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No Man’s Sky: How to get a Sentinel Ship

Posted in howto, video game, video game design by commorancy on April 9, 2023

No Man's Sky_20230409102516Unlike the very long tail quest line to obtain a Living Ship, the Sentinel Ship is easy to obtain by comparison. There is no long multi-day process to obtain this one, thankfully. Obtaining the Sentinel ship is fairly straightforward and easy to obtain in one game session, about an hour worth of effort, after getting the quest. Let’s explore how to get this newest ship.

Pre-Requisites

The items you’ll need to make this quest successful are:

  • A well outfitted starship, for battling Sentinels successfully
  • Living Glass (supplied)
  • Pugneum (supplied)
  • A well outfitted Multitool, for battling ground corrupted Sentinels successfully
  • A hyperdrive and enough fuel to jump
  • A pulse drive with enough fuel
  • An Advanced Mining Laser on the Multitool (for Radiant Shards)
  • One free ship slot or, alternatively, a ship that you’re willing to trade

[Update 4/14/2023] After trying for several hours across multiple saves (other than the first save, which worked), I’ve been unable to reproduce Step 1 on any save other than my very first save. The very first save actually had the pulse drive interaction occur the very first time I pulsed. I believe I have an answer.

I suspect that Hello Games may have introduced a bug in this process. It seems that Hello Games may have made this pulse interaction available one-time-only on ONLY ONE SAVE. This means that if you wish to obtain a Sentinel Ship on a second, third or any later saves, you’ll need to use the 5 Star wanted approach to get an Echo Locator OR a Dreadnought AI Fragment (via blowing up a Sentinel Freighter). I don’t know why Hello Games would have done this, but I do know that there are global variables which can be set and which are visible to across all saves (e.g., Preference Settings). It seems Hello Games may have set a global variable to indicate that the Sentinel pulse drive interaction has already occurred, thus preventing this interaction from occurring again on any other save… since every save has visibility to this variable.

What does this mean for you? If you have several saves that you regularly play, this bug means that you’ll need to choose which save where you wish to have your first Sentinel ship. Otherwise, once you’ve had this interaction on one save, on the rest of your saves, you’ll need to perform the 5 Star wanted steps for an Echo Locator device OR destroy a Sentinel Freighter for a Dreadnought AI Fragment which will lead you to a crashed Sentinel ship. [Update Complete]

Step 1 — Pulse Drive

This first step in obtaining your Sentinel ship is to grab whatever starship you have that fits the above requirements and head into space. Then, trigger the pulse drive. Remain in pulse until a distressed Sentinel ship appears in front of you. This should hopefully happen relatively quickly, but it may not. You may have to do this for a while to get it to happen. Once you get the right interaction, drop out of pulse, then a new Sentinel ship will appear and seem to be in distress. You will not be able to do anything for or to this ship, but the game will pretend to give you options. Whichever option you choose, the ship will disappear. If this pulse interaction occurs for you quickly, skip down to Step 2. If it doesn’t, please continue reading Step 1 for alternative means to get a Sentinel ship.

Alternative Ways to Begin The Salvage Quest

I had the pulse drive interaction appear almost instantly in my first attempted save. In a second save after having already had this pulse interaction previously, I tried for several hours to get it to occur and it didn’t (see more details in Update area above). Meaning, using the pulse drive to launch into this Sentinel salvage quest seems to only work one time and with one save only. Choose your save carefully.

If you wish to obtain more Sentinel ships after the first, you cannot use the pulse drive process. To begin at this point, you’ll need to fight Corrupted Sentinels (on a Corrupted Sentinel World) to a wanted level of 5 and then complete all ground kills or destroy a Sentinel Capital ship in space, which also requires a 5 star wanted level before it appears.

Dreadnought AI Fragment

At the end of all ground based kills, your character will be awarded with a Sentinel crash site detector called an Echo Locator. There is also the possibility of getting an Echo Locator from destroying Dissonance Resonators (the same drill structure that gives you Inverted Mirrors). Alternatively, you can destroy a Sentinel Freighter in a space battle and receive a Dreadnought AI Fragment. Each of these items will lead you to a new Sentinel ship crash site. Reaching that crash site, the below steps should remain the same.

To be fair, it may be easier to destroy a Sentinel capital ship in space than it is to perform ground combat with most of the crappy Multitool weapons they’ve hobbled us with… in combination with the fact that all corrupted Sentinels can heal each other at will. It simply takes a bit of time to destroy a Sentinel Capital ship, first by targeting the weapons and then by targeting the freighter itself.

For your second, third or further ships, it is strongly recommended that you leave the system where you found your first ship. If you use an Echo Locator or Dreadnought AI Fragment in that system, the game may locate a crash site to a ship model you already own. The game’s code is not intelligent enough to realize you already own a ship from your local system and will likely choose to send you there again. Don’t waste your Echo Locators or Dreadnought AI Fragments by using them in a system you’ve already visited. Hyperdrive somewhere else far away and then let the game use that new location to locate another ship.

If you’re really, really lazy and don’t want to fight Sentinels AND you have a full 30 fleet of Class-S 5 Star frigates, you can send your frigates on missions with the possibility of an expedition returning with a Dreadnought AI Fragment. I didn’t realize that these devices had been added as possible loot from frigate expeditions, but they have been included.

Note that Echo Locators may lead you to a Sentinel ground encampment which will give you a new Sentinel Multitool. You will have to dig around that encampment to find a way to reveal the crashed Sentinel Interceptor.

Note: You may have to complete the quest line “Under a Rebel Star” before the game allows this interaction to occur in pulse. The reason isn’t because the “Under a Rebel Star” quest is part of or even related to this Distressed Sentinel Pilot interaction, but because this quest line appears to take precedence over all Pulse Drive interactions until the quest is completed. Meaning, if you haven’t started or completed this quest line, your pulse drive interactions will be geared towards getting you to complete “Under a Rebel Star.” I recommend getting this quest out of the way.

Step 2 — Obtain the Salvage Quest

After the Sentinel ship disappears, the game will give you a Sentinel Salvage quest line. This quest will lead you to a Sentinel Salvage Site located on a Corrupted Sentinel planet (a new planet type). The game will either put a marker to a local planet in your current system or it will put a map marker onto the galaxy map for a different system. Most likely it will be the latter of the two options, requiring you to hyperjump into a new system. This is why you’ll need to have a Hyperdrive and the required amount of fuel.

Step 3 — HUD Marker

Once you have jumped into that new system, a HUD marker will appear on a planet. Head to the planet’s location, which will be an approximate location on the surface. When you get close to the marker, I suggest flying around the general vicinity of the marker to look for a crashed starship site. If you can’t find it, you’ll need to land and use the scanner to locate the general direction and head there on foot. For me, the crash site was quite visible and easy to spot from the starship.

Step 4 — Crash Site

Once you arrive at the crashed ship, there are many steps you’ll need to take to fully repair the ship. Though, as I said above, the steps are relatively simple with no long waiting periods in between. However, unlike other crashed starships, repairing this Sentinel ship is a bit different.

When you click-hold to open the ship the first time, you’ll see some components that, at first, you might think you need to repair. Don’t be fooled. You don’t repair these. Instead, Hello Games has added the questionable mechanic of requiring you to take those items out of the ship by grabbing them and dropping them into your inventory. It’s an odd play. I was a little confused at first because it’s the first time this mechanic has been used on a crashed ship. The items supplied by the ship are Living Glass, Pugneum and Hyaline Brain.

Pilot InterfaceOnce you have taken the items from the ship (including the Hyaline Brain), a new slot will appear that you need to repair called Pilot Interface. To repair the “Pilot Interface” slot, you’ll actually need 3 items that you likely won’t have:

  • 3 x Radiant Shard
  • 1 x Inverted Mirror
  • 1 x Harmonic Brain

Since you might not already have Living Glass or Pugneum needed for this process, remember to take the items from the ship as supplied. If you don’t take ALL of the supplied items, the process may fail to work. Take everything the game gives you. I actually had everything I needed from past Sentinel battles (in addition to the items supplied) including having already scavenged the new crystals. The only exception was that I didn’t have the Harmonic Brain.

Hyaline Brain

One of the three items you’ll receive from the ship is a Hyaline Brain. This object, like a Emergency Broadcast Receiver or a Sentinel Boundary Map, allows you to activate it (“Probe”) and find a location to visit. This location will help you in repairing the Pilot Interface in Step 8.

Step 5 — Gathering Resources

Because this quest line leads you to a new “Corrupted Sentinel” world, you’re going to need to spend some quality time with your Multitool gathering both Atlantadeum from Living Fragments via the smaller purple crystals and the Radiant Shards via the bigger purple crystals (using the Advanced Mining Laser) and, of course, obtaining the Inverted Mirror (see Step 7).

Step 6 — Getting a Radiant Shard

This is the easiest and quickest of the 3 steps required to repair the Pilot Interface. Simply head out and find a pile of large purple crystals. Once you aim your reticle at the crystal, it should say ‘Radiant Shard‘. You’ll need to have an Advanced Mining Laser to obtain 3 of these, but it’s easy and quick with the mining tool. I’d suggest mining for more than you need, just in case.

Step 7 — Getting the Inverted Mirror

To get an Inverted Mirror, you’ll need to destroy a Dissonance Resonator. This is another new Sentinel creature type which looks like a moving crystal shard, but also kind of like a drill. Once you begin shooting this creature, Corrupted Sentinels will appear making you wanted. I’d suggest simply keeping up your barrage (ignoring the Sentinels) until you get the Inverted Mirror, then dive into the ground using the Terrain Manipulator and hide to get rid of the wanted stars.

If you hop into your starship and take off, your wanted status will be carried into a space battle with the Sentinels. It’s easiest to dive into the ground and wait it out.

Step 8 — Getting the Harmonic Brain

To obtain the Harmonic Brain, you’ll need to have a Hyaline Brain. The Hyaline Brain is given to you from the crashed Sentinel starship as one of three components given to you which includes Salvaged Glass, Pugneum and the Hyaline Brain. If, for some reason, you didn’t get a Hyaline Brain from the ship, you’ll need to go back and get it or, if you destroyed it, restore from a save before destroying it (the easiest way). Once you “Probe” the Hyaline Brain, it will give you coordinates and place a map marker on your HUD to an Ancient Monolith. Head there.

Once you arrive at the Monolith, you will hand over the Hyaline Brain in exchange for a Harmonic Brain.

Note, as stated above, you will need to take ALL of the components from the ship for the Hyaline Brain to activate. If you do not have any Pugneum and/or Living Glass and you fail to take these items from the crashed Sentinel Ship, the Hyaline Brain probably won’t activate. This includes having put these components into your Starship inventory and then having your Starship out of range. There is no warning why it fails to activate, it just won’t. Make sure to have ALL of the necessary components in your inventory before attempting activate the Hyaline Brain.

Step 9 — Head Back and Claim Your Starship

As the title says, it’s pretty straight forward. From the monolith and after receiving the Harmonic Brain, head back to the crash site, fix the Pilot Interface and claim your starship. Much, much simpler than the Living Starship.

Once again note, you’ll need to have at least one open starship slot or be willing to trade one of your starships for the Sentinel ship. I’d suggest salvaging a starship at the space station so you get all of the materials out of the ship and to free up the slot. Getting the materials from the ship is the far better option than giving over a starship in trade.

Step 10 — Build A Base

While this step is not required in getting your first Sentinel Ship, it is a step you should do to help you get more of these ships. Since this is a new world type and since you’re likely wanting to look for more of these ships, you’re going to need the resources available on this planet, since future crashed ships may not hand you all of the things you need like this first quest does. Since the game sent my character to a Paradise planet with otherwise no sentinels at all, it was the perfect place to establish a base to obtain these new resources.

Obviously, if your world is a charred, volcanic, radioactive or otherwise a rather inhospitable world, you might want to find a better world to establish a Corrupted Sentinel base. If the game sends you to a Paradise world, then it’s well worth establishing a base as there’s no way to know how these resources might be required in future updates.

Is the Sentinel Ship Worth It?

I’ll leave this up to you to decide. I find the ships to be rather blocky and odd shaped. There are a few sleeker design types, but many look like big tanks. When you’re going through this process, you don’t really get to pick and choose your ship’s design. The only way to sort-of pick is to go through this process multiple times, trading in the ships as you find better looking ones. You never really know what you’ll find, though. I was hoping for sleeker designs, like the Exotics. The Sentinel interceptors that fight us in combat actually look better. I was hoping to be able to get these.

Additionally, the Sentinel ship itself has some odd qualities. When you enter the ship, the entire ceiling of the ship becomes transparent to show the outside. The transparent effect is cool, but it also pulses an odd red circuitry pattern way too frequently while flying, which is highly distracting. I cannot guarantee all Sentinel ships have this cockpit behavior, but they probably do.

No Man's Sky_20230409112533

It’s not so much that the red pattern appears at all. It’s that this red pattern appears in a repeating pattern about 6 times in a row in various dimmer and brighter shades, then stops. Then the pattern repeats about every 10-20 seconds. The pattern repeats far too frequently. It would be fine if it pulsed perhaps in relation to the acceleration and/or deceleration OR with certain combat elements, like being fired upon or at most every 3-5 minutes, but it doesn’t work like this. It’s just a pattern that rotates in and out on a timer far too frequently as you fly the ship. It’s really distracting when in combat.

All-in-all, it’s an okay ship to add to your fleet, though it’s not more maneuverable than a fighter or better armored than any other class ship. Even though the slots are named oddly and the technology itself has its own special naming, it supports all of the standard technology modules, unlike the Living Ship. With that said, the Sentinel class ships don’t really have a reason to exist over other ships in the game. This is ultimately the real disappointing thing about the Sentinel ships specifically and No Man’s Sky in general… a point that Hello Games keeps missing.

Ships of various classes need to hold specific unique qualities to that class. For example, these Sentinel class ships should be better armored and better suited when used against Sentinel fleet attacks, but perhaps weaker against Korvax attacks. Focusing on these kinds of ship specialities, as a player you must plan your ship battles more thoughtfully. Instead, Hello Games keeps giving us ships that are more or less the same any other ship in the game. Even the Living Ship, which has weird technology naming and features, is really the same as every other ship. The only real differences between each of the ship classes and types are the shape of it, the size of it, the paint job and the ship’s max maneuverability. All of the ships can be modified using modules to basically become identical for use in No Man’s Sky as a Starship.

It would be great if Hello Games would get past this “sameness” and expand starships by giving us ships that both specialize in and are designed to specifically excel in certain activities, but are weak in other activities. For examples, fighters are intended to be for fighting, but they shouldn’t be at all good at anything other than fighting. Haulers are good for hauling, but not necessarily great at fighting. Shuttles should be for smuggling. Sentinel ships should be great at fighting sentinel fleets. Part of the reason for this unfortunate starship genericism is that the game makes it impossible to switch ships when in space. Only when you’re on the ground or in your freighter can you switch ships. Even then, if you’re in the middle of combat, Hello Games has made it so certain activities are impossible until the battle is over, making switching ships even more of a problem.

Know then that while the Sentinel ship may look somewhat cool, it doesn’t buy you anything more than what you already have in other ships you already own, at least not at this point in time. Here are some snaps of my ship.

blocker

Sentinel Ship Models and Availability

After having read more about this update, I thought it would be a good idea to explain how many different model Sentinel ships there are. Because there are a myriad of different parts (wings, fins, colors, etc) that can be attached to any specific Sentinel ship, the variation in ships is probably on the order of millions. With that said, there are some basic model shapes that get created from all of that variety; basic shapes which range from large tank sized ships to flat triangular style ships. Thus, there are effectively about 6-10 basic model shapes. After seeing about 6 different ships, the remaining variations are mostly minor and won’t change the overall shape of the ship. Effectively, there are only a handful of parts that affect the overall ship’s shape with the remainder of the parts changing only minor cosmetic aspects of the ship.

As for where to find any specific model ship in NMS, it’s still way too early in the release to yet have that answer. However, Reddit is a good place to start. There are subreddits dedicated to cataloging locations of specific ships in the NMS universe. If you’re looking for a specific style Sentinel ship, heading over to Reddit is probably your best answer. Such subreddits are adding new content every day. Finding a specific model Sentinel Interceptor ship is best found in one of those subreddits. With that said, I always find it much more satisfying when I can find my own ships on my own. Locating another solar system with the help of Reddit isn’t quite as satisfying knowing that you didn’t discover that system or that ship. It’s much more satisfying to be the one to discover something new.

As for how Sentinel Interceptors spawn in the game, it goes like this. Only one model Sentinel ship is available in each solar system. Meaning, if you land in a specific system, find a ship and add it to your collection, don’t bother looking for any more ships in that system if you’re looking for a different model. You’re wasting time doing this because when you do find another, it will be identical to the one you’ve already have, with the exception of its class. The only reason to go looking in the same system for another crashed Sentinel ship is when you’re looking for that same ship you already have, but in higher class (and you don’t want to pay Nanites to upgrade it).

It’s worth noting that abandoned systems as well as dead worlds and exotic / anomaly worlds do not spawn crashed Sentinel ships, even if the world is “Corrupted”. What this means is that if you’re using an Echo Locator or a Dreadnought AI Fragment to locate a ship, be prepared to reload your game quickly if the probe doesn’t find anything.

Sentinel Bug Analysis

Hello Games’s No Man’s Sky is not a bug free experience by any stretch. A question arises then, can this bug described in the update above be fixed? Not easily. Hello Games seems to have inadvertently (or possibly intentionally) used a global variable. To fix this, attempting to turn that global variable into a local variable for each save would mean every existing save would then be converted to and marked as having had the interaction if you’ve already had this interaction on one save.

That further means that only newly created saves after the bug is fixed would be able to have this interaction, but that also means starting over from scratch on a brand new save. It also means your other saves would still be required to go through the 5 Star Wanted process to get a Sentinel ship.

The better approach to fixing this bug is to have Hello Games unset the variable entirely, convert to using a save-local-variable and allow all of our saves to again get this interaction. However, that means that one of the saves could end up with two Sentinel ships using the pulse interaction. I personally don’t see this as a problem, but Hello Games probably will. If Hello Games decides to fix this bug, they’ll likely take the first approach, meaning all existing saves won’t benefit from that fix.

And Yet More Bugs

After having dived deep into Reddit around the Interceptor update, I’ve come to realize that there are many, many MORE bugs around obtaining Sentinel ships. Some of the bugs may depend on the platform you play on. For example, PC players seem to have the most problems with this update, but that doesn’t preclude problems for console players.

Here’s a short list of problems that you may encounter when playing the No Man’s Sky Interceptor update while attempting to get a Sentinel ship:

  • Bug 1: The Hyaline Brain may not work correctly. Instead of leading you to a Monolith to exchange the Hyaline Brain for a Harmonic Brain, activating the Hyaline Brain instead acts like an Echo Locator, which will lead you to another crashed Sentinel ship instead of to a Monolith.
    Workaround: None.
  • Bug 2: Arriving at the crashed Sentinel ship goes fine, but then after returning from the Monolith, the ship has disappeared.
    Workaround: Disable Multiplayer while completing the quest. Because these ships are very popular, leaving multiplayer enabled allows another player to come take the ship and leave the crash site empty.
  • Bug 3: Arriving at the crashed Sentinel site after the Monolith, the ship flies away on its own.
    Workaround:
    Immediately enter the ship and fix it. Don’t dawdle when you get back from the monolith. If you idle outside of the ship for longer than a few minutes, the ship may fly up and away on its own. If this happens, reload your game from the last save point and try again.
  • Bug 4: The Hyaline Brain doesn’t work at all.
    Workaround: Ensure that you have the necessary amounts of Pugneum and Salvaged Glass in your inventory. Without this, the Hyaline Brain may not activate. If it still doesn’t activate, there may be another bug present.
  • Bug 5: Locator to the crashed ship doesn’t appear. This bug is actually a bigger problem within the Interceptor update than just with Sentinel crash sites. HUD markers sometimes don’t show up on planet surfaces (and in other locations) for quests. This prevents you from finding the site where you need to be.
    Workaround: None known. We’ll have to wait until Hello Games finds and fixes this problem.
  • Bug 6: The game locks up hard even though the sound still works.
    Workaround: None. You’ll need to restart the game and hope it doesn’t lock up again. We’ll have to wait until Hello Games finds and fixes this problem.

Good luck and happy hunting!

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Fallout 76: Are Re-Rollers Gambling?

Posted in botch, video game, video game design, business by commorancy on March 16, 2023

Re-Roller

As of Season 12, entitled Rip Daring and the Cryptid Hunt, Bethesda might has well have entitled Fallout 76’s newest season, Welcome to Gambling. Let’s explore.

Challenge System

When Fallout 76 released in 2018, Bethesda included a “Challenge” system in the game. This challenge system allowed (and still allows in limited ways) players to obtain Atomic Shop currency called “Atom” in exchange for performing relatively basic challenges in the game world.

This Atom currency allows players to “buy” in-game items, such as CAMP add-ons, character clothing, hairstyles and face paint. The selection of the items in the Atomic Shop, at the time, was relatively limited in the early days, but has since expanded into consumables, Fallout 1st items, weapon and armor paints and even weapons.

