let alone software.
As an example of this horrible coding, Bethesda introduced a new bug that caused all red headlamps found in the game world to inexplicably become Atom Shop restricted items. When an in-game item is marked with the Atom Shop symbol, it cannot be dropped or sold to other players. This meant you could no longer sell red headlamps mods or helmets with a red headlamp found or created in the game because the red headlamps became restricted. This meant that you, likewise, couldn’t at all sell power armor sets containing a red headlamp that, you know, you have found in the game world while this bug was active. Bethesda was extremely slow to respond to fix this bug. It took them about 1 month before it was finally addressed… even though they roll patches weekly.
Another bug they introduced in July saw to it that gamers with a large number of power armor sets had to spend a large amount of time reassembling all of these sets of armor. In July, Bethesda separated all of the power armor pieces from their corresponding power armor frames. This meant spending not only the time to reassemble all of the power armor sets one-by-one, it meant being heavily overencumbered. For example, I had at least 10 sets of power armor on my player. Some were also in my stash. When they separated all of the power armor pieces, they all dropped all armor pieces separately into my player’s inventory… even from those that were in the stash box. This meant that my character ended up carrying about 500-600 more in carry weight after that patch. Because my character was not in camp when this occurred, I couldn’t fast travel back there. To reassemble power armor, you have two options. Deploy the power armor and reinsert all of the pieces wherever you are in the world or do it on a power armor station. The former method can be done anywhere, but you’re easily and frequently interrupted by combat. Because the power armor frame only remains out for a maximum of 60 seconds, you don’t have much time to do this… and it’s easy to run out of time. Doing it on a power armor station, there is no 60 second timer as long as you’re crafting.
Because a bunch of my frames were in the stash, I couldn’t get access to those except either at a train station or at my base. Because my base was closer than a train station, I had to spend time hoofing my overencumbered character back to the base so I could reassemble. This probably took 30 minutes because of the AP problem and enemies. Then, when I got there, I had to drop each and every frame down, reassemble and then do it over and over until all were reassembled. All told, this issue took close to 1.5 hours. All so that Bethesda could “rework” the Power Armor which, by the way, is still just as broken as it was before the patch. Whatever they did didn’t do anything to fix the underlying problems. Worse, instead of you know, actually playing the game, I was messing about with fixing up something that I shouldn’t have had to fix. When patches encroach on the user experience, you REALLY need to think long and hard about releasing these patches. Bethesda’s patch could have easily auto-reassembled all of the armors after the patch so that the users didn’t have to spend time doing this. They have access to all of this on their system internally. There’s absolutely no reason why I (and so many other players) had to spend our gaming time screwing about with reassembling power armor sets when we could have been, you know, actually questing… the reason we actually bought this game in the first place.
In short, the game has not improved. In fact, it is pretty much the same exact disaster it was when it released almost one year ago. In many ways, it’s actually worse. The base game has not improved at all.
What has been added to the game is inconsequential and, for the most part, unnecessary. The backpacks are, in fact, entirely pointless and even moreso once they released the plans into the overseer’s cache without the need to go through the convoluted Boy Scout quests. Instead of the backpack, the devs could have simply raised the carry weight on our characters. No, backpack needed. The backpack was simply an Atom shop marketing gimmick to get people to buy into their expensive ‘skins’ to make the backpack more “visually pleasing”. Does it really matter if your backpack looks like a Nuka Cola cooler or a piece of luggage? In fact, most of the Atom Shop skins that have been crafted are actually quite ugly. The basic backpack is functional looking and at least looks like a backpack. The other backpacks are horrendously ugly contraptions strapped to your back. The Nuka Cola cooler could have looked cool if it weren’t completely covered up by a bunch of horrendously ugly straps obscuring most of the Nuka Cola logo. If it had simply been a Nuka Cola branded cooler backpack with no straps at all, that would have been fine. This skin needs a major rework.
Game Modes
As of this article, there three game modes available:
- Adventure Mode — This is the original game mode that was introduced upon release. It still contains nearly all of the same bugs it did when it was released.
