Random Thoughts – Randocity!

Fallout 76: Let’s review Wastelanders

Posted in entertainment, video game design, video gaming by commorancy on April 19, 2020

NPCsNPCs are now in the game and so are duping exploits. Let’s review.

[Update for 5/4/2020] It seems that Bethesda has released a hotfix to prevent losing your weapon to an NPC if that NPC kills your character and loots the body. However, all other vending bugs have not yet been patched. We’re still waiting, Bethesda.

[Update for 4/27/2020] Serious Bugs! Bethesda appears to have introduced several new very serious bugs related to player vending in Wastelanders! These bugs can see you lose not only your weapons and armor, they will be taken directly from your stash! You may want to reconsider playing the game until they’ve fixed these showstopper issues. If you need more details or examples, please visit this Reddit thread. Bethesda is aware of these and are in the process of a hotfix for at least Bug 2, but there’s no date set when these fixes may arrive.

Bug 1: Player vending machines appear to be selling random unlisted items from your stash at random prices. This means any legendary weapon, rare armor, ammo or outfit in your Stashbox could be up for grabs for as little as 0 caps. Some buyers report having purchased extremely rare outfits and legendary weapons for 50 caps. Players hadn’t listed these items in their vendor. There is no rhyme or reason why this one is occurring.

Bug 2: Players report having their equipped weapon looted from their dead body by an NPC after character death. This bug seems to occur both in and out of events. If you’re fighting NPCs anywhere in the game and they kill your character, that NPC can apparently loot your body for your equipped weapon before you respawn. This one is a showstopper.

Workaround for bug #1 — Store ALL of your player vending machines in your workshop until this one is resolved. I also suggest storing ALL other player vending items such as Nuka-Cola vending machines, beer kegs, punch bowls or any other vendors that allow players to interact with items from your stash. Display cases should be safe from looting by players, but to be safe it might be worth storing them too.

Alternatively, play in a Private World where no other players can buy from your vendors until this issue is resolved. If you invite friends into your Private World with your vendors out, make sure you trust them fully and explain not to buy anything from your machines.

Workaround for bug #2 — Other than not playing the game, I don’t know of any way to avoid this situation other than making sure your characters don’t die around NPCs.

[Update for 4/22/2020] Bethesda has re-enabled vending and displays after rolling out a hot fix designed to solve the duping problem. However, knowing Bethesda’s track record at performing updates around duping exploits, they likely didn’t solve this problem. I fully expect these items to be disabled again within a week after duping resumes… with yet another patch forthcoming.

Bethesda’s Bad Coding

We all know that Bethesda’s ability to code a great game isn’t the best. Bethesda’s games are always chock full of bugs, particularly day one releases. Well, Wastelanders has arrived (on April 14th) and like all new releases, it is once again chock full of bugs… some fairly severe, like duping.

Before you run out and attempt to dupe your items, let’s talk about the ramifications of these actions first. I’d also recommend that if you don’t own Fallout 76 that you hold off running out to buy a copy before reading this article.

Duping, Exploits and Consequences

Before I get into the meat of this article, which are my actual thoughts about the Wastelanders addition and general review of the new content, I need to talk about duping and exploits first. This is something that some gamers seem to live for in Bethesda’s games, particularly it seems, when they are playing Fallout 76.

But, “Hold your horses there, Mac”. Don’t run out and begin looking for the duping exploits lest you get your account permanently banned from Bethesda.net. Many players see in-game exploitation as some kind of game within a game. To be fair, I see their point. However, Bethesda doesn’t agree with it.

In fact, Bethesda has made their stance on venturing outside of the bounds of the game to be very much a ban-worthy offense. Not only is it ban-worthy, it’s permaban worthy. What I mean is that if you choose to exploit the in-game world by doing things not intended by Bethesda, expect to see your account banned. I don’t mean a few days of ban here either. These bans are likely to be so severe, you may never get your account back… and, you will lose all Atom you carry, all items you’ve bought in the Atomic shop and lose any remaining portion of Fallout 1st you may have left, in addition to never being able to play the game again.

If Bethesda finds what you’ve done severe enough, they may even contact Sony to have your PSN account banned at the console level. Yes, Bethesda can do this.

This section should be seen as a warning to those of you gamers who wish to tread on the very tenuous ground of duping and exploitation in the Fallout 76 world. If you wish to play a Bethesda online game, you need to keep your character’s feet firmly on the ground and away from all in-game exploits. Anything that feels like cheating in the game world is very likely to get your Bethesda.net account banned!

How Will Bethesda Know?

I know this game is played by a lot of naïve minors under the age of 18. Many may even be under the age of 12. Being of this younger age, it’s easy to fail to understand that there are such things as logs. Bethesda has been logging and monitoring Fallout 76 on their servers for months. They began this monitoring process when the last duping flare-up occurred early in 2019.

Since then, all of this monitoring has improved and, in fact, is likely being actively reviewed and monitored daily through reports and other condensed information. This means that someone at Bethesda has the job of actively looking for players using suspect behavior and/or carrying suspect stacks of items.

If you carry a stack of 1 million pieces of ammo, or a 100k stimpaks or 50k Large Holiday Presents or any unnecessarily large stack of items, your account is likely to be found and flagged for duping. The numbers of items you can reasonably carry range from 1-10000 depending on item. Even then, the 10k amount only applies to ammo where it is feasible you can find that much in the game world. While Bethesda will overlook 10k in ammo, they will NOT overlook 10k or 100k in Large Handmade Holiday Gifts or a million pieces of ammo… particularly if they all have the same object ID.

Once they see a large stack of suspect items, they will begin investigating the account for how it obtained this many of the item. The Bethesda staff person will then find if the account performed duping to obtain that item. Bethesda’s duping detection system isn’t perfect. Even if you didn’t dupe the items, but carry them on your account, your account may still be flagged. If your friend hands you 10k Holiday Gifts, be cautious and open them up quick or drop them. Don’t leave them lying around in your stash or in your character’s inventory. Simply holding onto a large suspect stack of items is enough to have your account banned… even if YOU didn’t dupe them.

I can’t stress the above enough. If you value all of the work you’ve put into Fallout 76 and your Bethesda.net account, then don’t dupe and don’t accept large duped stacks of items.

This is why we can’t have nice things!

When push comes to shove, Bethesda is king at punishing (and retaliating against) exploiters and, by extension, all other users of their games in general. Bethesda has continually proven, at least with Fallout 76, that they don’t really care whose toes they step on to solve gamer exploits in their games. If that means deleting game world items from every Stashbox, regardless of whether it was legitimately obtained or not, so be it.

That means that a small minority of gamers can run amok within Fallout 76 exploiting duping bugs which forces Bethesda to take their ire out on the entire Fallout 76 gaming community as whole. Bethesda will willfully modify their game in negative ways, regardless of whom it affects.

Additionally, with exploiters who Bethesda can identify were specifically participating in the exploits, they will outright ban these gamers from Fallout 76 and, potentially, Bethesda.net on the whole. What this means to exploiters is not only the loss of access to Fallout 76, but it also means loss of access to every game you’ve ever purchased from Bethesda’s store. Yes, this punishment is hard. But, some people need to learn lessons the hard way. Life’s lessons aren’t always wrapped in pretty bows… which is a life lesson in and of itself.

Though, I’m not at all saying that being banned from the game isn’t the right choice to make for Bethesda. If gamers choose not to play the game as written and instead insist on playing outside of those boundaries by exploiting bugs, then you take what’s coming to you. Bethesda’s Terms of Service are crystal clear as follows:

You agree not to access, receive, play or use any Service to:

  • Promote, upload, transmit, encourage or take part in any activity involving hacking, cracking, phishing, taking advantage of exploits or cheats and/or distribution of counterfeit software and/or Virtual Currency or virtual items. In an effort to continuously improve the Services, You and other players discovering exploits, cheats, cracks or other inconsistencies are required to report them to ZeniMax;

If you participate in this or any other activity listed in Bethesda’s Terms of Service, Bethesda’s remedies are clearly defined here:

In response to a violation of these Terms of Service, ZeniMax may issue You a warning, suspend or restrict certain features of Your Account (including, but not limited to, user names), selectively modify or remove or revoke Downloadable Content at an Account and/or device level, immediately terminate any and all Accounts that You have established and/or temporarily or permanently ban Your Account, device, and/or machine from accessing, receiving, playing or using all or certain Services.

ZeniMax may terminate Your access to and/or receipt, play or use of the Services (i) for violating these Terms of Service; (ii) if ZeniMax, in its sole discretion, deems that Your information is untrue, inaccurate, not complete or incomplete; (iii) if Your access to or receipt, play or use of such Services infringes on or is suspected of infringing on another’s rights or any intellectual property; or (iv) if You or Your Account reflects inappropriate Content and/or violates these Terms of Service. Any and all Content (including, but not limited to, Software, Content, and Downloadable Content) will be considered forfeit immediately in the event of any cancellation, closure, or termination of Your Account by ZeniMax.

This means that, yes, you can lose access to a portion or all of your content for the game involved or, indeed, you can lose your entire account at Bethesda. Basically, you will forfeit your access to the software involved and potentially everything else you own from Bethesda. When you exploit Bethesda’s software, eventually you will pay the price and that price is fairly steep.

One additional problem that can arise is that Bethesda can also report your account to PlayStation or Xbox if you have also violated those service’s terms and conditions. Bethesda’s report can see your entire PlayStation or Xbox blocked entirely from online services. Not only can you not use any Bethesda games you own, you could lose your entire Xbox Live or PlayStation Network access for all other games. It all depends on how Bethesda plays it against you. Bethesda can most certainly play hardball if you press the point.

With all of that behind us, let’s move into the meat and potatoes of this review…

Wastelanders Add-On

With the addition of Wastelanders, the Appalachia wasteland has changed. How has it changed? It now has NPCs all over the place. This addition is a mixed bag, however.

While some of the portions of the game have been somewhat rewritten, the fundamental original game is still under there. The NPCs will help you get a handle a bit quicker because they can aid you in getting your character to where it needs to go. When you first exited Vault 76 before this update, you had to fend for yourself alone without much of any help.

Now there are NPCs to greet you just outside the vault who not only give you various information, they help you get a handle on what’s going on in Appalachia. That’s not to say these helpers outside of the vault are necessary, but now Appalachia doesn’t feel so barren.

The question is, does this addition really help the game out? As I said, that’s mixed bag. Nearly all of the original underlying quests are still in the game including the boring holotapes and terminal text lore. Some quests are somewhat altered with the presence of the new walking, talking NPCs.

Allies

Also with the Wastelanders addition, Bethesda has added on the concept of an ally. Think of this as effectively a named settler. If you’ve played Fallout 4, it’s similar to a companion with the exception that these allies don’t follow you around and aid you in combat. They live at your C.A.M.P. and help protect your camp. They also issue you quests that lead to a final 3 star legendary drop at the end.

Two of these allies include Beckett and Sofia. To entice them to come to your base, you must place down something that they need. Beckett wants a bar stand. Sofia needs a computer console. Once you plop down their requirement in your camp, they will join you there.

However, you can only have 1 ally present in your camp at a time. This also means you can only run one ally quest line at a time. These allies don’t leave your camp. They stay there and interact with whatever you place around them, such as musical instruments. Be careful with musical instruments, though. Sofia can, for example, sit and play the guitar for 20 minutes or longer constantly. That would be okay if they had given Sofia some actual guitar music to play. Instead, just like a player character, the guitar plays snippets and chopped together riffs that, after a while, become annoying as all get out. It’s fun to know that NPCs will play the instruments, but it’s torture to listen to them playing the same thing over and over for 20-30 minutes continuously.

Dialog Choices

With NPCs, comes dialog. Here’s a screenshot of how that looks:

Dialog

Much of the dialog, as one would expect, is pointless. But, some of it does lead to adding map markers or other interesting actions. With some dialog choices, you can use your S.P.E.C.I.A.L. points which will lead to unlocking other dialog.

New Main Quests

WaywardIn addition to the long ally quest lines, there are new main quests. This main quest begins at The Wayward, just across from the Overseer’s camp. Pretty much it seems the Overseer’s camp has now been discarded in lieu of beginning the game at The Wayward. The Wayward is a house that doubles as a bar. It’s a new addition to the world, along with many other new locations. Some original locations have also been converted into NPC communities.

If you’re used to how the wasteland looked before Wastelanders, many of the locations have changed. For example, the Isolated Cabin which was inhabited by mongrels has been converted into a settler settlement. These NPCs are generically named ‘Settler’. The dogs may or may not appear with the addition of the settlers. The settlers can be killed, however.

New Bosses

Of course, the addition of Wastelanders wouldn’t be complete without a new boss location to nuke. Instead of nuking Fissure Prime to get the Scorchbeast Queen to appear, there is a new location which now spawns the Wendigo Colossus. Don’t think that this boss looks anything like the long slender Wendigo, however. The Colossus looks like a Grafton Monster with tall skinny legs. This particular monster design was, in fact, far too lazily designed. It seems Bethesda did as little as possible to make a functional workable monster.

This boss also has a new attack. It throws goop at you that sees you literally run away screaming. There’s no way to counter, stop or in any way halt this animation effect. You are forced to let it play out. It’s a stupid effect and it completely gets in the way. I’m sure someone at Bethesda thought it was hilarious, but I find it extremely frustrating and stupid. You fight bosses to fight, not run away screaming. If Bethesda had given us a new perk card, food stuff or chem (i.e., Calmex) to negate this attack for a period of time, I’d be less harsh on Bethesda for this addition. This attack needs to disappear or we need to be given a way to negate the attack. It’s frustrating when you’re attempting to kill this beast and you’re constantly being forced to run away.

Updated Locations

Some locations have been updated and rebuilt to support NPC settlers. One of these is the crashed space station. Here’s a picture:

SpaceStation

I’ve included the border because the original space station as it was is seen in the upper left corner. Compare this to the reworked and updated Wastelanders image. I realize the image is kind of drab, but the in-game world had a rainstorm going at the time. I also thought it would be important to Factions-smshow the rain storm look in this review.

This location introduces one of two new factions: Raiders. The other faction is the Settlers. You can view your acceptance level in these factions by checking your social menu.

Negating the Scorchbeast Queen

With the newly added Wendigo Colossus, few people are going to run over and start up the Queen event anymore. Because this is a type of Wendigo, all of the Zealots, Ultracite and Prime perks are useless against this boss. In fact, there really isn’t a Legendary effect that actually works against a Wendigo. You just have to be long and steady with your weapons. This usually means using heavy automatic weapons. Weapons that don’t necessarily do lots of damage per hit, but that cumulatively add up to lots of damage over time.

This is where Bethesda didn’t really plan ahead much. If you’re planning to add an entirely new boss into the game, you also need to add in perk cards and legendary effects to help defeat this boss, just like we had with Zealots and Prime against the Scorched. We have half of the equation with this boss addition, but we don’t have the other half of this in the weapons to help defeat or armor to protect against this boss.

This is where Wastelanders becomes a mixed bag. Yes, we do get a new boss in Wastelanders. No, we don’t get any new legendary effects, perk cards or chems that help us kill that new boss. Don’t think that you can grab your Zealots and have these legendary weapons be more effective against the Wendigo Colossus, like they were against the Scorchbeast Queen. It doesn’t work that way. You’re better off using basic legendary effects like Bloodied or Berzerker’s with a proper character build.

Perk Card Changes and New Weapon

ArcherWith Wastelanders, a new set of perk cards has been added in support of the new bow and arrow weapon. The perk cards are standard 3 damage multiplier Archer cards in addition to Bow Before Me, an anti-armor card which applies to bows and crossbows. The bow itself is a decently powered weapon at level 50, offering up to 350 damage when sneaking. That’s not bad all things considered. However, it’s an exceedingly slow loading and slow firing weapon. Once a horde of enemies finds you, you better switch to a different weapon or you’ll want to pair it with the Sneak card and hope the enemies don’t find you.

New Power Armor

The newest power armor set is the T-65 power armor. This armor requires collecting gold bullion (yet another new currency). To get this bullion, you’ll need to complete as many of the new main and faction quests as you can. One you complete the main and faction quests, you will be able to visit Regs (another new NPC) who is located at Vault 79 (a new vault) where you can spend your bullion to buy the plans to build this armor.

Whether this armor is effective against the Colossus is as yet unknown. Though, I will say that power armor in Fallout 76 has been, in general, a joke. For example, 5.56 equipped Colonel Gutsy robots can shred your HP in just a few shots in or out of power armor. In fact, I haven’t seen any difference between being in or out of power armor when facing a 5.56 equipped Gutsy or Super Mutant.

Worse, while Fallout 4 offered legendary effects on power armor, these PA legendary pieces have never made it into Fallout 76. Even though regular armor regularly drops with legendary effects, power armor has never had any legendary effects in Fallout 76. This drastically reduces the effectiveness of power armor in Fallout 76. Why am I bringing this up here? Because Wastelanders didn’t fix this problem. It still exists just as it did before Wastelanders.

New Challenges?

Actually, no. Even though the Wastelanders update has added NPCs, no additional combat challenges have been added… such as Kill Blood Eagles with a Combat Rifle (0/1000). While NPCs have been added, Bethesda just didn’t work out these small details that would have added much more value to the game.

Lighting System Changes

WhitespringStationPrior to Wastelanders, the lighting in the game was brighter and more dynamic. With the introduction of Wastelanders, the game has taken a questionable backward step toward darker lighting levels (see Whitespring Station image), including the elimination of many areas of ambient lighting. Walking into some buildings which were formerly well lit, we now see portions of the room exceedingly dark with a single bright light in the middle of the room.

CharlestonStationThe Charleston station, left, is exceedingly dark where before the interior was very bright. This is in the middle of the day in-game time. Even the daylight outdoors lighting model has changed seeing shadows on the ground as much darker. This lighting model change is unusual and unnecessary. The original lighting system actually looked better, particularly inside of buildings. This absence of ambient lighting thus makes many rooms, like the interior of Charleston Station, overly dark.

BeforeAfter

As you can see above, the before is brighter, lighter and more vibrant. The shadows are less intense. The before was taken about a month ago, perhaps. The After image is darker, less colorful, drab and is more difficult to read the signs. The whites were easier to see in the before.

…. Where does Wastelanders not work so well?

Changes, Not Changes

This is where I find Wastelanders to be basically a facelift, primarily on the surface. The underlying problems from Fallout 76 all remain. The bugs, the problems, the glitching, the crashing, the difficulties, the getting hung up on rocks while running, the getting stuck in a hole, the broken texture maps, the lack of responsiveness from button presses on down to the whole less than stellar way the interface is built and works. None of these basic day-one problems have been addressed. We’re still working on game foundation that wasn’t perfected from the beginning. So now we have NPCs plopped right on top of all of these still existing bugs.

Many people say that Fallout 76 has greatly improved since its launch. I’ve yet to see that. The game is still just as glitchy and broken as it was on release day. Sure, some problems have been addressed, but the majority of the underlying bugs are all still there. Wastelanders did little to solve these fundamental game engine problems. The problem here is that these bugs and glitches are mainly inconvenient. They are typically not showstoppers. However, some are more inconvenient than others.

For example, dead enemies can sometimes despawn moments after death. If you aren’t super quick to grab the loot from the body, you won’t get it. This includes legendary enemies. This is a bug that has existed from launch day.