Almost every video game released today offers a store with add-on items for players to purchase to enhance their gaming experience. The “Atom” currency has always been and remains the only currency in the game that can be purchased with real cash money in the form of USD (or other currencies around the world). For the purposes of this article, all dollar amounts shown are in USD.

For example, if you own a PlayStation, you can visit Sony’s PlayStation store and purchase Atom bundles, such as 500 Atom for $4.99 (or basically $5). The exchange rate is 100 Atoms to every $1 spent. An item in the Atomic Shop could then be said to cost $7 if it costs 700 Atoms. A small discount is applied the more Atom you buy.

If you pay $20, you’ll receive 2,400 Atoms. Bethesda’s marketing states there’s a bonus of 400 Atoms. In reality, this is simply considered a slight markdown on costs. Instead of costing $1 per 100 Atom, this changes the ratio to $1 per 120 Atom or discounted to 83¢ per 100 Atom. If you’re willing to spend $40, you’ll receive 5,000 Atoms. That further reduces the cost to $1 for every 125 Atom or 80¢ for every 100 Atom (a 20¢ discount or 20% discount for each 100 Atoms bought over the $5 purchase in the store).

That means that if you buy $5 worth of Atoms, a 1500 Atom item in the Atomic Shop store costs you $15.00. If you pay for $40 in Atoms, that same 1500 Atom item now costs you $12. That’s not a tremendous discount overall, but you will have saved $3 by buying $40 in Atom over buying three separate $5 Atom items (making $15 or 1500 Atom) from the PlayStation store. This conversion rate is only important if you’re wanting to equate how much something actually costs you in the Atomic Shop.

Fallout 1st

With the introduction of Fallout 1st, this monthly subscription service muddies the Atom waters just a little. By subscribing to this service, you’ll receive not only access to all of Fallout 1st’s features, including access to private worlds, access to custom worlds, access to the ammo and scrap boxes and a bunch of 1st exclusive Atomic Shop inclusions, you’ll also receive 1,650 Atoms each month. The cost for Fallout 1st is $12.99/mo straight up or $8.25/mo if you pay for the $99 to buy 1 year / 12 months up front.

Depending on how you choose to buy Fallout 1st, the value of the monthly allotment of Atoms changes. Buying Fallout 1st at the 1 year price is obviously the cheapest option offering up a nearly 50% discount off of those 1,650 Atoms (ignoring all of the rest of Fallout 1st’s features). 1,650 Atoms would normally cost close to $16.50 to purchase. Of course, the closest Atom bundle on the PS store is the 1,100 Atom bundle which costs $10. You’d have to jump to the 2,400 Atom bundle at $20 to get enough to cover 1,650 Atoms. The best Atom cost bundle is the 1 year subscription to Fallout 1st which discounts the cost of Atoms to 50¢ per 100 or effectively half price. That means that that same 1500 Atom item in the Atomic shop would cost you $7.50… assuming all of your Atoms came solely from being a Fallout 1st member.

Buying Fallout 1st monthly at $13 is still a discount on Atom, but at a rate of (rounded up) 127 Atom per $1 spent, just slightly better than buying the 5,000 Atom bundle shown above.

Challenges and Score

When the first Scoreboard season arrived in 2020, Bethesda changed what the daily and weekly challenges gave as rewards. Prior to the introduction of the Scoreboard seasons, all challenges awarded Atom. A player can spend these Atoms in any way chosen. Atom was originally awarded from both daily and weekly challenges as well as all of the other environmental challenges in the game.

With the introduction of the first Season and the Scoreboard, daily and weekly challenges changed to providing S.C.O.R.E. (another insipid Bethesda acronym). For the purposes of this article, this author will use the word ‘score’ for simplicity. Score is simply yet another, but separate form of Experience Points (XP). The score moves a blue progress bar across the Scoreboard. Once the progress bar reaches the end, the Scoreboard advances by one space. Each Scoreboard has 100 board spaces. Each space requires a progressive amount more score to complete. The first space might require 1000 score to complete. The last space might require 3500 score to complete. Every space in between requires more than 1000 score and less than 3500 score to advance to the next space. Once the game board has completed, additional board spaces appear so that awards can still be accrued by performing daily and weekly challenges.

For the first few seasons, once you reached the Scoreboard’s end, the board was over. Challenges did nothing and were worthless. It wasn’t until a few seasons later that Bethesda realized the problem and added more board spaces after the 100th board space, the final space which awards the “big prize” (such that it is).

What exactly is a Challenge?

While there are many challenges available in the game, the ones that matter most to today’s players are those that produce score. These are the only ones that advance board spaces on the Scoreboard. All other remaining challenges still provide Atom, but in small and diminishing quantities. The only renewing challenges are the daily and weekly challenges. The environmental challenges are one-off challenges that, for the most part, do not renew. These environmental challenges are one-and-done… with the exception of pick-lock and hack-terminal challenges that have a progression system that eventually ends, but which provide a small amount of Atom so long as they remain uncompleted.

The daily and weekly score challenges help “move the needle” through the Scoreboard. Each game board space unlocks some kind of Atomic Shop item including the possibility of a space awarding Atom itself. The board spaces are not random chance. They are hard set by Bethesda and the “prize” can be easily seen by hovering over the board space.

When Fallout 76 was introduced in 2018 (and until 2020), daily and weekly challenges awarded exclusively Atom alone. The daily challenge board might, in total, award anywhere from 100 to 300 Atoms (maybe more) depending on that day’s included challenges. That meant you could gain at least between 100-300 Atoms per day simply by doing the daily challenges. In a week, that could accrue to 1,000 or more Atoms just by doing daily challenges. The weekly challenges might accrue up to 1,000 to 2,000 Atoms (or more) depending on the included challenges. That meant that between the daily and weekly challenges you could see anywhere between 1,200 and 2000 Atom accrued per week. The problem for Bethesda was that all this freely available Atom from the daily and weekly challenges meant that players didn’t need to buy Atom frequently or sometimes at all. Bethesda wanted more income.

When the Scoreboard was introduced, the amount of Atom awarded by challenges was dramatically reduced to only those Scoreboard spaces which, all except one, offer a measly 150 Atom per space and only a handful of these spaces now exist on the board. In total, a single season Scoreboard typically awards 2,000 Atoms instead of up to 2,000 Atoms we were formerly getting per week from completing both the daily and weekly challenges. With the Scoreboard, it now takes many, many weeks of challenges to unlock the total Atom on the Scoreboard. Less Atom given out means more Atom sold with real cash money.

In other words, the amount of Atom awarded by the Scoreboard has been drastically reduced… forcing players to actually pay real money for Atom to buy larger Atomic Shop items. Bethesda enforces this purchase behavior by putting shop bundles into the Atomic shop for 16 days or 3 days or similar limited time offers which see the item disappear from the store after the timer ticks down. It’s a ruse that tries to force gamers into buying Atom to avoid “losing out”.

The challenges themselves include all manner of fetch quests. Some are long tailed and some can be completed in just a few minutes. Many are convoluted and may require things that a low level player might not have or might not yet have access to. Not all challenges can be completed by every player, depending on where that player is in completing the game’s main quest lines.

Challenge Examples

Challenges come in all shapes and forms. Some require completion of the challenge once, but many require completion of the challenge multiple times. For example, “Scrap Junk to produce Black Titanium (0/10)”. The 0/10 means that the player must scrap junk 10 times to produce Black Titanium to complete the challenge.

Bethesda plays games with these counters, too. The “Collect Pieces of Wood (0/200)” is a challenge that Bethesda has modified from its original to make it more difficult. When you collect wood, you might actually collect 4, 8 or even up to 20 pieces of wood as random chance. Yet, Bethesda only counts the collection itself toward the counter, not the number of the pieces of wood collected… as a way to cheat the player out of getting the task done sooner. Yet, “Craft ammo on a Crafting Bench (0/50)” still counts each individual piece of ammo crafted towards the challenge, even if you’ve only pressed the crafting button once. It’s this inconsistency and disparity between the challenges that not only make this system confusing, it makes the challenges a pain in the ass not knowing which rules apply. These counters are also what put long tails on challenges and require them to take a whole lot longer to complete than they should.

Some challenges are based solely on the completion of other challenges, like the Gold Star Daily Challenge. The Gold Star challenge isn’t actually a challenge, it’s a counter. It counts a specific set of challenges that have been completed. Once all of the Daily Challenges have been fully completed, the Gold Star Daily Challenge also completes. The Gold Star Daily challenge is an incidental challenge that completes only because other challenges have completed.

Challenges might include the following:

  • Kill a Yao Guai with a Syringer
  • Collect 100 Pieces of Wood
  • Scrap junk to produce Black Titanium
  • Kill a Deathclaw
  • Eat a Meat based Meal
  • Eat Pre-War Food
  • Scrap Pre-War Money
  • Complete a Daily Ops

Each of these challenges is usually sub-qualified with the number of times the player must perform that task. For daily challenges, if not once only, then it’s typically set to 3-5 times; relatively easy. For weekly challenges, it might be 20-100 times. With the introduction of the Re-Roller, the daily challenges have increased repeating the task from 3-5 to sometimes 20 or 30 or more, making these tasks take much, much longer. Yet, you still only have 24 hours to complete the challenge. There’s reason for this change, keep reading.

Atomic Shop Items

Atomic shop items are actually worthless. Why? Because you can’t craft them for others, sell them or even drop them. Any items purchase from the Atomic shop or, by extension, received from the Scoreboard are exclusively locked to that player. If you purchase (for Atom) an outfit from the Atomic Shop, it is exclusively for your use alone. If another player wants that same item, they must also spend Atom to buy it from the Atomic Shop. These player locked items make the item, in fact, worthless in the game world. They’re cosmetic, yes, but that’s the extent of the value of that item.

Some items can be used by other players, like Shelters, making these kinds of Atomic Shop items a bit more worthwhile than those like cosmetic armor or weapon skins. Shelters, for example, are probably one of the most useful items in the game. These in-game rooms offer the player a way to decorate and build in creative form, which can be shared by other players who visit that shelter. Shelters also afford a way to display items to other players that you have found and which you value. You can even display Atomic Shop items, but why bother? Only the rarest items found in the game world are those worth displaying.

What is a Re-Roller?

Here we arrive at the heart of this article and why you’re here reading. It’s important to understand the above system in place to understand this next most recent introduction by Bethesda, the Re-Roller (aka Re-Roll). Some challenges have been a problem to complete by some players, but only because the player might not be far enough along in the game to actually complete that challenge. For example, they might not have access to a specific location that a challenge requires. The player also might not be high enough level to use the required weapon to complete the challenge. There are many challenges like these that Bethesda includes in the challenge board.

Because of complaints over uncompletable challenges, Bethesda has now introduced in Season 12 (the current season as of this article), the concept of a Re-Roller. What is a Re-Roller? It simply allows you to “spin” for and hopefully 🤞 get a new and completely different challenge. And here’s where the gambling arises and where Re-Rollers intentionally fail.

Before diving into all of that, let’s step back in time.

EA and Loot Boxes

Several years back around 2019, EA introduced for-pay loot boxes into several of its games, but most notably FIFA. These for pay random chance loot boxes, once opened, provided the player with a common, rare or legendary item, which could be used in the game. In the case of FIFA, the game’s loot boxes provided trading cards in various rarities.

Many authorities jumped in claiming these loot boxes had become a form of gambling. These authorities are not wrong. They are a form of gambling. You spend real money and then the game spins and awards you with a “win” or “lose” situation. Because of typical house odds of offering up the worst rewards most frequently, it encourages players to do it again and again in hopes of getting “something better” or at least not a duplicate. Yes, duplicates are possible and extremely common.

As a result of the backlash over loot box gambling and other games of chance, EA and several other game developers have since stripped loot boxes from their games.

Enter Bethesda and Re-Rollers…

Re-Roller Gambling

Lumberjack SlotWhile Fallout 76 has included a relatively real appearing slot machine in the game for many months now, it doesn’t rely on real cash money to operate. The in-game slot machine uses “caps”, an easily obtained in-game currency. This currency has been in the game from the beginning. Today, caps are considered mostly worthless, other than for the purposes of finding player vendors who are selling relatively rare in-game items.

With this slot machine, there is effectively no way to lose. The cost to play is 10 caps. Spending 10 caps, you’ll always get something for your caps spent. For example, spinning this slot machine always awards +2 to Luck for a limited time, a very useful player perk for as long as it lasts. You can always renew this perk by spinning again. You get this perk no matter whether you get caps back or not. Most times, you’ll get back exactly the caps you spent to play, 10 caps. Sometimes you’ll get back 4 caps. Occasionally, you’ll get 20 caps or more. If you don’t win anything, the game still awards you a piece junk to scrap or sell… junk likely worth 5-10 caps at a vendor. In essence, you almost never lose any caps in this slot machine… and even then, the additional perk means you never lose. It is also impossible to spend real cash money to play this machine as caps cannot be purchased directly with USD.

Enter Re-Rollers

The name itself actually has connotations of spinning something, like a slot machine. Even the sound effects used when re-rolling are reminiscent of spinning a slot machine. How do Re-Rollers work?

Because some challenges may be uncompletable (for whatever reason), a Re-Roller allows the player to take a chance on a new replacement challenge in the hopes it will be better than what was there. In effect, the Re-Roller is tantamount to pulling the arm on a slot machine and waiting for the spinning to stop to see if you have “won”. If not, that encourages you to spin again. This encouragement is tantamount to and turns a Re-Roller into a form of gambling… triggering the same effects as any other game of gambling. While the game issues one free Re-Roller per day, additional Re-Rollers aren’t free, making this situation far, far worse.

Re-Rollers cost Atom to buy from the Atomic Shop. As has been established earlier, Atoms cost real USD. Thus, to buy Atom means paying real cash money to Bethesda for these Atoms. Thus, Re-Rollers cost the player real cash money to buy. This further means it’s possible to lose a large amount of real USD to gambling with these Re-Rollers. This is also the first time Bethesda has tied real cash money to an in-game random chance based gambling device in Fallout 76.

One could argue that Lunchboxes could be considered a form of gambling, but there’s really no gambling involved. You buy a lunchbox, you open it and you get a reward in game. There is no random chance involved. The only randomness is in the name of perk you get, not whether you’ll get one as each one is nearly equal to the others. More than this, you can buy Lunchboxes in the game world by earning in-game currency… something that can’t be done with Re-Rollers.

Re-Rollers can only be obtained by spending Atom in the atomic shop or by obtaining a very small number of them off of the Scoreboard (and even less off of the ever diminishing environmental challenges). Even then, the Scoreboard only offers 3 Re-Rollers from a single space with just a few spaces across the game board. Those 3 Re-Rollers are easily consumed in just a few minutes on ONE (1) Challenge. There is no other way to get Re-Rollers in Fallout 76 as of this writing.

Gambling Triggers and Addictions

The problem with random chance spin and win mechanisms is that they trigger the same exact gambling centers of the brain as any other form of gambling. Because real money is involved in obtaining Re-Rollers, this could cause real actual gambling problems for children targeted by this new Re-Roller mechanism. Unlike the slot machine above, which always wins you something, the Re-Roller has no guarantee you will get anything different from what you already have, which is perceived by the player as a loss. Yes, it IS entirely possible to get the same exact (or an even worse) challenge as a result of a Re-Roller. Sometimes it happens multiple times in a row.

Let’s consider that it costs 50 Atom to buy one Re-Roller. That means that an average player could spend as much as $1 for every 2 Re-Rollers purchased. Because a player might need use multiple Re-Rollers multiple times, it would be easy to spend $5 or $10 attempting to get new daily challenges… every single day. That money adds up in a week or a month or even a year.

As stated above, this unusual move is the first time Bethesda has tied real world fiat money into the purchase of a random chance game mechanic driven entirely by the need to gamble. While there’s no way to win cash money back out of this, using it always means loss of money AND its effect as a gambling device stands. Because the win is considered a “better” (subjective interpretation) challenge, the loss is real money spent on wasted / lost Re-Rollers. This loss of Re-Rollers has the real affect of triggering a gambling addiction.

As a result, the questionable inclusion of this game mechanic is easy to see children become addicted to this system so that they continue to Re-Roll without bounds, just to see what they get… all in an effort to make Bethesda more money! It’s not a simple matter that child wants to complete the challenges. It’s that the addiction causes the child to want to see “better” or “rarer” challenges. Addictive mechanics lead to addictive behaviors… and this Re-Roller feature has a real chance of being abused by someone caught up in gambling addictions. Worse, these games are targeted towards children and young adults who might not understand gambling addiction or the money problems which can result from them.

More than this, it’s surprising that Bethesda didn’t realize that these real world money tied Re-Rollers are actually a form of gambling and put the brakes on this feature before introduction.

Because Bethesda is now owned by Microsoft, that puts Microsoft on the hook for this gambling device. An enterprising lawyer may now see very deep pockets in Microsoft and choose to pursue a lawsuit over perpetrating gambling on minors. In fact, under the eyes of state laws, gambling targeted towards minors is illegal. Bethesda is playing with legal fire here.

Convoluted and Epic Challenges

One thing that has made this entire Re-Roller system far worse and even more addictive is the inclusion of even more complex and convoluted challenges. Most daily challenges included in past Seasons have required relatively simple quest objectives. Go kill a single creature. Fetch 5 purified water. Easy and relatively simple, but also useful items to player.

With this Season, Bethesda has abandoned these simplistic challenges for longer tailed, more complex and even more difficult challenges. Where it might have taken an hour to get through the daily challenge board, it might now take 3 hours because of these newer more complex and convoluted daily challenges.

Weekly challenges have always been long tailed. That means that they might take several days to complete. That’s the point in weekly challenges. Daily challenges have always given only 24 hours to complete these challenges before they reset for the next day. Moving the challenges from maybe 5-10 minutes per challenge to 15-20 minutes per challenge is an odd play, but not when you consider Re-Rollers.

A reasonably experienced player can instantly size up the amount of time a specific challenge might take. This re-enforces the need to Re-Roll long-tailed challenges in the hopes of “getting something better” …. thus, ensuring that players get addicted to this random chance Re-Roller system. Thus, the reason for inclusion of longer, obscure and more complex challenges ensure that players will buy into this gambling mechanism for a “chance” to get something better or faster or easier.

In reality, the challenges ahead of the one being Re-Rolled are equally as complex and equally convoluted, with the exception of a perhaps a tiny few which might be as easy or as useful as those given in prior seasons. A player ultimately has no idea what might pop up when a challenge is Re-Rolled. Thus, the illusion of “getting something better.”

However, it didn’t stop with complexity. Bethesda felt the need to include one more incentive to reinforce gambling behaviors: Epic Challenges. “Epic Challenges” offer higher Score and are, thus, rarer to see from a Re-Roller. Rarity is a concept that will cause players to want to gamble. Because Epic Challenges are considered a low chance “win”, players will be incentivized to consume Re-Rollers multiple times until they get an Epic challenge.

Therefore, this Epic Challenge system “rarity” encourages players to Re-Roll every challenge on the daily (and weekly) boards simply to get Epic Challenges. Doing so could cost the player $20, $50 or even $100 real cash money to achieve… being required to Re-Roll 6 challenges per day and up to 12-20 Weekly challenges. Expensive AND addictive.

Way Cheaper to Pay for Board Spaces

On the Scoreboard, Bethesda has included the ability to pay 150 Atom to advance one space. For example, if you’re at space 99 and you want to complete the board, you could simply pay 150 Atom and avoid the hassles of performing challenges to gain the required amount of score.

Let’s equate this with Re-Roller costs. The purchase of three (3) Re-Rollers costs 150 Atom, the same amount it costs to buy one board space. Consider that three Re-Rollers on daily challenges cannot provide you with any amount of score close to completing a board space by itself. The board space might complete if, for example, the score amount given for a challenge is 150 and that also happens to be the amount needed to advance to the next board space. That also meant you had completed many previous challenges to get the progress bar to the point of being almost completed.

To put this in perspective, for only 150 Atom, the gameboard will advance an entire board space (adding somewhere between 1000 and 3500 score) OR you can pay 150 Atom for three Re-Rollers in the hopes that you can replace one single daily challenge and receive maybe 100-200 score. In other words, paying for just three Re-Rollers at 50 * 3 = 150 Atom is between 10x-35x more expensive than simply paying that same 150 Atom to advance a full board space. Thus, there is zero value in paying for Re-Rollers when you can pay for board spaces. Bethesda understands this.

Gambling Targeted Towards Minors

There’s a reason why gambling establishments require people to be age 21 to play. First and foremost, it’s the law. More than this, children shouldn’t be gambling. Unfortunately, video games can’t age check before each use. There is no way to exclude a system like Re-Rollers from players under the age of 21. The only way to avoid such a situation is if such a gambling system is not included at all.

This is why so many game developers have since removed real cash money based random chance loot box systems from their games. It’s also questionable why Bethesda has now chosen to include one in Fallout 76. Bethesda has most definitely crossed a line here; a line that shouldn’t have been crossed.