Survival Mode— This game mode has been retired as of October 1st, 2019. This mode was introduced early in 2019 and offers what Bethesda claimed to be a more challenging experience. Well, it wasn’t. It’s was simply an annoying experience. It was intended as a PVP environment, but was nothing more than a way for PVP players to run around shooting one another other in a Death Match style playground. In fact, if you tried to actually quest in a Survival Mode server, you wouldn’t get very far before being killed by another player. It was actually worse than that, too. In this PVP environment, there’s was no level based combat. A level 300 player can hang out in newbie territory picking off level 2 players solely for fun. At least Nuclear Winter has leveled the playing field so that level 300 users and level 5 users have similar odds of winning because it’s not about the level, it’s about the strategy.- Nuclear Winter Mode — This game mode is a Battle Royale game (aka, Last Man Standing). Ever user starts out with a new level based on this game mode. Levels, abilities and weapons from Adventure do not work in Nuclear Winter. You must find all of this stuff when playing Nuclear Winter and it only lasts as long as the tournament lasts. Nuclear Winter was introduced entirely to placate Fortnite and Apex Legends players and attempt to attract those same gamers into Fallout. It hasn’t worked. It’s a game mode that does not in any way belong in the Fallout universe. This game mode is not exactly fun, but it is tedious. It’s all about who can find the biggest weapons, best armor, kill the most and hide the best. There’s nothing really challenging here. Fallout needs to drop following industry gaming trends and innovate. Come up with new gaming ideas instead of rehashing old ideas in tired and uninspired ways. Worse, this game mode does not at all fit into the idea of Fallout. If Bethesda wants to create these derivative games, at least create them separately using a newly created franchise with new characters and abilities. Don’t tack it onto Fallout simply because you can.
Overall
Fallout 76’s play value and bugs are very much the same as they were on release day. The exception is, of course, that in Bethesda’s zeal to add a bunch of new stuff, they have broken even more in the process. In fact, I’d say Bethesda has broken at least half as much more stuff than was already broken. Worse, they have broken previously functional and working features. An example is when they added the distillery. For the distillery to work, they added a new mechanic to “spoil” the fermentable liquors to turn them into drinkable liquors. What that meant was a spoil bar on the item that timed down until the liquor was fully fermented and drinkable. Unfortunately, when the devs touched this part of the game code, they screwed up the speed of spoilage for the rest of the food items (and even fusion cores) within the game. This meant that while ‘fermentable beer’ fermented faster, it also meant that meat, veggies and even fusion cores, spoiled at a much faster rate. Whoops. Big bug.
Did Bethesda correct this problem quickly (or at all)? No. Once that bug was introduced it was here to stay. Food and drink still spoils much faster than it did before that game addition. Even fusion cores run out far, far faster than they did before that addition. Does Bethesda care? No. Do they intend fixing the problem? No.
This is why revisionism in the video game industry has no place. This is why a simple brown paper bag, a simplistic container, still barely works properly. When developers don’t care to fix even the most basic bugs let alone new bugs, then why should I (or any other consumer) care to spend money on these lackluster games? Once Bethesda begins to care about its gamer audience again, I might consider returning. Until then, Bethesda, you’re on your own without my money.
Update — Survival Mode
As of October 1st, Survival Mode Beta ironically didn’t survive. Bethesda has removed this mode from the game entirely. Clearly, its adoption rate was minimal and limited. This is an unfortunate turn of events for Adventure Mode players. What that means is that Bethesda is likely to revisit enabling even more PVP activities in Adventure Mode since the disappearance of Survival Mode. That means ganging up what was Survival mode into Adventure Mode again. This is something I’m not anxious to see return to Adventure Mode.
In fact, I wanted Bethesda to remove all PVP elements from Adventure Mode and make Survival Mode 100% PVP. However, since the introduction of Nuclear Winter, it seems they no longer want to focus on Survival Mode considering its lackluster adoption rate. Still, I’m not say to see it go as it did nothing for me. I’m not an active PVP player, so the point to Survival Mode had weak play value. Nuclear Winter is the ‘hot new thing’. If anything, what this shows is the fickleness of the demographic who currently plays Fallout 76. Once players have had their fill of the Nuclear Winter experience, I’d fully expect Bethesda to wind down that game mode also as users stop playing it.