Another bug is when you fast travel. You can land inside of rocks, under a building wedged, wedged between two walls or in other places that don’t allow you to move. You are forced to travel again.

You can still find enemies sliding around on the ground either standing up in a T position or in a lying or seated position. This glitch has been in the game since day one.

This next one I’ve seen so many times is one I can’t believe hasn’t yet been fixed. When you’re fighting a boss and your character dies, the game forces you to choose a respawn point. The problem here is that on character death, the game immediately recalculates your carry weight far below your in-game carry weight. This forces you to become severely overencumbered immediately after your character dies. This then forces you to respawn back at Vault 76 (all the way across the map).

Once your character has respawned fully and the game has recalculated your carry weight back to normal, you can then travel back to that death location and pick up your dropped loot. In my case, the game wouldn’t even let me respawn back at my Fallout 1st tent! I was forced to fast travel twice. Once to Vault 76, then once again back to my tent. It’s like, shit, just let me travel to my tent first. If I hadn’t had my tent there, I’d have had to pay caps to get back across the map. This problem has existed since day one.

Bugs, bugs and more bugs

These above are but a few examples. There are plenty of others that still plague this mediocre game. That doesn’t mean there aren’t new bugs. Oh, no no no. There are plenty of new bugs in this update. Duping is, as I mentioned above, back with a vengeance. It seems that many gamers were just waiting to pounce all over duping again, and dupe they have. In response, Bethesda has stopped display cases from functioning and halted player vending.

It’s clear that unless you (as a company) are absolutely stellar at programming, you shouldn’t attempt to have an in-game economy. This shows exactly how amateur Bethesda is at producing online games with any semblance of an economy. If you can’t lock down such basic things as duping, you can’t have an in-game economy.

At this point, it’s probably best were Bethesda to dismantle player vending entirely, disable dropping any items from inventory, stop player trading and halt all ability to transfer items from one player to another. If the devs can’t handle keeping these bugs from surfacing and resurfacing, then they must stop the underlying reason why duping continues to exist. If players can’t sell, trade or transfer items from one player to another, there’s little reason to dupe items. Items like Holiday Gifts should be removed from the game entirely and never see a return. Nothing should produce caps upon consuming the item, not even Nuka-Cola drinks. The only things that should give caps are in-game vending bots, cap stashes, dead enemies, containers and quests. Basically, items that cannot possibly be duplicated.

Additionally, vending bots should mark an object ID which has been previously sold as unsellable. This means that should another player show up with that same object ID attempting to sell it, the vendor bot will not only refuse to buy it, it will then confiscate it from the player’s inventory. Vendor bots that buy items never relist an already used ID. Instead, they will always relist the item with a new ID. This means that a duped item can’t be sold by a bot. If you can’t sell a dupe with an added double whammy of losing it, players will think twice not only about duping, but attempting to sell those dupes to vendors. It also means they can’t sell them to players either. This means duping is a dead end.

This is tough way to handle duping, but we’re at the crossroads with this game. If Bethesda can’t prevent duping, then it needs to be stopped using another more permanent method… and that way is to halt all further player-to-player sales and trading. Halting the ability for players to trade goods with one another is the only way to stop duping.

Player Vending is Broken

I’m singling out duping here because it keeps coming back over and over and over. Duping has not gone away and it is, once again, back. It will also keep coming back so long as player-to-player trading remains in the game. Instead of Bethesda playing this never ending game of “catch the duping mouse”, the answer is to simply halt player trading entirely. Only allow players to interact and trade with game controlled vendor bots. It’s long past time for Bethesda to have solved this problem and this is the ONLY solution.

Changing this fundamental aspect of this multiplayer game will have some ramifications. Yes, it will make traders exceedingly angry. At the same time, it will also stop all real money eBay listings, it will halt scammers and it will halt the third party trading marketplaces. This will force players to legitimately earn caps in the game through normal in-game means.

If Bethesda wants to better control these exploits and continue to allow selling, they need to do away with vending machines at each camp and place a vending machine at each train station (see next section for additional thoughts). A vending machine will always re-ID every object it receives to sell. This means there is no possibility a player could receive a dupe from a vendor bot. When a player lists an item, the item is checked for a duped ID. If this object’s ID has already been purchased by a vendor bot once before, the weapon is confiscated and the player is then notified the duped item has been confiscated. A notification should also be sent to someone at Bethesda that a vendor bot has confiscated a duped item and which account presented it.

Player to player vending can be implemented in the following way and should be limited to a centralized system. This system will list the item along with the player’s name. The item (after being validated as not duped) will go up for sale at the player’s specified price. The item remains listed for a period of time (i.e., 3 days) and will remain listed regardless of whether the player is online. After 3 days without purchase, the item is returned to the player’s inventory. If purchased, the caps will be placed into a centralized bank to which the player can withdraw those caps via the vending machine. Players should be limited to no more than 5-10 listings at a time and a max amount of caps in the bank.

Other bugs which were recently added include the rogue turret bug. If one turret is damaged in a workshop, the other turrets in the area begin shooting at friendly camp or workshop items. This is such a stupid bug. I can’t believe it has been allowed to persist across multiple releases in a row. Bethesda is well aware of this issue, yet they choose to do nothing to fix it. In fact, it seems that now a rogue turret in a camp can actually damage other workshop equipment. I shake my head that Bethesda can’t even fix what should be simple bugs, yet they spend massive amounts of time working on add-ons that really don’t add that much value to the game.

End of Player Trading?

At this point and strictly due to duping, I’d personally like to see player-to-player trading end. This won’t be a popular opinion among traders, but it’s definitely needed to stop all of these duplication problems. Trading is not really very useful, it causes bad behavior among players, it invites duping and it doesn’t really solve a problem for the game. Since Fallout 76 is pretty much a single player game with a multiplayer component, there’s no need for player vending at all. It simply gets in the way of the enjoyment of the game. With the advent of Purveyor Murmrgh and the ability to buy 1, 2 and 3 star legendary weapons and armor, player-to-player trading is now unnecessary.

I’m sure a lot of traders will disagree. Were Bethesda to make this change, it would stop the need for most duping. The primary reason most players dupe is to sell weapons to other players for high amounts of caps. The secondary reason is to dupe items that instantly produce caps for the player. Both of these problems need to be stopped. The way to handle it is to stop player-to-player trading and implement a duped ID checking + confiscation system when attempting to sell duped items to vendors. Further, stop giving away items that instantly produce caps upon consuming it. Instead, drop only objects into the player’s inventory. They can then sell the item to a vendor for caps. Keep caps issuance only from vendor bots, from world containers and at the end of quests.

Additionally, items can no longer be dropped into the world. This should also include stopping the drop of junk items upon character death. Further, like many of the newer items, if you attempt to drop any item, you’re then notified the item will be destroyed. With this change, you won’t be able to drop loot bags any more… which of course negates the idea of custom loot bags sold in the Atomic Shop. A small price to pay to get rid of player trading.

Halting all player trading means the player must rely on the game to produce caps and provide the player with weapons and armor. This change is actually in keeping with the way that Fallout 4 worked in single player campaign. Because Fallout 4 doesn’t allow multiplayer, the player had to rely solely on themselves to obtain caps and obtain the best weapons in the game. Moving Fallout 76 to this more stringent and similar model would actually heighten the gameplay, make it more challenging and more in keeping with Fallout 4’s model. No longer can gamers rely on others to give them “the best weapon”, a form of cheating. Instead, they must grind in the normal way, earn their keep individually and spend the money they legitimately earned to buy weapons from the Purveyor or, alternatively, find a legendary enemy and take their chances to get a better weapon or armor.

Moving Fallout 76 to a more-or-less closed single player system with limited multiplayer support, this stops players from wanting to exploit the game in an attempt to gain more caps, better weapons and better armor via cheating. Yes, I do consider player-to-player trading a form of cheating. You didn’t earn that weapon, you bought it. You didn’t earn that armor, you bought it. There’s no difference between pay-to-play with Atomic shop items and player-to-player for-pay trading. It’s all a form of pay-to-win. I’m most definitely for ending all forms of pay-to-win whether by Bethesda or via player trading.

Overall

The addition of NPCs to Fallout 76 is a long time coming. Unfortunately, it’s probably too little, too late. This should have been the way the game was released on day one, not a year and a half later. Will this make Fallout 76 a great game? With NPCs added, it’s better in some ways, but it’s worse in others. This is why it’s a mixed bag.

Can I recommend this update? For curiosity sake, sure. Download it and explore. If you’ve already played Fallout 76 through to completion, it doesn’t change the original game so much that it makes a huge difference. The changes to the original quests are relatively minor… just enough to introduce NPCs so they make sense.

The best part of Wastelanders is the addition of allies. This C.A.M.P. addition is probably the single best part of Wastelanders. You can now have an NPC at your base permanently. Your character can even have a relationship with them. While they cannot become companions that follow you around, they can help defend your base while you’re not there.

On the flip side, because this is a fluid multiplayer game without the ability to create saved game files, your character’s choices are permanent. If you wish to redo a portion of an NPC’s quest, you can’t do that. If you make a mistake which has specific unknown consequences, your only choice is to start a new character and try again on that new character. I might even suggest starting a new character so you can use this character to determine where these quest pitfalls are. You can then play the quests through a second time on your primary character and know the best choices possible while avoiding such pitfalls.

Is Wastelanders a great game? Hardly. Is it better than it was? In some ways, yes. In other ways, it’s much the same as it was. If you’ve already played the game through to completion, it does add on a few quest lines that you can explore. Unfortunately, the quests mostly consist of fetch this thing, kill this person or do this thing for me. For the allies, there are many of these before you get to the end. Though, I’d say that the game’s Wastelanders addition probably adds, at most, a month’s worth of additional play value if you play it through slowly.

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How to get the Living Starship in No Man’s Sky

Posted in video game, video gaming by commorancy on March 6, 2020

No Man's Sky_20200306074944

You’ve recently updated No Man’s Sky and you’re wondering how to get the new Living Starship? Let’s explore.

Instructions

It all starts with the Void Egg. There may be several ways to obtain the Void Egg, but let’s discuss the most straightforward way to get one. Before you start, make sure you have the prerequisites.

Prerequisites

  1. 3,200 Quicksilver
  2. Literal days of time to kill
  3. One free Starship slot
  4. A Starship that shows you planet coordinates on the HUD screen

If your starship obscures the coordinates off screen, much of this questline will be even more of a pain in the ass. Choose a ship that has the coordinates front and center and fully visible.

No Man's Sky_20200306075049Further, if you don’t have a free available Starship slot, you may not be able to accept the Living Starship once it’s available for pick up. If your slots are full, you will need to free up a slot by salvaging one of your Starships. I’d highly recommend doing this step WAY BEFORE the game allows you to pick up the ship.

Obtaining a Void Egg

  1. Head into space and call the Space Anomaly station
  2. Enter the Space Anomaly station and land
  3. Open your inventory and see how much Quicksilver you have
  4. If you have 3,200 or more Quicksilver, you’re all set and you can skip Step 6
  5. If you don’t have enough Quicksilver, you’ll need to head to the Nexus and complete Quicksilver missions until you reach 3,200 Quicksilver. Note, weekend events can award anywhere between 1,000 and 1,200 Quicksilver. These start on Fridays. Complete these missions to get you to 3,200 Quicksilver faster. Otherwise, you’re limited to ~250 per day. Though, the game will gang up QS missions if you play the game daily, but don’t perform the QS missions daily… thus allowing you to do several QS mission in a day.
  6. With 3,200 Quicksilver in hand, head over to the Quicksilver store and shop. Inside this shop, you’ll find the Void Egg for sale. Buy it.

Once you own a Void Egg, you’ll perform a new set of actions to unlock its secrets.

Unlocking the Void Egg

To begin unlocking the Void Egg, follow these steps. There may be many ways to get this to work, but these are the easiest steps. Though, I’m not going to say that the steps are in any way “easy” or “fast”. In fact, it literally takes days to complete most of the steps.

Before you begin this process, you might want to jump down to the bottom of this article under “Living Starship” to get a better understanding of what you’ll be getting out of this deal. That way, you can determine if you think this process is worth the time for you.

Step 1 — Getting the Egg to Sing

  1. To begin the process and with the egg in your inventory, hop in your ship and head to space.
  2. Once in space, use the Pulse Drive between any two points in a solar system. Eventually, you’ll get a notification to drop out of pulse for an Anomaly. Once you do, any of a number of things may happen. You may see a living ship just in front of you. If you get this one, then your Void Egg will begin singing. If you get anything else, admire it if you wish, but that isn’t what you want. You’ll want to keep using pulse drive between points until you get a Living Ship anomaly. This one happened really quick for me once I had a Void Egg.
  3. Once you see the Living Ship anomaly, it will either give you a set of coordinates to a new solar system or it will have the egg send you to visit one of the planets in your current system.
  4. If it has to jump to a new system, once there is where the “hurry up and wait” starts.

Step 2 — Visit 4 worlds and find 4 Monuments

These steps are tedious because this portion of the Starbirth quest vaguely leads you to various worlds. Once on the world, it will give you a set of two coordinates to a monument on the planet. This is the pain in the ass portion of unlocking an egg. In the past, they would mark a point on your map and you could simply fast travel there. With this questline, Hello Games has you pilot your ship manually to a set of coordinates. It’s a pain in the ass because it’s entirely slow, manual and requires a lot of mucking about with flying the ship in and out of the atmosphere to speed up and slow down.

  1. Once the egg is singing, opening your inventory and hover over the egg. The egg will reveal a “type” of planet to visit. Read the “type” carefully and then find world that matches where you presently are… or jump to the system where it wants you to search and look there.
  2. Once you land on the world it is wanting, the quest will switch to a set of coordinates on the current world that will look something like +45.??? -170.???
    Sometimes the coordinates are static and sometimes they hop around. They will stabilize as you get closer to the monument.
  3. To locate the monument, I’d suggest getting as close as possible to the coordinates, then hop out of the ship and locate it on foot. You will need to use the Survey device to find your current coordinates.

Step 3 — Final World

Once you have received and matured / hardened all 4 components needed for the living ship, you are led to the final world. To reach this world, the Void Egg will sing one last time. Continue reading down to “Final Wait” to see what you need to do.

Step 4 — Assemble and Pick up your ship

Inhospitable Worlds

Many of the planets that the egg leads you to are inhospitable worlds with frequent storms. This can make locating a monument even more difficult. This is why it’s recommended to do the last locating portion on foot or in an Exocraft.

Once you reach the monument, it will have you supply it with one of the newly crafted items listed immediately after this section. In fact, it will ask you to supply it with something that you won’t, at the time, know how to make. You will need to “Leave” the monument menu and then it will teach you the recipe. After that, you may need Hexite (or other unique resources) to make the recipe. If you need something like Hexite, it will lead you to a location to pick up the Hexite. This part is easy, but you’ll still need to go get it, craft the item and head back to the monument.

Once you have found a monument, it does put a marker onto the HUD so you can get back there easily. Otherwise, you’d be forced to drop a Save Beacon to easily find your way back. Thankfully, you don’t need to place a Save Beacon as a game marker is set up. It’s always worth keeping enough resources handy to create a Save Beacon so you can easily mark and then head back to a unique planet feature without having to build an entire base.

Once you’ve crafted the required item from the recipe the monument has given you, head back to the monument and supply it with the item you’ve just crafted. The monument will give you a new component. This is where the “hurry up and wait” part begins. The item it gives you will be something like an Immature Neural Stem or a Fragile Heart. These items require maturation of between 22 and 27 clock-on-the-wall real world hours. Yes, that means you can’t make any progress on this quest for at least 22 hours.

You can’t do anything else with this quest until these items have “matured”. You might as well put the game down and go do something else while that timer ticks down. You can do other things in the game, but you cannot progress the Starbirth quest until that timer has expired. Note that the timer ticks down regardless of whether you are playing the game.

Four Items to Craft

You will need to craft 4 different items for the Living Ship, each with unique components required to craft the recipes:

  1. Consciousness Bridge
    • 250 Hexite
    • 80 Pugneum
    • 1 Korvax Casing
  2. Pulsating Core
    • 250 Liquid Sun
    • 100 Gold
    • 80 Mordite
  3. Impossible Membrane
    • 100 Chromatic Metal
    • 1 Hypnotic Eye
    • 150 Living Water
  4. Seeds of Glass
    1. 100 Magnetized Ferrite
    2. 100 Fragmented Qualia

To locate the items which are “unique” like Liquid Sun, Living Water, Hexite or Fragmented Qualia, the game will lead you to a deposit. For standard items like Gold or Ferrite, you’ll be expected to locate or have these yourself.

Once the items are crafted, you will give each to a monument and that monument will give you an immature ship component in return. You will then wait, again, for the item to mature before you can make any further progress on this quest line.

Rinse and Repeat

After you have received your first ship component, likely the Immature Neural Stem, it will take a fair amount of time (22 hours or more) to mature into a Mature Neural Stem. Once you’ve waited for it to mature, the item is closed with nothing else to do with that item until you assemble the ship. From here, it’s simply rinse and repeat.

  1. Hop in your ship and fly into space
  2. Pulse drive between any two locations and wait for a Living Ship anomaly to appear
  3. Once it appears, the egg will again sing and tell you which type of world it wants (hover over the egg in the inventory).
  4. Search the local worlds, then head to the coordinates, locate the monument, get the recipe, source its unusual requirements, craft it, give it to the monument and get a new item that needs to mature.

All told, you’ll need to repeat this around 4 times to assemble the ship with its Neural Stem, Shell, Singularity Core, Membrane and so on. I believe that it is 4 times, and each one is at least 1 day apart. All told, it takes at least 5 real days to finally get to the point where you can assemble and pick up the ship. Most of that time is spent waiting for something to “mature” or “harden” or whatever. This ship is easiest to obtain with Creative Mode and more difficult when using Normal mode or harder.

Hello Games would have done this quest much better to allow us to continue to find the rest of the components without waiting on the previous components to “mature”. Let us pick all of the items up and wait the time it takes for the longest component to “mature”. This would have meant waiting up to 2 days rather than 5.

Note, some players have stated you need to hyperdrive travel to trigger singing. I haven’t found that to be the case. Simply pulse drive between two points and wait for an anomaly “Living Ship” to appear after dropping out of pulse drive. Finding a living ship anomaly is all you need to trigger the egg to sing.

Final Wait

No Man's Sky_20200229015552

With the final “Cracking Void Egg” step, the egg will again sing once more. However, this time instead of giving you a vague description of a world to locate in your local system, it will give you a set of portal coordinates in the form of words. In my case above, the “lyrics” are:

  • The Hunter
  • The Reflection
  • The Hunter
  • The Spiral of Reality
  • The Star Over Water
  • The Ascending Orb
  • The Obscured Companion
  • The Hunter
  • The Lowly Insect
  • The Anomaly
  • The Sailor
  • The Ocean King

If you’re looking for how to translate these words into symbols, you can either guess based on the symbols or the easier method is to visit this page. The three “Euclid” means that it’s in the Euclid Galaxy somewhere. The Starbirth quest also states that you’ll need to use unconventional travel, indicating travel by Portal. The above also implies that you need to know where a portal is so that you can use it to travel to the final world to, again, locate a monument and complete the final steps.