Ultimately, this Re-Roller system is likely to be seen for what it is, a gambling system strongly encouraging children to gamble by the use of Bethesda’s “Epic” challenge strategy, strongly appealing to “rarity” and “miss out” child behaviors. Gambling systems should never be included in products used by or, more importantly, targeted towards minors… particularly gambling systems when tied to the use of real cash money.

Bethesda, if you’re reading, you might want to quickly retain legal counsel as this Re-Roller system is likely to blow up in your face once again. That, or you quickly need to consider its removal from Fallout 76.

Gambling Addictions / Get Help

If you’re a player who is susceptible to gambling addiction, you should not play nor fall prey to Bethesda’s gambling encouragement. Instead, please get help. It is strongly recommended to steer clear of all such gambling mechanisms included in video games; mechanisms which trigger gambling addictions and encourage you to spend real money on them.

If you’re a parent reading, you should limit your child’s play of Fallout 76. Better, stop their play altogether until Bethesda removes this gambling device and stops encouraging players to pay real cash money on random chance gambling devices.

No video game should ever make money off of the backs of children encouraged to ostensibly gamble with real money. Gambling should always remain in places like Las Vegas or Atlantic City, where people who physically travel there have made the conscious decision to gamble and are of legal age to do so.

Can this be corrected / Solutions?

[Updated Mar 18th, 2023] When this article began, this author wrestled with the idea of adding a solutions section and decided against it. The simplest solution seemed for Bethesda to remove the feature from the game entirely and be done with it. However, I’ve since decided to include this section, only because it may help out other developers considering adding “games of chance” to their game… particularly when those games of chance are tied to fiat currency and in games where children (aged 17 and below) already make up a very large portion of the player demographic.

When you’re building an adventure game like Fallout 76, where the primary objectives are to explore and experience combat situations, adding games of chance (like the Re-Roller) as ways of raising additional money is problematic and possibly illegal in some parts of the United States. Basically, a game developer should never raise money by targeting children with games of chance when tied to fiat currencies.

The big mistake Bethesda made here was to tie the purchase of a Re-Roller to fiat USD money. To rectify this situation, Bethesda would need to untie this entirely. Get rid of Re-Rollers purchased through the Atomic Shop and replace the purchase of Re-Rollers to vendors located in the game world using one of the many already established in-game currencies, such as Scrip, Gold Bullion, Stamps or Caps. These in-game currencies are earned, not purchased. For a gamer to obtain these currencies, it only requires time, not real cash money. In fact, there is no way to pay for these currencies with real cash money using any in-game mechanism by Bethesda. However, that doesn’t resolve the problem over the fact that Re-Rollers are a game of chance included in a game title targeted towards children.

Instead, Bethesda needs to reconsider the idea of swapping out one challenge for another entirely. For example, get rid of this “game of chance” mechanic entirely and replace it with a buyout option. Instead of being required to “roll and pray for something better”, the player can simply buy out the challenge by using in-game currency. Pay some amount of caps or scrip or stamps or bullion and the challenge is instantly completed. An in-replacement buyout option gets around the problem of gambling and games of chance entirely.

The other option is to simply include more challenges… more than are actually needed to complete the game board. If the player misses a few challenges, no big deal. Though, the buyout option is the best solution as it gives the player the option to complete all challenges if they so choose simply by playing longer and earning more in-game currency.

Should a buyout option be tied to actual fiat currency? Perhaps. One thing is certain with the buy-out option, it cannot in any way be considered a potentially illegal form of gambling targeted at children. Though, bilking children out of money for the purposes of such “buy-out” mechanics is still considered dubious at best. Including games of chance in similar fashion to a slot machine, on the other hand, is problematic all around when an excessively large demographic of players consists of ages 17 and below. The only way such games of chance mechanics should be included is if the developer has a way to absolutely 100% exclude 17 and younger from participating in these mechanics.

To date, I don’t know of any game developer that has found a way to do this reliably… or at all! The best way to handle the inclusion of “adult” gambling situations is simply not to include them. If you want to operate games of chance via fiat money gambling situations, then spend the money to construct and open a real casino in Las Vegas.

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Fallout 76 Rant: The Impact of Legacy Removal

Posted in botch, business, video game, video game design by commorancy on January 25, 2023

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While Pipe might be life in Fallout 76, the Legacy removal might actually mean the death of Fallout 76. While some gamers are praising the removal of Legacy weapons from Fallout 76, those who are impacted by this change might actually have the power to sink the Fallout series, and possibly even Bethesda itself. Let’s explore.

Misguided Maneuver

It’s clear that Bethesda is horribly misguided internally. On the one hand, I get Bethesda’s rationale behind the removal of these “illegal” mods from Legacy weapons. On the other hand, Bethesda’s rationale is entirely misguided and fails to take into account the real damage that has now been inflicted on the game and, ultimately, the game’s player base. The real question now is not whether the game is better, but whether Fallout 76, ironically a survival game, can survive this change.

One thing is certain, some players are reeling from this change and rightly so. Bethesda itself also doesn’t seem to fundamentally understand the player base which has been born out of these legacy weapons having been included in the game for literal years.

What is a Legacy Weapon? A Legacy weapon is any weapon that was formerly in the game and could be obtained through loot drops, but was removed from the loot drop list by Bethesda Fallout 76 devs in the game’s early years (loot drops removed around 2018-2019). This meant there was no way to obtain these weapons after the loot drops stopped… until Legendary Modules were introduced when Nuclear Winter began in 2019. Once these legendary modules were added, for a short time it may have been possible to craft such weapons on a crafting bench until the crafting of these weapons was also patched. Since then, these weapons have been unavailable.

Which Weapons were Removed?

The “Legacy” weapons to which this article refers are any legendary energy or plasma weapon with an explosive attachment. These explosive attachments have now been deemed “illegal” by Bethesda even though they were perfectly legal when they originally dropped. Such weapons could be obtained earlier in the game’s life legitimately, but today are no longer obtainable and are now marked as “illegal” by Bethesda’s Fallout 76 team. Weapons which have now been removed include:

  • Explosive Gatling Plasma
  • Explosive Laser Pistol
  • Explosive Laser Rifle
  • Explosive Gatling Laser
  • Explosive Flamer
  • Explosive Gauss Rifle
  • Explosive Gauss Shotgun
  • Explosive Gauss Minigun
  • Explosive Gauss Pistol
  • Explosive Tesla Rifle

All of the above weapons have had their explosive attachment removed by the Fallout 76 devs, turning many 3 star Legendary weapons into 2 star weapons.

Note, I won’t even get into the severe bugs introduced as a result of the removal of these Legacy weapons… bugs which have heavily impacted many rogues in addition to the Legacy removals. It’s not pretty for Bethesda or Fallout 76 right now.

Righting Wrongs

Once Bethesda knew these weapons shouldn’t have been included in the game back in 2018-2019, a patch should have been swiftly crafted and implemented then to remove these “illegal” weapons. This would have saved Bethesda this headache today. Instead, Bethesda waited and let this situation fester for going on nearly 5 years now. Not only did it fester, it actually born a whole new type of gamer in Fallout 76… a type of gamer willing to spend real cash money to not only obtain and own these “illegal” weapons, but who were also willing to pay Bethesda for Fallout 1st and pay Bethesda for Atoms to buy the Atomic Shop’s literal valueless junk.

Yes, this new type of gamer is the one who is literally propping up Bethesda’s Fallout 76 game. These are the gamers who are paying Bethesda’s bills, keeping Bethesda’s lights on and ensuring their staff remain employed.

Removing these weapons is literally a situation of “biting the hand that feeds you!”

Fallout 76 Gamer Types

When Fallout 4 began and also when Fallout 76 began, the primary type of gamers that Bethesda had hoped for were those interested in playing the game firmly on their “golden path”. In programming, a “golden path” is the path that most users will take when using any piece of software. This path is the path the engineers design the game for users to find and use. I dub these types of users the “golden” users. The vast majority of software users fall into “golden” users. Video game software users take a different route.

Gamers are somewhat different for this “golden path” approach for a number of reasons. The primary reason gamers are different is that video games entice children to play. By the very nature of this product being a video game, children are naturally one of the video game industry’s primary demographics… regardless of the game’s rating.

Let’s define children. Children include ages 8-17, with the primary age of most children playing ranging from 12-14. Because children don’t have a lot of life experience, their minds aren’t constrained by “adult” thinking. Children play games in ways that suit their fancy, which means children do not always remain on the golden path. In fact, in most cases, children stray from the golden path frequently in video games. Children actively try to poke holes in, find problems with and generally do things that an adult gamer might never think to try.

Children aren’t the only players doing this, however. Many adults can maintain this childlike poke and prod thought process well into their 30s. This leads to the next type of gamer I dub the “rogue” gamer.

Rogues vs Golden

Rogue gamers don’t follow the golden path laid out by the developers. These gamers intentionally and actively seek to find bugs, exploit holes and obtain “rare” objects in a game, including weapons. Almost every “rogue” gamer seeks to one-up their fellow player by finding something that their friend doesn’t have, whether that be a way to build under the map, go out of bounds or obtain a weapon that few other players have.

Rogue players don’t play the game as intended and are unwilling to follow EULA rules. They’re so flippant in the way they play the game, they actually don’t really care if their account gets banned or if Sony shuts their PlayStation down by disabling their PSN account, for example. In the gaming world, Rogues don’t care about the rules or abiding by them. With that said, they do care about finding the latest rare thing to have in the game.

The thing is, many of these rogue gamers come from well-to-do, dare I say wealthy families. This means they are willing to pay and pay and pay. They will pay for Fallout 1st. They will pay for Atoms in the atomic shop. They will even pay other players real cash money on places like eBay to buy rare in-game items.

In short, many rogue gamers keep Bethesda’s (and by extension, Microsoft’s) bills paid and the lights on. That’s not to say that every rogue gamer is wealthy enough to do this, but many are. At this point, I think you might understand where this is heading.

One thing that rogues typically don’t care about is the game itself or even the game’s story. They’re not playing the game because it’s Fallout and they’re not playing it because it has interesting lore or interesting quest lines, they’re playing the game because it’s an MMO, because it has multiplayer, because it has combat and because they can find and exploit heavy guns that no one else has. Rogues will only follow down a quest line because it unlocks their character to have or use something unique or better than someone else, not because of interest in the RPG aspect or the story.

Golden players, on the other hand, play the game by the rules using weapons considered legal within the game. These are also players who typically respect the Fallout canon, who are genuinely interested in the story being told, who play by the rules, who choose to play using guns the game provides and who don’t stray outside of the bounds simply because they find a loophole. These are dedicated Fallout players who’ve likely played many previous Fallout games, if not all of them.

Mixing The Two

These player types are not hard walled into two groups. Some players remain mostly golden, but go occasionally rogue when they deem appropriate. For example, some of Bethesda’s rigid game rules go too far. Some players become rogue when it’s necessary to bypass some of these Bethesda rigid rules, simply to save time, to cut weight down or for other reasons that help them play the game better.

Bethesda doesn’t get its player base

One thing is certain, Bethesda does NOT fundamentally understand who’s actually playing Fallout 76 and who is actually paying their bills. It goes even deeper than this.

Because there was a whole separate black market for these high powered “illegal” weapons, Bethesda completely overlooked this aspect of its game. Instead of taking advantage of these payers and bilking them for money, they decided to remove the weapons from the game.

It’s clear, you can either benefit from these players by making real money off of them or you can alienate them… and alienation is exactly where we are now.

Black Tuesday

On Tuesday January 24th, 2023, rogue players had to say goodbye to their “illegal” weapons. Bethesda removed weapon modules from the game, which during the 2018-2019 years were perfectly legal to own and use. This change sends not only a mixed message to players, it sends an exceedingly bad message.

It says that Bethesda really doesn’t give one crap about a huge segment of its very player base who are paying its bills, keeping its staff employed and keeping the game from going under.

This change is likely to be the beginning of the end for Fallout 76. Why?

Perplexed

Rogues are as perplexed and mystified by this late change now as anyone. For years these weapons were in the game and remained so. However, it’s just now that Bethesda decides to rid the game of these weapons?

Because these rogue players comprise a substantial portion of the revenue given to Bethesda for Fallout 1st and other pay-for-play features, it’s surprising Bethesda was so willing to risk losing that revenue and possibly even the entire game over this silly change.

Rogue players must now make a choice. They can either stay and play a hobbled version of the game using no special weapons or they can go find a new game where they can, once again, feel special and own special weapons. This is the actual real danger to Fallout 76. Rogues are fickle players. They only stay and play where they can find their “specialness”. If they can’t find and remain special, then the game is done and they leave it.

That’s exactly the crossroads at which Bethesda now finds itself. The question is, are there enough newbie players to keep the lights on and the staff employed? The answer to this question comes in how Bethesda chooses to respond.

High Levels and Endgame

After playing any game, not only have you amassed levels for your character, you have unlocked perks and skills. The problem is, once the quests have ended, what do you do with these skills? That’s fundamentally the problem with most games. You spend your time playing through the quest lines leveling up your player only to find that when you reach the end, all of that leveling up and those perks were for nothing… as there’s no endgame content.

Many gamers find little to no endgame content to utilize that high level skill. That means, you reach the end and you go find a new game to play.

Fallout 76 is only different in its endgame because it offers Events (and Legacy weapons). After the quests are done and there’s no more quest lines to follow, the Events and Daily quests are what’s left. These are repetitive activities that offer a slight chance for rare loot rewards. It also offers the chance to try out a new overpowered weapon.

Leveling up in Fallout 76, unfortunately, is mostly worthless. Because guns cap out at level 45 or 50, that essentially means your player is capped out at level 45 or 50, regardless of the level number your player may actually achieve. The only benefit to leveling up is to max out the Legendary perk cards, an addition that gives higher level players a tiny bit of an incentive to stay with the game.

Once a player reaches level 650-700, that player can easily have maxed out the Legendary Perk cards.  Max leveling these Legendary Perk cards sees a tiny bit more damage out of weapons, if utilized correctly. So then, what’s left after this? Not much, other than going Rogue and trying to find unobtainable, but overpowered weapons which formerly existed in the game.

While these weapons were once in the game circa 2019, they have since stopped dropping as loot long, long ago. That means that new players can’t easily obtain these overpowered weapons unless they monetarily buy them from another player. Hence, a player economy is born.

Initially, caps were the answer to this economy. Unfortunately, caps became mostly pointless as a currency in the game when Bethesda moved to bullion, scrip and stamps offering up the newest, most rare items. This is when players moved to selling these highly prized and overpowered weapons for real cash money, as in USD. Internet forums and trading boards came to exist to list and sell these weapons for real money.

In one fell swoop, Bethesda shut all of this down… the trading, the sales, the weapons, all of it. Without these weapons in the game, there are no more sales of them. You can’t sell what’s no longer in the game.

It goes way deeper than that. Not only did it kill third party sales of in-game weapons, it is poised to see a massive number of high level players abandon Fallout 76 and cancel their Fallout 1st subscriptions. Why play a game when there’s nothing special left?

Endgame content is firmly limited to Events. Unfortunately, in retaliation for these high powered weapons being in the game, Bethesda ramped up these events to be likewise overpowered. Without these weapons in the game, the events are STILL way overpowered…. to the point where these events are likely to FAIL the vast majority of the time when using standard weapons. Bethesda retaliated against the players by removing the weapons, but failed to reduce the overpowered nature of the events back to a level where standard weapons can be successful. Right now, these “golden” level 45 and 50 level weapons are not enough against these highly overpowered event enemies.

It gets worse, as players dwindle from the game due to natural attrition and now because Legacies have been removed, new players will be hard pressed to find enough higher level players on a server to take on the Scorchbeast Queen, the Titan or even Earle. These events are now so overpowered because Bethesda souped them up against Legacies, it’s near impossible to win these events with non-Legacy weapons, especially if a server has maybe 10 players on it.

Bethesda is definitely at a cross roads.

Microsoft

Now that Microsoft owns Bethesda, Bethesda is most definitely playing with fire. In fact, Bethesda’s choices surrounding Fallout 76 have always been questionable. Legacy removal is probably one of THE most questionable changes Bethesda has ever made for Fallout 76, considering when the problem actually started. Why does Microsoft matter? We’ll come to that answer in a bit.

For now, Fallout 76 is on the cusp. We don’t yet know the fallout (ha) from Bethesda’s meddling with Legacies. The point is, we cannot know how the rogue players will respond or how much financial damage these players who abandon the game can literally do to Bethesda.

It’s clear, without these Legacy weapons in the game, rogues who were playing Fallout 76 solely because these weapons existed will evaporate… and along with that, so will the income from Fallout 1st and all other income that keeps Fallout 76 afloat. Are the rogues a big enough population to make a dent in Bethesda’s income stream? My personal guess is, yes… at least for the longevity of Fallout 76. Without the rogues, Fallout 76 may be hard pressed to remain a viable entity, let alone Fallout as a franchise.

Does Fallout keep Bethesda afloat? It most certainly isn’t the only game that Bethesda publishes. However, Fallout 76 is currently the only Fallout franchise title available. In short, probably not.

Obsidian, another developer, was purchased by Microsoft in 2018, the same year that Fallout 76 released. Obsidian contains the remnants of Black Isle Studios, the original studio who developed the Fallout franchise. Because Microsoft now owns both Bethesda and Obsidian, it’s possible that someone at Microsoft could easily mandate the transition of the Fallout IP and franchise from Bethesda back over to Obsidian to handle.

Bethesda is clearly out of their depths with Fallout and they clearly don’t understand the franchise. Worse, they don’t even understand multiplayer systems in relation to Fallout. This first multiplayer Fallout game is probably the worst implementation that could have possibly been imagined. Partly this is due to its design goals, but partly it’s due to the inept team who couldn’t actually build a workable product… and here we are today. Because the Fallout 76 team failed to build a workable product, they’re now forced to remove a feature from the game that shouldn’t have been in it in the first place. Yet, that feature remained for nearly 5 years, solidifying them as legitimate in the game.

What Bethesda has done is tantamount to yanking a baby bottle from a baby after that baby has already begun to drink. If you didn’t want to give the baby bottle to the baby, it’s simpler not to do it up front than yanking it away after you’ve already given it to the baby. Heartless.

Can Fallout 76 tank Bethesda?

At this point, maybe not. What the loss of Fallout 76 will do is sour future gamers towards Bethesda games.

“Once bitten, twice shy.”

Few will step up to the plate again knowing the disaster that befell Fallout 76, especially once it disappears. Believe me, Fallout 76 WILL end. The question isn’t if, it’s when. After this Legacy removal, I believe Fallout 76’s end days are here. It’s just a matter of time before the remaining high level players (many of whom are now rogues) walk away and find a new game.

Gamers are fickle and these kinds of stupid maneuvers are ripe for rage quitting. Some die hard gamers will remain and play, but only for a short time until they become frustrated with the crappy standard weapons and find a new game to play. At a minimum, I’d certainly expect to see a rash of Fallout 1st subscriptions cancelled in the next 30 days.

The answer is that, alone, Fallout 76 likely can’t tank Bethesda. However, Fallout 76’s demise can most certainly make a big enough dent that someone at Microsoft (Phil Spencer?) retaliates against Bethesda through layoffs (Buh Bye Todd Howard), closures and by handing over various game IP to better equipped and better managed studios.

It’s clear, the current developers are ill equipped to understand what Fallout 76 should be. Let’s understand why…

Rogues, Games and Marketing

Rogues, whether a game studio likes them or not, are a market force. These are players who have money and are willing to spend it. A game studio can either embrace this fact, or go bankrupt trying to eliminate these gamers from the game. As they say, “Get woke, Go Broke!”

Bethesda is firmly in this latter camp. I don’t know what impetus is driving Bethesda’s management team and devs to take this “woke” approach, but clearly it’s not about trying to make money. Clearly, rogues represent real money sales. If a single player is willing to pay $20 or $50 or $150 real cash money for a single over powered weapon in the game, then Bethesda clearly isn’t actually trying make money. Who leaves money on the table?

Leaving an untapped market on the table is not only stupid, it’s probably one of the stupidest things I’ve seen Bethesda (or in general, a game developer) do.

Pay for Play

As much as gamers harp on the pay for play scheme, it’s a real thing, it exists and it needs to exist. Yes, buying an in-game weapon for real cash money is considered pay for play. You can’t deny that. Whether pay for play is good or bad thing is entirely debatable. One thing is certain. Pay for play makes money… and that’s exactly why game developers are in business, to make money.

In fact, pay for play already exists in Fallout 76 with Fallout 1st and Scrap Kits and Repair Kits and the list goes on. Even foodstuffs like Perfect Bubblegum and Lunch Boxes are forms of pay for play. Selling overpowered rifles for real cash money is just the next logical step.

At this point, Fallout 76 is almost 5 years old. When a game is brand new, perhaps pay for play isn’t something that’s needed. However, 5 years later with 95% of players at endgame, then pay for play is perfectly fine and, dare I say, necessary. It extends the life of a game. Anything that extends the life of a game I consider a good thing. It allows new players to step in and know their time won’t be wasted because the game must close down due to lack of players. It allows rogues and endgame players a means of keeping the game interesting and keep them coming back for more play. Anything that keeps players playing is a good thing. That alone continues to make money for Bethesda. I’d say that’s win-win-win all around. Everyone wins.