10:50PM Oct. 1st — Updated to reflect that Bethesda has retired Survival Mode.
While this article endeavors to answer what happened to Fallout 76, it hasn’t in any way addressed why it happened. I may consider delving into this topic in the future if there’s enough reader interest. Please comment below if you’d like to see this additional topic explored.
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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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Amazon’s “Not Helpful” Button Missing?
A Reddit user posts that the “Not Helpful” button is missing from Amazon’s reviews. Several other commenters had stated that the button was still there for them. Let’s explore.
Not Helpful is actually not helpful
Amazon has been undergoing changes to their older review system. The first was to remove their discussion boards. Because Reddit really does discussion boards better, there was really no need for Amazon to keep their own. As a result, Amazon Discussions disappeared.
In addition to the removal of Amazon Discussions, Amazon decided to revamp their review system to be more useful. I’d personally complained several times about the “Not Helpful” button.
Why is the “Not Helpful” button not helpful? Because the only thing that button ever did is “downvote” a review in Amazon’s relevance sort. This means that those reviews that received the most helpful votes with the least not helpful bubbled to the top of their relevance sort. Effectively, the “Not Helpful” button was only used as a way for users to move reviews down in the relevance sort.
What ultimately came out of that was…
Abuse
With every system built, someone (or many someones) will find a way to abuse and game the system. The “Not Helpful” button became a target for abuse on Amazon. Instead of being used for the intended purpose of marking a review as not helpful, it became a target to screw with Amazon’s relevance sort and its “recommended” reviews for the product. For example, Amazon has two reviews it places into the top of its review area:
- Most Helpful
- Most Critical
These two reviews are at the very top above all other reviews. These are coveted positions. People want their review in that spot. To get another reviewer’s review out of either spot, a person (or many persons) would need to mark the review as “Not Helpful” (thus asking their friends to do this too). Over time, salty reviewers learned they could knock these reviews not only out of these two coveted spots, they could also lower their relevance scores and raise their own reviews up, potentially into these coveted positions.
As I said above, if there’s a way to game a system, people will find it and abuse it… and abuse the “Not Helpful” button they did. It took Amazon years to realize this problem, but it seems that Amazon finally understands this problem and has now removed “Not Helpful” from its interface.
Complaints
I’ve complained to Amazon several times over the years regarding the “Not Helpful” button. Not only did it not provide any actual helpful information to those reading reviews, the only thing it did is send high quality reviews to the bottom of the relevance list because of salty Amazon reviewers… people who just couldn’t stand to see a high quality review shown above their lower quality review. People figured out they could game the review system by getting their friends and coworkers to mark certain reviews “Not Helpful” and knock them down in the relevance list.
There was only one situation where “Not Helpful” didn’t have much of an effect. That was on Amazon Vine reviews. For whatever reason, if you’re part of Amazon Vine, pressing “Not Helpful” on Amazon Vine reviews didn’t do very much. I believe that Amazon intentionally weights Amazon Vine reviews much, much higher than a standard review. These reviews don’t get as much of a “ding” against them if someone presses “Not Helpful”. The Vine reviews always seem to get top placement in the relevance sort no matter what other people mark or say against them.
With regular reviews, the “Not Helpful” button just didn’t achieve what it was intended to achieve. It also didn’t give a review reader any useful information about that review. This button was only intended to help sort reviews with, supposedly, the most helpful at the top of the relevance sort. In fact, because users ended up gaming the “Not Helpful” button, the relevance sort actually ended up pointless as many of the best reviews actually ended up way down the relevance list.
I also complained about this problem to Amazon, but that complaint was also summarily ignored.
Amazon has Awoken
It’s taken years, but Amazon has finally realized the error of the “Not Helpful” button. Not only does Amazon no longer show “
If Amazon had forced the “Not Helpful” clickers to justify their click by requiring a comment on the review, that that would have actually been much more helpful. As review readers, we need to understand valid reasons why someone clicked “Not Helpful”. The only way to do that is by writing a comment. If a “Not Helpful” clicker chooses not to write a comment, then they don’t get their “Not Helpful” click counted. It’s only fair.