SoulChamberOnce you reach the final world by portal, you will be required to locate four sets of different coordinates on this portal planet. The final three coordinates may take you some time to reach as you have to locate the coordinates manually by flying to them. The first set of coordinates (the only to have a planet marker) will lead you to an abandoned building. Here you will obtain a Soul Chamber, which you are given by accessing a terminal at the abandoned building. Once you receive the Soul Chamber, you will then need to locate three gravestones each at separate specific coordinates given to you in a small panel on the screen. You will then interact with each gravestone, which will fill the chamber by 33.3%. Once you have filled the Soul Chamber with 3 souls (channeling The Elder Scrolls here much?), you will then be asked to head back through the portal to your origin world.

Once you are back at your origin world, you will then fly into space and use the pulse drive to make contact one final time with the living ship anomaly. It will sing one last time then the egg will crack open, disappear from your inventory and give you a set of coordinates to your new starship shell on a planet. Head to that planet marker to claim your new ship.

It is here where you’ll need to make sure you have a free Starship slot available. Once you reach the Living Starship coordinates, you will drop in all of the “matured” or “hardened” components you have received over the previous 4-5 days or so, including the Soul Chamber. This will then outfit your Living Starship to be fully functional. Once it’s functional, you can then claim it (assuming you have a free slot), enter and fly away in it. Just be aware that it has limited functionality due to its small Hyperdrive capacity and low gun damage levels. Don’t expect a hugely overpowered ship here. Don’t expect that you can upgrade it, either. I’ll talk about those limitations next.

Living Starship

No Man's Sky_20200306074852Is the ship worth it? I’ll leave that up to you to decide. The “Living Starship” is a new class of Starship. However, there are definitely drawbacks. Specifically, notice that the ship’s areas are called “Storage Sacs” and “Organ Chamber” unlike standard ships where you have “General” and “Technology” areas. Here are the drawbacks around this new class of starship:

  • Cannot use existing “Technology” from “regular” ships for this new living ship.
  • Cannot expand the ship using the Starship upgrade tool at a space station
  • Cannot use storage augmentation to increase slots
  • Cannot extend base Hyperdrive range because “regular” technology doesn’t work
  • Cannot pay to increase slots like a standard starship
  • Cannot scrap the ship, but you may or may not be able to trade it for another

Basically, the ship you get is all that you get (at least for now) with no further upgrades possible. It’s possible that Hello Games may introduce a new living starship upgrade tool some time in the future. Hello Games may eventually open up more details about the Living Ship such as the world where the eggs come from, where the ships are likely to be found and so on. This means that we may be able to enter star systems where the living ships are easily found and can be augmented. There might even be star systems that may only be entered by the living ships.

For now, though, you can’t add on a Positron gun or any other “standard” Starship weapons to a Living Ship… even though this new “Living” technology type is basically the same as the old technology, just with a new name and new description. The weapons it has is all it has. Same for the Hyperdrive with its base drive range at 164.9 (at least on mine). Considering I’ve gotten some ships to around 1,800+ Hyperdrive range, this Living Ship’s range is next to nothing.

Even though it is a living ship, it doesn’t really need to be “fed”… you know, like living creature. I guess Hello Games thought that might be taking things a bit too far. Though, considering it is a type of living creature, it should need to be fed.

Why this ship now?

I’m not entirely sure the reason for the introduction of this new class of starship. It’s interesting, yes, but what’s the point? As bare bones as this new ship is, there’s very little it’s actually useful for, other than being a novelty item in the game. Until Hello Games decides to introduce vendors that sell Living Ship technology upgrades, it’s not very useful.

Regular ships are still way, way better options than this Living Ship for functionality, combat, upgradeability, support and travel distance.

Is it worth having? Perhaps it is… as a novel collectible simply so you can say you’ve gotten it. But, it’s not a very useful starship at this point. Until or unless Hello Games decides to add more quests and features into the game that only activate or become useful when you’re using a living starship, the ship doesn’t really have a point to exist.

The point to adding any new feature to a game is that you have also have planned a whole wider set of other features around that item and which are “unlocked” by obtaining access to the ship. Until Hello Games introduces those additional pieces to support the usefulness of a this living starship class, as I’ve already stated several times, it’s simply not very useful addition.

I was actually hoping that this new ship class would offer a completely new and different faster than light (FTL) drive technology, such a technology that could go twice or three times the distance of travel using new ways that standard ships can’t. Or, perhaps, a better class of weapon. But, no. No such luck. Effectively, the Living Starship is basically the same as any other “standard” bare bones basic ship that you can find. Except that now you have to jump through about 5 days of hoops to get it. In fact, standard ships can be outfitted much, much better than the Living Ship can. This ship needs a whole lot more game support and effort by Hello Games than it presently has. Here’s what the interior looks like:

No Man's Sky_20200306074923

The interior looks much the same as a regular ship, wouldn’t you say? If Hello Games is going to make us spend all of this time and effort to build this ship, they should have at least had the decency to give us something improved over regular Starships. Yet, Hello Games doesn’t offer us something better here. I’m not calling this exactly a fail, but it leans heavily in this direction.

Should I Get A Living Ship?

That’s up to you. I’d suggest reading above if you’re unsure if it’s worth your time. Perhaps in time Hello Games will make it more useful, but for now it’s mostly a novelty ship. Hello Games is going to be required to do a whole lot more quest building work to create a game that better supports the Living Ship and that gives us reasons to want to use this ship over regular ships.

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Should I buy a Sony PS5?

Posted in tips, video game console, video gaming by commorancy on February 18, 2020

ds4-gamingI know that the purchase of a PlayStation 5 is a burning question on every console gamer’s mind. Let’s explore.

PS4 Launch

To help begin to answer this burning 🔥 question, we’ll need to take a look back at the PS4’s 2013 launch. When the PS4 was first launched, it was absolutely the most bare bones basic console imaginable. Consider that both the Xbox 360 and the PS3 already had tremendous feature sets included at that point. Taking a jump into the PS4 felt like taking a huge leap backwards in time. When the PS4 launched, there was no Hulu, no Netflix, no apps of any real note, no browser and a barely functional store with literally nothing to see. It was so disheartening to turn on my brand new “day one” PS4 console only and find it such a barren wasteland.

What was in the PS4 store was limited to but a handful of game titles which you likely already owned. While all of this “lite” aspect of the PS4 would only last for a longish period of time, many of the features that eventually became standard on the PS3 never even materialized on the PS4 (i.e. CD ripping). Additionally, some common standards we take for granted today have likewise never made it to the PS4.

Bluetooth

For example, the prevailing Bluetooth headphone profile (AVRCP) has never made it into the PS4. You simply can’t go buy a standard set of Bluetooth stereo headphones (or a speaker) and use them on a PS4 without purchasing additional add-ons. The only Bluetooth headset standard adopted by Sony for the PS4 is the backwards and unrealistic HSP standard… a standard that almost no headphones manufacturers actually support. This fact forces you into buying Sony’s expensive dongle-based wireless headphones rather than using Bluetooth headphones you likely already own.

To this day, Sony has STILL not implemented the widely used AVRCP headphone and speaker profile on the PS4. If you wish to use this standard, you must do it by connecting another costly device to a PS4 output port, such as relying on your TV’s audio system, an external amplifier connected via HDMI, the optical out port or by using dongles attached to the DualShock controller. It all ends up a kludgy hackjob that Sony could have resolved (and avoided) simply by updating their system software to support AVRCP … possibly even a fairly simple change to their operating system.

First Six Months

You may be thinking the six months that I am talking about applies to the PS5. In fact, I’m discussing the PS4’s first six months after launch. For the 12 months after the PS4’s lackluster launch, there remained a drought of not only apps, but name brand video games. In fact, applications were entirely non-existent, save a handful of Sony only apps. Only but a handful of launch titles kept the PS4 afloat for the first 9-12 months after launch. The PS4 remained a fairly barren wasteland other than for those first few launch titles.

After my first six months of owning a PS4, I ended up putting the system down and not using it for at least another 8 months before the next game arrived that I wanted to play. I literally couldn’t use the console because of the lack of applications. As I said, there was no Netflix, no Hulu and no Amazon Prime Video. These apps have since launched on the console, but it took ages before they finally arrived… and by ages, I mean at least 12-15 months. It was an exceedingly long amount of time before these apps fully arrived on the PS4.

Before these apps arrived, the PS4 became an exceedingly expensive paperweight. Literally months passed when I didn’t turn the PS4 on because I had completed playthroughs of all of the launch titles and there was literally nothing else to do with the console. I couldn’t watch TV. I couldn’t listen to music. I couldn’t rip music to the hard drive. I couldn’t even watch Netflix. It was a useless paperweight. This forced me to return to using my PS3 and Xbox 360 because at least Netflix and other apps were available there, along with some of my ripped music.

Looking Forward

Looking 9-10 months from this article’s publication date, Sony expects the PS5 will take the world by storm. In fact, I highly recommend not purchasing the first incarnation of the PS5. Why? Because you’ll end up finding yourself in the same exact boat as I did with the PS4. No apps, nothing to use it for after consuming the launch titles. It will become a heavy and expensive paperweight for those first 12 months. Sure, you can play the launch titles again, but that wears thin!

I’m near certain that Sony will have spent their time readying the hardware, not wooing developers to write apps (or even games) or in making their OS stable. When the PS5 does launch, it will be just as lean and lite as was the PS4. It’s pretty much guaranteed given Sony’s track record with new console introductions.

A year or two after launch, the PS5 will have all of the apps and alternative uses. But, for the first 12 months, it will likely be a paperweight for at least half of that time. In the PS5’s case, this problem might last even longer.

Don’t expect to be able to use the PS5 as a music device or anything similar for months. Plex, a home media sharing app, probably won’t appear until well after the 12 month mark. Even on the PS4, the Sony Media app took months to finally appear before you could even use DLNA. There was no DLNA support on the PS4 for over 6 months after launch. I’d fully expect the exact same problem with the PS5’s launch.

Considering that Sony is having trouble sourcing components for its PS5s, this situation seems to have driven up the price tag of the PS5. In fact, the first release of a new console is always the most expensive. After Sony can wrap its head around where and how it can trim component costs, how it can merge components and see the same functionality and when it can trim components not needed, it won’t be able to reduce the cost of the PS5.

Worse, the first console release is always the worst of the bunch. Within 6-12 months, Sony always releases an updated hardware version that is better than its initial release version. It’s always worth waiting to buy the second version rather than investing in a “day one” system that will have little use and be the most expensive, least useful version. If you’re a “must have every first edition”, then by all means buy it. However, if you’re buying it as a gamer for the gaming utility of the console, then it’s well worth waiting through this “awkward” phase… which lasts at least 12 months after a console’s launch.

Launch Titles

Sony always readies one major game title that seems to be “must play”, to get people enticed to buy into their new console. The difficulty is that that game is not going anywhere. Day one releases can be fun to play, but more recently they can be a chore to play considering all of the “day one” bugs.

With the PS5’s version 1.0 operating system coupled with version 1.0 versions of the launch games, you’re looking at a major amount of bugs. In fact, you’re looking at far too many bugs. It will take Sony to release the 2.0 version of the operating system before I’d feel comfortable enough to say Sony has even the smallest handle on its bugs. Even the PS4’s OS at version 7 still has bugs. With the PS5’s 1.0 OS version, you are guaranteed to have day one bugs requiring a huge day one patch.

While the operating system bugs may not be too bad at times, you have no idea what the game developers have in store for us. What that means is that these big, bold games may turn into big, bugged games. Games that they may not see bugs resolved until Sony updates their operating system. Even then, 1.01 and 1.02 won’t be great OS versions either. While a 1.5 version might be somewhat better, it’s guaranteed it still won’t be great.

Applications

In addition to all of the bugs, the PS5 isn’t likely to have very many apps at all, if any. Sony’s apps like Crackle and PlayStation’s own subscription services may be present, but apps like Spotify, Pandora, Hulu, Netflix and similar are highly likely to be absent for the first several months. This means that besides gaming and possibly playing Blu-ray movies, there’ll be very little to do with the console. This assumes they plan on releasing Blu-ray and not forcing the console all digital.

Further, apps are a huge part of all computing ecosystems today. Releasing a console without third party apps could be the death of sales for the PS5. In 2013, apps were a thing just coming into their own. Sony’s misstep in 2013 wasn’t that devastating for them. The PS4 still sold respectable numbers.

Releasing a console today without apps on day one may become the death of the console (at least for a while). I’m fairly certain that Sony is more worried about getting the console out to the door than how many third party apps will be available on Day One, just as they did with the PS4.

Buyer Beware

When buying anything, “Buyer Beware” is always the motto that rules. Sony is no exception to this rule. They are just as likely to rope you into a purchase, where you’ll find maybe one or two games that last you a month or two of play. But then what do you do with the PS5 after that? You wait until something else is released. You wait until apps are released. In short, you wait.

If you’re going to be waiting for stuff to appear, you might as well use that money for other purposes and wait without making a purchase. Buy a PS4 and use it. It already has a huge game library. It already has apps. It already has much of what the PS5 won’t have. The PS4 will remain a viable console for at least 1-2 more years even after the PS5’s release.

Wait and See

Sony could resolve all of this if the PS5 also offers a full PS4 compatibility mode. This means that all of the PS4 apps and games can work right out of the gate on the PS5. If Sony adopts this, then it may be worth replacing your PS4 with a PS5. However, I don’t trust that Sony will include such a mode. It cost Sony a huge sum of money to include PS2 and PS1 compatibility modes on the PS3. Eventually, it cost Sony so much they had to remove at least the PS2 mode from the PS3. They didn’t even bother to try to include these modes on the PS4.

It’s exceedingly doubtful Sony will spend the time, effort or money in building such costly modes on the PS5 unless they’re basing the PS5 directly off of the PS4. If it’s to be a sub-$500 product like it always has been, Sony simply can’t afford to build in such features. I simply won’t expect to see the PS3 compatibility effort placed into the PS5 when it didn’t even make it to the PS4.

However, Sony could include PS4 game disc and store compatibility features allowing play of existing PS4 games, as long as the hardware is similar enough to the PS4… and it probably is. Unfortunately, I simply wouldn’t expect to see the PS5 offer compatibility modes for the PS3, PS2 or PS1. It would be great to see, but I simply don’t expect Sony to spend the money to include it in a sub-$500 product. Even then, the PS4 compatibility mode might not be available day one. It may be a promised feature that actually arrives months after launch… or possibly not at all. Sony has changed their minds about features in the past.

Professional Console

If Sony were to price out a “Pro” version of the PS5 at around $1000 or $1500 (a price point that’s way out of line for a console product, I might add), Sony could include such “advanced” features. The problem is that few gamers will spend that amount of cash for such a product. A greater than $1000 price point is the same as an iPhone 11, an iPad Pro or even many notebook computers. A parent is going to find that price tag difficult when comparing it to much more useful and educational computer devices at or close to that price point. That’s a hard pill to swallow solely for a dedicated gaming console. Sony will have to majorly increase the PS5’s usefulness as a generalized computer device and/or portability to make a $1000 or $1500 price point ever become feasible.

As it is now and based on the how the PS4 looks and works, I expect the PS5 to have a similar form factor and function. In fact, I doubt that the PS5’s case will be smaller. It will likely be the same size or larger than the PS4. Larger doesn’t necessarily make a product better.

The PS5 might have an option for a solid state drive (512mb or 1TB) rather than spinning hard drives. But, that’s not really a selling point. It makes the PS5 boot up faster and the games launch faster, but it won’t make the PS5 any cheaper. In fact, adding a solid state drive is very likely to drive the price tag up by a minimum of $50. Knowing Sony’s pricing premiums, however, expect such features to raise the price by at least $100.

Price Point

The PS5’s price point is likely to be its biggest hurdle in adoption. Since Sony has made some waves at potentially breaking with the “tradition” of a sub-$500 price tag, that means I might expect the PS5 to see a price tag of at least $800-900. Games may even see a “standard edition” price increase to $69.99 per game (a price hike of $10 per game). This will further push the “Deluxe” and “Limited” editions of the games up by $10-20.

If Sony attempts to not only raise the console price to nearing the $1000 price point with games nearing the $75 price point, this could further erode sales of consoles… pushing game developers onto more defacto devices, such as the iPad and Samsung tablets. Tablets are far more entrenched and compatible version to version than consoles have ever been. It wouldn’t surprise me to see big developers jump ship from the PS5 and begin porting their games over to iOS and other tablets… leaving the PS5 without much in the way of game developers, much like what happened with the PS Vita.

Sony is playing a dangerous game by mucking with the console’s traditional price point, particularly considering how lean the PS5 is likely to be on day one. Sony will need to seriously consider all of this (and, of course, Microsoft’s console plays) to get this part right.

My Opinion

Considering the PS4’s excessively lean launch and the length of time with which the console was more-or-less useless, I personally endorse waiting for at least 12-18 months for a purchase of a PS5. Don’t buy it in 2020. Buy it in 2021 or after. Why? Because this will give both Sony and the developers time to launch many more game titles and mature their operating system. You can always go back and try the launch titles, but typically the launch titles are never worth playing once better games are released. In fact, the launch titles are mostly looked on as amateur efforts once those more mature games launch, which almost fully utilize the hardware.

For me, I felt entirely betrayed by Sony in 2013, releasing such a uselessly lean console. Because of being burned by Sony, I fully intend to wait until 2021 to buy into a PS5. That will give Sony well enough time to not only work out bugs, but solidify its app ecosystem, add more peripherals, build a video game library and woo developers on board. It will also give time for Spotify, Pandora, Netflix, Hulu and Amazon to embrace the platform and release solid, functional apps. Until that point is reached, for me the purchase of a PS5 is simply a waiting game.

So let’s answer the question, “Should I buy a PS5?” Yes, but not day one. Buy it only after the console has sufficiently matured.

This advice won’t stop YouTubers from buying and reviewing day one editions. They will do it because that’s what they do. That doesn’t make their console purchase smart, but it does make their purchase into channel fodder to rope you in as a viewer. Don’t be fooled by these YouTubers. Just because they bought it doesn’t mean you should.

I’ve told you what I plan to do. Now it’s time for you to sound off and tell me if you intend to wait or if you will buy a PS5 on day one! Let me know below.

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Holiday Shopping Tip: GameStop Closures

Posted in bankruptcy, best practices, botch, business, retail, video gaming by commorancy on December 9, 2019

GameStopLiquidationBeware of shopping at GameStop during the 2019 holiday season. Like the Toys R Us closure shopping tips I wrote during the 2018 Toys R Us closure, this same set of rules now applies to GameStop. GameStop presently plans to close at least 200 stores this year alone, and who knows how many more stores will close in 2020?  *shrug* They could end up closing all stores under bankruptcy. You should proceed with your holiday shopping as if GameStop is completely closing every store. After all, they very likely will completely close based on how quickly these closures have been coming. You also don’t know if they will close the store where you plan to purchase your items. As a consumer shopping tip, let this be a warning to not shop stores under imminent closure. Let’s explore.

Store Closures

GameStop is now proceeding with many store closures during this 2019 holiday season. Why is this important to you? Because if you’re a regular customer there, you will need to reconsider ANY holiday shopping at this chain. Let’s highlight a few problems with shopping at stores where threat of closure is imminent.