High Level Players, Veterans and a New Map

One thing that Bethesda has failed to take into account, in among Fallout 76’s many failures, is the failure of planning for high level players reaching the endgame. In The Elder Scrolls Online, this game’s devs seemed to properly plan for endgame high level players. In fact, ESO devs went so far as to convert level 100+ players into then new “Veteran” levels. For example, for every 100 levels, you got 1 Veteran level. A level 300 player would convert into Veteran level 3. These new Veteran levels were denoted by a Veteran symbol next to the player’s new rank, just above their head. This distinguishes Veteran players from low level players of a similar number.

In addition to being converted into Veteran levels, this change also unlocked the game to be played from the beginning using a new harder Veteran challenge level. Eventually, the devs even opened up a new Veteran level territory that required teaming up with other Veterans to handle this new difficult area. This area was so challenging, in fact, there was simply no way to solo it. The hordes were so difficult, you were forced to go in with a team even as a high Veteran level. While the lower level territories remained trivially easy for a Veteran, the Veteran territories were intensely challenging. Even group dungeons were incredibly challenging.

Likening this to Fallout 76, there is no way to liken this. While Fallout 76 devs are busy introducing silly and bugged out territories like Nuka World and slapping high level players on the wrist by removing legacies, the ESO devs (at about this same time in ESO’s lifecycle) were treating high level players like valued players and giving them more challenges. Effectively, the Fallout 76 devs are treating high level players like a nuisance when they should be celebrating players who’ve made it to level 600 or 800 or 1200 or 2000. This celebration should include rewarding these players, not chastising them.

If a player has given up a year or two of their life to play Bethesda’s Fallout 76 game and reached level 1000 (and who continues to actively play it), that’s a celebratory moment. Bethesda devs should be celebrating long standing players who continue to play the game instead of slapping these players on the wrist and saying, “Bad”.

ESO celebrated high level players the right way. Fallout 76 devs treat high level players like nothing more than a mere annoyance.

Here you have one team at Bethesda who fully understands and embraces their entire player base. On the other hand, you have an inept team who hasn’t the faintest clue of who their player base even is. I shake my head at this incredible disparity within the same corporation. It simply makes no sense.

Inept Developers

You’d think that if anything, The Elder Scrolls Online would have taught the Fallout 76 team some valuable lessons. Unfortunately, you thought wrong. It seems that these two MMO system teams do not at all communicate their valuable lessons from one team to the other.

The reality, which has become incredibly apparent, is that the Fallout 76 development team is wholly and completely inept; not just from a development perspective, but from a money making perspective. They don’t seem to understand the value of keeping ALL of the players happy and, most importantly, paying.

A game studio makes money by keeping people playing the game WHILE spending money. You don’t make money when you chase away your paying players. It’s pretty simple. Removing legacies from the game is a seminal chase-away-players moment. It’s also quite clear that the Fallout 76 developers and even the management team don’t get the real danger here.

Instead of embracing the legacies and the whole real money economy that’s grown up around these weapons’ accidental existence, Bethesda turns its back on the players by removing the weapons from the game. Not only has this shut down that entire real world economic situation (which Bethesda could have tapped), players who wanted these items have no reason to stay, pay and play the game any longer.

This means some walk away from Fallout 76 immediately and others leave slowly over time as they lose interest, “because it’s boring”. Some players, specifically rogues, must make their own fun in a game. Legacies were the rogue’s way of making that fun and cutting the boredom. Without the legacies, there’s honestly no reason for these players to remain playing the game… let alone spend any more money on it.

Business Lessons

While I hadn’t intended this article to become a business lesson, it’s moving quickly in this direction. Let me take this section to discuss this aspect of business operations.

Every college student should be required to take at least one or two business classes. What I mean here is that it’s vitally important for students learning software development to understand how their work impacts the bottom line of the company. Not all software features are good for business. There is no more clear illustration of that here than the removal of the Legacy weapons from Fallout 76. Adding new features can help out users. Removing features can easily cause people to walk away from your product.

This is where business classes come into play. Business classes teach students to have the smarts enough to realize that, “Hey, this feature that I’m being tasked to implement has a high chance of losing 70% of our PAYING clients!” Businesses must empower all employees to speak up when they see problems like this.

While software architects come up with ideas, they may not be privy to exactly how many people might actually be using a given feature. Before implementation of any feature that impacts the userbase, someone needs to put on the brakes and say, “Let’s pull the numbers of how many people are actually using this feature before rolling it out!” Sanity must always prevail in any software business. You can’t simply roll out a feature without understanding exactly how it might impact your existing bottom line.

This is why business classes, and more importantly, business intelligence and reporting is important. Blindly making changes without understanding the business impact can easily tank a business. Case in point, Musk’s incredibly poor handling of Twitter. Now we have yet another poor business case, Bethesda’s shitty handling of Legacy removals in Fallout 76.

Too Late

This article is written after-the-fact. Unfortunately, removing these weapons is more or less a done deal. What I mean here is that knowing the way that Fallout 76’s code is written, there’s no way to undo this change. Meaning, it’s easier to stop a code rollout before it happens than it is to undo a change already made. In many cases, it’s actually impossible to undo code changes due to the nature of the way it was rolled out.

At this point, Bethesda is stuck with this change, for better or worse. At this point, unfortunately, we’re probably at the “or worse” point. As I said above, we’re nearly 5 years into this game’s lifecycle. Instead of Bethesda celebrating high level player achievements, these players are being chastised and chased off by removing weapons these players relied on.

The point in becoming a high level player is to take the benefits that go along with that high level, which includes high damage weapons. That’s an expected staple of any game that supports having high level players. If level 1000 players are reduced to using weapons at the same level as a level 50 player, what’s the point in playing Fallout 76? In fact, what’s the point in leveling up beyond level 50?

Not only does this Legacy removal impact high level players, it impacts low level players because they know they can’t get these weapons in the future. That means that players who might have hung around to level their character up to level 1000 for the chance of getting one of these weapons might now get to level 100, quit and go buy something else. That drastically reduces the income of Bethesda… and by extension Microsoft.

When the Fallout 76 team could have embraced these weapons and monetarily leveraged the external market by retooling them to be legitimate and finding legitimate ways to sell and use them, the Fallout 76 team’s lack of business intelligence and foresight prevailed.

It’s anyone’s guess if Fallout 76 can recover from this change. My guess is that this Legacy removal will be the last major thing the Fallout 76 team does before the plug gets pulled on Fallout 76 by Microsoft. Bethesda, prove me wrong.

Compensating Controls

This final thought is yet another failure of business intelligence on the part of Bethesda management regarding the legacy removals. One idea that many game developers employ to soften the blow of any negative change is introduce a compensating positive change. For example, when something gets removed from a player’s inventory because of a policy change, the developer will offer up some kind of freebie for all of those players who are impacted. This can include free currency, a free new weapon, a freebie in the game store or something similar. This freebie offsets that player’s item loss in compensation.

Unfortunately, with this Legacy removal, Bethesda offered players no form of any kind of compensation for the loss of their weapon. They still had their weapon, yes, but severely altered. Bethesda might as well have removed the weapon as the weapon that remained is pretty much worthless. It’s surprising that Bethesda has offered up no compensation at all, but here we are.

For all of the above reasons, the rogues are likely to abandon this game entirely… perhaps even the franchise itself… said as if rogues even care about Fallout as a franchise. That leaves the golden players left to carry the weight, but unfortunately there are likely not enough of these golden players willing to shell out for Fallout 1st in the numbers needed to keep the game afloat. Thus, this change is likely to be Fallout 76’s death knell.

Way to go, Todd! Phil, if you’re reading this, you probably need to have a sit down with Todd to figure out what the hell is going on with the Fallout 76 development team.

Update: 1/29/2023 — Positive Changes vs Balance

While I didn’t discuss this above, there was really no need to state the positive changes by removing legacy weapons. We all know that exactly what taking overpowered weapons from the game means. For those who need this spelled out, it means less powerful weapons now exist in the game. That means shooting more, making more ammo and grinding more to keep your guns working. It also means the need for finding more ways to buff your weapons using Magazines, Bobbleheads and other consumables. It also means reworking perk cards to max out the damage done with these weapons.

In short, it means spending more time reworking your character to find the highest damage build based around the game’s crappy level 45 and 50 weapons. Ultimately, it’s an exercise in futility.

Does the game have balance after legacies? No, it does not! Fallout 76 is actually quite unbalanced. It is entirely because Bethesda has now given enemies many questionable unbalanced buffs. Removing legacies from the game doesn’t in any way negate these problematic introductions around enemies. Let’s list these enemy problems…

  • Enemies are allowed to instantly and silently teleport right behind you and instantly damage or kill you. Not balanced.
  • Enemies are still given perfect aim with every single shot, where players are given VATs that misses more frequently than it manages to hit. Not balanced.
  • Enemies have perfect accuracy with every single shot and are given 100% anti-armor per shot while players must live with weapons that afford drastically reduced accuracy and are given zero anti-armor per shot unless using perk cards and/or Anti-Armor legendary weapons. Even then, anti-armor afforded to the player is never 100% even though enemies are given 100% anti-armor shots. Not balanced.
  • Enemies have majorly enhanced perception, which can instantly negate Sneak cards. For example, if one enemy “sees” you, the horde around them all instantly see you. It’s not enemy by enemy, but by the horde. Not balanced.
  • Daily Ops is worthless due to actual enhanced perception given to enemies. Players spend major amounts of time building their character’s method of combat. If the player has chosen a sneaky sniper build, for example, Daily Ops entirely negates that. This means Bethesda expects us to completely retool our build strictly around Daily Ops? Not balanced.
  • Daily Ops, once again, is worthless due to stealth fields given to all enemies. Stealth invisibility fields negate using VATs. If you’ve built your character around using VATS criticals, once again Bethesda has negated that. Not balanced.
  • HP bar above an enemy lies. If an enemy’s bar says level 50, yet it takes hundreds of shots to kill it, that’s not level 50. A level 50 enemy should take a similar number of shots to kill it no matter what type of enemy it is. Not balanced.
  • Weapons show a high level of accuracy in the UI, but do not provide that high level of accuracy when shooting. Not balanced.
  • Weapons show specific damage numbers, but never actually provide that level of damage when shooting. For example, an Instigating Fat Man purports around 1500 damage in sneak, but never actually shows more than about 100-200 damage when landing a direct hit while sneaking. Not balanced.

As you can see, the vast majority of Fallout 76 has no balance at all. Unless you consider enemy tactics and damage stacked against the player as balance, there is very little balance about the game. The legacies were, in fact, the only way to negate Bethesda’s entirely unbalanced game. In fact, the legacies gave balance back to a game against Bethesda’s unfair and unbalanced enemies.

Unfortunately, we’re now right back to a completely unbalanced and unfair game, where enemies can cheat against the player using tactics like teleportation where the player been given no such ability or defense.

Balance in Fallout 76? Hardly.

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No Man’s Sky Review: What are Expeditions?

Posted in botch, video game, video game design by commorancy on July 27, 2022

No Man's Sky_20200306074944What exactly are No Man’s Sky Expeditions? Simply put, they are extended gameplay tutorials. Let’s explore.

Early Tutorials

Sometime around the year 2000, game designers found that it was simpler (and cheaper) to include a small intro tutorial in the game than producing an expensive and time consuming instruction manual. The purpose of a tutorial is to show the gamer how to use basic game mechanics to accomplish various tasks. It’s easier to do this interactively than trying to explain it in a written manual, which ultimately no nobody really reads.

In games like Call of Duty, these tutorials show you how to use the weapons, learn the button controller layout, such as stealth moves and so on. These tutorials began as simple introductory systems. These tutorials typically occur outside of the game’s normal play mode. Some games force tutorials to be completed, which prevents you from progressing into the game’s normal play mode until you complete all of the necessary tutorials.

However, game developers quickly realized the problem with these locked tutorials. Gamers weren’t happy with this forced intro system which tested a gamer’s patience before they could actually begin playing the main game. Gamers simply wanted to get into the meat of the gameplay immediately and couldn’t while locked into completing a silly, but long tutorial session.

Worse, many of the tutorials produce situations that ultimately never materialize in the game. It’s really frustrating to teach a gamer a specific technique which is never useful once actually in the game. The Titanfall game is guilty of forcing such a tutorial system, which also taught techniques never used in the game. What was the point in teaching a useless technique?

Tutorials Today

Today, game developers still use these in-game tutorial systems in various forms. Rarely are these tutorials forced, like in the above example. Many games allow you to skip the tutorials entirely, but they allow you to revisit any of the tutorials later if you want to learn a specific move, understand a mechanic better or simply hone skills around specific mechanics.

The best of all worlds is when a game developer chooses not to force a tutorial, but allows the player to skip them and revisit them later if needed. If tutorials are required, then the game developer should offer up a reward for completing them… as is done in the No Man’s Sky Expeditions.

Since most games have settled on standard controller layouts and many use similar mechanics, most gamers can easily fall right into a game within a few minutes, being required to learn only a few new concepts specific to that game.

No Man’s Sky has taken Tutorials to a New Level (aka Ways to Improve)

With the introduction the Expedition idea in 2021, Hello Games has turned long, but very basic tutorials into a gameplay mode, for better or worse. It is a gameplay mode that sees gamers earn rewards for all of their other game saves, but only after enduring very basic tutorial concepts.

Personally, I’d have preferred if Expeditions could be played on our existing game saves rather than cluttering up our game with a bunch of new saves, each used for a separate expedition. It’s a waste of space on our PC or console… space that we can’t get rid of easily because those saves earned the rewards.

More than this, I’d like to see expeditions offer us more than the simple, basic tutorials. Instead of teaching us basic concepts like using a portal, flying our starship, using hyperdrive on our freighter or installing technology modules, I’d prefer adding much more advanced features added to the expeditions that eventually get added into our normal play after the expedition is over. Basically, Hello Games should use expeditions as a preview mode for new features that eventually get rolled up and unlocked for our regular saves. As for these tutorials, the vast majority of players aren’t playing No Man’s Sky for the first time. We already understand all of these basics in abundance. That we must endure a somewhat condescending tutorial gameplay mode just to get some very basic rewards is quite time-wasting and insulting.

I’d have preferred a system that turns No Man’s Sky on its head, like allowing us to test out new features before being fully release to all game save modes. As an example, pick a planet and setup a PVP area. Then flatten that area and allow players to use a new unique vehicle to enter a new arena tournament. This allows full on competitive PVP on a specific planet. More than this, allow normal save players (not part of the expedition) to visit and spectate if they choose not to play the expedition. Simply spoon feeding us basics to collect a few low-level rewards seems mostly pointless. Instead, design brand new creative uses of the game engine, worlds and environments… then allow players to use those new areas in completion of an expedition. Better, use expeditions as a pre-release area to entice gamers to want to see what’s new and what’s coming.

Another example. Most worlds have large cave systems. Enable some kind of “egg hunt” in the caves of a specific world. Once you collect all of the necessary items and turn them in, you’ll get your expedition reward. This might require a new technology to be equipped on the scanner to allow searching for underground cave hollows. As it is now, it’s almost impossible to locate caves, thus a new technology must be added to the Multitool to allow for locating hollowed areas underground. Such a new Multitool feature would be an excellent use of an expedition to test this tool and get player feedback.

Now, I’m not advocating for expeditions to become strictly beta test areas, but pre-releasing fully working, but unreleased ideas allows Hello Games to understand if a feature is a hit or a bomb.

No Man’s Sky — 2016 Version

When No Man’s Sky (NMS) arrived in 2016, it had no tutorial. Gamers had to learn to play by doing. That’s fine, too. I find that tutorial systems take some of the fun out of learning the mechanics of the game and how far you might be able to take those mechanics. Tutorials teach you a straight-and-narrow approach for an individual mechanic, but it does not at all teach you the ways of using those mechanics in creative and unique new ways… ways that the developers might not have intended or, indeed, understood.

No Man’s Sky Expeditions

Let’s get into the meat of this review. What exactly is an expedition? To make an analogy, an Expedition is to No Man’s Sky as a Season is to Fortnite… mostly. More than this, an expedition is simply an extended tutorial for No Man’s Sky.

There are a number of pluses and minuses to expeditions and that’s what this article intends to uncover. Before we get into the advantages and disadvantages, let’s understand deeper what an expedition further is.

Extended Tutorial

Yes, a No Man’s Sky expedition is effectively an extended tutorial. That’s pretty much it in a nutshell. Hello Games takes you on a long-winded, convoluted journey by teaching you how to use, obtain and unlock features in No Man’s Sky in each expedition in an extremely detailed tutorialized way. Along the way, this very long extended tutorial will unlock a few exclusive items such as decals and decorations and an occasional piece of technology. These are both a plus and a minus.

If you’re thinking you would like to jump into the latest expedition, understand that it really only serves to teach you, in an almost condescending way, how to do extremely basic things in the game. When you complete a single phase milestone, the game unlocks certain rewards.

For example, in Expedition 8 (the current expedition running as of this article), visiting another player’s Freighter (a milestone), the game will give you a full Atlas Pass set, 5 million units and unlock all of the Portal glyphs. Nevermind that you have to find a random gamer, team up with them in a group, then hop aboard their freighter. Other player freighters don’t appear in multiplayer. They only appear after you’ve explicitly teamed up with another player. A hassle, to say the least. Why HG couldn’t have improved the game to allow all active gamer freighters to be visible and visitable without teaming up is unknown. That would have been an exceptional improvement to the game.

Almost all of the items that a phase milestone unlocks can usually be had without a phase milestone. It’s that if you perform a specific milestone, you’ll unlock them more quickly and easily in one step. The exceptions here are the expedition exclusive rewards. You can’t easily see which one these are, but you’ll know if you’ve played No Man’s Sky before. In effect, think of an expedition as a way to cheat your way through the game in just a few weeks simply by following the extended tutorial. By cheating, I mean that you get “sets” of basic items unlocked, like the Portal Glyphs, simply by doing a fairly simple thing. In a “Normal” game, it would take you way longer to get these Portal Glyphs.

On the flip side, however, the “new” exclusive Expedition rewards require extensive hoop-jumping exercises before the game unlocks these. If it’s an old mechanic, one thing unlocks the entire set. If it’s a new mechanic, expect to spend hours and hours jumping through burning hoops to unlock a couple of silly decals.

Advantage: Milestone Rewards

As mentioned just above, each phase milestone issues various rewards, most are standard while a few are exclusive to the expedition. While this is technically an advantage, it’s also a disadvantage because the game teaches you to get the basic items simply by performing basic milestones. With exclusives, you can only get these by performing a milestone. With the basics, you can get them by performing the milestone (the fastest way) or by doing standard in-game play (slower). While this is considered mostly an advantage, it honestly teaches the gamer the wrong way to get the basics if you intend to play using a “Normal” save. In other words, to get the basic rewards in a non-expedition save, you’ll have to do a whole lot more work by following the originally designed and intended method. There are no “expedition shortcuts” available in a normal game.

Disadvantage: Crap Rewards

Likewise, the primary disadvantage of expeditions is that they offer fairly crappy exclusive rewards. What I mean by that is, for example in Expedition 7, the final “big” reward was collecting the Living ‘Leviathan’ Frigate for your frigate fleet. While this frigate is unusual in its looks, it’s really nothing special as a frigate. It doesn’t have any features that are more unique than any other frigate you can find in the game. It’s a living frigate, but beyond that skin on the ship, it offers little unique benefit. In fact, it’s not even really a great frigate in and of itself. I have way better frigates in my fleet than this “reward” frigate.

What that means then is spending 6 weeks working your way through achieving 40 different milestones, each taking a substantial amount of time to complete. Then, only to be rewarded with something that isn’t substantially better than what you can buy with a couple million units. You can spend 6 weeks getting this “reward” or you can spend 6 weeks or less gathering enough units to buy several regular frigates, not just one.

That’s not say that the unique rewards, such as decals, aren’t somewhat interesting, but it may not be worth spending 6 weeks to complete an expedition that’s effectively a basic, but very extended tutorial.

Advantage: Rewards collected on other saves

Since the introduction of the Quicksilver shop in the Anomaly station, Hello Games has added the ability to collect expedition rewards for all of your game saves. So long as you play through an expedition, it will unlock unique rewards during that expedition. Thus, your other game saves can also collect those rewards, such as the Leviathan Frigate. That’s cool and all. Again, is it really worth spending 6 weeks just to unlock this reward for another game save?

Disadvantage: Starting Over

Starting any expedition, you must start a brand new game save. This means starting No Man’s Sky over from scratch with a minimally configured Exosuit, Multitool, Starship and, if given, a Freighter. It also means spending loads of time again collecting resources, units and nanites. It further means you need to collect salvaged data so you can, once again, unlock all of the unlockables at the Anomaly station and it means spending loads of time finding, then unlocking features in the Exosuit, Starship, Multitool, and Freighter.

In the case of Expedition 8, this “tutorial” is all about the newly introduced Freighter features. I’ll specifically discuss Expedition 8 more below. This means that Expedition 8 is effectively a very long tutorial to teach you how to unlock rooms in your freighter and build them. As a tutorial, it’s really basic. There’s a huge disadvantage to Expedition 8 in and of itself and I’ll also discuss that below.