Unfortunately, that opens a whole new can of worms. Even if Amazon forced the “Not Helpful” clickers to write a comment, they could have written a garbage response and then deleted it just to get past that requirement. That’s also “Not Helpful”. It’s also a can of worms that Amazon couldn’t easily solve. They’re a retailer, not a technology company. Some efforts like this simply go over Amazon dev’s heads.
Instead, Amazon awoke and realized that it was simpler to remove the “Not Helpful” button and avoid the entire relevance engine gaming problem. It’s a very late fix in coming, but it’s still a much welcomed change. Gaming a review system is not the reason for that button’s existence. Reviews exist to inform potential buyers of problems they might encounter by purchasing that “thing” (whatever it is).
Review Snobs & Trolls
In any system that you create, there will be those “snobs” (and trolls) who believe that they know better about that system than anyone else. In reality, Amazon’s reviews are fair game in any way that they’re written. This includes pricing problems, listing problems, seller problems, shipping problems, customer service problems, packaging problems, purchasing problems and, yes, it also includes actual product problems.
A review should be about ANYTHING product related including Amazon’s handling of that product to you. Amazon doesn’t like reviewers (and it is now against Amazon’s terms and conditions) to write disparaging remarks against how Amazon handled the shipping, packaging and so forth of the items you purchase. Instead, if there’s a problem in the Amazon area, they don’t want that information in the review. Amazon wants you to contact their customer support team and lodge that complaint there, not write it in the review.
If you do place such a remark in the product review, your review is not likely to be published. Even Amazon is getting its own snobbery into its own review system. However, so long as you follow Amazon’s own snobbery rules regarding its review system, you’ll be fine.
That doesn’t mean you’ll be fine against the Amazon review trolls…er, snobs. These are the folks who feel the need to either report the review or leave a nasty comment regarding the content of the review. I’ve read many reviews that are not only articulate, but also have quite valid comments regarding the product. The reviews are quite apropos and definitely relevant. Yet, there’s inevitably some review snob who believes the review didn’t live up to their own snobby ideas about what a review should contain. To those folks I ask, “Didn’t your mother ever teach you that if you can’t say something nice, don’t say anything at all?”
Too many of these review snobs still exist on Amazon. As a blog writer, I typically write long, but concise reviews of products I purchase from Amazon. Many people don’t seem to like my longish reviews. Instead of refuting any of what I’m saying, they pick out one tiny little thing (a thing that makes no sense when taken out of context) and then write a complaint comment (and when the “Not Helpful” button existed, they would also press it). I could even swear that there were the same people trolling my reviews and intentionally marking them as “Not Helpful” so they can keep their reviews high in the relevance area.
Considering the length of my reviews, the depth and detail at which I discuss the product(s), how it works and my dissatisfaction with whatever parts didn’t work, they ignored all of that and focused on their own out-of-context remark. These are the very definition of “Review Snobs”. These are the folks who do not belong on Amazon and definitely need to have their review comment ability revoked. If Amazon offered a user blocking system, I’d have blocked these folks ages ago. If I could delete their comments from my review, I’d have done so. In fact, I have intentionally deleted my review and reposted it to get rid of some awkward and stupid comments.
It’s entirely a waste of my time to justify what I wrote in my review to some random “review snob” just because they feel the need to intentionally take something out of context. The review is there. Read it, understand it, learn from it. Don’t argue with me about some perceived injustice in my review that simply isn’t there.
Fan Boys & Girls
Unfortunately, far too many people are fans.. well, “fanatic” is more the correct word. And with fanatics comes fanatical behavior. That’s exactly what you get on Amazon. If I review the latest Britney Spears album and give it two stars and a rather scathing review, I guarantee some of these fanatical fans will come out of the woodwork to justify how “great” that album is… and how could I give it two stars?