Even if your local GameStop doesn’t yet know about its own closure, that doesn’t mean that that store won’t be closed just a week or two later. Let’s understand the very real dangers of buying from a chain under imminent threat of closure… particularly during the ever important holiday shopping season. Don’t get duped by this company. There are also too many other stores where this holiday video game shopping problem doesn’t exist.

  1. Returns — Buying even a week before the store puts up a “Store Liquidation” banner may invalidate your ability to return a purchased item to that (or any) store if your item is defective. GameStop isn’t a store known for its ethical business practices already. Because you purchased that item from a store targeted for closure, any sales you made there may end up becoming “All Sales Final”. Will other stores honor that closed store’s receipt? That’s questionable. Again, GameStop isn’t the most ethical store chain out there. Corporate could tell all other stores which remain open to reject returns from stores which are in the process of closing or have already closed.
  2. Game Reserves — GameStop allows consumers to place “money down” as a deposit to hold a game (or other merchandise) until it finally arrives for sale. If you have any money reserved for any upcoming games or any other items, you will need to head over to the store and ask for a refund of that money as quickly as you possibly can. You should insist on having that money returned in the form of cash or as a refund to your credit card. Do not fall for allowing the staff to place the money onto a gift card. I’ll discuss the reasons why Gift Cards are a bad idea next. If you have any $5, $10 or $25 reserves left standing, you will lose that money when the store closes. They will not transfer that money to another store or refund it to you after closure. Even still, you DO NOT want to request a transfer of your reserves to another store as that other store could also close. Request your reserve deposits to be returned to you in cash, never on a store card.
  3. Store Gift Cards — Proceed here as if the whole GameStop chain is closing. DO NOT purchase any gift cards from GameStop at this time. When stores begin closing, they tend to no longer honor ANY locally purchased gift cards or indeed honor any money left on gift cards. Laws in some states may still require GameStop to honor cards as long as even 1 outlet remains open. However, that may mean you might need to travel hundreds of miles to redeem it. Though, you may or may not be able to redeem it on GameStop.com. If you have any remaining store gift card credit for GameStop, you need to run, don’t walk, to your nearest GameStop which is still open and use it up on purchasing anything in that store, assuming they haven’t yet invalidated gift cards. This is a situation of use-it-or-lose it. Note that store credit can also be placed onto GameStop’s PowerUp loyalty card. So be sure to double check that no credit remains on that card either. Again, proceed here as if the chain is closing. Don’t risk your money on GameStop store gift cards.
  4. Gift Purchases — Don’t consider purchasing any merchandise from GameStop which will be used as a gift unless you are absolutely certain that you fully understand that neither you nor the gift receiver WILL be able to return that item to GameStop once that local store closes (and it probably will). When purchasing a gift for someone else, you’ll want to ensure they can return that gift to a retailer for replacement or refund. Choose a retailer that still plans on being in business January 1 of next year.
  5. GameStop Rewards Points — As with any store that starts store closure proceedings (a precursor to bankruptcy), one of the first things that is dumped is loyalty cards and point programs. As of now, GameStop has not yet fully disbanded or dumped its loyalty card program, but they have recently reduced it. If you have any remaining points, you will need to use them up pronto by using the Rewards app to convert points into store credit and using that store credit as fast as you can. You can’t ask for rewards points be converted to cash, but you can use these points towards in-store merchandise. Again, this is a use-it-or-lose it situation. Proceed as if ALL of GameStop is closing and use up any remaining rewards points you have outstanding in your rewards account. It’s very likely this rewards program will be cancelled soon, so do this as fast as you read this article. As of this article, GameStop’s rewards system is still functioning (Dec 8, 2019).
  6. In-Store Warranties — Do not purchase ANY GameStop store warranties (or any other store chain’s store warranty) when under threat of closure. If you presently own an in-store warranty with GameStop, you may want to call your local GameStop to inquire how future service will be handled if your store closes. But, be fully prepared to have the manager not give you all the information you need. If the warranty you’ve purchased is through a third party, like SquareTrade, these warranties should remain in effect until they expire. However, any warranties sold and honored solely by GameStop are likely to become null-and-void after closure. You shouldn’t rely on what a manager tells you about its current store warranty programs as they may not have all information about GameStop’s full store closure plans.
  7. Disc Replacement Plan — This is GameStop’s own in-store disc warranty plan. They allow one replacement per plan. If you have any games under this plan, you should take advantage of this plan and replace your discs. This plan is very likely to not be honored after the store closes… not even by stores that remain open. You may also find that stores that remain open are too far away to take advantage. If you buy a game from GameStop and are offered this in-store plan, refuse it. It’s a waste of money for a store chain under threat of closure.
  8. Defective Items — If you have any purchases you’ve already made with GameStop and you intend to return defective items, do it now. Don’t wait. You should also call the store where you plan to return to make sure they are not already in liquidation closure. If they are already liquidating, they have likely suspended returns. You will then need to locate another store location that isn’t presently under closure to return your item. Be quick, though. That store might get the word to close down at any time.

Store Liquidations

In concert with the above, you may be able to pick up a marked-down deal or two in your local store if it is closing. However, proceed with caution here. Know that whatever you purchase is likely “All Sales Final”. It may even say that on the receipt. If it does, you WILL NOT be able to return any purchased items to this or any other store that remains open.

If you intend shopping for holiday gift giving during a liquidation sale, I strongly recommend not. Unless you know the person receiving the gift never returns items, it is never a smart choice to shop store liquidations for holiday gift giving. The person receiving the gift will likely not be able to return the item to the store. However, if it’s a video game system, you may be able to get warranty work performed through the manufacturer (or SquareTrade if you bought such a plan).

Clothing and apparel items, while also not returnable, are likely safe choices during a liquidation if these items are for your own personal use. However, again, when purchasing for gift giving, you need to make sure that the person you’re planning on gifting the item to understands that they cannot return the item to a store which has since closed. I’ve said this several times throughout this article, but it’s always worth saying again. Choose gift giving items carefully and from stores that plan to remain in business.

GameStop Closing

It is as yet unknown how many stores will ultimately close. It is also unknown if GameStop will honor returns in any stores that remain open on behalf of the closed stores that sold that merchandise. As I said, GameStop’s ethics and business practices have always been questionable at best. GameStop is not required to honor receipts for merchandise sold in now closed stores. Be cautious when doing business with GameStop throughout the holiday season for this reason alone.

You should proceed with your holiday purchases as if the entirety of GameStop is closing. Better, don’t even shop there. However, if you have store credit, gift cards or rewards coming to you, you will want to use that store credit up as fast as possible. Know, though, that anything you purchase may not be returnable.

If you want to give a gift card to someone that could be used at GameStop, you should buy a Visa, MasterCard or American Express branded card where that credit can be used at any store that accepts these credit cards. Do not buy a GameStop store gift card as the store may not exist by the time the person gets around to using the card and other stores may not honor that gift card’s credit.

GameStop Exclusive Items

Here’s the one and only one place where I recommend purchasing items from stores which are closing. GameStop has exclusive controllers and toys. Because these exclusives only exist at GameStop, you’ll want to quickly get there and buy those exclusives. Once this chain closes, it may be difficult to locate these exclusives again. You won’t be able to return these items, but you also won’t be able to find them after the stores are closed. GameStop exclusives are really the only investments that are worth the purchase during store liquidation sales.

Laws and Closures

While there are laws about how retail business must act while in business, once a business begins closing locations, some of these laws become murky. For example, one such murky situation is Gift Cards. When you buy a store gift card and a store goes bankrupt, you become an unsecured creditor to the company’s bankruptcy proceedings behind shareholders. This means that if any money is forthcoming from bankruptcy liquidation, it will be distributed to those ahead of unsecured creditors first. What that ultimately means is that gift card holders likely won’t see any money back.

Instead, if you have a gift card to a store in imminent danger of closure or bankruptcy, you should immediately head to the store and use that gift card while they still honor them. Don’t wait on this one.

GameStop hasn’t announced any bankruptcy proceedings as yet, but that could still be just a matter of time. Right now, GameStop is performing self-closures in hope of righting their financially listing ship. That doesn’t mean that closing these stores will ultimately succeed in this goal, but that’s their hope. Cutting out stores immediately cuts their losses, but may cost them money in paying out long term leases for stores which close. These lease payouts may push the chain over the top towards full bankruptcy.

Duping Holiday Shoppers

It is rumored that GameStop’s holiday store closure game plan is to rope in as many unsuspecting holiday sales while the remaining stores remain open. Yet, when January 1 rolls around, it seems this chain plans to have a massive set of store closures. This action alone will thwart holiday returns. This means that you may literally be left holding your holiday bag from GameStop. Once stores close for good on December 31st, it typically means that this chain was simply in it to dupe consumers out of their holiday money without any possibility for returns.

Don’t get suckered in by GameStop’s less than ethical business practices. Choose to shop for your gaming needs at stores without imminent closures, such as Walmart, Target, Best Buy and Amazon. At least with these latter stores, they will remain in business come January 1 allowing you to return any items that are defective or were simply awful holiday gifts.

Best Judgement

When a store chain begins closing down stores, it’s always worth using your best judgement. Most of what I have written above is pretty much shopping common sense, IF you know that stores are closing. For those oblivious to the woes of a chain not in the best of financial condition, this may be a wake-up call and warning.

When a store chain is under threat of closure, you should always heed this same exact advice as above. Avoid buying from the chain, if at all possible. During the holiday season, it can be tempting to visit any store because you may be having trouble finding a video gaming item. Don’t be temped. Choose Best Buy, Amazon, Target or Walmart before heading to a GameStop. Nothing is more disheartening than gifting an item to someone only to realize that it was the wrong item and it can’t be returned.

While heeding this consumer advice won’t help GameStop turn itself around, they brought this situation on themselves (which is a rant for another day). When stores begin to close, you lose your ability to exercise certain fundamental store rights (like store returns, gift cards, loyalty programs and so on). Once a chain begins to have financial troubles, it’s usually a downward spiral that doesn’t end. Not shopping there helps them fail faster, but it’s better to be safe with your holiday dollars than throw it away on a store where you have no recourse and no returns.

Good Luck and Happy and Safe Holiday Shopping!

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Top 10 gripes for Fallout 76

Posted in advice, botch, business, video game design, video gaming by commorancy on December 8, 2019

Fallout 76_20191108124032

You’re thinking of buying Fallout 76? You’ve rationalized, “It’s only a game, how bad can it be?” Let’s explore the top 10 gripes for why Fallout 76 may not be the best game purchase in 2019.

Number 10 — It’s not a new game

This game was released over a year ago in October of 2018. It’s over a year old already. Games typically have a 1 year lifespan of relevance before losing steam. The useful lifetime of this game is already waning and the clock is now ticking down on this game. Bethesda knows it, the industry knows it and gamers know this. You could invest your money into this game and find in 5 months that Bethesda has decided to pull the plug. For this reason alone, I’d be cautious in investing time in building a character.

Bethesda RPG-like games usually take months to fully play through. You might not even see all of the endgame content before Bethesda pulls the plug. Though, you can most certainly get through the main quest line before then, as short as the main quest is. Keep in mind, however, that because it’s an online game, there’s no local save file on your computer. If Bethesda pulls the plug, all of your characters and the work you’ve spent building them will disappear.

Number 9 — Multiplayer Game Modes

If you’re solely looking at the purchase of Fallout 76 for its multiplayer player-vs-player (PVP) game modes, you might want to think again. There are only three multiplayer modes in Fallout 76:

  1. Native (Workshop and Adventure)
  2. Hunter / Hunted Radio
  3. Battle Royale

Native PVP

None of the 3 PVP modes are particularly well designed and none of them fit into the Fallout universe and actually make sense. This first mode, “Native”, requires two people to initiate this mode through a handshaking process. One person fires on another. The second person must fire back to complete the PVP handshaking and launch into PVP mode. The problem is, there’s no fun to be had in this PVP mode and it’s rarely, if ever, used. Most players in adventure mode are there to explore and play PVE, not to get into PVP battles. So, be cautious when trying to elicit a PVP action from another player.

The second half of the PVP mode is at Workshops. If you claim a workshop, the handshaking mode is disabled and the entirety of the workshop area becomes an active PVP zone. Once you own a workshop, anyone can come into the workshop and begin PVP with you or your team. It’s the same PVP as the version that requires handshaking, except there is no handshaking.

Speaking of teams, be cautious when teaming up with other players. It only takes one player in a team to begin PVP with another player. Once that happens, the entire team becomes vulnerable to PVP with that player (and anyone on a team with that player). No warnings are issued by the game to other team players when one team member begins PVP activities with another player.

Hunter / Hunted Radio

The second game mode, “Hunter / Hunted Radio” requires you open a radio station on the in-game Pip boy (heads up display giving access to your inventory, weapons, armor, etc). This “radio station” links you into a matchmaking mode that allows up to 4-5 players in a given radius to begin PVP activities. As the name suggest, it’s about hunting for other players all while being hunted yourself. It’s also a sort of ‘Last Man Standing’ mode in that whichever player ends up with the most kills gets the most rewards.

Both of the above listed game modes are effectively “death match” style PVP. That means that it’s solely about player characters killing one another… which then comes down to which player has the best and strongest armor and weapons. Both of these styles rapidly elicit boredom because “death match” is the oldest and weakest type of PVP mode there is and is simply about killing other player characters.

This PVP also makes no sense within Fallout 76 where all of the people who lived in Vault 76 were supposed to remain civil and friendly towards one another. Not even the game setup or later found holotapes reveal any story aspect of people in Vault 76 turning on one another before “Reclamation Day”. If that had been a story element, then perhaps the PVP might have made some sense. But, no. The holotapes found almost ALL tie into the Scorched threat or other similar environmental survival threats (bad water, radiation, etc). None of the holotapes discuss bad blood between the residents within Vault 76. If that had been true, the “Reclamation Day Party” the night before would have ended in bloodshed before the vault even opened.

Nuclear Winter — Battle Royale

The third PVP activity is separated from the above because it arrived much later in 2019. At the same time it is a merely a weak copy of other better implemented Battle Royale games, which are currently “trending” in the game industry. Bethesda added this game mode, not because it made sense to Fallout 76 (or the Fallout universe), but because it is so popular in other popular game franchises, such as Fortnite and Apex Legends. It’s simply Bethesda’s attempt at a cash grab in an industry being inundated by other better Battle Royale based games.

Battle Royale is nothing new. It is a game mode that has been around since the early days of PVP. However, games like Fortnite and Apex Legends have turned this mode into hugely successful franchises. This mode is another “Last Man Standing” mode which is simply an alternative version of “Death Match.” In this death match style game, instead of people picking off one another and continually respawning until the clock runs out, you only get one try to win. This means that once your character has been killed, you can only watch the action unfold for the remaining active players. The point of any Battle Royale mode is to survive as long as you can and possibly become the “last man standing”.

With Fortnite and Apex Legends, it’s not so much about being Battle Royale, it’s more about the game makers crafting the game using interesting characters using gimmicks (building forts) with interesting attack modes. It’s about finding a character who has the “best” attack in the game. This means you can bring in experience earned and weapons owned back into the game to use over and over.

Why is all of this important to Bethesda’s “Battle Royal”? Because Bethesda chooses to allow nothing into its Battle Royale mode. All experience earned is earned explicitly within this game mode. But, even that experience doesn’t matter. Any weapons you may have used or armor you may have found cannot be used in subsequent plays. You must ALWAYS find weapons and armor in the game once it begins. Even then, it’s all random what you find. The chests generate random weapons, armor and loot. It could be good loot or it could be bad. Since you have no idea what you might or might not find, you’re at the mercy of the game to outfit you while you’re in the game. All the while, the clock is ticking.

You’re never given enough time to really outfit your character in a useful fashion. You end up spending inordinate amounts of time hiding from other players and, hopefully, finding decent armor and weapons in the loot chests. Some Battle Royale games offer this “loot chest” idea, like Player Unknown’s Battlegrounds (PUBG). Unfortunately this game concept fails to work in a game like Fallout 76 where the entire point of playing Fallout 76 is to gain experience, weapons and armor over time. Having to “start over fresh” every time you play is, unfortunately, tedious.

Ignoring the nonsensical nature of this game mode even being IN Fallout 76, Nuclear Winter is boring. Even after one playthrough, it’s the same every time. Hide, search, outfit, stay alive. In fact, in this game mode, if you actively attempt to go looking for other players to kill, your character is more likely to be killed. To survive in this game mode, you need to remain hidden until the ever enclosing “ring of fire” gets too small to ignore any other players.

Additionally, any earned experience in “Nuclear Winter” is not carried into the “Adventure Mode” of Fallout 76. Everything in Nuclear Winter is for Nuclear Winter and vice versa. These modes are mutually exclusive.

Considering that Apex Legends and Fortnite are free-to-play, buying Fallout 76 solely to play Bethesda’s Nuclear Winter game mode is a waste of money. Go get the free Fortnite or Apex Legends or buy into Player Unknown’s Battlegrounds which do Battle Royale mode much, MUCH better. Bethesda would have done better to separate Nuclear Winter into a separate, standalone, free-to-play game… not tied to Fallout 76. I might even suggest retheming it either as its own franchise or theme it under a franchise more known for multiplayer games, such as Doom or Wolfenstein.

But… don’t run out and buy Fallout 76 strictly for Nuclear Winter. It’s too expensive for as weak as this game mode’s design is. If you already own the game, then it’s worth trying.

Number 8 — Holotape Hunt

This game has categorically been chastised for its lack of NPCs. And… that criticism is rightly justified. All previous Fallout games have been HEAVILY centered around NPCs and their dilemmas. To yank a mainstay out of a Fallout game means to yank out its very heart-and-soul and its reason to exist. The reason players play Fallout and Skyrim is because of the sometimes heart wrenching stories of its human NPC inhabitants.

In Fallout 76, because there are no human NPCs, save Super Mutants and a bunch of robots, the game is devoid of ANY interactivity with other NPCs. Instead, the game’s primary story sees you hunt down a trail of pre-recorded holotapes to “listen” to a bunch of canned messages and read random text on computer terminals. Worse, many of these holotapes open up quests that you are required to complete, yet the holotapes are way too short to really give the player any sense of urgency. Indeed, the holotape has likely been sitting by a dead body for months, if not years already. How can there be any sense of urgency around listening to something that’s been sitting there that long? In fact, whatever that dead person may have been doing to prompt that tape is likely long over and done.

Worse, sitting around listening to holotapes as a matter of story course, then reading text on a bunch of terminals is entirely boring. Storytelling, particularly in video games, should be done by interactive characters, not by text on a screen or pre-recorded audio tapes. In fact, such a storytelling tactic thwarts the point of even using a video game to tell a story. This isn’t the early 80s when Zork was the best that computers could achieve, it’s the days of Call of Duty when it’s all about realistic cinematic 3D character storytelling. Yet, the best Bethesda can come up with is effectively what we got in a game from the 80s?

Number 7 — Shorter Than Expected

While there are a wide number of side quests, events and tertiary activities, the main quests total 22. Considering that previous Fallout installments had way more than this number for its main quests, this is a sad number for Fallout 76. In fact, if you solely focus on just these 22 quests, you can probably get through all of them within a week or two at most. Note, most of this time is spent grinding up levels and gaining resources to ensure you can complete some of the quests properly and, of course, survive.