After about the 3rd time going through an Expedition, the entire having-to-start-over thing gets very old. Being plopped down in a system with hazardous planets and being forced to forage for resources on these annoying planets is at once, time consuming and yet very, very pointless. If you choose to join an Expedition, that’s where you start.

Hello Games needs to figure out a way for us to import our character and at least one starship from a previous save into an Expedition save so we can start off with our suits and ships unlocked. Unless the goal is to tutorialize our way through the Exosuit and the Starship, then give us the ability to import those things that make no difference to the Expedition. Why make us continually start over from the beginning when it isn’t needed or relevant? It’s pointless and actually a severe disadvantage to expeditions. It also makes an expedition take way longer than is necessary.

Disadvantage: Slots

When starting over from scratch, that means minimal slots unlocked on the Exosuit, Multitool, Starship and Freighter… with the Freighter being the most difficult to unlock and the Exosuit being the most expensive. You can wait through achieving milestones to unlock some Exosuit and Multitool slots or you can buy your way into unlocking them.

During Expedition 8, I needed my Exosuit slots unlocked much, much faster than the milestones were offering. There were simply not enough slots given on the Freighter or Starship or Exosuit to proceed. I decided not to wait and paid 6 million units to buy 72 Drop Pod Coordinate Data, which I randomly found at a single Trade Terminal vendor.

I’d already paid to unlock all of the “General” slots by visiting space stations and the anomaly station. These slots are relatively cheap to unlock with the most expensive costing around 220,000 units. The only slots left unlocked are the incredibly expensive “Cargo” slots. I could spend a million or more units to unlock 1 slot at a time (after the first two or three) or I can pay 6 million units and chase down Drop Pods on a planet. I chose the latter.

I found a suitable anomaly “mushroom” planet, which has perfect weather and few sentinels. Then, I went to work with my trusty Signal Booster. Just craft this bad boy and drop it on the ground. Then use it to locate a Drop Pod using one of the purchased Drop Pod Coordinate Data items each time. Rinse and repeat. I did this maybe 45 times or however many slots were locked. It’s also way faster to do it this way than hyper traveling to system after system to unlock them at new space stations.

After I finished unlocking all Cargo slots, I proceeded to unlock the remaining Technology slots. That left me with 26 unused Drop Pod Coordinate Data items. I sold them back for 3 million units. To unlock almost every single Cargo slot and half of my Technology slots cost me around 3 million units all told… way, way cheaper than purchasing Cargo slots from a bunch of newly discovered space stations. In fact, if I had paid at space stations, I’d have spent maybe 20-50 million in total to unlock all of the Cargo slots. No. Using Drop Pod Coordinate Data is the cheapest and fastest way to unlock Cargo slots… and, it can be done on one single docile planet. In my case, unlocking that number of slots took me around 2 hours of real time. It’s pretty monotonous and repetitive, but once it’s done you don’t need to do it again.

Expedition 8: Polestar

Let’s review this latest expedition. With Expedition 8: Polestar, Hello Games has introduced some questionable new additions to the Freighter that really offer no added value to the game or to the freighter itself.

To reiterate, these new freighter room additions really add no substantial value to the overall game. In fact, the building additions dumb down parts of the game so much as to take the game in a completely wrong direction.

Building and Freighters

Building in No Man’s Sky has always been about using a construction kit and then placing specific technology objects wherever the player chooses. It’s a creative and rewarding endeavor because the player can use these objects in creative and interesting ways. The construction kits offer basic room designs that can be placed in unique layouts, including upper and lower floors.

Unfortunately, Hello Games has taken a huge step backwards with this latest freighter update. Gone is the basic room construction kit in the freighter and in replacement we get dumbed down and stupid single purpose rooms. Worse, though, is that these single purpose rooms are unconfigurable. Meaning, you must plop the room down as a whole as is. Gone is the empty room where you can place technology objects creatively. Now it’s just a single purpose whole room. Nothing creative at all about that.

Worse, Hello Games has decided to force the player to unlock these rooms from the freighter configuration area using Salvaged Frigate Modules (a form of in-game currency). Unfortunately, bar none, these modules are the single most difficult items (and currency) to locate in the game world. The only way to obtain them is by random spawn only. The chances of one of these spawning is probably 1 time out of 50, with the odds perhaps even higher than that. Meaning, it’s rare that these will spawn.

They can’t be purchased at all with any other more abundant currency, such as units or nanites. Nope. You must spend loads of time grinding in and around places that may or may not randomly spawn them.

Prior to this latest update, there were limited unlocks that required the need for the Salvaged Frigate Module currency. Since this update, there are many, many new items that now require them. Yet, Hello Games has not improved the spawn rate of these modules or made them easier to locate, making this Freighter update (and this expedition) at best a chore to complete. Worse, few of the expedition rewards offer Salvaged Frigate Modules as rewards. When they do, it’s between one and three at most, when the game ultimately requires around 15-20 of them to unlock all of the rooms, not counting the need for at least that many again to unlock hyperdrive add-ons and other useful freighter features.

When you’re playing outside of an expedition, you could spend several weeks and chase down only a handful of Salvaged Frigate Modules. Yes, they’re that rare.

Hello Games did a complete disservice to us with this update. Not only are these rooms almost 100% pointless to unlock as they don’t increase the freighter’s usefulness (thus wasting Salvaged Frigate Modules), the game itself is worse because of the new dumbed down building system combined with the need for even more Salvaged Frigate Modules to unlock these new features.

Overall, Endurance (the name of the update) is probably one of the crappiest updates Hello Games has dropped for No Man’s Sky.

New Rooms vs Old

Why is it so crappy? Because these new rooms don’t play well with one another, but more importantly, with the older legacy rooms. When you put these new rooms side by side with an older room, there are too many glitches and visual problems. Sometimes, the game leaves huge gaping holes. Yes, it’s that bad.

It’s also crappy because of the dumbed down building. With a game that includes building features, we don’t want single use rooms. We want a construction kit that offers creative building options. By dumbing down the construction in this way, Hello Games clearly doesn’t understand what us as gamers want from a building mode. Though, Hello Games was on the right track with the newest construction kit add-on for bases, these new one-use rooms in the freighter are a huge step backward for the game.

Freighter Improvement?

That’s the question, does this update greatly improve the freighter? No. Why? The freighter’s two main purposes include 1) being a starship garage and 2) launching frigate missions. That’s really the entire purposes of a freighter. With this update, nothing’s changed. The freighter’s usefulness is still limited to those two purposes. It’s far easier to equip your Starship for long distance hyperdrive travel using easier-to-obtain Nanites than trying to chase down rare Salvaged Frigate Modules only to get maybe half the distance with a freighter. No. The way to hyperdrive travel long distances in No Man’s Sky is still by using a starship. You simply cannot equip a freighter to achieve the hyperdrive distances that a starship can when properly equipped with technology modules. Freighters still do not offer enough technology modules in this or any other area.

With Endurance, we are once again forced to run around re-buying and re-unlocking all of the technology we had already spent weeks unlocking for base building. Instead, Hello Games has firmly separated base building from freighter building to the detriment of No Man’s Sky.

Freighter and base building should remain interlocked using the exact same features. If there’s a zone where you can build, all building construction tools should be available in every location. Instead, now we have these stupid one-use rooms that only work on a freighter and which also make zero sense. This change effectively takes the fun of building out of the game.

Base Building

The bigger problem is that, eventually, Hello Games will pull these single purpose rooms down into planetary base building. It doesn’t make sense to support two completely separate build systems. Eventually, Hello Games will want to marry this newer room based build system onto all build zones. What that means is that eventually base building will inherit this single use room concept, doing away with all of the current structures and technology by replacing them with these insipid all-in-one rooms.

For a game with construction capabilities, this really takes No Man’s Sky too far backwards. If you’re planning to take building back this far and dumb it down this much, then simply take building out of the game entirely. There’s no purpose in offering single purpose rooms and calling it “building”. Plopping down a handful of single purpose rooms is not considered in-game building. There’s nothing at all creative about that. Creation comes from construction kits, not from single pre-configured rooms.

This idea as a huge mistake and it is also badly implemented. In short, it’s an extremely disappointing move for No Man’s Sky.

Should I play No Man’s Sky Expeditions?

It depends. For Expedition 8, I’d suggest not. The Freighter additions are ultimately pointless and useless. With the exception of one thing, the Singularity Drive. This drive might be worth playing through to get this. Unfortunately, to get this drive, you have to play through Phases 1-4 and parts of Phase 5 to unlock it. There are still questions surrounding this drive, though. Since it’s a Singularity Drive, that means it likely uses the same jump mechanism as a black hole. When you traverse through a black hole in No Man’s Sky, technology ends up breaking once you emerge.

This means repairing technology after using a black hole and likely after using the Singularity Drive. I’ve stopped using this mode of travel because 1) it’s too random, 2) it doesn’t really get that much closer to the center and 3) technology breaks after using it. Traveling through a black hole is like circling a drain. You pop a teeny bit closer to the center, but you’re still just circling. It takes hundreds of hops through a black hole to get you even the tiniest bit closer to the center. It’s really, really pointless and it means repairing lots of technology with wiring looms along the way.

Outfitting your starship with the longest light year jump distance is really the best way to get to the center of the galaxy. It also avoids the broken technology problem each time you jump. I really despise it when Hello Games insists on breaking technology on the ship after using a jump technology. It’s such a complete waste of time and resources.

Also keep in mind that the Polestar expedition is entirely designed as a tutorial to teach you about these pointless freighter add-ons. Since the freighter itself isn’t drastically improved by these additions, I can’t recommend playing Polestar. Play if you like, but don’t expect great things if you do.

I also find that the rewards from the expeditions don’t match the time and energy expended to get through the milestones. While the rewards are “nice to haves”, they’re not ultimately required to play the game. That’s partly because Hello Games knows there’s no other way to get these rewards other than completing an expedition that eventually ends and may never return.

That means that if you never play a single expedition, you’re locked out of those expedition rewards. You can’t unlock them in any other way than by playing the expeditions. Ultimately, that means that the rewards offered by playing an expedition must ultimately remain inconsequential to any other game saves you may already have. This is why most of the rewards consist of posters or decals or other cosmetic items to decorate your base, with only one or two rewards being even moderately functional items.

Completed

[Updated Aug 6, 2022] I’ve recently completed Expedition Polestar. I didn’t complete the “Optional” milestone because it is a pointless multiplayer exercise that does nothing to help this expedition succeed; with its reward of 5 million units, unlocking of 16 glyphs and Atlas Pass set. The extra units are actually the most useful portion of this milestone, but units can be had in so many better ways than this. Unlocking the portal glyphs and the Atlas passes are entirely pointless as they are unneeded.

After completion of Expedition Polestar, there are still a large number of unresolved problems. The first problem is that while Starship Hyperdrive plans are unlocked, the red, green and blue drives are not! This means that your Starship is limited to yellow star systems only, forcing you to unlock all of the drives for the freighter ?!?? This also means that even though you have completed the expedition, the game is still nowhere near close to a “normal” save game mode. Secondarily and more importantly, the base computer remains locked with no way to unlock it. This precludes any base building after completing Expedition Polestar. Worthless!

I don’t know if the lack of unlocking these items was a simple oversight on the part of Hello Games or if they’re intentional. Either way, the left over save is pointless. Not only can you not build bases after you’ve completed this expedition, you can’t mine for resources on planets. This means you’re stuck using your crappy multitool alone to continue to gather resources from resource piles on planets. A complete waste of time and effort.

Some may think that these plans might get unlocked after the expedition clock times out weeks later, but I doubt it. If it hasn’t unlocked by the end of the expedition as part of the expedition, it’s never likely to unlock for that expedition save.

If you’re thinking of playing this expedition with the intent you can continue to use this game save after, you likely won’t want to. Even the biggest reward, the Singularity Drive, is more of a gimmick than it is useful. I wouldn’t suggest playing this expedition strictly for the Singularity Drive. It’s really not worth it for that. In fact, it seems Hello Games has been giving us ever crappier rewards (and saves) for each successive expedition.

To be honest, this is not only the single crappiest update for No Man’s Sky, Expedition Polestar is the single crappiest expedition to date. There’s nothing really of value to be had from these Freighter additions. In fact, these additions are so bad as to take the game back to a worse state than before the update… not just from a bugs perspective, but also from the single-purpose room building that Hello Games has now foisted onto us. There’s really very little that’s redeeming about this expedition overall.

Recommended: No
Stars: 1.5 out of 5
Play Value: 1.5 out of 5
Overall Rating: 1.5 out of 5
Overall Comment: Don’t play expeditions unless you really enjoy condescending tutorials that take forever and offer mostly pointless rewards.

↩︎

Rant: Fallout 76 Event — Invaders from Beyond

Posted in botch, video game design, video gaming by commorancy on March 11, 2022

Photo_2022-03-07-220612_On the close of the Fasnacht event, not a week later Bethesda launches Invaders from Beyond, a new limited time “seasonal” Fallout 76 event. Let’s explore.

Invaders from Beyond

Since the inception of Fallout 76 (and indeed, the Fallout franchise), hints at aliens have been littered throughout the lore. However, Bethesda has now taken the leap and created a full fledged event out of aliens. Too bad they released this just a month or so after the alien invasion in Grand Theft Auto. This one feels like Bethesda is ripping off Rockstar.

The event begins with a round typical saucer ship hovering overhead. The aliens are typical and what you might typically expect when you think of an alien, but a bit more menacing looking with jagged teeth. There are some in power armor. There are also robotic floating drones, for whatever reason.

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Fallout 76 has hinted at the presence of aliens with the inclusion of the Alien Blaster weapon since the launch of the game. This weapon could be found in Toxic Valley in a sunken and broken safe, along with a few other items and a key since day one of the game. This weapon, unfortunately, has always been more of a joke than useful. In fact, it still is. Additionally, while a small amount of AB rounds of ammo have been available in the game, it could never be crafted. Thus, you had to get the plan to convert the Alien Blaster to use Fusion Cells, which could be crafted.

Unfortunately, the conversion to using Fusion Cells with the Alien Blaster heavily nerfs the damage output of this pistol, making it effectively worthless for in-game use. Even with the AB rounds, it’s not that powerful.

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With the introduction of the Invaders from Beyond event, the Alien Blaster Pistol and the new Alien Disintegrator Rifle plans now drop as potential loot from this event. In addition, not only can the weapon plans drop, so to do the mod plans that go with them adding cryo or poison damage to the each gun’s energy damage, in addition to some other limited mods.

Additionally, there are a number of CAMP decoration plans which can drop, such as Alien Autopsy Bed, Alien and Human Tubes, an Asteroid and an Alien Stashbox. Because of the new Alien Disintegrator addition, Bethesda has unlocked crafting of AB ammo, which works in both the Alien Blaster and the Alien Disintegrator.

Unfortunately, Bethesda forgot to unlock AB round creation in the CAMP ArmCo Ammo appliance and supplying AB rounds in the Ammo Converter appliance. This is currently Bethesda’s half-assed method of operation. Unlock something new in one place, like the Tinker’s bench, but then forget all about all of the other places where it also needs to be supported.

Bethesda did this same shtick with Fallout 1st members. Sure, Bethesda gives us an infinite Scrapbox with Fallout 1st, but then conveniently forgets to support Fallout 1st members at train stations by adding Scrapboxes there. Fallout 1st members should be considered “premium” players. First members are actively paying monthly for that service. Yet, Bethesda still treats Fallout 1st members as second class players, giving priority to non-1st players. It makes zero sense. I digress.

Locations for the Event

This event, unlike Fasnacht which spawns only in Helvetia, spawns in a number of different locations on the map. The multiple event location is both a good and bad thing.

The good thing is that it prevents players from nuking the area in advance of the event. Though, they could wait and nuke the location immediately after the event starts. It’s possible, though, that the event disallows nuking while active. I haven’t tried nuking the area with the event active to find out.

The bad thing is that one of the locations entirely sucks when playing this event.

The event locations are as follows:

  • Dyer Chemical (The Mire)
  • Charleston (Forest)
  • Sparse Sundew Grove (Cranberry Bog)
  • Garrahan Mining HQ / Garrahan Estate (Ash Heap)
  • Monongah (Savage Divide)
  • Wavy Willard’s (Toxic Valley)

Couldn’t they have chosen some better locations? These locations really do suck overall.

The event claims to be “Easy”, but that is all dependent on the player and the location where it spawns. It also depends on your character’s build. For example, Sparse Sundew Grove is the most difficult location, but only because the plants are like rocks and immovable. What I mean is that, unlike most plants in most games (and in real life) which move out of the way when you intend to shove past, you know like plants actually do, these plants do not move. The game offers no physics on these plants at all, preventing the plant from moving should you run into them. They become like brick walls that block movement. This makes the event much more difficult than it should be.

Additionally, unlike Helvetia where the Scorched are temporarily removed to make way for the event, these event locations are not cleared of enemies, requiring players to clear the entire area of the existing enemies prior to starting the event. Way to go, Bethesda. You had one job.

Grenade Drops

This event is narrated by “Homer Saperstein” and the event has 3 “Brainwave Siphons” which must be destroyed. To do this, you must kill all of the aliens in each wave (30), then kill the bosses that appear for each siphon. The final siphon boss is a 3 star legendary which drops random legendary loot, usually worthless one-star crap.

Photo_2022-03-04-230531_By the second siphon, the overhead alien ship changes tactics and begins dropping grenades, denoted by a red streak. The grenades aren’t randomly dropped. Oh, no no no. The game explicitly targets gamer positions, sometimes multiple times in a row. Sometimes even without warning. Just, boom and if you’re Bloodied, you’re dead. No warning.

Let’s talk about the worst location for these grenade drops. Because Sundew Grove plants don’t move with physics, if you get pinned by one of the plants, unable to move, the grenade will hit you. In open areas like Dyer Chemical or Garrahan, there’s no problem moving away. With these stupid plants, it can make player movement impossible. Even simple movement like jumping or running can see the player blocked by a plant. It’s a pain in the ass. The lack of plant physics makes this event 3 times harder in this grove than it is in other open area locations. Simply even walking through the plants is a pain in the ass.

Why is all of this important? It’s important because Bethesda has changed how (and where) characters respawn. No longer do you spawn near where you fell. No. Now you respawn sometimes so far away you’re outside of the event area. You have to spend at least 30 seconds running at full speed to get back to where you were. By that time you reach that location, it’s too late to participate because other players have already killed everything and the event is over. This respawn mechanic fucking sucks. So too do these fucking grenades.

Crap Event for Bloodied Build

Here’s where things get exceedingly dicey when you’re running a bloodied build. This event explicitly targets bloodied players, both in dropping grenades on them and in heavily nerfing bloodied weapons against the aliens at the same time. Oh, it gets so much worse. Because a bloodied build must rely on ranged weapons, implicitly requiring VATS, to effectively make the bloodied build actually work, Bethesda heavily nerfs VATS against the Aliens. Where you can stand a car length away from any other enemy in the game and see a 95% VATS hit chance, Aliens show 72% or less. Way less if you’re a house distance away or more.

Bethesda has explicitly targeted bloodied builds to make this event much more difficult for no added benefit. I also find that alien grenades target my bloodied character way more frequently than other players.

The “Brainwave Siphons” also aren’t siphons. What they are is big ass grenades. When they go off, they wipe away HP instantly. If you’re running a bloodied build, being anywhere near a siphon will instantly kill you when it pulses. Homer says that the siphons may “sting” a bit. It’s way more than a “sting” if you’re running a bloodied build. However, it is simple enough to stay far away from the siphons. The grenades, on the other hand are frustrating as hell for all the reasons I discuss above (and below).

Sneak Card

This event negates the Sneak perk card entirely specifically against alien grenade drops. The point in the Sneak card is that if you’re [ CAUTION ] or [ HIDDEN ], then nothing should know you’re there. Yet, the grenades ALWAYS target my character directly even when [ HIDDEN ]. The red warning indicator doesn’t land in front of my character or next to my character. It always lands directly ON my character. Sneak should protect you from grenades if you’re seeing [ CAUTION ] or [ HIDDEN ]. Yet, many of these crap Bethesda events entirely disable Sneak from functioning. This Sneak card bullshit started during the first Daily Ops event when Super Mutants had stealth ability. That Daily Ops bullshit sneak card problem is the reason I don’t play Daily Ops at all ever. It seems Bethesda intentionally keeps bypassing Perk cards willy nilly with these new game modes. We spend our time tweaking our character build and combat strategies and Bethesda spends their time building game modes that bypass it all.

What’s the point in buying into this perk card system (or, indeed, this game at all) if you don’t intend to use it as it was built? Why even have a Sneak card if you don’t intend to honor it ALL of the time? Or, do you Bethesda guys sit in a room when designing and say, “Fuck the Sneak card users. Let’s target them anyway.” ??