Don’t question someone else’s opinion. With music and movie reviews, it’s all subjective opinion. You either like it or you don’t. Don’t come to someone else’s review and try to sway them to your belief system. That’s not how Amazon’s reviews work. Amazon’s reviews are always intended to be a mix of both high rated and low rated reviews. The intent is to allow people to state the things they liked and didn’t like about that “thing”. Trying to sway everyone to raise their rating isn’t the point of the review system. In fact, I’d like it if Amazon would let reviewers disable comments on reviews.
I should also mention that, in the case of Britney, instead of just talking about the beats or her singing abilities, I also discuss the production quality, the recording quality and even how the music was mastered. These fall under what I consider objective criteria. An album is professionally produced or it isn’t. An album is professionally mixed and mastered or it isn’t. An album is cohesive track to track or it isn’t. There’s lots of objective criteria about an album that can be heard in the tracks. Sure, the songs themselves are subjective, but the production of the album is most definitely chock full of objective criteria which is easily described.
With other products, like foods or kitchen gadgets or even toys, you can judge these by objective standards, also. For a gadget like a can opener, you have to ask, “Does it open a can?” Then you ask, “Was it easy to open the can?” Some can openers just work, others are a hassle. If the can opener breaks after the second use, then objectively the product was poorly constructed. These are all bits of information that should make its way into a product review. With a kitchen gadget, you have fewer fanboys and fangirls waiting out there for your review. For the latest Britney Spears album or the latest EA video game, you have lots of fanboys and fangirls waiting with baited-breath for those reviews to appear so they can be torn down.
It doesn’t matter if it’s a one star or five star review, these fanboys and fangirls will tear down anything. If it’s a one star review, it’ll be torn down because “nothing they like is ever one star”. If it’s a five star review, it’ll be torn down as “Fake”. Even something as simple as not having the “Verified Purchase” next to it is enough to mark a review as fake.
Verified Purchase
Amazon marks purchases made directly with Amazon as “Verified Purchase”. This signifies that the purchase was made through Amazon. Yet, Amazon allows you to review any product without having purchased it from Amazon.
For example, you can purchase the Amazon Dot, Amazon Kindle and other Amazon electronics from Best Buy, Target and other retailers. Yet, if you leave a review on Amazon having purchased these from a brick-and-mortar store (other than Amazon), you won’t get the “Verified Purchase” label. However, the review snobs come out of the woodwork without this label making it one of the first comments on a review. They claim you didn’t actually purchase the item at all. So then you’re reviewing without having purchased? I call BS on that. Are these people so stupid to think that Amazon is the only place where you can buy an Echo Dot or Kindle?
I’ve purchased many items from retail stores, including Echo Dots without purchasing it through Amazon. That doesn’t make my purchase or review any less valid. Sure, I should leave a comment on Best Buy’s site if I buy it there, but I also have an obligation to leave a comment on Amazon’s site for any Amazon-made product I purchase. Even if it’s not an Amazon product, Amazon purchasers need to know what they might be in for if they purchase the product through Amazon and it’s particularly bad.
Amazon Reviews
To come full circle, I’m happy to see that Amazon has finally done away with the useless, unnecessary and abuse-worthy “Not Helpful” button. It had no place in Amazon’s review system and served no purpose other than to allow review snobs to game the review system. That’s not a user’s call. Amazon should be the call of which reviews get moved to the top of the pile and which don’t. The “Helpful” button should only be one in many metrics used to move a review to the top of the relevance list.
If you don’t like a review, leave a comment and leave it at that. Not marking a review as “Helpful” is the same as formerly marking a review as “Not Helpful”. Simply avoid the review entirely if you don’t like what was written or leave a constructive comment on why you think the review is misguided.
Review systems, including the one at Amazon, are there to let you read a user’s experience and make a determination whether that product fits with your needs. It’s not there for you to argue with the review author over some perceived injustice. If you don’t like what was said, write your own review… or write a blog article.. or report the review to Amazon. Amazon doesn’t need review snobs running around trying to sway review authors into someone else’s way of thinking. Simply give that idea up. You can’t sway a review author’s mind with a few sentences in a comment.
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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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We all know what Google is, but what is COPPA? COPPA stands for the 
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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