Number 6 — Eating, Drinking, Diseases & Weapon and Armor Breakage

To extend the amount of time you play Fallout 76, Bethesda has implemented some, at least they think, clever time extending mechanisms. Mechanisms such as eating, drinking, diseases and then there’s weapon and armor breaking frequently. The point to adding these mechanisms is less about realism and more about making you grind, grind, grind to keep your character from dying. Sure, in real life we do have to eat and drink. We’ll also have to repair armor.

These mechanisms in Fallout 76 are implemented poorly. For example, water consumption is entirely too frequent. You will find you have to consume water and food at least once per hour of play. No one eats food that frequently. You might sip water over the course of the day, but you don’t drink the amount of water they force your character to drink at every interval.

Worse, if water consumption drops too low, the penalty is reduced action points. Action points aren’t even a concept in real life. This is where the realism ultimately ends. It is also where it becomes apparent that the point to why Bethesda added these unnecessary additions comes into play. It’s not about realism, it’s about extending the time it takes you to play the game. Indeed, it can and does slow you down. Instead of actual, you know, questing, you’re not forced to forage for food, water and resources to keep your weapons and armor repaired and keep your character from dying. That’s not survival, that’s stupidity.

Worse, it’s all manual. To eat and drink, you are forced to stop and perform a manual task. There is no perk card that automatically consumes marked favorite foods whenever it gets too low. No, it’s all manual. In the middle of a fight? Too bad, now you have to open a menu and consume some food. Forgot to mark it as a favorite? Now you have deep dive into a bunch of slow menus in the middle of a battle. Yeah, not fun.

Number 5 — Menu System / Lack of Pause

As was discussed immediately above, the menu system is clumsy, cumbersome and dated. As I was talking about Zork from the 80s, that’s how this game feels. Like it was designed in the 80s for an 80s audience. Fallout 76 doesn’t in any way feel modern.

When you’re in the heat of battle (and because this is a multiplayer game that doesn’t allow for pausing), if you want to change weapons or swap armor, it’s a laborious process involving a convoluted set of menus.

Sure, there’s a wheel you can plant your favorites, but that’s limited and must be used for ALL items in the game. This means this small menu wheel is overloaded with food, clothing, aid, armor and weapons. You don’t have separate wheels for weapons, armor and food… which this game desperately needs.

While the PipBoy seems like a great idea, in practice and for a game UI, it really sucks for quick access when in a multiplayer non-pausable environment. For Fallout 4 where pause was a mainstay, thus allowing you time to think and swap, in Fallout 76 the PipBoy’s UI system entirely fails the player and Fallout 76.

Number 4 — Scorched and Broken Canon

With Fallout 76, Bethesda introduces a new enemy into the Fallout universe. The Scorched. However, this enemy addition doesn’t really make any sense at all. Fallout 76 is a prequel to Fallout 4. If the Scorched existed in Fallout 76, they very likely made their way to from Virginia to Boston in Fallout 4. After all, Scorchbeasts fly. This is where Bethesda breaks its own canon and lore simply to create new games.

There are a number of places where Bethesda has broken canon in the Fallout universe, the biggest faux pas being the Scorched. So, let’s focus on the Scorched. Even after you complete the game’s main quest (which is supposed rid Appalachia of the Scorched), the game remains status quo and unchanged with regards to Scorchbeast Queens, Scorchbeasts and even Scorched… which continue to reappear. The player following the Scorched quest line does nothing to resolve the Scorched plague… which doubly means that the Scorched should have made their way to Boston to appear in Fallout 4. Yet, they inexplicably don’t. And, it’s not like Bethesda couldn’t have rolled a Fallout 4 update to apply retroactively continuity to add the Scorched information into Fallout 4 and make the universe consistent. Nope, Bethesda didn’t do this.

So, now we have Fallout 76 which remains with story incongruities by introducing enemies, clothing, items and concepts which have not appeared in games that have chronologically come after Fallout 76.

Number 3 — Grind Grind Grind

While some people might think this is the number 1 problem in the game, it is not. In fact, we will come to the biggest problem in just a few, but let’s grind on with number 3.

While this one is somewhat tied to the number 1 problem, it is separate and unique. But, it is not at all unique to this genre of game. Developers seem to think that grind, grind, grinding your way through the game is somehow fun. It’s a mistaken thought rationale. While grinding does extend the length of time it takes to play the game, we gamers can see right through that charade. We know when game developers have added grinding for the sake of grinding and not for the purposes of general game exploration.

There’s a fine line between grinding to complete a quest and grinding because you have to play the subgame of surprise grab bag to locate the best weapons, armor and loot in the game.

Purveyor Murmrgh is the poster child of everything wrong with not only grinding within Fallout 76, it also bookends and highlights this major industry problem across the RPG genre, but also of video gaming in general.

fallout-76_20191207153431.jpgSlogging through the same pointless battles over and over just to gain “currency” to play the Loot Bag Lottery is not in any way fun. That’s exactly what Purveyor Murmrgh is to Fallout 76. It is the icing on the grinding cake… but it’s more like Salmonella.

Oh, and believe me, most of the junk given out by Murmrgh is just that, junk. It’s a Junkie’s Meathook dealing 25 damage. It’s a Vampire’s Knuckles dealng 20 damage. It’s an Instigating Shovel dealing 5 damage. It’s a Vanguard’s Pipe Pistol dealing 10 damage. It’s literal junk. The only thing you can do when you’re issued this junk is turn it back in and get at least some Scrip back. Yes, you might get super lucky and get a Two Shot Gauss or a Instigating or Furious Pump Action Shotgun, but it might also take you hundreds of tries (100 Scrip per try) to get it.

Let’s understand exactly how much grinding is needed to gain the 100 Scrip required to “buy” a 3-star randomly generated legendary weapon from Murmrgh. Each 3-star legendary traded in offers 40 scrip. That means it takes three 3-star legendary weapons to gain 120 scrip and top the 100 Scrip mark. That means that it takes at least 3 Scorchbeast Queen kills to gain three 3-star legendary weapons… and that assumes she will even drop a 3-star legendary weapon every time. Hint, she doesn’t. Many 3-star legendary enemies rarely drop 3-star weapons. In fact, most drop 1 or 2 star weapons most commonly.. which you can trade in at a lesser Scrip value (see chart below). Ultimately, this means even more and more grinding just to find those ever elusive 3-star legendary weapons to turn in and gain Scrip.

You also can’t get Scrip in any other way than grinding for and “selling” Legendary loot. You can’t buy Scrip with Caps. You can’t buy Scrip with actual money (although that would be an even bigger problem for Bethesda). You can’t buy Scrip with Atom (because you can buy Atom with real money). You must grind, grind, grind your way into getting Scrip.

Here’s a table of how it all breaks down for Legendary Scrip:

Legendary Type Scrip Trade-In Value
One Star Legendary Weapon 5
Two Star Legendary Weapon 15
Three Star Legendary Weapon 40
One Star Legendary Armor 3
Two Star Legendary Armor 9
Three Star Legendary Armor 24

What this table means to a gamer is that you should expect to grind, grind, grind to find 3-star legendary weapons (which you can trade toward Scrip), versus any other type when you’re looking to get a 3 star legendary weapon out of Murmrgh any time soon. That doesn’t mean you won’t happen upon a great 1, 2 or 3-Star legendary weapon or armor along the way while grinding. But, it also means that if you want to play the Scrip Loot Box Lottery game at Murmrgh, you’re going to need to grind your way through a lot of legendary weapon drops before you get enough to visit Murmrgh. Even then, because it’s a Surprise Loot Box, you’re at the mercy of whatever crap it decides to roll the dice and give you.

Ultimately, Fallout 76 is about grinding and Bethesda’s understanding and design of its game constructs are intended for gamers to spend inordinate more amounts of time grinding than questing. Bethesda’s rationale around this is having people grinding on the game is better than not playing it at all. To some degree this may be valid, but only because there are some gamers that actually LIKE grinding. I’m not one of them. Doing forever repetitive tasks over and over is not something I want to do in an RPG, let alone in Fallout. Let’s grind on.

Number 2 — Bugs, bugs and More Bugs

This one goes without saying for Bethesda. The game industry has been in a tailspin in this area for the last 3-5 years. When the N64 was a mainstay in the home gaming, game developers did their level best to provide solid, reliable, robust, well crafted gaming experiences. Literally, these games were incredibly stable. I can’t recall a single N64 game that would randomly crash in the middle of the game. While there were logic problems that might have made games unintentionally unbeatable, the games were still rock stable.

Since then when the N64 console was popular, games have moved more and more towards hardware being driven by Microsoft’s operating systems (and also adopting Microsoft’s idea of stability), the former push towards gaming excellence has severely waned. No longer are developers interested in providing a high quality stable gaming experiences. Today, game developers are more interested in getting product out the door as fast as possible than in making sure the product is actually stable (or even finished). What this has meant to the gaming industry is that gamers have now become unwitting pawns by paying retail prices to become “Beta Testers”. Yes, you now must pay $60 to actually beta test game developer software today. Let’s bring it back to Fallout 76.

Bethesda has never been known for providing particularly stable software products in its past gaming products. Even Fallout 3 had fairly substantial bugs in its questing engine. Obsidian muddied the already murky waters of Fallout with its Fallout New Vegas installment. Obsidian is much more attuned to producing high quality stable products. This meant that many gamers probably conflate the stability imparted by Obsidian’s Fallout New Vegas with Bethesda’s much buggier Fallout 3 as both games were released during a similar time frame. Fallout 4, however, can’t rely on this conflation. Fallout 4 stands on its own, for better or worse, and its bugs were (and are) readily apparent. Fallout 4 even regularly crashes back to the dashboard hard. By extension, so does Fallout 76. Fallout 76 was also born out of Fallout 4 and many bugs in Fallout 4 made their way unfixed into Fallout 76. Some of those Fallout 4 bugs are even still there!

Fallout 76 has, yet again, become an unwitting poster child for this newest trend towards cutting corners. Even though Bethesda has always provided buggy experiences, Fallout 76 is by far Bethesda’s worst. Even The Elder Scrolls Online (ESO) at its worst never fared this bad, even though it was not completely bug free when it first arrived and was still considered fairly beta. Fallout 76, however, was released entirely unfinished and chock full of serious bugs.

Worse, the whole lack of NPCs feels more like cutting corners than it does an active design decision. It’s like they simply couldn’t get the NPCs working day one. So, they cut them out of the mix and quickly threw together a bunch of voiceovers for holotapes and wrote a bunch of terminal entries. The bugginess and being unfinished for Fallout 76 is readily apparent, but what may not be apparent is this lack of design forethought for the (lack of) NPCs. There are even areas of the game that seem as though they were designed to have functional quests on day one, but never had anything attached. For example, Vaults 94, 51, 63 and 96.

Recently, however, Bethesda released add-ons that fill in Vault 94 and Vault 51 (sort of). Vault 51 is still unfinished in the Adventure server portion of Fallout 76, but it exists as Battle Royale (a completely separate game mode). Vault 94 is a raiding vault intended for multiplayer group play. Unfortunately, Vault 94 is entirely a disaster. Not only is the interior one of the worst designed vault interiors I’ve seen, the actual gameplay is so overloaded with unnecessary amounts enemies, it’s a chore to go in there. By ‘chore’, I mean literally. There’s so much stuff being thrown at you, the game engine can’t even properly handle it. It ends up a completely stuttery, herky-jerky gaming mess. If you can even fire your weapon timely, you’re lucky. Most times, you’re so inundated by swarms of enemies, you can’t even properly aim or fire. VATs barely even works in this “dungeon” simply due to the enemy overload.

As for vaults, 63 and 96, there’s still nothing associated with them in Adventure. It is assumed that, like Vault 94, both will become part of later group raids.

Still, there are many, many unfinished quest lines throughout Fallout 76. Not only are there many presidential ballot systems all over the wasteland, including in Harper’s Ferry and Watoga, there is also a locked presidential suite in the Whitespring Enclave bunker. Also, while there are several hand scan locked rooms in the Whitespring villas, there are also many more hand scan locked rooms in the Whitespring Hotel proper. This almost entirely indicates that being General in the Enclave may not have been the end of the road for the Enclave quest line. Instead, it seems the quest may have led the player to becoming President over the Wasteland. With all of the random ballot systems, it seems that you may have had to repair enough of these systems to allow vault residents to vote for you to become President using those ballot systems, thus giving you access to the Enclave’s Presidential suite. It seems Bethesda abandoned this quest idea somewhere along the way. This, in fact, may have been dependent on NPCs which were summarily stripped from the game. Without NPCs to help vote you in as President, there’s no way to actually play this quest… probably the reason it was left out of the game.

In addition to this abandoned quest line, there are the upper floors in the Whitespring hotel. The front desk Assaultron specifically says the hotel is still under refurbishment. This is, yet another, unfinished quest. You don’t build a hotel like Whitespring and then lock off half of the building as “unfinished”. These are self-autonomous robots. They can easily finish this refurbishment process… and should have finished it by now. This Whitespring Hotel part is simply more on top of the vaults that still remain locked. There are likely even more than this in the Wasteland (crashed Space Station with no explanation), but these are the ones that stand out.

And now…

Number 1 — Revisionism of Fallout 76

Here we come to the biggest foible of Fallout 76. Instead of fixing bugs, Bethesda has focused solely on revising Fallout 76. Instead of releasing a complete and functional game, the developers got to about a 45% finished state and Bethesda pushed it out the door. Unfortunately, when something is pushed out unfinished, it never does get finished.

What that means is that like what’s described in #2, too many long standing bugs remain. Instead of Bethesda focusing on knocking out the remaining bugs, they have instead diverted to “value added content”. More specifically, designing shit they can sell in the Atom shop… that and the addition of mostly pointless short term events that haven’t even dropped loot that they should have dropped. Because of all of this, this game hit the game market hard, garnered intensely negative criticism (and still does) and ended up as a huge miss with many Fallout fans. Bethesda, however, has been riding this storm of negativity in hopes they can somehow succeed.

Unfortunately, all of what Bethesda believes to be “better” for Fallout 76 has been merely temporary bandaids, without actually fixing much of the basic underlying problems. There are so many bugs in Fallout 76 from day one that remain unfixed, it’s a surprise the game actually even functions (and in many cases, it doesn’t).

Bethesda has even spent time towards targeting “fixes” for things which haven’t even been problems. For example, Bethesda has reduced the damage output of weapons that in previous Fallout installments have been some of the most powerful weapons in the game. What that means to Fallout 76 is that the game is so heavily nerfed (reduced) that it’s almost no fun to play. You go into Fallout to spend time looking for the best weapons and armor in the game. Since all of these “best” have been so heavily reduced in damage, they are no longer the best. They are, in fact, now some of the worst weapons in the game. For example, they have reduced the Two Shot Gauss rifle’s output damage to no better than a non-legendary shotgun.

This has forced the remaining gamers to perform even more rounds of grind, grind, grinding. Because now you blow through even more armor and ammo… meaning you now have to go repair everything every few plays (yes, even when you have the perk cards equipped).

And here’s even more unnecessary meddling… Bethesda has mucked with how well the perk cards work. Many cards claim up 60%-90% reduction of “whatever”. Yet, if you really do the math, it’s way, way less than that percentage. Sometimes, it’s more likely 10-15%. The cards lie on their face. Many perk cards don’t even function.. AT ALL. You can buy into a perk card stack, but some cards literally do nothing. When the cards do function, they function at much less than what the face value of the card says. The perk cards nearly all lie in some way. They are merely there as “feel good” helpers. Many of them don’t function as intended, if they function at all.

Much of this reduced functionality is because of Bethesda’s revisionism. Instead of leaving well enough alone with the cards, Bethesda has continually felt the need to tweak these cards silently without informing gamers of the changes they are making. The cards are not the only place where they have done this. Silently screwing with VATs seems to be yet another pastime of the Bethesda devs. Yes, Bethesda is sneaking in changes without letting anyone know. But, you don’t have to take my word for it. Simply equip your Perk cards and see if they actually perform at the level they state. This all assumes that you really want to invest in this way less than mediocre game title. It’s these unnecessary changes that make this game less than stellar. It is also why this is the #1 gripe for this game.

The only thing that Bethesda’s revisionism has done for Fallout 76 is turn it into even more of a disaster than it already was. Yes, Fallout 76 is actually worse now than it was when it launched (when most of the game actually functioned as intended). Only after Bethesda began its revisionism has the game turned into junk heap. And, junk heap it is.

Bethesda continues with its revisionism in Fallout 1st (pronounced “first”), Bethesda’s monthly / yearly subscription service. You should be careful investing into this service. Considering the state of Fallout 76 today, it may not have a year of life left before Bethesda cans this game. If you’re considering purchasing a year of 1st, you may find that in 6 months, the game is shut down. How you get half of your $99 back is as yet unknown. If Fallout 76 remains in service for one more year, I’d be surprised.

Bethesda also doesn’t want to listen to what the gamers want. Instead of adding things gamers have actually requested, Bethesda has had its own agenda of questionable add-ons. Add-ons that no one has actually requested or even wanted (Distillery?). Add-ons that have added limited value back to the gamers. For example, Purveyor Murmrgh. No one wants surprise loot-crates. We want to BUY our legendary rifles already outfitted and ready to go. We want to buy legendary module add-ons so we can add legendary effects to our existing weapons and armor. We also want to be able to level our weapons up along with our player. None of this has been provided by Bethesda. All of these requests have gone unfulfilled and unanswered.

As another example of incompleteness in the game, there are 5 star slots on legendary armor and weapons. Yet, the highest amount of stars is still 3? So what gives with that? If you’re only planning to ever have 3 star weapons and armor, then remove the extra 2 unused stars as we’ll never see any 5 star weapons or armor. So many misses in this game, yet Bethesda keeps going without addressing or fixing all of these simple little problems… instead Bethesda has focused on breaking, breaking and more breaking.

The big takeaway here is be cautious with purchasing this game and be doubly cautious if you decide to purchase a 1st subscription. This game is already skating on thin ice as it is. If it lasts another year, call me surprised.

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Where are the Vault-Tec Cross Promotional Bobbleheads in Fallout 4?

Posted in howto, tips, video game, video gaming by commorancy on November 20, 2019

If you own the Nuka-Cola Collector Creation Club item, you may or may not know that 5 new Bobbleheads were introduced into the game by this add-on. Let’s explore where they are.

Vault-Tec Cross Promotional Bobbleheads

In the vanilla Fallout 4, there are 20 Bobbleheads. These offer various perks when you pick them up, such as Luck or Small Guns. However, if you have visited the Creation Club store and purchased the Nuka-Cola Collector add-on, 5 new Bobbleheads were introduced into Fallout 4. They don’t have names specifically or special qualities, other than being named the very creative “Vault-Tec Cross Promotional Item #1”. There are 5 of them spread throughout the world.

As I had been looking for where these Bobbleheads are, there is no good resource on the Internet for this. Even Google is of no help. I finally did manage to find the Bobbleheads, though. I thought I’d write this article to describe exactly where each Bobblehead is located within Fallout 4. Thankfully, these Bobbleheads respawn. If you pick them up, you can go back to each location later and get another set.