Invaders from Beyond is a Technical Failure

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This event shows everything wrong with Bethesda in one single event. Not only does the event unfairly target certain players types, it does so with intentional vengeance. Yes, I said intentional. Basically, the event intentionally penalizes bloodied builds for being bloodied. Not just from the player health perspective, but reducing damage output from bloodied weapons to be mere pin pricks on the aliens, reducing VATS to being entirely useless and by negating perks from perk cards. Literally, targeting the torso (the most basic of VATS hits) misses at least 50% of the time even when VATS shows 95% chance). Missing 50% of the time is not a 95% chance.

While other non-bloodied builds can shred aliens almost instantly, bloodied characters must take 6-10 (or more) shots to kill a single alien. It’s ridiculous. Bloodied weapons that shred HP on robots, Liberators, Scorched, animals and even Super Mutants can’t kill one tiny alien in one or two shots? It doesn’t make any sense and it’s entirely fucked up. Because it makes no sense, it means Bethesda has intentionally targeted Bloodied build characters against this event unfairly, though this issue probably also affects other player builds to a lesser degree.

And yes, it even gets worse. The grenade drops are timed perfectly to interfere with the event. Right when the boss arrives, within 5-10 seconds, a barrage of grenades fall, typically targeting my player. This means I have to stop what I’m doing, move far away to avoid grenade damage, which means I can’t even shoot at the boss (or at anything). Typically, that allows other players to shred the HP of the boss with their OP weapons while I’m trying to avoid a stupid grenade.

Once the boss is down, within 5-10 seconds of that and right after Homer suggests we start shooting the siphon to destroy it, another huge barrage of grenades fall from the sky again targeting my character. This means I have to move again to someplace else, preventing me from, you know, actually shooting the siphon.

This event should not be about avoiding damage from fucking grenades! It’s about the combat against the aliens. Why the hell should I invest time in an event when the only thing I’m doing is avoiding fucking grenades? Grenades that I shouldn’t even be avoiding because my Sneak 3 card is active and my screen says [ HIDDEN ]. If I’m hidden, then those grenades can’t find me. Capeesh, Bethesda? That the grenades can and do find me with the Sneak card active is fucking insane.

“Don’t play Bloodied”

I can hear some players exclaim. To that I say, “Fuck Off!” It took me months to get my character tweaked to be a bloodied character. I can’t just turn it off overnight and choose an entirely different play style. That means not just redoing my character’s stats and SPECIAL, that means changing crap tons of things about my character including carry weight, finding entirely different weapons and armor and completely rearranging my perk card stack to accommodate that new build. I don’t tell you how to run your character, don’t tell me how to run mine. So, “Fuck Off”.

To Bethesda and this event I also say, “Fuck Off”. Do you really want us to play this game or not? Why must you keep rewriting the game’s established rules arbitrarily for each of these events? If my gun does a specific and expected level of damage using VATS, then stick with that on ALL enemy types. These aliens aren’t special. In fact, they’re weaker than even a Ghoul. So why the hell are my weapons so fucking nerfed during this event?

Environmental Perks

Here’s something that’s ongoing with the game, but is now exacerbated by this event. When your character picks up any environmental perk, such as Kindred Spirit, Strength, Agility, Luck or Endurance perks via camp items like the exercise bike, the weight bench, the fortune teller or similar, Bethesda has not only reduced damage resistance while these perks are active, but allows enemies to unfairly target your character.

It’s even worse, though. It seems the game has seemingly put a bright red halo around the character alerting every enemy in the game of the character’s presence while carrying these perks. It also seems that the more of these you stack, the brighter that halo becomes. Not only is your damage resistance drastically reduced by carrying these perks, the game allows enemies to find and target your position in an attempt to instantly kill you. Carrying these perks even seems to give the enemies better accuracy. Worse, it seems that this “halo” allows enemies to teleport instantly to your position and silently attack from behind. If you’ve been wondering what the hell is going on with this game, well this is it!

Again, it’s another case of Bethesda intentionally, yet unfairly targeting players who are using standard in-game features, like a bloodied build and bloodied weapons AND environmental perks.

The problem with these environmental perks is that they’re instantly wiped away upon death and respawn. It’s like someone at Bethesda doesn’t want you to actually use or carry these perks. Why the fuck did you include them in the game if you didn’t want us to use them? Worse, why the hell are you penalizing us when we do use them?

Literally, one swipe from a ghoul of any level can kill my character instantly with ANY environmental perk active. Without these perks, a swipe with my character carrying the same exact amount of HP only does half the damage and my character remains alive. I’ve tested this. Why the hell did Bethesda reduce damage resistance while carrying these perks? I don’t know, but it’s entirely facetious.

Bethesda also knows these perks disappear after a character death. Why paint a huge fucking target on me when I carry them? That’s not cool at all and it’s entirely unbalanced and unfair gameplay… which is entirely what Fallout 76 has devolved into.

Why Intentional?

Because of the duping scandal in the game’s early life, Bethesda has been itching to take intentional vengeance against ALL players by specifically and unfairly targeting players choosing to play using officially supported builds and taking advantage of official environmental perks.

Worse, it seems that Bethesda is now targeting not only players carrying environmental perks, but those also playing using a bloodied build. How do I know this? Because whenever I kill legendary enemies, the chances of a bloodied weapon drop have drastically increased. Just like the game knows that I’m predominantly using a .45 ammo weapon and drops this exact kind of ammo with every enemy’s loot, the game knows I’m playing using a bloodied build and using a bloodied weapon. Thus, the chances of receiving a bloodied drop is drastically higher.

The game is now unfairly targeting bloodied build players to not only instantly kill them as often as possible, the devs are also intentionally nerfing damage output and screwing with VATS percentages to reduce the frequency of hits and damage output. Again, I call bullshit on this.

Bethesda, if you don’t want us playing a bloodied build, then remove all of these fucking bloodied weapons and all perk cards enabling this build. Simply remove it. Don’t play internal games to fuck us over in an attempt to deter us from using this build, simply TAKE IT OUT entirely. If you don’t want us playing this build, then take it out! Don’t silently fuck us over because we have chosen to use this build.

Losing Perks after Death

This one chaps me so hard. Oh no, can’t lose that stupid disease after death and respawn, but yes, we’ll wipe away all of those environmental perks and force you to go get them all again. What a fuck job, Bethesda. Even Homer’s Aid remains after death and respawn, which is the same fucking thing as an environmental perk. Oh sure, that one can remain, but not Kindred Spirit. Not the SPECIAL perks. Oh no. Gotta fuck us over, but keep only the things you think we should keep.

This game is completely inconsistent and ridiculous. If one perk can remain, then they all can. If one can’t remain, then they ALL must be wiped away. That’s what consistent means. Having these exceptions is bullshit.

Crashing

The one last important thing I almost forgot to include is crashing. The game client now officially crashes just as often as the Beta in 2018. Probably more often. Bethesda had been working towards some semblance of stability in the game client, but it seems that has all been tossed out of the window. Now the game crashes randomly after having played the event.

I’m playing on a PS4, so I guess Bethesda has given up any thought of trying to keep this game playable on the “last gen” consoles. If you’re going to go so far as to abandon all stability for the game, then just pull it from the platform entirely. Why support a “last gen” platform when the game literally crashes at the drop of a hat?

Crashing was bad during Fasnacht, but is officially twice as bad with Invaders from Beyond. And note, I’m no longer reporting crashes on my PS4. They never fix the bugs anyway. So, why bother reporting them? If they can’t be bothered to fix bugs, I can’t be bothered to report them. Seems only fair.

Rating

Photo_2022-03-03-111407_Overall, I give this event 1 star out of 5. Not only is the event insanely predictable and stupid easy once you know what to do, the fact that Bethesda has chosen to play fuck games with certain types of player builds makes this event (and this game) completely worthless. More than this, the loot drops are effectively junk. The best items are the CAMP decorations. The weapons are worthless.

The reason for the 1 star and not 0 is that the event is playable and it does drop loot. You can also choose to stand at the edge of the event border, do nothing and collect loot from the event and not participate. Though, I expect Bethesda will nerf this too. At some point, events may require participation (i.e. killing at least one enemy) to get dropped loot out of the event. I wouldn’t mind this change as it prevents players from idling while farming events for loot.

The lowered rating is also because the alien grenades are entirely pointless and they intentionally bypass the Sneak card. Bloodied weapons are nerfed all to hell and so is VATS making the event frustrating and pointless for no real benefit. So now, there are other builds that are way overpowered. It used to be Bloodied builds that were, but Bethesda has seen to it that anyone running a bloodied build is now so weak it’s pointless. But, I’ve seen other non-bloodied builds that can shred the HP of the final Legendary enemy in seconds. In fact, this same build can shred the HP of any of the alien enemies in seconds.

So, what was the point in screwing with bloodied builds here, Bethesda? You simply pushed the problem off to other overpowered builds. Now, those overpowered builds are the ones using machine gun weapons or shotguns. Are you going to go and nerf those builds and weapons, too?

If you plan on nerfing every single build in the game, then why even run Fallout 76 as a game? The point in this game is to build out high powered characters. That’s the reward for reaching the endgame. That’s why we as gamers play your games. That’s why we spend time getting our characters to level 400 or 500 or 1000 because we want to have an overpowered build.

By picking these builds out and nerfing the hell out of each and every build (because some random game player complains), you’re simply chasing more and more gamers away. Leave the game the fuck alone. If you don’t want players building overpowered characters, then just shut the game down. Don’t fuck with nerfing every single weapon, armor and build in the game. SHUT IT DOWN. There’s no point in running a Fallout game if players aren’t rewarded for reaching the endgame and reaching a high level.

Instead, it seems we’re expected to live with level 1 underpowered weapons because you want to fuck us over with every single release and every single event type. Stop screwing with us. If you can’t do that, then just shut the whole fucking thing down. There’s no reason to keep the game system alive if all you want is for every player to play with level 1 powered weapons against level 100 enemies.

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Fallout 76 Event: How To – Radiation Rumble

Posted in advice, tips, video game, video game design by commorancy on January 30, 2022

drumsWhile there’s lots to discuss about this event, here’s a How To article which is short and sweet and offers a quick important tip when playing the Radiation Rumble event. Let’s explore.

Enough People

[Updated 4/4/2022] If you’re one of those “can’t wait” people who joins this event and instantly runs to Marion Copeland to start it. Don’t! Just don’t. If we’re all standing around not starting the event, it’s because there’s a reason. WE NEED ENOUGH PEOPLE to run it. It takes a minimum of 4-5 people to successfully run this event. We need enough people to defend the scavengers, but we also need at least ONE person in a power armor suit to run the tunnels and gather ore.

Without enough people to properly defend the scavengers, this event will FAIL. If there’s no one running the tunnels to gather ore, this event will ALSO FAIL. THIS is why we wait nearly the full 6 minutes before activating the event. We are waiting for enough people to arrive to successfully start and run the event.

Therefore, do not rush to Marion to start the event. Wait until the timer has nearly timed out before starting. If you rush to start the event early, you may find people leaving you by yourself standing there with no way to successfully complete the event. Yes, we’ve learned and so will you… the hard way.

Friendly Fire

Let’s get right to the point. Radiation Rumble is a defend event. It has “Scavenger” NPC friendlies which must be defended against ghouls and various foes inside of a mine in Fallout 76. The friendlies have white HP bars which reduce as they are attacked.

It seems a lot of players don’t understand that you can health up these friendlies! Yes, you can! It’s easy with a fire based weapon and the perk card Friendly Fire. This card applies health back, like a stimpak, to any friendly you strike with a fire based weapon. The card states:

Teammates hit by your flame weapons regenerate health briefly (no molotovs).

Any NPC friendly in an event is considered a “teammate” and therefore this card applies. It also applies to teammates of the human player variety.

What kind of weapons can be used?

  • Heated Baseball Bat
  • Flamer
  • Heated Pitchfork
  • Shishkebab
  • Heated Power Fist
  • Crossbow with Fire Arrows
  • Bow with Fire Arrows
  • Heated Chainsaw
  • (Maybe) Floater Flamer Grenades

Basically, ANY weapon that produces fire damage of ANY kind (except molotovs) will health up your friendlies with the Friendly Fire card equipped. It works fastest and offers the most health up with each strike using a 3 star version of this card, but all versions of the card will work. This can be used during any event where protection of NPC friendlies is required. This includes Radiation Rumble, Project Paradise, Bots on Parade and even during the Fasnacht event with the robots.

However, it only works on “live” friendlies. It doesn’t work on plants, like in Death Blossoms. Any robot, person or creature will gain health from Friendly Fire when struck by fire based weapon. There may be some type of friendlies (like Death Blossoms) where it doesn’t work, so you’ll have to try it and see. Most event NPCs work properly with Friendly Fire.

When Friendly Fire doesn’t work

The Friendly Fire card doesn’t work with any “energy” weapon like the Tesla or Gatling Plasma or Gauss. Don’t think you can equip just any energy weapon and have this work. Electric energy weapons aren’t the same as fire weapons. The weapon must specifically produce fire damage to add health to a friendly. It also doesn’t work with energy grenades. Floater flamer grenades may work, but since these are new to the game, Bethesda may have excluded these grenades from working with Friendly Fire. Stick to legacy fire based weapons which are guaranteed to work with Friendly Fire.

Failure is not an Option

I’ve seen Radiation Rumble fail so many times, I can’t even count. It fails because everyone is running around trying to kill stuff and actually failing to protect the scavengers. Protecting the scavengers means hanging around them and being ready to health them up with fire weapons using Friendly Fire whenever their health drops.

Menu Failure during the Event

One word of caution. Set up your weapon and perk card loadouts BEFORE entering the Radiation Rumble event. There are so many creatures, fire and random junk moving about in the environment, you can’t open the Pip Boy to change your load out. If you intend to switch to a fire weapon during the event, make sure your loadout is set up prior to entering the event OR have the weapons set up on the wheel.

The Pip Boy menu gets so slow and bogged down in the event that you can’t even move the cursor. There’s no way to set up your load out using the Pip Boy once inside the event. However, the wheel mostly works. Meaning, you can mostly rely on using the wheel to change weapons, but you cannot rely on the Pip Boy menu or in setting up your perk cards. Do that activity before entering… which means planning this in advance.

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Fallout 76: How to get Sludge Lung?

Posted in botch, video game, video game design by commorancy on October 3, 2021

Fallout 76_20191108124032One of the Atom Survival challenges in the game is to catch all of the diseases in the game, such as Sludge Lung and The Whoopsies. Each of these diseases are had by being exposed to certain things in the game. Let’s explore Sludge Lung and The Whoopsies, two of the most difficult diseases to achieve. Let’s explore.


Sludge Lung

Just above I said it is one of the “most difficult disease to achieve”. Oh, it’s not that hard to actually get Sludge Lung, but it is difficult to get Sludge Lung to count against the challenge objective. This is one of the most frustrating things about the challenge system in Fallout 76. You can do all of the right things and still not see the challenge marked as complete. Sludge Lung is one of these problematic achievements.

The easiest way to get Sludge Lung is to enter Belching Betty mine without a mask on. In fact, without a mask, you’re likely to get it instantly upon entering. That’s not the problem, however. Simply getting Sludge Lung doesn’t make it count toward the Survival challenge like it should. This is plainly a bug in Fallout 76. This bug has existed for going on at least 2 years now. You would think that Bethesda could fix a bug like this in 2 years. Yet, here we are and it’s still not fixed. In fact, there are other long unfixed bugs still present today that were in the game on day one of its release.

Fallout 76_20191114150545

Bethesda really has no desire to fix these long standing bugs. Instead, they prefer building and releasing expensive add-ons, like the now-defunct Survival World type, Vault 94 and even Nuclear Winter only to see these removed from the game months after introduction. These were expensive-to-build add-ons from a development perspective. We’re talking several months of design and coding only to be summarily dumped from the game without even so much as a farewell.

No, Bethesda can’t fix even the most simplest of bugs, like Sludge Lung counting towards a challenge, but they can spend months building an add-on that no one really wanted and which was proven out because it wasn’t played.

How to get Sludge Lung to count?

We now arrive at the heart of this article. Sludge Lung doesn’t count towards the challenge achievement after a player’s character contracts it. We know this. To get this disease to count towards the Survival challenge isn’t hard, but it also isn’t intuitive.

The easiest method is to immediately head over to Flatwoods after contracting Sludge Lung. There are three sleeping bags lying on the ground near or in Flatwoods. You may now even see where I’m going with this, so bear with me. There are two at the ghoul infested tent just across the field of Brahmin (near the Red Rocket) in Flatwoods proper. There is one more at located at the Overseer’s camp right across from The Wayward (just outside Flatwoods).

Lying on any of these sleeping bags on the ground may confer the Swamp Itch disease upon the player’s character. Why is this important? It’s important because the only way to get Sludge Lung to count is to immediately take on a new disease.

However, there’s a catch. As soon as the player character gets a disease, an invisible cooldown timer begins so that you can’t receive another new disease until that cooldown timer expires. However, server hopping immediately causes that timer to expire upon login to a new server.

This means that once you obtain Sludge Lung, you’ll need to server hop and then fast travel to Flatwoods to attempt to get Swamp Itch from a sleeping bag on the ground. However, Swamp Itch isn’t the only way, but it’s the fastest way. You can certainly try to find a diseased animal, creature or similar and get close enough to them to get their disease. However, you’ll need to be able to do this quickly as Sludge Lung heals and disappears quick… hence, the sleeping bag is the key to speed.

Sleeping Bags and Diseases

Once you have Sludge Lung, server hopped and are standing in front of a sleeping bag on the ground, hop into it. Make sure it’s not a sleeping bag in your camp. Camp sleeping bags on the ground in your camp may be considered “safe” by the game. Instead, use a world bag not located in your camp. These non-camp bags are always considered “unsafe”.

You may or may not get Swamp Itch on your first attempt. Sleeping in a ground mattress or sleeping bag doesn’t confer a high chance, just a chance to get a disease. However, if you do get Swamp Itch, it will happen almost instantly after lying down. No need to wait a while. If you don’t get it after lying down, stand back up and try again. Just keep trying over and over until you get it.

Once you get Swamp Itch, it will force the game to iterate through all of the current diseases your character presently has and update the challenge area. At that point, the game will notice you have Sludge Lung and mark that disease complete under the challenge. Why the game doesn’t do this iteration when you obtain Sludge Lung by itself, I’ve no idea. My guess is bad coding. There’s plenty of bad code in Fallout 76 and this area is no exception.

As I said, it doesn’t matter what other disease you obtain, you just need to get it before Sludge Lung wears off. For example, drinking Dirty Water can confer Dysentery upon the player’s character and that will also count. However, I’ve found that the chances of getting Dysentery from water is a whole lot less than getting Swamp Itch from a sleeping bag on the ground. Whatever disease you attempt to get while having Sludge Lung, you’ll need to do it quick before Sludge Lung wears off.

If Sludge Lung wears off before you can get a new disease, you’ll need to enter Belching Betty again, get Sludge Lung and start this process over again.

Once you get Swamp Itch in addition to Sludge Lung, the game will update that you have Sludge Lung and that challenge is marked as complete.

The Whoopsies

[Updated for 2023] After having attempted to have a friend get The Whoopsies from Diseased Mirelurk Hatchlings for about about an hour at the metal building, I’ve come to the conclusion that Bethesda has once again broken this disease in some recent release. His character took off all armor, used a radaway and rad-x (lowers disease resistance and suppresses mutations temporarily) and still none of these diseased hatchlings gave him The Whoopsies. While my attempt to get this disease took way less time under nearly the same circumstances (about 30 minutes), his character didn’t get the disease the entire time trying with perhaps 30 different hatchlings attacking, some at the same time. With that said, let’s continue with the remainder of this original article [Update Over].

I could write a separate article on this disease and how to get it. However, I’ll just do it here. However, let me say that by far, The Whoopsies disease is the absolute most difficult disease to get in the game, but not for the same reason as Sludge Lung. There is only one enemy in the game that confers this disease upon the player and it’s exceedingly difficult to make this occur.

What enemy? Mirelurk Hatchlings. These creatures are only spawned from a Mirelurk Queen, one of the more difficult standard enemies in the game. While you can attempt to get The Whoopsies from any Diseased Mirelurk Hatchlings, the easiest location to do this is at Quarry X3 in the Cranberry Bog. This location has a half-round metal building located near the pond where a Mirelurk Queen spawns. You’ll use this building to help craft the situation needed.

The challenge is not to kill the queen while allowing hatchlings to continue to spawn. However, hatchlings don’t spawn often (about every 3-5 minutes) and when they do, the vast majority are not diseased. Only about one out of 10 spawned are diseased. Even then, a diseased hatchling might not confer the disease upon you even after attacking you repeatedly. Unlike diseased Ghouls, diseased Radstags, diseased Snallygasters and diseased Deathclaws which confer a disease instantly upon even getting close, hatchlings don’t confer a disease even after attacking multiple times.