So what good are they if they don’t offer any perks? They are simply introduced into the world as an Easter egg for the owners of this Creation Club item (and for decoration purposes). They can be used to decorate your settlement. I believe you can also create a version of them via the Workshop menu. But, these created ones are static and can’t be picked up or dropped. The ones you locate in the world can be used for decoration in the Bobblehead displays just as any other bobblehead. So, there’s that.

Let’s jump right into this one, shall we?

Locations

  1. “Vault-Tec Cross Promotional Item #1” is located at DB Technical High School. As you enter the main building doors, head down to the basement. This one is located on table across from a long ramp leading to the back. You will have to clear the Raiders and the boss before you can get to the table where it sits.
  2. “Vault-Tec Cross Promotional Item #2” is located at Fallon’s Department Store on the top floor in an office on a desk. You’ll have to walk up two different disconnected sets of escalators to get to the top floor. Watch out for the Super Mutants.
  3. “Vault-Tec Cross Promotional Item #3” is located in Prost Bar. To get to Prost Bar, you’ll need to travel to Swan’s Pond and cross the park straight back and to the left. Across the street there is a staircase leading down to a cellar with a blue door. This is Prost Bar. Note, if you have any Prost Bar cleanup mods enabled, you will need to disable them to ensure that the Bobblehead is there. As you walk into the door, walk straight by the bar and and look for the manager’s office on the left. The Bobblehead will be sitting on top of a filing cabinet.
  4. “Vault-Tec Cross Promotional Item #4” is located at Greenetech Genetics. Enter the main door, then find the stairs upward. This building is kind of confusing inside, so work your way up until you find the elevator. Take this elevator to the top of this tall building. At the top, you’ll need to work your way up again until you find a small table sitting on a balcony overlook. This bobblehead will be sitting next to a broken terminal.
  5. “Vault-Tec Cross Promotional Item #5” is located at Vault-Tec Regional Headquarters. In this building, it’s about two floors up. Find the stairs that lead you up to a pool table breaking through the floor. Go around the right side of this pool table to the back wall, then turn right into an office. It will be sitting next to a Mr. Davidson’s Terminal.

That’s all 5 bobbleheads. These Bobbleheads all wear a red Nuka-Cola shirt and have either a Nuka-Cola, a Nuka Cherry or a Nuka-Cola Quantum bottle as part of the Bobblehead.

These bobbleheads are for decoration purposes only. They offer no function or perks. Though, I will say they are fun addition and look pretty cool.

Happy Hunting!

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What is the Fallout 76 1st subscription?

Posted in video game design, video gaming by commorancy on November 15, 2019

Fallout 76_20191108124032.jpgBethesda has released Fallout 76’s first paid product named 1st. This uninspired and unfortunate naming doesn’t mean much, but it does come with some welcomed and important improvements to Fallout 76. Let’s explore.

 


Fallout 1st

Obviously the 1st branding is intended to be pronounced “first”. Let’s get that one out of the way right off. The naming itself doesn’t mean much and in the context of the game itself means very little. But, this add-on subscription does add some welcomed, important and substantial improvements. Whether those improvements are worth the price, I’ll have to leave that up to you. The costs for this service are USD $12.99 a month or USD $99 per year (USD $8.25 per month — a fairly substantial savings over paying monthly). The additional fee does offer some worthwhile improvements. Let’s investigate these next.

“Infinite” Storage Scrapbox

fallout-76_20191114152424.jpgFor those of us tapped out on Stash space, the new Scrapbox is an invaluable asset. You can take all of that weighty scrap out of your 800 weight limited Stash, release up to 300 weight or more from your Stashbox and put all of that weight all into the “infinite” space Scrapbox. This means substantially more Stash to use for storing weapons, armor and other collectibles. This is an important and welcomed change. Not to mention, being able to store “infinite” amounts of lead, steel, copper, cloth, crystal, leather, etc. This feature offers way more crafting, workshop and camp building options. Though, I highly doubt the Scrapbox offers actual infinite storage, the storage cap is probably so high as to be almost infinite.

On the other hand, you can’t store anything in there but scrap. It won’t store weapons, armor, aid or any other category of items. It also won’t store ALL types of scrap. For example, bulked items cannot be stored in the Scrapbox. If you wish to store already bulked items, you’ll need to unbulk them to store them in the Scrapbox. However, the Scrapbox does offer a scrapping feature. No longer do you need to have a workbench handy. If you have a bunch of junk that you simply want to break down into scrap, the box will automatically do this before depositing it into the box. This makes the Survival Tent much more functional without any workbenches.

Survival Tent

Fallout 76_20191112002656

This freely deployable tent offers a second free fast travel point that can be easily moved and costs no caps to move about. It is definitely welcomed to have a second free moveable fast travel point… and which offers access the new Scrapbox easily and quickly, offers a cooking pot, a Stashbox, a sleeping bag for the “Rested” perk, and a banjo for the “Well Tuned” perk. Unfortunately, the sleeping bag only offers the “Rested” perk (lasts 1 hour) instead of “Well Rested” perk (which lasts 2 hours). Having a second fast travel point will drastically save on spending caps to travel around the map. This means you can leave the tent in a convenient location and avoid paying caps to get to that location and pay much reduced caps to get to locations near it.

Private Servers

Fallout 76_20191114150545Private Servers that had been promised for a year are finally here! These are great for many reasons. For example, locating items that you can’t otherwise find because other players are actively farming them. Additionally, trying to locate legendary enemies to finish up the Enclave commendations can be tricky. With a private server, it’s easier to find such events which spawn legendary enemies (i.e. Wolf Pack) and finish the event (and receive commendations), without interference from other players. It also makes questing alone easier and it makes group questing more fun when you invite only your friends while no one else can join that world’s server.

Alone questing is much easier because the game server spawns enemies at the level of the most recent person who happens by. If a level 150 player hits up a location minutes before your level 30 character arrives, the enemies will likely be level 68. This can make situations impossible to win. It may also mean hopping servers until you find a world where your level 30 character is the one who has spawned lower level enemies. A private server avoids this problem entirely. Since the server is brand new the moment you launch it, only your character influences the world around you when playing alone. However, if you invite high level players into your private world, then the same problem of high level spawns will occur even in the private server. You’ll want to be cautious when you invite friends into your server.

One additional benefit of the private server is it durability. What I mean is that once you start a private server, this same server is available to you for up to 20 minutes while no one is online. What that means is you can swap characters and load into the same private world over and over. While 1st doesn’t offer any means to directly share stuff between characters, this world durability means you can drop a bag of items in the world in an easy location (like Vault 76) and then pick up the bag using a different character. This allows you to swap items between characters without using an intermediate third person to hold your stuff or watch your bag. Simply drop a bag from one character, log out, change characters, log back into the private world, go to the spot where you dropped it and pick up the items. Simple. It works well and it is predictable. Because it’s a private server, there’s no danger of another player grabbing your stuff while you’re working on this activity.

It would be preferable if Bethesda could give us an official way to share stuff between characters, but in the interim, the private server is a great option to share weapons, armor and items between characters. I’ve always intensely disliked using random third parties for this transfer process. Using a private server to share items is an excellent alternative. And yes, it does work. I’ve done this several times between characters.

Of course, there’s no easy way to share caps between characters using a private server. If you want to do this, you’ll still need to use a third party.

Another benefit of the private servers is, while playing alone, you can hold any workshop in the game without fear of PVP reprisal. You will have to occasionally manage defend events, but that’s as far as it goes. If you choose not to do the defend events, you can come back later and just fix everything that got broken. Also, if your game accidentally crashes, the private server remains tied to your ID for at least 30 minutes. This means that in private servers you continue to own your workshops even after disconnects or crashes, unlike the public servers. However, you do have to rejoin the server with the same character to remain the owner of the workshop. If you wait too long, the private server will be unassigned to you and you will lose your workshops, but that takes about 20-30 minutes. If you change your character, you will likely have to take ownership again with your other character.

Atom Shop Exclusives and Inclusions

Fallout 76_20191114153148This isn’t really so much a benefit as it is a nicety. After all, the Atomic shop is mostly just for cosmetics. However, it’s great to see Bethesda include Atom shop exclusives for 1st subscribers. Additionally, the 1st subscription offers 1650 atoms each month included with the ~$13 monthly fee (or the yearly fee if you go that way). That’s $16.50 worth of Atom in addition to all of the above add-ons. The included $16.50 worth of Atom makes all of the rest almost seem free. To previously buy that much Atom, you’d have to spend at least $13 and you wouldn’t even get all of the above access. Receiving the Atom alone almost makes the entire subscription worth it, assuming you regularly buy Atom instead of earning it in the game.

Pay to Win?

There’s something to be said for each of these 1st add-ons. A lot of people may dislike paying the money per month or somehow think this part is “pay to win”, but in reality none of it helps you “win”, but it does substantially improve the game by adding the above features. I guess many could argue that the Scrapbox and the Survival Tent should have been added to the base game for free… but then, that would reduce the reasons to subscribe to 1st. Eventually, it may come down to pay-to-win, but for now there’s no way to actually pay to win.

In fact, I’d argue that most of what 1st offers to gamers now is end-game content. After you’ve done the quests and completed the entire main story, what’s left over is farming items, looking for cosmetics and, in general, locating rare weapons, armor and potentially selling them. It’s less about winning and more about extending the play value of this game. That’s exactly what 1st is intended for… extending the play value of the game.

Improvements to Fallout 76 and 1st

Even with all of the above, there still needs to be improvements in the base game to better support 1st subscribers. Scrapboxes need to become widely available at all train stations and in Whitesprings. Without scrapboxes there, you are forced to travel to your tent or to your camp to drop scrap into the scrapbox. Inconvenient. Else, you have to temporarily drop it into your stashbox and move it around later (even more inconvenient).

Fallout 76_20191114152342.jpg1st is an important step for Fallout 76 as a game, but the subscription support needs to be improved throughout the game. As mentioned above, the Scrapbox doesn’t support bulked scrap. It only supports loose scrap. This is another design flaw in this storage system. This means you still need to continue to store all of your bulk scrap in your Stashbox or you must unbulk it to shove it into the Scrapbox.

1st isn’t in any way perfect, but the game is much better with these improvements than it is without them. 1st is one of the actual first tangible improvements to the base game which hasn’t really been offered by Bethesda in past updates. Most past updates have involved bug fixes or simplistic add-ons (backpack or distiller or limited time events). 1st is one of the first set of improvements that implies Bethesda might actually be trying to improve the game. Unfortunately, too many of us are at the endgame and 1st may be too late to really bring in enough new players. Perhaps the upcoming NPC additions may help the game revitalize, but we’ll have to wait on that.

The current 1st addition won’t revitalize Fallout 76 by itself, but it is a vast improvement in solving basic problems that still plague this mostly beta game (e.g., small sized stash boxes, small inventory sizes, small camp budgets). Seeing Bethesda release actual improvements to the game shows that Bethesda is finally willing to offer better features to those willing to pay. Now if only we can get Bethesda to buff our weapons for subscribing to 1st… that would be a much welcomed improvement. Bethesda should also consider giving us some 1st perk cards to improve our SPECIAL stats… such as additional and exclusive 1st damage multipliers. I know this may sound like pay-to-win additions, but these are the kinds of things that help improve the game, give incentives to subscribe and offer much welcomed improvements.

Sure, Bethesda could have released all of this for free to the current game players… but, the Private Servers alone would have been overwhelmed almost instantly and essentially become public servers. By putting it behind a paywall, it ensures fewer people utilize it and fewer people will abuse it.

I was initially skeptical when I paid for the 1st feature, but I quickly realized the benefit of the Scrapbox. Forget the Private Servers, the Scrapbox is the single thing that almost completely sells me on 1st. The Private Servers are great, don’t get me wrong, but the Scrapbox is the single thing that I have absolutely needed in this game. If only Bethesda would also increase our C.A.M.P. build limit by subscribing to 1st.

Downsides?

There are a few downsides to 1st. Let’s talk about these. I believe non-1st subscribers can be invited to a private server, but I’m uncertain about this entirely. This may also change over time and it may not work correctly. If the owner of the private server leaves the private server, you’ll have about 20 minutes before the server shuts down and kicks you off… regardless whether you are a 1st subscriber or not.

You can’t join a friend who is visiting or has started their own private server from the social menu. There’s no option for this. You must be explicitly invited by the friend into the server. Additionally, only 8 people can join a private server. The 24 people on a server won’t work on a private server. You have to use a public server for that. This could make some events more difficult to complete in a private server environment.

A downside for PS4 users is that the 1 month subscription expires in one month. It is left up to you to renew the subscription manually at the end of each month of service. It does not auto-renew. Bethesda may fix this issue by updating its digital store item to support renewing subscriptions, but for now the subscription does not auto-renew. Be sure not to forget to pay for your monthly membership or all of the scrap in your Scrapbox may disappear. Be cautious with this. Also, if you’re thinking of not renewing, then you should plan to move whatever valuable scrap you have in your Scrapbox back to your Stash to avoid losing your most important scrap in your Scrapbox.

I’d also recommend keeping flux and other valuable scrap items that you simply can’t afford to lose in your Stash. The Scrapbox is a new storage vehicle in the game and may have significant bugs. Be sure that whatever you put into the Scrapbox is something you are willing to lose and collect again.

It is also unknown what happens to the 1st exclusive items you own from the Atom shop if you cancel. They might hang around or they might disappear from your inventory unless you renew. Don’t get too invested in these exclusives if you don’t plan to retain the subscription.

One last downside is the private servers themselves. Sometimes you are lucky and you will get a private server that has been freshly spun up. What this means is that all of the spawn places are already spawned. However, it seems Bethesda’s spin-down processes don’t adequately wait long enough before reassigning a private server world to a 1st user. What this means, unluckily for you, is that if a previous 1st user has already farmed the world for its “treasure”, you could find that what you’re looking for is not in its respective spawn locations. In fact, you could find the spawn locations empty all over the place. Bethesda needs to get better at either resetting the worlds after a private server use or ensure that when a private server is spun up, all spawn points have properly reset. Getting a “previously used” private server world just sucks all around. Worse, you are stuck with that same world for at least 30 minutes even if you aren’t using it. It takes that long for the server to be released and unassigned from your 1st subscription.

If you have any questions about Fallout 1st, please leave a comment below.

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Game Review: The Outer Worlds

Posted in video game, video game design, video gaming by commorancy on October 29, 2019

The Outer Worlds_20191024235517[Updated Dec 2019] While I hadn’t specifically heard that Obsidian was building “The Outer Worlds”, I was certain that this studio must have something in the works. I only came to find out about The Outer Worlds a week before its release. Due to other commitments, I hadn’t actually been keeping up with game releases for 2019. Let’s explore this game.

The Engine

Let’s start with the brightest star of this game. Unlike other RPG game studios that will remain nam… oh, that’s never gonna work. Bethesda. Ok, I said it. Bethesda… Happy now? Anyway, as I was saying, unlike other RPG game studios like Bethesda, Obsidian’s engine driving this game is rock stable. By “rock stable”, I mean nary a crash, glitch, frame rate drop or any other odd artifact have I run into while playing this game. The engine delivers a solid, fully functional, fully realized gaming system that seems free of major bugs or defects. Definitely a welcome change in the game development industry. That doesn’t mean this game is “bug free”… oh, no no no, my friends, but it does mean that unlike Bethesda, Obsidian seems to actually employ real game testers and a real QA team who do their jobs correctly. The bugs you are likely to run into are small, super edge cases you’re almost never likely to run into. The bugs you’ll find are also not at all likely to be showstoppers. Inconvenient occasionally, yes, but we can all live with an occasional minor bug.

What that means in this game is a poster child and a shining example to pretty much every other bug laden studio out there. The Outer Worlds proves that, yes, games CAN be written without glitching and crashing every 30 minutes. Obsidian definitely shows us and the industry that this level of software development is, in fact, possible. No, you don’t have to rely on your users to beta test your games and file bug reports. You can, instead, employ actual teams designed to locate, spot and eliminate these bugs before players ever venture into your story or your game world.

However, while this reliability and stability is a shining spot in The Outer Worlds, let’s talk about the features of this game including what it is and what isn’t… and believe me, there’s a lot to talk about here.

Role Playing Game?

The Outer Worlds_20191029024841

The Outer Worlds_20191029043959While The Outer Worlds does employ a number of role playing elements, it isn’t really a role playing game in the truest sense. In effect, The Outer Worlds is a party/team-based first person shooter. Sure, there’s looting, skill-building and limited workbench activities, but that’s really where the “Role Playing” ends. It has about as much a role playing in the game as the Resident Evil series.

A “role” playing game usually indicates that there are, in fact, multiple role types available. In Skyrim, for example, you could choose your race and your class. These features are typical in role playing systems. In Skyrim, you could make your character a Khajit Magic User or a Breton Warrior. It was up to you how you set up your character. If you set your character up as a warrior, this would increase certain “warrior” attributes up front and decrease others. This meant you had certain types of attacks which were very strong and certain attacks that were very weak. That’s the point in an RPG. Setting up your character to perform a certain way in specific combat situations.

In The Outer Worlds, there are no classes or character types. You are who you are and what you are. In this case, you’re human and you’re a colonist on a failed transport mission. It is now your mission to free your fellow colonists still stuck in the transport. That’s the pretext. The rest of the game is about leveling up your character, learning about the enemies and foes, negotiating with them (yeah, we’ll talk about this shortly) and sometimes killing them.

Anyone classifying this game as a true role playing game doesn’t fundamentally understand what an RPG is. It is, in fact, a first person shooter containing limited RPG elements. I liken it to Mass Effect in this way.

Space Epic

Here’s another area where it’s difficult to quantify this game. It purports to be a space epic, yet it has almost nothing to indicate it even takes place in space. Sure, you’re aboard a “space ship”, but not once do we get to see any space battles, scenes of landing on planets, no cut scenes, nothing to indicate the ship is, in fact, space faring.

The Outer Worlds_20191029035434All we get is a small galaxy map that when your ship travels, a tiny little sprite representation moves across the map and then, bam, you’re there. No space scenes. No faster than light travel scenes. No cut scenes. No waiting on travel. One second you’re in one location and the next you’re in another.

It’s entirely disappointing that being a space epic, you have absolutely no space flying scenes at all. Not a single one. The only cut scene that indicates space travel is the very first one that opens the story. After that, nothing.

Dialog

The Outer Worlds_20191028235233Unfortunately (or fortunately, depending on your point of view), within The Outer Worlds the dialog abounds… and boy does it ever! If you love having random conversations with random NPCs, this is your game. The amount of dialog in this game is astounding. You can have several multi-minute long conversations about nothing in particular with an NPC that really makes no difference to the outcome of the story. Sure, it might make a difference to your “charisma” with that specific character, but the dialog is shallow and pointless.

For the same reason that Bethesda expects you to spend minutes tooling around listening to pointless holotapes full of “lore”, Obsidian expects you to tool around for minutes in dialog with pointless NPCs. Worse, too much of the dialog is dry and really doesn’t do anything specific.

The only reason to even converse with random NPCs is to, hopefully, receive a new quest so you can get loot and gain more experience. Not that that’s really required as you can get loot and experience simply by joining random skirmishes in the landscape.

If you’re really happy about seeing tons of dialog throughout a game, well then this is your game! For me, there’s a tipping point to too much dialog. Dialog should be equally nestled into a solid gaming experience. Dialog should only be used to advance the story, but never to sidetrack the player into pointless dialog experiences. Unfortunately, The Outer Worlds falls far into the “too much dialog” trap.

Voice Actors

While there are a few solid voice actors in the roster of characters within The Outer Worlds, there are a number of voices that are outright bad. There’s nothing worse than trying to dig through dialog choices when the voice actor is so bad you have to cringe. It only makes the dialog experience worse. If you’re going to rely so heavily on dialog in a game, you should also make darn sure that your voice actors are up to that task.

Visuals

The Outer Worlds_20191029035151Here’s where this game gets rough. I’m not talking about stability here, I’m talking about lighting, textures and stylistic design. What I mean here is that the game’s visuals are problematic. First, there’s an odd choice of heavily relying on chromatic aberration over the entire screen without the option to turn it off. Not only is this effect hard on the eyes, it’s tiresome to look at constantly, it dulls the image and makes the image muddy. It’s fine to put a screen effect on as long as it can be disabled in a setting. If I don’t want chromatic aberration on the screen, let me turn it off.

Night scenes with low lighting fare even worse with this effect. The textures don’t read, become lower res and generally look bad. This is a rendering issue in the chosen engine. This game isn’t very realistic as it is, but certain lighting conditions look particularly bad. The above Stellar Bay image looks reasonably okay, but clicking to enlarge that image will show off the chromatic aberration problem.

Second, the game adds an odd color hue filter over the screen to not only give the world a color cast, it also dulls the scene by reducing contrast. Instead of the visuals popping because of contrasts, it all remains a similar monotonous contrast range.

Third, the game is chock full of “fake” product placements. In fact, that’s part of the story. These products are strewn all over the world on tables, in containers, in vending machines and so on. You can buy them, you can find them and you can even steal them. There are so many food and drink items in this game, it’s almost confusing what’s available. It’s just the opposite of Fallout, where you basically have only Nuka Cola and Blamco Mac and Cheese. The rest of the food’s labels are so degraded, the maker has been lost. In The Outer Worlds, there are at least 4 different vending machine types selling at least 4 different types of “branded” products. You can find these items strewn all over the world in containers, but you can also buy them.

On the one hand, I appreciate all of the “brand” artwork that was built to make this world seem (and is the key word here) grounded, but too many branded products means overkill… and in this game, there’s plenty of overkill.. but not for the…

Combat

Here’s where the game gets really weak. The combat system in this game is completely last gen. While it does offer a tactical time dilation (TTD — time slowing) gimmick, unfortunately that gimmick just isn’t very useful. It doesn’t increase damage output. It doesn’t help you aim. It doesn’t provide auto-aim. In fact, the only thing it does is slow down movement… and not even for very long. Yes, it might help you target the enemy’s head better, but that’s about where the benefit of TTD ends. It’s a “wannabe” VATs, but fails to work like VATs on just about every level.

As for straight up combat, it’s average. It’s no better than just about any other shooter and it relies heavily on the player’s ability to use the controller to aim. If you’re good with movement and aiming, you’ll do fine in combat. If you aren’t good at aiming, your character will die often and you’ll need to employ other strategies to win. Also, the combat is repetitive, but not in the way you might be thinking. It’s repetitive because the skirmish locations are entirely predictable, coupled with always being manned with the same exact enemies in the same quantities and strength. It’s simply monotonous after the first skirmish.

Perks and Skills

As with any modern first person shooter, the game wouldn’t be complete without some form of leveling system. To that end, the game offers you both perk and skill points. Perks offer your character an ability that enhances your character or your companion(s) in some way. For example, you can apply a perk that increases your carry weight, increases TTD duration, decreases cool downs, allows you to fast travel while overencumbered and so on. There are many perks that can enhance your play experience. However, you are limited to one perk point every few levels. This means these perk points take a very long time to achieve.

The second way to get perk points is by the game finding “flaws”. For example, if you’re hit too many times by energy weapons, the game might find a flaw that makes you more vulnerable to this type of weapon. If you accept the flaw, your character’s damage resistance to that type of weapon will be reduced by up to 25% in exchange for giving you a new “perk” point. Let me say right here that this is absolutely, without a shadow of a doubt, one of the worst, most ridiculous game mechanics (and ideas) included in a video game in a very long time. Why the hell would anyone intentionally hobble their hero character simply to get a new perk point? Why would you do it multiple times over and over? Yeah, it’s a very dumb idea. Extra perk points? Fine. But, not at the expense of intentionally hobbling my character.

Skill points, on the other hand, enhance your character’s attributes, such as persuasion, lying and dialog. It can also help your melee skills, your ranged weapon skills and others. However, until level 50, you can only apply skill points by section. This then applies one point per each item in that section. Once skill points reach 50 in a section, you can then apply points individually to specific skills. Skill points are issued at every single level up where perk points are only issued every now and then.

Additionally, you can also find wearable items that can enhance your character’s skills without the need to add points or wait for a level up. For example, a pair of goggles might add +5 to sneak or tech.

Crafting

The Outer Worlds_20191029053258Here’s another place where the game is extremely light. There is a single workbench in the game. This workbench allows you to modify, break down, repair and enhance existing weapons and armor. This is as far as crafting in this game goes. You can’t actually craft anything in this game, you can only fix, modify, destroy or upgrade existing items that you find. Destroying something only returns components which are needed to repair items, which wear down.

Weapons and Armor both wear down rapidly in this game. Without perks equipped which reduce the speed of damage, you’ll find yourself at a workbench after one or two skirmishes to repair your gear. This means you’ll need to break down lots of stuff to have enough components to perform these repairs. This means grinding and lots and lots of looting. Don’t pass dead enemies or containers by without checking. You’ll need to do this to progress in this game.

Unfortunately, while the planets team with plant life, you can use none the plant life to create potions, foods or healing serums. Expect that you’ll need to loot or buy your health items at vendors. I found this lack of health item crafting a huge miss for this game (and, in general, a miss for a modern RPG style game). There also aren’t specific health containers in this shooter. You’ll have to open buildings and loot kitchens for items. Even then, you will more than likely need to buy health inhalers and such from vending machines… so expect to grind, loot and then sell, sell, sell to get enough bits to buy this stuff. Same for armor.

Assigning Weapons and Health

You can assign weapons to 4 slots and toggle through them one at a time. You can also assign health items to slots which can then be used when you press the “emergency medical inhaler” key. You’ve got to manually remember to go assign these, though. If you forget, you’re going to be doing this in the heat of battle.

Autosave and Character Death

The game offers only a limited Autosave feature, it only saves when you exit certain buildings. There’s no way to trigger an autosave manually. These only trigger under specific limited conditions.

When your character dies, there is no “respawning”. This is a game where character death means “game over”. This means you need to reload a previous save from the saved games area. The game doesn’t automatically reload from that save. Instead, you are forced to stop what you are doing, open the save game area and reload… waiting for the game to reload the whole area again.

This is much more than a mere inconvenience. I also consider this a huge miss in game design. Most modern games are designed with at least minimal respawn capabilities. How hard is it to hold a save location somewhere in reserve, then use it to automatically reload the game after a player character’s death? We’ll come to why this is important shortly.

Quests and Currency

Many game designers seem to think that putting up a huge hurdle to overcome at the beginning of the game is a smart choice. It’s not. However, Obsidian decided to use this idea and run with it. Within the first four main questlines, your character is required to come up with 18,000 bits (in-game credits) to buy two mostly nonsensical items. Let’s understand why this is such a bad idea and such a miss.

In a game where your character is just barely getting its footing with armor and weapons, the game throws two main quests at you basically forcing you to gather 18,000 bits (in addition to the bits you’re going to need to buy weapons, armor and health). Being new to the game, you have to make a choice. Do you hold all of your bits and not spend any so you can get through these quests or do you spend your bits and upgrade your character properly? That the designers forced gamers into making this choice very early in the game, it means that those who want to progress the main quest must leave their characters and companions weak until past these quests.

This type of quest shouldn’t have appeared in this game until at least halfway through when, by sheer volume of questing alone, you will already have amassed that many bits organically rather than being forced to do so. It makes absolutely no sense to throw these “reach for the stars” kinds of quests at the gamer 3 and 4 quests into the game. This is not only a huge miss, it’s a poorly designed quest choice.

Modern Video Game Design

The Outer Worlds_20191029035555The Outer Worlds seems as if it had begun its design phase back when the Xbox 360 was an active current console. It seems that this game was designed to operate on a lesser console platform like the Xbox 360. A console with lower res graphics, limited audio, lower res textures, lesser speed CPUs, lesser ram and so on.

This game doesn’t in any way seem or feel modern. It feels like The Elder Scrolls Oblivion (or more aptly) Fallout New Vegas in look and feel. These latter games were designed to operate on the Xbox 360’s limited constraints with none of the “modern conveniences” being designed into today’s bigger, bolder and brighter games. The Outer Worlds seems to have been designed using the same creative mindset as Oblivion and New Vegas.

Instead, The Outer Worlds is a lightly designed game with a light operational framework offering few modern conveniences. It’s like thinking you’re buying a Tesla only to find that you really bought a bare bones Toyota Camry. Sure, both are cars, both get you from point A to B, but instead of that cool innovative touch screen LCD computer panel to guide you on your way, you are disappointed to find an antiquated illuminated speedometer with a needle. Not exactly what you were expecting… and, thus, this is The Outer Worlds in a nutshell. That doesn’t make The Outer Worlds bad, but it does make The Outer Worlds a less than modern gaming experience.

Missing Modern Conveniences

Unlike many recent games which have sought to solidify and define both the PS4’s and the Xbox One’s next gen gaming standards, The Outer Worlds seems intent to break many of these existing standards and revert back to older days. For example, on the PS4, this game’s control scheme is upended. Whether this was intentional by Obsidian or simply ignorance, I don’t know. Back when a game like Star Wars: Knights of the Old Republic was published, such button control standards were only just becoming defined.

Today, controller standards are well defined. Placing “back” onto the O button and “interact” on X is as natural as tying your shoelaces. When a developer comes along and moves the Interact function to a button where it doesn’t belong or places jump onto the X button, it seems well out of place. And, out of place it is. Even switching to the alternative predefined controller maps on the PS4 doesn’t completely solve this problem. For example, the more or less useless and single purpose Tactical Time Dilation is oddly placed onto the X button when using the “Modern” or “Legacy” remapping. This odd choice of button placement gives me pause to consider Obsidian’s gaming ideals. Why would they choose to NOT map interact onto X in at least one controller mapping when this is pretty much the industry standard today? It’s a small peeve, but it is a concern for this game.

Another questionable choice is the lack of a manual Quicksave feature. Instead of spending time hopping through multiple layers of menus simply to save a game, you could press “Quicksave” at the top of the Save Game menu. You could then perform a quicksave and be on your way. You don’t need to stop everything you’re doing, then press “Save Game” and go through a bunch of dialog boxes simply to save a game. Additionally, on character death, you are summarily thrown to the “Load Game” screen. You are then forced to navigate through your saved games and load one of them. You have no choice. It’s an odd play. The convenience of Quicksaves in games like these is both readily apparent and a necessary modern convenience. That this convenience is inexplicably missing from this game is, again, an odd play.

For this reason, this is why I continually feel that this game must have be begun its development roots back sometime between 2005 and 2011 when this project was, for some reason, shelved. It seems like this game was then pulled off of a shelf by Obsidian, polished and released in 2019. It feels every bit like a game designed over a decade ago, spit polished to look somewhat modern. Even the liquidy-looking health and TTD UI elements hearken back to games from day’s past, though I can’t recall which exact game used a similar UI element.

As another example, when you press the pause button, the entire screen blacks out to a small menu. This is something that would have been used back in the days of the Xbox 360. Today, game designers use much more modern, sophisticated approaches to drawing a menu screen. For example, most developers use depth of field to blur the game imagery and then place a menu over the top of a blurred and darkened screen. It’s a modern approach to this screen. Not only does it make the game look more polished, it shows that the developers are aware of the importance of continuing to show the game imagery. When you black a screen out, you can’t see at all where your characters are, where the camera is or anything else about the game. You must exit the pause screen to see anything. A blurred version of the screen is much more informative than having nothing at all. It is an innovation and convenience that has helped retain the action of the game. That it’s not here is yet another odd play.

The “Inventory” screen also has its fair share of problems. For example, it doesn’t remember where you were when you last left it. When you enter the inventory screen, it always throws you back into “Inventory”. If you were formerly on the map screen and you exit the screen, then reenter it, you are back on “Inventory”. It doesn’t remember which tab you were on. This is yet another convenience that’s missing. These kinds of UI problems existed in games back in 2006, but haven’t existed in modern games since about 2013 (when the PS4 launched). That this game has reverted back to the days of 2006 seems odd.

Additionally, the use of hand drawn icons in the inventory instead of rendering an actual 3D model is something games back in 2006 would also have used, back when memory was short and showing 3D models in small places wasn’t something that was easy to do. Today, showing 3D models all over the screen is a common and regular occurrence. That Obsidian opted for hand drawn art in the inventory screen seems antiquated and, again, odd. It is also another indicator that this game may have begun its development lifecycle back in 2006.

Innovation (or Lack thereof)

Not using modern conveniences is actually only half the problem in The Outer Worlds. The other half is the lack of adding any modern innovation to the game. Other than TTD (which isn’t very modern nor innovative), that’s the extent of the gimmicks I’ve so far found. For example, there is lack of innovation in the dialog system. It’s straight forward and simplistic. Not only does the game zoom in for a bust shot of the other character, it locks the camera to a fixed position. Games haven’t done this for many years. In most modern games, when you’re taking to an NPC character, you can continue to walk around and talk to them so long as you don’t wander too far off. As long as you remain in the talk circle, you can continue to converse with them without the screen being locked into a fixed position.

Additionally to this, most games now voice the main character as a modern standard. This means that when the main character asks a question, you get to hear the main character say the words audibly. Then, the NPC character responds with their words. This mechanic makes the game more genuine, conversational and realistic. In The Outer Worlds, the protagonist is not voiced at all. In fact, the only thing you get to choose is the text in a menu of dialog. Again, an odd choice. Yes, some people complained that Fallout 4’s main character’s acting and wasn’t great. But, it did add to the experience of the overall game. That this is missing in The Outer Worlds makes it seem like Obsidian cut more than a few corners.

Other innovations that were missed included the use of individual armor pieces (left arm, right arm, left leg, right leg, chest and helmet). Instead, armor is full body and helmet only. Again, oddly not innovative.

Cutting Corners

In fact, let’s jump right into the heart of the issue with this game. The corner cutting in this game is palpable. These cut corners make The Outer Worlds seem less than a modern gaming experience. Indeed, the lack of being able to change much of the appearance of the main character is odd, though you do get limited customization. Worse, there seem to be a total of about 4 to 6 each male and female character models in the game. What this means is that the game uses and reuses these models with all NPCs. In fact, several character models are overused so many times, it’s almost like talking to clones all over this universe. It’s, once again, an odd play. Modern games typically utilize custom models for primary characters to avoid this “clone” problem. Yet, here we are.

Nothing makes a game seem less realistic than continually reusing the same 3D character models over and over on main story characters.

Space Scenes

Let’s talk about space scenes. Earlier, I discussed that this is a space epic. How can this be a space epic when there are no space scenes at all? It’s a space ship, yet the only places of interest are planets? What about space battles? What about other space ships? Again, it seems that Obsidian may have cut corners here to get this game produced. Instead of focusing on space scenes, the game focuses on ground play and combat. In fact, there are pretty much two things that this game heavily relies on… dialog and ground skirmishes. Fetch quests are obviously part of the reason for the ground skirmishes, after all there’s no point in running all over the terrain without a reason. Hence, fetch quests.

Simplistic Quests

With questing, there seem to be even more corners cut. Most of the quests are simplistic at best. Get quest from A, go to B and get thing, return to A and tell of success (ABA). The vast majority the quests given in this game are of the ABA variety. There are very few extra steps, options or things to do along the way (other than skirmish). These are not in any way deep, thoughtful quests. They are, instead, simplistic and straightforward. Even then, when skirmishing, the skirmishes are predictable, simplistic and straightforward.

Is it fun?

Well, that entirely depends on your idea of fun. If running around doing another NPC’s bidding is fun, then maybe. The difficulty with the quests in this game is that they are simplistic, short and somewhat nonsensical. For example, Udom on the Groundbreaker has you run over to a shop just mere steps from where he is sitting and has you spend 8000 of your own bits (in-game currency) to retrieve his “stamp”… a task which I am quite sure he not only has bits to handle, but one that he can walk over himself and resolve. Why is the “hero” the one who has to go gather said bits and spend them on another NPC’s behalf? This is but one example of similarly poorly written quests. Another is getting “auntie-biotics” for a guy. When you exit the shop, a nosy ne’er-do-well eavesdrops on your conversation who also wants these “auntie-biotics” for her own purposes. As cliché a quest setup as I’ve ever seen. And yet, also a very simplistic ABA quest.

Lack of Multiplayer

With all of that said above, the game also doesn’t sport a multiplayer mode. It’s still early in this game’s lifecycle, so there is a possibility for DLC to add this feature (and other multiplayer features). However, in this first release, there is no multiplayer anything this game. It is as single player as a single player game gets.

Overall

For as relatively antiquated as this first person shooter game seems, its rock stable engine helps this one along tremendously. We’ve ALL grown tired of having games crash every few minutes, particularly Bethesda’s games. The Outer Worlds’ stability is definitely a welcome relief from this level of bugginess and is a step in the right direction. Yet, there is so much unfulfilled potential in this antiquated game, it’s really hard to rate this one.

What I will say about The Outer Worlds is to be cautious when considering a purchase. If you like the simplistic nature of earlier Xbox 360 RPGs and significant amounts of dialog, you might like The Outer Worlds. If you’re looking for more complex questing, complex combat situations, unique space combat or a useful crafting system, you’ll need to look elsewhere.

[December 2019 Update]

I have completed this game fully and can, without a doubt, say this is definitely an Xbox 360 throwback game. It is a game that should have existed on a lesser platform with more strict graphics and RAM limitations. In fact, with only slight alterations to support touch, this game would play just fine on an iPad of any size. This is why I firmly believe this game may have begun its development life back when the Xbox 360 was still an active console. It may have even begun its development around the same time as Mass Effect (the first game). As a result of Mass Effect and because of Mass Effect’s similar play style, Obsidian might have shelved this title until 2019 to avoid any unnecessary comparisons to Mass Effect… when it seems that in 2019 it pulled this game from its code vault and began the work to complete it.

While I could be entirely wrong on this, this is the way the whole game feels. Regardless of its origins, it’s definitely a throwback game. It’s definitely not a game I would have expected to see on a Next Gen gaming platform in 2019. It has none of the Next Gen eye candy I would have expected to see in a modern Next Gen game.

Worse, the close of this game is a very  l o n g  montage outro consisting of a bunch of still images which cut from one to the next, narrated by a less than stellar voice over providing a very matter-of-fact and bland reading. The closing narrative strings together what your play through accomplished and how your shipmates fared after the story ended. Ultimately, this outro is a complete and utter letdown for a game that had a throwback-ish, but promising start.