The problem, even above their slowness in spawning, is that the hatchlings die on their own after attacking about 5-7 times. Corrected. As of January 2022, Bethesda seems to have fixed the hatchling dying problem. I was able to allow a diseased hatchling to repeatedly attack my character for up to 10 minutes or longer. This finally allowed my character to obtain The Whoopsies and close out this challenge. Note that if your character carries any of Unstable Isotope, Plague Walker or Electrically Charged mutations or any of your armor carries Toxic, Frozen or Electrified effects that “Deal 100 Fire/Poison/Cryo DMG to Melee attackers”, these auto-melee attacks will kill the hatchlings after just a few attacks. You’ll want to remove your armor and wear only armor that doesn’t have disease resistance or auto-melee. You’ll also need to suppress mutations with Rad-X. You’ll also want to remove the perk card Strange in Numbers if you’re on a team, which enhances mutation effects. You’ll also want to consume a Radaway to lower disease resistance to be able to get the disease easier and faster. You will also need the ….

Metal Building

The trick here is to lure the queen next to the building and wait for the “pop” sound from the queen, indicating new hatchling eggs have spawned. You might need to venture out and let the hatchlings see you, but I’ve found they typically enter the building on their own if they know you’re there. The queen can’t attack you easily inside the building, but the hatchlings can enter and begin attacking. You’ll want to kill all of the non-diseased hatchlings allowing only the diseased hatchlings to attack. You might get lucky and receive The Whoopsies quickly or you could be waiting for hours in that building standing around letting them attack you. You’ll want to carry a bunch of stimpaks or food to replenish your HP and some Rad-X and Radaway to increase your chances.

Make sure to remove any Perk cards that add disease resistance and also change to armor as described above. However, none of this guarantees that any diseased hatchling will give you The Whoopsies quickly.

Further, if you do manage to get The Whoopsies and you find that it doesn’t count under the challenge, you’ll need to follow the same instructions as above by server hopping, then attempting to get another disease, like Swamp Itch, from a mattress to force the game to count The Whoopsies as part of the challenge. However, when my character got The Whoopsies, it counted instantly. No problems with this challenge, unlike Sludge Lung above.

As I said, The Whoopsies is the absolute most difficult disease to obtain in the game, bar none. It is likely to be the only disease you don’t have… unless you accidentally received it from a hatchling during a random Mirelurk Queen encounter. The likelihood of that happening is extremely low during the course of random play.

Good Luck!

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Game Review: Control

Posted in video game design, video gaming by commorancy on February 12, 2021

505 Studio’s Control is game that seems like it should have been a good game. Unfortunately, it’s an average third person shooter with a lot of problematic game design elements sporting one almost redeeming concept. Let’s explore.

What kind of Game is it?

Control is a game about, well, control of sorts. Not so much the control you might expect, but the control that the game designers want you to come to know. Basically, your player character, Jesse, is thrown into a world of objects dubbed O.o.P. or Objects of Power. These are everyday objects that contain a supernatural force. In this sense, the game ripped off Friday the 13th The Series and Warehouse 13. Both of these TV series revolved everyday objects imbued with a supernatural element that, if harnessed, would typically lead to wanton destruction.

In this same vein, the game world in Control has this same problem. These everyday power objects not only allow people to harness the supernatural forces within, these objects bestow unique abilities upon the bearer. However, in those aforementioned TV series, their objects not only gave the person a supernatural ability, it typically sapped the good out of the person leaving only evil behind. In this video game, this object situation does not similarly exist. The player character remains in full control of their faculties and remains sane and able to ward off any evil that may be part of the object.

As you might surmise, as you progress and find more and more power objects, the player character grows in strength and abilities. That’s how the skill tree opens and progresses. The game is much like other similar superhero games like the Infamous series, The Darkness series and, to a lesser extent, Ubisoft’s Assassin’s Creed series. Basically, as you find and gain abilities, your character’s strength grows. It’s obvious that this setup is leading to a final boss level where you’ll have to close out the game using many, if not all of the character’s abilities to defeat that final boss. It’s a fairly standard and cliché setup for a video game.

Story

The story in this game is mostly utilitarian. It primarily exists for the purpose of creating this video game. The story is essentially there to support the character’s gaining of new abilities, not the other way around. The character finds herself in a building called the Federal Bureau of Control (FBC)… it’s this video game’s equivalent of the FBI or CIA… with the added twist of also investigating all things of a supernatural nature. This situation she finds herself in affords her new abilities along the way. Though, she already has one ability that she’s already gained as a result of exposure to a power object when she and her brother were both kids.

Now, Jesse finds herself confronting the very outfit that kidnapped her brother, but at the same time becoming the FBC’s savior because the building has somehow gone completely out of control… which, this story setup is probably predictably obvious.

The first object of power that Jesse finds (well, technically the second) is a gun which now affords her protection. There’s nothing really very special about this object of power other than it’s a gun. I was a little disappointed to find the game developers offering up the weakest of all power objects as the first that she finds. I mean, what’s the point in finding an object of power if it doesn’t somehow confer a new supernatural ability? No, instead we find a gun that’s just a gun. It shoots bullets, but other than that it doesn’t do much in the way of anything else. It’s not even a very powerful weapon. It’s simply a pistol. So far, the game is starting off weak.

Abilities

As the game progresses, Jesse gains more and newer powers and abilities. The difficulty is that this is a slow row to hoe. Meaning, this game is about as slow burn as it gets. Don’t expect to get many abilities very fast at all. They definitely come to Jesse at a very, very slow pace.

Still, her abilities and powers grow as she slowly finds the objects to help her improve her situation with “The Hiss”. As I said above, the building itself has gone out of control. Most of the people in the building are floating catatonic many feet above the ground. These unfortunate people are under the control of what Jesse dubs, “The Hiss”. It’s basically a form of mind control that forces people into this catatonic floating state. Jesse and any who are wearing a Hedron Resonance Amplifier (HRA) can avoid becoming a casualty of “The Hiss”.

As Jesse progresses into the game and into the building, she finds all sorts of departments investigating all sorts of paranormal activities, including ESP, telekinesis, mind control and so on. Unfortunately, the game throws all of this information at you, but Jesse makes no comments on any of it. It’s like she’s simply expecting to see all of this stuff as she makes her way through the Bureau of Control building. Nope, to her it’s not a surprise at all. Yet, to the player, the questions all remain open as the story addresses none of this.

Control Points

As Jesse makes her way through this labyrinthine maze of a building, she finds red circular zones with 3 parabolic dishes aiming at the center. These control points, once “cleansed”, allow Jesse to fast travel to these points in the building. As a game mechanic, fast travel points are convenient. For the game’s story, this whole system feels contrived. Regardless, the control points not only allow Jesse to straighten out screwed up parts of the building through “cleansing”, it allows her to use these points to move around the building more easily… which is needed in this convoluted design of a building.

Puzzles

As with many games of this nature, Jesse’s challenges sometimes involve cryptic puzzles to be solved. This means working out how to solve the puzzle, sometimes using abilities, sometimes not. For example, one puzzle involves getting punchcards into the correct order in each terminal of five total terminals. Once done, the machine dependent on the correct order of cards inserted into the terminals can then be started. Of course, once started, the machine fails leading Jesse to yet another area of the building to get something else.

When Jesse isn’t solving puzzles, she’s fighting enemies, she’s conversing with an NPC or she’s running around in the building. Many of Jesse’s quests involve either fetching something, doing something for someone or attacking enemies or being attacked.

Combat

Since we were just talking about this very topic, let’s expand on it. Combat is part of any first or third person shooter; otherwise, it’s not a shooter. The enemies in this game are The Hiss, a nebulous set of voices that invade a person and can eventually possess that person and have them do things, including fight. All of the enemies in the game are former FBC officers who have been possessed or transformed by The Hiss. The Hiss is a nebulous enemy who lives in an alternate dimension from the game’s 3D human inhabited world. This supernatural force can reach through into the “real” world and control humans. The Hiss doesn’t seem to have any special agenda other than taking up arms against the game’s protagonist… at least, none that the game has let the gamer in on.

In other words, The Hiss is pretty much like The Flood in the Halo series. It’s a nebulous enemy who uses humans to possess and propagate itself into the real world. Unfortunately, like The Flood in Halo, possessing a human corrupts and transfigures the human into unrecognizable creatures that afford only basic life or death instincts… much like The Flood in Halo.

Jesse uses her ever evolving supernatural abilities and supernatural weapons to dispatch these unwanted abominations. That’s where the player comes in.

The combat is fairly straightforward, but with some glaring problems. The game strongly recommends using manual aiming throughout the game. However, in the options panel, there is an aim assist mode. If you enable this mode, the game, again, strongly recommends playing the game through with this mode off making some nebulous statement about being rewarded for doing so.

Okay, so I tried to do this for a few levels. However, what became painfully obvious is that the over sensitive camera movement makes manual aiming in this game next to impossible. Most games suffer from this same design flaw, but this super sensitive movement is way more pronounced in Control than most games I’ve played. This makes manual aiming a chore. I could live with this chore, however, were it not for the next additional glaring flaw.

Enemies in Control have near perfect aim every single shot even when hidden behind obstructions. While my bullets miss enemies when I’m shooting at them with the reticle directly over the top of them, enemy bullets connect almost instantly. Wait, it gets worse.

Enemies can shoot Jesse in the head from behind objects with perfect aim and take nearly 99% of her health, sometimes all of it, in one shot. Yet, Jesse’s shots do maybe 10% damage to an enemy even in the head. The enemy’s perfect aim when combined with being so overpowered make the game a joke to play. This game isn’t supposed to be another Dark Souls, which Dark Souls is intentionally designed with combat so difficult so as to make you throw the controller across the room on occasion.

It’s one thing when game developers attempt to make enemies operate at about the same damage level as the player. It’s another when developers clearly don’t give two shits about this and set the enemies as one-shot player kills, yet can absorb every bullet in the player’s gun and still not die. Worse, enemies can literally appear out of thin air, standing right next to you and then summarily execute Jesse in one hit. It’s so absurd that you have to laugh to keep from throwing the controller at the screen.

As a result, I enabled aim-assist. If the game is going to cheat by making enemies so overpowered they can kill Jesse in one shot, it was only fair that Jesse obtains a similar advantage. There’s nothing worse than seeing the death screen in a game over and over and over. It gets worse again.

Death Mechanic

If Jesse falls in battle, the game reloads Jesse back to the closest save point. Because save points can be quite far away from where you were playing, that forces you to spend time sprinting all the way back to that point again. It’s not only annoying, it’s an incredible time waste. It can sometimes even become a challenge to get back there if it requires using lifts or yet more combat to get back there. Therefore, doing something to help mitigate the death loading screen and being forced back to the load point is well worth it. This is part of the reason I decided to enable aim-assist from the beginning.

While I’m okay with a small death penalty, such as consuming points that could be used towards upgrades, we don’t need multiple different penalties. Penalties such as this game has:

  1. Loss of points that can be used towards upgrades
  2. Being forced back to closest save point
  3. Loss of current battle in progress
  4. Confusion over where you end up after respawning

Thankfully, the game doesn’t lose the progress or force you to start everything over from scratch after Jesse dies, but you must determine where you are, figure out where you were and then spend time traversing back over there. You might even run into more Hiss along the way just to get back to where Jesse fell.

It’s not the worst death mechanic in a game, but it’s pretty close to it. Control will lose points for its weak death + respawn mechanic.

Graphics

One shining spot of this game is its world lighting, background objects and atmospherics. It has some of the best atmospherics I’ve seen in a game. It gives the world depth and it serves to give the office space a sense of realism. While the lighting doesn’t work 100% in every situation, there are some lighting conditions that are exceptional. This is one of the shining points in this game, but not the sparkle in this game… that’s coming below. Unfortunately, a lot of game developers put a lot of effort into choosing an engine that offers a substantial level of lighting realism, but then forget to put that same level of effort into the character models.

Speaking of character models, the 3D character models are average in this game, specifically the main character, Jesse. However, even the supporting character models lack. If you want to see character models that look genuinely and stunningly real, you need to look at the Call of Duty series. The character models in Call of Duty are some of the most outstanding and realistic models I’ve yet seen in a game. Sure, even those models look video gamey as all 3D models ultimately do, but they’re probably the closest to using a human model as I’ve seen from a 3D game character. Unfortunately in Control, Jesse (and the rest) aren’t the greatest of 3D models. You can even see that depending on the lighting, the character models can look okay or they can look flat, dull and unconvincing. The hands are particularly bad. It’s like playing a game using Barbie and Ken dolls.

Audio

Unlike many video games which offer the player character no voice, this game does give Jesse, the game’s protagonist, a solid voice. Not only does Jesse have a voice to speak to other characters in the game, this character also has thoughts of her own. It’s a refreshing and welcome change to see a game developer voice the protagonist and give them a backstory that unfolds as we’re traversing through the narrative. Unfortunately, the musical audio portion doesn’t fare as well. The music chosen is not inspiring or powerful. If anything, I’d use the word utilitarian. The music serves its purpose to cue the player into skirmishes, but that’s about as great as it gets. There’s just nothing much inspiring about the music included in this game. There is one exception and that’s discussed below.

Problems

As with most games that have been released in the last two or three years, I find game developers more and more relying on cliché game tropes to carry the story. These tropes make game development easier because most game developers already have toolkits built which can insert these tropes right into the game. Tropes like the press and hold to interact. Tropes like dead enemies dropping health pickups. Tropes like enemies with perfect aim. However, if the tropes were the end of this game’s problems, I might not even mention them. Combined with a bunch of other problems, it just exacerbates Control’s overall problems.

Video games that rely on quests, particularly where the game can carry multiple quests at the same time, have learned to mark not only on the map where the quest destination is, but also mark on the player’s directional HUD system which way to head to get to that destination. Unfortunately, Control does none of this. Not only does it fail to adequately alert the player where on the map is the destination is, it fails to offer a directional HUD or floating marker to lead you in the correct direction.

Instead, the player is forever fumbling his or her way to get to the destination. Sometimes the destination is so obscure and not marked, it’s impossible to find a way to get to it. This problem is compounded by the building’s convoluted and overly complex layout. I realize the building itself is a kind of extra-dimensional structure, able to rearrange itself at will. Regardless, the structure is overly complex requiring traversal of many stairs and small doors to move between and around areas.

Combine this with the fact that doors are level locked, the player has no way to know how to get into an area until you finally and magically hit upon the correct quest that drops the key in your lap.

Map

Yes, the map itself is also a problem. Unlike many games which choose to utilize a separate map screen, this game uses a map overlay. The map overlay obscures the screen itself, yet the screen stays live with the character able to move while the screen map marker moves. This is mostly a negative for the game. It’s great that you can see you’re heading in the correct direction, but because the screen is so overly obscured by the map, trying to traverse the interior of the building can be impossible with the map overlay open.

The only other game that has offered a similar map overly screen was Technomancer. Technomancer‘s game’s map overlay screen, however, chose not to obscure the gamer’s view of the game play field while still allowing the map to be visible. This meant you could leave the map open and traverse the map to your destination. If Control had chosen to allow visibility of the play field at all times, the game play experience with the map open would have been far, far better. As it is now, Control’s kludgy map overlay system is made worse by its failure to be useful other than for quick glances.

This map situation gets much worse. There are times where the map doesn’t even draw in. It’s just a bunch of question marks and words floating in space with no image underlay showing the room layout. You simply have to guess where the hell you are. Even worse, this undrawn map can stay like this for minutes at a time, sometimes eventually drawing in, sometimes not. It’s also weird that the map worked just fine 5 minutes ago, but just a few minutes later it’s not working. I find it exceedingly difficult to believe that a bug this functionally problematic has been allowed to exist in a 505 studio game over a year after release. Though, admittedly this game studio has had a very rough start with Death Stranding… a game that confused a lot of players, was too slow burn and afforded mixed critical reviews. Control also falls into this same boat, but for very different reasons.

Telekenesis (aka Launch)

Yes, this power also falls under a problem area of this game. In a game that allows you to pick up and throw objects, an accurate object targeting system is imperative. Unfortunately, that targeting system fails more often than it succeeds. For example, there’s a point in the game where you’re required to run through an obstacle course in around 60 seconds. As part of this course, you are required to pick up cube structures and throw them into wall plugs to activate them. Far too many times, the game will, instead of picking up the cube which is right under the reticle, it will yank ceiling or wall material down forcing you to send that flying and try again. Sometimes it will fail to grab the cube multiple times in a row using up the precious telekinesis power bar. You only get about 3 tries at this before running out of power and being forced into a slow recharge.

Even with the fastest recharge speed mods, you still have to wait 10-15 (seconds) for the bar to recharge ensuring that you fail the course. I don’t know how many times I had to run through that course before I was able to succeed simply because of this single stupid game design failure.

If you’re developer planning on including short duration timed activities, you need to make damned sure that the mechanics required to complete the course function reliably 100% of the time. Control really failed the gamer with this course. That’s not to say the course cannot be run and succeeded. It will, however, take many trial and error attempts until you can manage to get luck to line up properly with all of the kludgy game mechanics.

Ashtray Maze

Let’s get past all of these pesky problems. What I will say about this particular level is that this level is the payoff for the entire game. It should have been the final thing you do that ends the game. My guess is that this level was designed first. Some developer came up with this level idea which wowed everyone who played it and then a game was wrapped around this one level as a reason for this game to exist.

This puzzle level requires a special object of power to be obtained before it can be run. If you enter into the maze without this object of power, you can only run in circles. Once you have this object of power, the entire level opens up and boy is it impressive. The entire run is so precisely timed to the player that it’s like watching a music video. Yes, even the soundtrack on this level is awesome. As I said, impressive. This level is the sole reason to play Control and, while fleeting, the level is amazing to behold and is the single most impressive thing about this game. After I was done running the level, I was thinking that I want to do it again… it was that impressive.

Unfortunately, one outstanding level can’t redeem a mediocre third person shooter. But, nonetheless, the Ashtray Maze is definitely a must see (and hear) level. It’s too bad the rest of the game couldn’t have been quite so impressive.

Overall

Control is a game not about control, but about being controlled. It’s about, well, nothing much in particular or even too interesting to be honest. This game combines a lot of its not-so-subtle cues from a lot of different games series including Bioshock, Halo, Portal, Assassin’s Creed, Infamous Second Son and Half-Life. In fact, it feels like a mashup of the game series just mentioned. It feels way less original than it should and, thus, it ends up far less impressive overall. However, the developers had a gem of a concept in the Ashtray Maze that they simply squandered away, but which could have been used in many ways all throughout the game to bump up the playability and fun factor of Control.

For example, the silly and repetitive Oceanview Motel sections were not only intensely boring and repetitive, they were completely unnecessary. If those segments had been replaced each with slightly modified runs of the Ashtray Maze, this game could have been much, much better and way more satisifying. I could have done the Ashtray Maze run several times and loved running it every single time. Instead, we got saddled with the trite Oceanview Motel, which is insipid, uninspired, slow and unnecessary. Maybe 505 can learn from these mistakes when crafting the sequel to Control.

One final thing I’ll state is that this game has two endings. This information doesn’t at all spoil the game. However, know that it has a fake out ending and a real one. The fake out ending is still part of the game and there’s a small amount more gameplay (maybe 15-20 minutes) after it, but before you get to the real ending. I’m uncertain why 505 decided to add a fake out ending, particularly so close to the end, but they did. I thought I’d mention it so if you choose to play this game you don’t get caught off-guard thinking that the game ended early and abruptly and put the game away before completing Control.

Graphics: 8.5 out of 10
Sound: 8 out of 10
Game Control: 4 out of 10
Playability: 7 out of 10
Replay value: 1 out of 10
Overall: 4.5 out of 10 (an average third person shooter with only one redeeming level)

Rant Time: Fallout 76

Posted in botch, business, video game, video game design by commorancy on October 19, 2020

This is my final review of and rant for Fallout 76. As of the recent Fall update for Fallout 76 (Wastelanders Season 2), Bethesda has taken it upon themselves to make some very questionable and disingenuous changes to the “balance” of the game. Let’s explore just how cringeworthy this game has become.

Level above 200

If you have a character with a level above 200, you’ll probably have noticed a number of “balance” changes to the game. Formerly, the game spawned a maximum of around level 68 for most humanoid enemy characters in Fallout 76. After the most recent update, the enemy level cap has been raised to 100. Not only has this update to the enemy level changed the balance of the game for the worse, it has reduced the effectiveness of the biggest guns in Fallout 76.

In effect, Bethesda has heavily nerfed every weapon in the game so that they are incredibly ineffective against these newly updated enemies whose levels have been majorly increased for no reason.

This is not just an inconvenience, it’s sloppy and makes the game unnecessarily harder to play without a way to disable this increase in hardness. Effectively, Bethesda has broken the game. There’s no other way to say it.

Level 50 weapons

The maximum level of any weapon in Fallout 76 is 50. You simply can’t find a weapon with a higher level than 50. Some top out at level 45. Yet, Bethesda has increased most enemy levels to well over 100 in many cases (assuming the player is over level 100), thus making these level 50 weapons even more ineffective than they already were. Yes, this applies to Legendary weapons as well.

What I mean is that before this update, I could one shot most level 68 enemies in the game with a level 50 Legendary rifle. The maximum level you’d find on most enemies would be level 68. After this update, most humanoid enemies spawn at 100 which takes two, three or more shots to kill on a level 100 enemy.

By changing the max levels of spawned enemies, Bethesda has inadvertently (or maybe intentionally) nerfed every weapon in the game. These weapons are, in fact, nerfed so hard as to be almost as useful as a level 1 rifle of the same class. Many weapons can take 5-6 shots for a kill which formerly took one or two shots. This allows enemies to swarm you, thus making the game even harder for characters above level 100.

Level 200+ characters revisited

With all of the above said, let’s circle back around to a player character that’s level 200 or above. Rant on. Player character levels in Fallout 76 are effectively useless. In any other RPG, levels add strength, power and perks. In Fallout 76, it’s just a number.

The player character is actually only as powerful as the weapon level they wield. If the weapon is level 50, then the player character’s power to play the game is entirely tied to that weak ass weapon. The player’s level 250 or 300 number means nothing. It’s just a number and doesn’t at all play into the strength and power of the character. It’s a pointless number. The only number that matters is the weapon’s level.

Since the max weapon level in Fallout 76 is level 50, that means that any increase in enemy strength, enemy level and enemy HP means making the already weak level 50 weapons even weaker.

In Fallout 76, it’s the weapon’s level that matters. Because Bethesda has raised the spawn level of enemies for high level characters, it has effectively made having high level characters useless and pointless. The level 250 player character is entirely limited by those weak ass level 50 weapons, now even more than ever.

Penalizing High Level Players

Some of us have spent months (or years) leveling our characters to 200, then 250 and higher. Yet, the best that Bethesda can reward our time and effort is to weaken our weapons and turn our 250 character into a level 20 character again? Stupid.

Bethesda’s handling of the Fallout 76 franchise is not only stupid, it’s probably one of the absolute worst installments in the Fallout franchise bar none. Not only is Bethesda penalizing those of us who have spent months grinding our characters to higher levels, but it goes way beyond this.

Fallout 76 is supposed to be a prequel to Fallout 1, 2, 3, 4, New Vegas and likely 5 and the rest. Yet, so much swag has been introduced into Fallout 76 that has never appeared in the sequels, it doesn’t make any sense to be in Fallout 76. How can we have Nuka-Cola Scorched that has never appeared in Fallout 3 or 4 or any other installment?

It gets even worse. Fallout 76 ultimately doesn’t make any sense as to why it even exists in the Fallout franchise. It doesn’t add anything to the series. The Scorched don’t make any sense as they have never appeared in any sequel games. The only carryovers are the Ghouls, Super Mutants and the factions. Even the Blood Eagles don’t make sense as they have never been in any of the sequels.

Cartoonish

With every step Bethesda takes, they seem to fumble the ball every single time. Fallout 76 is a weak installment. Not only does it make no sense to even exist in the Fallout universe, its reason to exist is so shallow and laughable, this entire game is a cartoon.

It’s what someone might think a Fallout game is if they didn’t know anything and asked someone to explain it in one sentence. The premise in Fallout 76 is so weak, it’s a caricature of Fallout.

The premise of Fallout 4 was tied to a serious tone and kept the idea behind the nuclear apocalypse somber and in-check. Yet, in Fallout 76, it’s all happy-go-lucky as if the bombs dropping were a mere inconvenience.

The 24

The premise of Fallout 76 was to insert 24 real live players into a multiplayer Fallout world. Unfortunately, Bethesda’s shortsightedness got in the way of making this into a great game.

The multiplayer point to Fallout 76 is that each of the 24 people will exit the vault and begin rebuilding Appalachia. Unfortunately, there isn’t any rebuilding that is actually allowed. Sure, each of those 24 people could build a super tiny little cabin on a super tiny piece of land. As a result of this overly tiny constrained land, you can’t actually rebuild anything in Appalachia.

All other buildings remain busted, broken and dilapidated. There’s no way to fix them. Instead, the best each of those 24 players can do is build a me-camp. The only thing these me-camps do is clutter up the landscape. Worse, you can’t even build your camp near most structures as the game prevents that. This means that while the point is to rebuild, you can’t actually do it.

Worse, even if you manage to follow the main quest line through to completion and “get rid of” the Scorched virus, nothing in the landscape changes. All of the burnt, destroyed buildings and structures remain. Building a me-camp doesn’t fix or solve anything. Even then, these camps are only visible and useful so long as the user remains actively online playing. When the player logs out, so too do any structures disappear from the game.

Pointless

Ultimately, Fallout 76 is a pointless, vapid, hollow game with absolutely no reason to exist in the franchise and also has no redeeming merit, especially after this latest update. It doesn’t further the franchise in any useful, or more importantly, functional way. Any lore built is inserted in such a way as to be pointless in the end. None of the lore solves anything. In fact, we don’t learn anything in Fallout 76 that we didn’t already learn in Fallout 4.

The entire Fallout 76 game is money-grubbing exercise in futility.

Standalone Game

Bethesda needs to package up a standalone version of Fallout 76 that doesn’t require the Internet. Then, let us download our characters onto this standalone version so we can at least save all of the progress we have made with our characters. Otherwise, when Bethesda shuts down the Fallout 76 servers (and they will), any characters we have built will be lost.

Done with Fallout 76

Because Bethesda’s continually keeps screwing us players with every release, I’ve given up playing Fallout 76. This latest update is actually the last straw. I’ve tried to be patient with Bethesda. I’ve really tried… but my patience has completely worn down. Not only is the game exceedingly old (coming up on 2 years), Bethesda has honestly done nothing of note to make the game actually better or more playable. Even Fallout 1st, Bethesda’s expensive monthly for-pay subscription service, has done almost nothing to further the playablity of the game.

In fact, the only thing they’ve done is make the game worse with each and every release. Case in point, Wastelanders. The name itself tells you that it’s a waste… and it is.

Wastelanders added nothing new to the story of the game. The only thing that was added were a bunch of pointless NPCs that serve entirely as newbie tutorials… as if Fallout 76 was complex enough to even need newbie tutorials. The game is so simplistic and easy to learn that adding NPC tutorials to the engine is about as useful as teaching a driving teacher how to drive. Yeah, pointless.

The rest of the NPCs that weren’t tutorials ended up being daily quest givers asking us to do the same thing every single day over and over and over and over…. the very definition of grinding. Yet, there’s a hard-set and overly long cooldown timer that forces us to wait many, many hours to grind again.

War Never Changes, and Bethesda Doesn’t Either

Bethesda just doesn’t get its gamers or its franchise fans. Bethesda also doesn’t get why this game should exist. It also certainly doesn’t reward its long standing players for playing. Oh, no no no. Instead, it chooses to slap us in the face with each and every new release. I’m tired of dealing with those shenanigans. Gamers who’ve been playing the game for months then log in only to find that their best weapons are now only mediocre trash and have been rendered entirely pointless. Have I mentioned just how pointless this game is?

Worse, Bethesda couldn’t be bothered to actually add a compensating control by adding newer, more powerful weapons into the game. No, they couldn’t be bothered to do that. Instead, they screw our level 250 characters over and then expect us to be happy about it? Well, I’m not… hence this article.

If Fallout 76 was a great game once, it is no longer a great game today. Arguably, it never was a good game. In fact, it is probably one of the worst games to consider getting anyone as a gift. It’s not a particularly great multiplayer game, but even more than that, it’s a piss poor entry into the Fallout universe.

If anything, Fallout 76 shows us just how disconnected from the original Fallout franchise source material as a Bethesda can get. The creators of Fallout 76 really have no idea what a Fallout game is. Fallout 76 is now officially and literally the worst Fallout game in the Fallout franchise bar none. Bethesda would do well to sack Todd Howard and find someone who can actually come up with game ideas that people actually want to play and that are befitting of Fallout’s original apocalyptic premise. Perhaps with Microsoft’s 2020 acquisition of Zenimax, Todd may finally find himself on the outs. As for what Microsoft’s acquisition means to the Fallout franchise or the Elder Scrolls, look for an upcoming Randocity article.

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How to complete the Fallout 76 Legendary Run

Posted in botch, business, video game design, video gaming by commorancy on August 29, 2020

While this is intended to be a how-to guide, it also offers my take on whether or not this new rewards system is worth it. This article also serves as a review. Let’s explore.

[Updated for 9/29/2020]

The new ‘Legendary Run’ has started with a new game board. This game board is completely different from the images shown in this first Legendary Run. The rewards are similarly spaced and similar in style. However, as of the update needed to install this new ‘Legendary Run’ game board, Bethesda also made some very big (and unnecessary) changes to the game, shattering the already faltering game balance. As of this update and second legendary run, Fallout 76 is officially an unmitigated disaster. There is officially no game balance in Fallout 76.

Effectively, no matter what level you are, Bethesda has excessively nerfed ALL weapons and over-powered ALL enemies. A level 50 (max level) Bloodied Lever Action Rifle, which could pretty much one-hit and kill any enemy in the game and 3 hit and kill some of the hardest enemies (other than a Scorchbeast Queen), is now no better than a level 10 weapon of any kind. Any remaining balance that had been in Fallout 76 has been utterly destroyed by this latest update. To be honest, Bethesda has destroyed any remaining reason to play Fallout 76 in one update. There is absolutely nothing at all fun about Fallout 76 at this point… no, not even to play this updated second Legendary Run game board.

If I had even the tiniest of cravings to play this newest game board in Fallout 76, that craving has been totally and completely squashed by Bethesda’s ruining of the game balance.

The Legendary Run

What is it? As stated above, it’s a new rewards system for Fallout 76. It somewhat replaces the daily Atom rewards with a new type of currency called S.C.O.R.E. (another insipid acronym). For this article, I’m simply going to call it Score. Score points are given when you complete daily or weekly challenges.

By ‘somewhat’, I mean that the older Atom challenge system was designed as a loose, non-competitive system. You did these challenges at your leisure with no ramifications. This new system, on the other hand, sees a competition between you and a foe, forcing you to complete the game board ahead of the foe. Okay, so maybe ‘force’ is a strong word. However, it has the same effect as force because of the urgency required in keeping up with Zorbo’s game piece. Skipping a day of challenges can see you lose. Zorbo’s ship is the little teal ship where the gamer’s is a bright orange ship. See full game board image below:

TheLegendaryRun-GameBoard.-3084

What does ‘lose’ mean, exactly?

By ‘lose’, this is not yet clearly defined by Bethesda. It is currently believed that Bethesda will reset the board to start over with a new ‘season’ of The Legendary Run including all new rewards… after Doctor Zorbo (foe) reaches the final position on the game board. It has been confirmed as of September 1st that The Legendary Run ends September 8th (see image at right) at 12 noon Eastern / 9am Pacific. Additionally, not only is Bethesda offering double Score points until that time, they have added extra challenges to the board to help those who wish to get to the finish line and need a bit more effort. Still, it doesn’t absolve Bethesda from the OCD and anxiety issues that this challenge system brings.

If you haven’t completed the board, the clock is ticking on whether you will be able to complete it and get all of the remaining rewards. Remember when I said ‘force’ was too strong of a word above? Well, here is exactly where Bethesda applies the pressure. The assumption is that if you don’t complete the board by the time the foe reaches the end, you will not be able to finish the game board at all or receive any remaining rewards. You may even lose any unclaimed rewards (see CAUTION below).

For anyone not very far along, this means that to complete the board before the timer ticks down to zero, you’ll need to pay your way through the board using Atom (see the Pay to Win section below for more details) before Zorbo reaches the end and the board closes. In other words, if you’re still in Chapter 1 when reading this article, you’re going to be required to pay a LOT of Atom to fully open up the game board to the end.

CAUTION: As a warning, I strongly recommend that you claim every reward you are given. Don’t be lazy about this. Don’t leave any rewards unclaimed. Once the game board closes for the next season, you will likely not be able to go back and claim any unclaimed rewards. In fact, the board may be entirely wiped and reset losing any unclaimed rewards. Be extremely cautious as Bethesda is not likely to be forgiving about this at all.

Score Points

Score points are accumulated into a progress bar that’s either at the bottom or top of the screen depending on which screen you are in.

The Legendary Run also has a game board (see above) with individual rewards in each spot. As you progress and gain Score, your game marker moves to the next spot after you accumulate enough Score points for that specific place on the board. Each new game place increases the amount of accumulated Score it requires to move to the next game board section.

Under each game board section, you will find a specific reward. The rewards sometimes include currency like Atom, Legendary Scrip or Gold Bouillon. Other rewards include digital cosmetic items like Ghillie Suit paint jobs or Atomic Onslaught paint. You can even get consumables like Scrap Kits, Repair Kits and Perk Card packs. It also includes CAMP cosmetic items like a tree, a door or wallpaper.

Each spot on the board is already pre-marked with its reward. You only simply need to hover over the game board spot to view its reward. You can even click on it to get more details. There is no mystery involved. You know exactly what you’re getting all throughout the game board.

What I’ve LearnedThe OCD Run WARNING

Playing through and completing this game board, I’ve come to learn a few highly negative things about this system. As a result, I’m not a fan of this new system at all.

The first thing I noticed about this new system is that it is not at all forgiving. If you miss a day of challenges, you’re probably okay and can make it up. If you miss a week of challenges, you’re likely to be so far behind you can’t complete the board. Because of this primary problem, this system can easily trigger anxiety and obsessive compulsion to complete this challenge system in gamers. Gaming is supposed to be recreational, not something to become OCD over.

If you’re easily triggered by OCD, then you should completely avoid participating in this reward system. In fact, this game mechanism is so heavily tied to reinforcing obsessive compulsive behaviors, it should be outlawed in games. To me, a system like this is just as bad as for-pay mystery boxes. Hear me, Bethesda.

Obsessive compulsive disorder is not something we need to be indoctrinating into children using video games. Something like this is bad enough for adults, but training kids for obsessive compulsion early is a recipe for problems later in life. In fact, I’d suggest that a game board system like this is just as bad for children as are for-pay mystery loot systems which train those portions of the brain about gambling. Both gambling and OCD are equally damaging to growing and developing children.

I have a lot to say on this topic, but I’ll forgo that for now and focus on how to complete this game board. Suffice it to say, if your OCD is easily triggered, stay far away from this challenge system and focus entirely on just Fallout 76’s main activities.

How To Complete The Legendary Run

The bottom line in completing this run is not missing a day or week of challenges. You can skip one or two daily challenges per day, but you will need to complete every weekly challenge.

For example, I skipped every daily Nuclear Winter challenge (I despise that game mode and refuse to play it) and I was still able to complete the run. However, it did require hitting every weekly and as many daily challenges as I could complete. Yes, you will need to play through every daily challenge that you can. This means playing every single day’s challenges, seven days a week.

Yeah, that’s why I wrote the above warning. If you can’t commit to playing this game every single day, then you likely cannot complete the run through challenges alone.

Pay to Win

There is a way to get to the end without playing at all. You can rank up fully by paying 150 atoms for each board space. In fact, you can pay your way through the entire game board if you want. If you’re willing to run to the PlayStation, Xbox or Bethesda’s store and buy Atom, you can use that Atom to pay your way through each game board spot.

This can help you if you need to catch up. But, you can also simply avoid the daily grind and pay your way to the end.

The choices you have then are as follows:

  1. Grind your way through the daily and weekly challenges every day
  2. Pay your way through the board entirely with Atom
  3. Combine some grinding and paying some Atom to get you through to the end.

In fact, I believe most players will end up falling into category 3… which is exactly what Bethesda hopes. That means you’ll have to pay for Atom (or get it through other Atom challenges which are still available) to make your way through The Legendary Run. Though, Bethesda is also enamored with gamers who fall into category 2.

The one thing to realize about The Legendary Run is that you must forgo playing the game to solely focus on completing the challenges. This means spending most of your time working through the challenges and, you know, not playing the actual game itself. In other words, these challenges waste a LOT of time doing inconsequential things instead of completing the main quest line. This is such an unnecessary diversion, it actually undermines the game.

Design Failure

In fact, this entire challenge system runs 180º counter to what the design goals for this board were stated to be. It was claimed that this new challenge system would work in concert with gamer’s actual game play. In reality, it’s just the opposite of that. To complete this board, you have to focus on the challenge tasks 100% at the expense of all else. Many of the challenges are esoteric. You don’t naturally go looking to kill 3 Deathclaws unless it’s part of a quest line. Even then, I don’t know of a single quest line in Fallout 76 that requires you to kill 3 Deathclaws as part of the quest.

You might find yourself near Deathclaws as a result of a quest line leading you there, but you don’t need to kill them to progress the quest. The most famous of these main quests is the Enclave quest which leads you to the Abandoned Waste Dump to begin this quest line in a bunker inside of a cave, with the cave infested by Deathclaws. Naturally, Bethesda assumed you might kill those Deathclaws being in close proximity. However, you can sneaky sneak your way through that cave and avoid killing those Deathclaws entirely. You can even flat out run through the cave to the elevator and be on your way. In other words, killing these Deathclaws is not naturally part of your game play activities.

That’s just one example. There are many other such useless challenge examples, such as taking over workshops. You don’t do this as a natural part of any quest line or as a natural part of game play. If you take a workshop, it’s entirely your choice and you must go out of your way to do it. To take a workshop comes with its own game baggage, the least of which is paying for the workshop in caps, the immediate Defend Event and any PVP activities assuming you do it in a public world.

As a final example, if you never play Nuclear Winter, you are now forced to enter that game mode to do whatever is required to pick up the NW challenges. That’s the very definition of unnatural game play.

While there may be a handful of activities that are considered ‘natural gameplay’ such as chewing bubblegum or collecting water, there are just as many that require you to spend time doing things you don’t normally do.

The Legendary Run forces unnatural game play onto the gamer (in addition to the anxiety and obsessive compulsion to complete the board). You must first find out what the challenges are for that day and then explicitly spend time completeing them. I ended up spending most of my play time grinding the challenges and not progressing quest lines. The Legendary Run is not a natural game play system and diverts attention away from playing the actual game.

Atom and Rewards

Another negative about this new system is that we have lost our most basic way to gain Atom. Yes, there are spots on the board that occasionally award 150 Atom, but that’s ultimately way less than the amount of Atom we were getting before this system launched.

Before The Legendary Run, we were getting around 50 Atom for daily challenges and up to 1000 Atom for weekly challenges. At 7 days, that would be 350 + 1000 = 1350 Atom per week. With this new game board, that dropped to around 150 Atom per week. That’s way, way less Atom than we were formerly getting by completing daily and weekly challenges.

Yes, in somewhat of an exchange, we are now getting some exclusive board rewards, but at the expense of not being able to buy much stuff in the Atomic Shop.

Bethesda’s Greed

I get it. I really do. Bethesda wasn’t making enough money off of selling Atom in the digital stores. I guess they thought they were giving too much Atom away. They felt they had to cut down on the amount of Atom being given out by challenges to force more sales of Atom. As I said, I get it. Greed rules.

Unfortunately, because of Bethesda’s greed, they have now saddled everyone with a system that so highly triggers OCD in gamers and wastes so much in-game time that it’s actually a huge loss for the game.

I mean, Bethesda’s systems get worse every single time they release and The Legendary Run is no exception. This is truly one of the worst ideas that Bethesda could have implemented in Fallout 76. Not only is The Legendary Run unforgiving, not only does it completely trigger OCD, not only does it force gamers to pay real money for Atom, not only does divert the gamer away from questing and towards spending time question for Score, the rewards offered are mostly inconsequential and the run itself is completely unfulfilling.

Worse, everyone gets the SAME rewards, so they are not at all unique. I preferred shopping at the Atomic shop directly. Everyone can pick and choose the things they want, so not every gamer has the same things. When it’s all cookie cutter, there’s nothing unique about what’s being given away. Everyone who reaches a specific game board spot gets a Ghillie suit paint, big whoop. So now, everyone who completes that spot has it?

What happens when you complete the board?

Good question and one Bethesda should have solved before rolling this system out. Yet, they didn’t. When you complete the game board and there’s nothing else to be had, the daily challenges still issue Score. Score that has no place to go and nothing to win. Once you complete the game board, there’s no reason to complete the daily or weekly challenges as it’s simply a waste of time and effort.

Instead, Bethesda should have planned for this eventuality and converted the system back to the older Atom system after the board is completed. This would allow gamers to still continue to get SOMETHING after completing the game board. We did just complete the game board. Shouldn’t we get some kind of continued reward for completion? Where’s the incentive to continue? There isn’t any. Crap design in my book.

Repeat?

Will I do it again? No. It’s a waste of time and effort. It diverts away from completing game world quests. Seriously, these daily challenges can sometimes take over 2 hours to complete. That’s 2 hours I could have spent finishing up quests. That’s 2 hours I could have been having fun taking over and building workshops. That’s 2 hours I could have spent hanging out with a few friends. That’s 2 hours I could have spent building out my camp. That’s 2 hours lost to challenges that get me what, yet another Ghillie or Onslaught paint? Heck, that’s 2 hours I could have spent writing a blog article.

Yet, if you really want that Fireplace secret door, you’re going to spend a massive amount of time enduring challenges and fighting OCD compulsions.

Triggering OCD behaviors in video games is not something we should be encouraging in video games. Bethesda shouldn’t be rewarded for creating this system. They should be scolded. Better, these kinds of OCD compulsion inducing systems should be outlawed in video games for the same reason that mystery loot boxes have been outlawed by triggering gambling compulsions.

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