In among the incredibly weak outro, it’s unfortunate that the close of this game is also bittersweet. That may have to do with story choices, but I can’t see how. Ultimately, Halcyon must fall and the beginnings of that fall had nothing whatever to do with game’s hero. The hero may have played a part in ushering along that fall faster, but it would have fallen regardless of the hero’s involvement. Ultimately, Halcyon has to fall based on the final narrative on Tartarus. It’s like the game is trying to blame the hero for all of the colony’s woes, yet the narrative can’t exactly do this because the hero had only just awoken from the Hope but a short time ago.

The story also brings up unnecessary information, such as the loss of communication with Earth and the loss of a large space vessel with many thousands of troops on the way to Earth. There’s no follow-up after the game ends to understand if this claim is even true. Perhaps the game is setting itself up for DLC or possibly for The Outer Worlds 2? This game feels like it was intended to be episodic in nature, but fails to solidify that this game is but one episode in a series. If you’re planning on creating a game as a series, at least disclose that it’s a series somewhere along the way. I believe this information may be left open for DLC because there are still 4 planets left locked on the star chart map. It is assumed these 4 unvisited planets will make their appearance in possibly upcoming DLC. Though, if DLC is coming, where is the season pass?

The additional trouble with the Earth communication loss information (and loss of a ship en route to Earth) is that this information comes solely from Adjutant Akande, a person who has proven herself (and the rest of the Board) to be an unreliable source of information. That Welles believes Akande wholeheartedly means Welles is incredibly gullible or simply woefully stupid. The game has given us no reason to believe the truthfulness of anyone on the Board, let alone Akande. If anything, Akande was, as the hero stated, a psychopath… and she probably was. The rest of the Board wasn’t much better in this regard. They were all at least sociopathic liars, treating the colony as nothing more than nuisances who spend money. The Board even had no trouble putting people of Byzantium to death just because (the retiree quest line). How can you trust a Board of people who are that subversive and uncaring about its very own population?

Worse, when the hero does put an end to the Board, the game summarily ends. There’s no more playing the game. You can’t walk the streets and see what all of your hard work has accomplished. Instead, we’re treated to that still image montage voice over. Obsidian, at least put just a little bit more work into the closing montage. Seriously, how about a cinematic with characters actually moving around and doing things? How about having some of the characters voice their lines? Oh well, it is what it is… a letdown.

Graphics: 5 out of 10 (decent, but chromatic aberration is hard on the eyes)
Gameplay: 6 out of 10 (fair, game is predictable, all planets look the same, no crafting)
Voice Acting: 5 out of 10 (ranges from very good to very bad)
Music: 8 out of 10
Combat: 5 out of 10 (too much of the same thing every time)
Stability: 9.5 out of 10
Story: 5 out of 10
Ending: 1.5 out of 10

Overall: 6 out of 10 (wait for a sale or rent… $60 is too pricey for what amounts to an Xbox 360 throwback with such a lame ending.)

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One Year Later: Has Fallout 76 improved?

Posted in botch, business, video game design, video gaming by commorancy on October 1, 2019

12-7-2018_5-55-03_AM-iujn21rsSeeing that Fallout 76 is an online multiplayer game and that Bethesda heavily enjoys its revisionist tendencies, this question arises about not only this game, but about revisionism in video games in general. It’s ironic then that this simple brown paper bag has come to represent everything wrong with Fallout 76. Has Fallout 76 gotten any better in nearly one year since its release? Let’s explore.

Revisionism in Entertainment

There’s something to be said for revisionism. As many entertainment products today are delivered digitally and are now also being created digitally these days, this opens the door to revisionism. The difficulty with changing stuff is that what we initially purchased is not what that thing is today. Whether it be a movie, a book, TV series or even a video game. I’m actually surprised it hasn’t happened in the music industry so far.

Throughout the 50s, 60s, 70s and 80s, visual and literary entertainment was always set in stone. Heck, this idea goes back into the renaissance with such works as the Leonardo da Vinci’s Mona Lisa and Michaelangelo’s Sistine Chapel. Though, even then there were controversies with some clergy deciding that fig leaves needed to be added to certain artworks, thus forcing a revision. These instances were rare and usually happened while the work was in progress. However, sometimes a second artist might be commissioned later to paint fig leaves. What that usually meant was, what you saw when it first arrived is the same thing you’ll still see today. Unfortunately, too many entertainment makers see revisionism as something to make their product better, but does it? Can changing the content of a book, movie or video game a year or two later actually make it better?

This is up for debate. What it does is make the entertainment become a cloudy and murky experience. What you fondly remember about the product and experience could be completely invalidated because a creator later decides to completely rework large portions and change what you remembered most.

In fact, many people remember works for certain specific things that happened within. If revisionist changes remove or alter those specific sections so that they are no longer in the work, you may have modified what people remembered about your product. And this is the fundamental problem. Such revisionism can actually make a product worse. Fallout 76 is a poster child for this problem.

Editing for Correction

Now, I’m not against basic editing. In a written work, if you misspell a word, need to correct grammatical errors or word omissions, these are perfectly acceptable changes. If the dialog in a film is misspoken or acted in a less than professional and convincing way, I’m fine with a reshoot and reedit so long as the dialog and scene remains functionally equivalent. These are all edits that make sense in the context of a body of work. They don’t substantially alter the work, they simply polish it. Polishing a work to make at work the most professional it can be is perfectly acceptable.

However, changing a work by adding substantial content, altering the story, changing the outcome, changing the setups, changing the rules and so on, these are not simple corrections. These change the fundamental story outcome. These substantial changes are considered revisionism and are way outside the bounds of simple corrections. That would be like someone deciding to change the Mona Lisa’s smile on the original painting simply because they think it is too vague. You just don’t do this to the original work. Sure, you can create a derivation of that work and publish it separately, but you should never alter the original work by substantially changing its content.

For this reason in the art community, there’s a lot of controversy about “cleaning up” historical works of art that have layers of dirt, dust and debris on the surface. The “clean up” process could amount to changing the fundamental work rather than being a simple cleanup. The chemicals used might even long term damage the work. It means someone has to take liquids to the work, clean off the “dirty” layers and expose the “clean fresh” layers. The difficulty is, by doing this it may remove original content intended to be there by the original artist. With older works where the artist is no longer living, we cannot consult them for how to best “clean” their works. It’s all best guess. Modifying and cleaning these works may make them look better, but does it fundamentally alter the content? This is the contentious and controversial part… and it is exactly this controversial part that applies to ALL works when they are revised.

Reuse of Assets in Video Games

Video games are both entertainment and works of art. In fact, it takes a lot of graphical art content created by teams of artists to release a video game. Such art includes texture maps which get layered onto 3D objects. These maps make the objects appear naturalistic and real. Granted, some of the art is scanned from actual nature… such as tree leaves scanned in from real trees to create realistic trees in a 3D landscape. Even skin surfaces are likely scanned from actual human skin. However, some texture maps are hand crafted, stylistic art. These are the truest art in every sense of the word.

Revisionism in texture map art isn’t really a big problem in the video game world. In fact, once these “assets” have been created, it’s more likely a video game publisher will overuse these assets rather than modify them. By ‘overuse’ I mean reuse them not only in the original game, but future games also. I’m sure the devs think, “Why recreate the wheel with every new game?” Instead, reusing assets that already exist makes sense in some limited cases. Reuse also costs less development money.

On the other hand, reusing too many assets from a previous work makes your current work seem less than original. That would be tantamount to an author taking whole passages from a novel and copying and pasting them into a new novel. After all, if they worked in the old novel, why wouldn’t they work in the new novel? At least, that’s the thinking. The problem that creators overlook is that consumers can easily spot these reuses. Consumers can overlook small reuses of words and phrases in a novel, particularly if a specific character has a peculiar speech idiosyncrasy when using those words and phrases. In this specific case, it adds to character development. However, there’s a fine line between reusing words and phrases to make a character development point and plagiarizing your own past works. Consumers do recognize large plagiaristic reuses and judge the work’s merit accordingly.

Fallout 76

Here is where we come to the crux of this article and Fallout 76. Fallout 76 is a completely hosted, online video game world. It is also a world almost entirely derived from Fallout 4 with only the terrain, cities and landscape being different, but at the same time entirely reusing nearly every Fallout 4 asset and even the game engine itself.

Fallout 76 is also a world where nothing except assets and visual and audio data exists on your computer device. It is a game where only the rendering occurs on your device. The actual game world itself resides remotely on servers that Bethesda owns and operates. Even your character and saved game exists not on your computer, but on Bethesda’s server. If Bethesda shuts down the Fallout 76 service, so too does your character disappear along with all of the time you spent creating that character. Unlike Fallout 4 where your saved games live on your device and you can reload and play the game years later, Fallout 76 is beholden to Bethesda to remain in business for this game service to continue to exist. If Bethesda were to fold or shut the game down, Fallout 76 would cease to exist along with all of the work and time you spent with your character. All you’ll have left is a bulky game client on your device with no where to connect. Only videos or screen shots you may have of your game progress saved on your local device will be there to remember what that game was. I should point out that in Fallout 4, if you use mods, you should also make sure you have a saved game without mods. If Bethesda shuts down entirely, so too does Bethesda.net. This means that you will not be able to unload or remove mods as long as Bethesda.net remains down. So, make sure you have a vanilla save of your character without any mods loaded in case this eventuality occurs (side note). While Fallout 4 is playable without Internet, Fallout 76 is entirely dependent on it.

What that also means is that because the Fallout 76 engine runs remotely, it means Bethesda can roll out wholesale changes to the product at will and at any time. And, unfortunately, they perform this revisionism regularly. However, they’re not performing this revisionism in a way that makes ‘editing’ sense.

Earlier I discussed simple editing that allows for polishing a product. Unfortunately, that’s not what Bethesda is doing with its Fallout 76 revisionism. Instead of polishing Fallout 76 to fix basic bugs, glitches and improve the basic performance and fundamental user experience, Bethesda is adding large new sections of content and changing the rules of the game. The added content is over and above (and outside) of the context of the original game story as it was released. In fact, most of the additional content that Bethesda has so far added has not impacted the base original game. Even though this is still a form of revisionism, it revises the work by adding new stuff, but at the expense of not correcting basic problems within the original game… and not expanding the game in actually meaningful Fallout-themed ways.

“Where is the game today?”, you ask. Great question. Fallout 76’s original “Adventure Mode’s” fundamental game experience is still the same as it was when it launched (as lackluster as it is), bugs and all. Unfortunately, to add many of the new additions to the game, Bethesda has had to tinker with some of the fundamental game mechanics and rules that operate the base game. What that has meant to the game is broken, changed and altered base game playability. This means that for Bethesda to add these inconsequential new features, it has broken even more pieces of a game which where formerly fully working… in addition to the broken features that have not yet been fixed. They’ve even introduced newly broken features.

And here is where Fallout 76 is today. Instead of Bethesda focusing on simple basic editing to correct fundamental and original game flaws to make the original gaming experience better, it has decided to focus almost solely on adding new content to the game in an attempt to attract new consumers. In that process it has broken even more of the game rather than fixing original broken functionality. It is an entirely flawed rationale.

While Bethesda’s changes may seem to bring in new players for the short term, the difficulty is that these newly added game additions have severely limited play value. In fact, these additions have such limited play value, I’d expect gamers to get tired of playing them within 1-2 weeks at most. Most give up on them in only a few days. The original game might take you a month or two to get through. Yet, these newest additions might hold someone’s interest for a week (usually less) if you’re lucky! Yeah, that’s a lot of work for such a tiny payoff. Worse, these additions do not extend or modify the original story. These are effectively “mods” that add something new, but add no value to the original game’s story or content or, indeed, expand Fallout in consequential ways. These additions are effectively end-game content. They’re tiny and almost entirely inconsequential.

Backpack

I won’t go into discussing every addition, but I will discuss this one because it offers us insight into Bethesda’s thinking. This add-on item gives the player a backpack that offers a little more carry weight based on the character’s level. A level 10 character, for example, would get fractionally more carry weight (10 points). For each 10 levels, your character will get maybe 10 more carry weight, but you’re required to toss the old backpack and recreate a new one to get the updated carry weight, thus applying all new mods again to get your new backpack back to look like your old backpack’s setup.

It’s a lot of work doing this at each 10 levels. This is one of the fundamental design problems with this game. Instead of directly allowing leveling up of existing armor and weapons, you must scrap it and recreate it anew… or find it again. If it’s Legendary, then it is stuck at whatever level it is. Most weapons and armor top out at level 50 and the perk benefits stop there. This effectively means that even if your character is level 150 or 300, you’re still wearing level 50 armor…. which effectively caps the player’s level at 50. The level cap is not based on what your character’s level is, but the maximum of your armor and your weapons. When these max out at level 50, being a level 300 player doesn’t really in any way help you. The only thing it does is means you’ve been playing the game for a long time. But, effectively your level is capped by the highest level armor and weapons you have on you.

The small backpack, I believe, tops out also at level 50 with a maximum of 60 carry weight. You can’t infinitely keep leveling up the backpack. Though, there is a large backpack that doubles this carry weight, but requires even more grinding to achieve. This means that once you reach level 50 and can craft a level 50 backpack, that’s as far as the small backpack perk goes. Sure, you can add on additions like the cooler and other perks, but all of that is still capped at the maximum level of that backpack.

Unfortunately, for the backpack, the situation gets worse. When it was first introduced, the way to get the small backpack was through a series of convoluted quest lines involving a “Boy Scout” badge-like approach. You had to get “badges”. To get these badges, you had to perform any number of varying activities. You only had to have three of a larger number of badges. Once you had three badges, you then presented yourself with your badges and a successfully completed test and you were issued the small backpack plans. So then you graduated to the Possum rank only to start this whole process all over again for a second series of grinds to get the large backpack plans.

However, later, Bethesda in its infinite revisionist tendencies decided that you could simply go find the small backpack plans in a container. No longer did you need to jump through all of the convoluted lengthy tadpole badge hoop quests. Quests, I might add that could be difficult to accomplish without a teammate. For example, to complete one of the quests, you had to “revive an ally”. What that meant is staging it with a teammate. It’s not super easy to die in Fallout 76. Even then, there are two death types. One type is an incapacitated death where a player can stimpak and revive you. The other death type offers no hope of revival. The player simply has to respawn somewhere and start over.

Staging an incapacitated death can be difficult at the best of times. Getting this specific badge meant either grinding until you ‘accidentally’ found someone in that state or staging it to get it done sooner. Staging this is harder than you might think. I’m not even sure why this was required for the badge, yet there we are. Like using liquid flux to create fusion cores, reviving an ally is a questionable requirement for this quest line. I’m not even sure what Bethesda was thinking. Some of these requirements make no sense.

The point is, Bethesda invalidated the need to go to through the long “Boy Scout” quest line allowing you to bypass all of that by simply grabbing the plans, as long as you know where the container is (which is incidentally located in Morgantown Airport in the Overseer’s Cache). Though, if you wanted the backpack extras, you still had to go through the badge quests to earn scout credits to buy these additions (yet another currency type in the game)… as if caps, scrip and atom were not yet enough.

Bugs, Bugs and more Bugs

I’m not talking about the flying kind here. Worse, because Bethesda has chosen to prioritize the addition of new content over pretty much everything else, it likewise means Bethesda’s team has completely ignored fixing even the most basic of flaws in the original base game.

For example, in a video game that relies on shooting mechanics and melee attacks to function, you’d think a AAA developer could at least make these mechanics sound and “just work”. Unfortunately, even in the base game which was released a year ago, these fundamental basics have never functioned correctly. You can literally shoot directly at enemies and the bullets simply won’t connect. Not just once, but many times in a row. Even button presses on the controller aren’t reliable. Press, press, press… and nothing. It might take 5 successive presses for even one press to be registered by the game. This is a actually first in the video game industry. No other game have I ever played where a game’s control is this unresponsive and unreliable. If, as a video game developer, you can’t even register a button press from a controller, perhaps you shouldn’t be in the video game business?

Anyway, while the game consumes the ammo and shows the animation of the gun doing its thing, the game doesn’t recognize the collision on the enemy, even when you’re standing less than arm’s-length next to the enemy.

Oh, but it gets worse. When you spawn into a game world, there’s a huge time delay between the time when your character appears in the game world and when the visual part of the game releases control to you to begin playing. This time discrepancy is not insignificant. It could be upwards of 1-2 minutes before your game is handed control and the world is fully rendered. What that means is that if you spawn into a “hot zone” of enemies, your character could be dead before the loading screen has even disappeared.

Fallout 76 has even more basic problems. For example, when you spawn into a new game world, your character can spawn into a “blast zone”. A blast zone is a zone where another player has set off a nuke and irradiated the area. Irradiated areas in Fallout 76 last for at least 30 minutes to an hour real time, maybe longer. Because you’re spawned into the “last place” where your character formerly was and because you’re not given a choice where to spawn on load in, you could load into an irradiated zone unprepared. This, of course once again, means your player is dead upon spawning in. Worse, because the game force drops all of your junk upon character death, you’ve lost all of the junk you were carrying with little hope of getting it back. If your character does not have the preparation to handle a nuke zone (Hazmat suit or similar), you can’t venture in and get your stuff back. If you choose to hop servers to get out of that blast zone, you definitely can’t get your junk back. Junk drops exist in only one server. If your character dies in one game world and you are forced to hop game servers, your junk is forever gone. One of Todd Howard’s promises of Fallout 76 was that we shouldn’t need worry about ‘servers’. Yet, in this case, we very much do.

These are bugs that shouldn’t exist. These are bugs that should have been solved before the game was ever released. Yet, here we are a year later and they still exist. These are, by no means, the only problems / bugs in this game. In fact, there are so many bugs, I could write a book and still miss some. Anyway, let’s make a small-ish list:

  • Looping “stuck” audio out of one or both audio channels
  • Random server disconnects
  • Random inventory lost
  • Random character deaths
  • Getting stuck in power armor
  • The “wendigo” character problem (character has stretched elongated limbs)
  • Getting stuck on scenery (forced to fast travel)
  • Spawning inside of objects (stuck)
  • VATs doesn’t calculate accuracy correctly
  • VATs not working correctly
  • Perk cards not working (Storm Chaser almost never works when it’s raining)
  • Lack of perk cards for certain basic features (no weight reduction for rifle class?)
  • Too many perk cards for some functions (how many rifleman cards do we need?)
  • The Scorchbeast Queen event only appears IF another player decides to nuke that area. If not, the event never appears… and it’s the biggest multiplayer event in the game! … and yes, I do consider this a bug.
  • Losing junk after character death because of “server disconnect”
  • Stupid crafting recipes:
    • Fusion Cores — Crafting a fusion core requires only every single version of stable flux? Wait..what? You’re making a nuclear battery. It should require aluminum, copper, nuclear waste, plastic and silver. You can’t make a battery from liquid flux alone! Where does the case come from? The properties of flux, while irradiated, cannot produce an electric current in its liquid form when simply combined, let alone produce a hard shell case that approximates the shape of a fusion core.
    • Tick Blood Tequila — This one requires pure crimson flux. What? It’s not named Irradiated Tick Blood Tequila, it’s named Tick Blood Tequila. It shouldn’t require ANY flux.
    • Stable Flux — Making stable flux requires components that are only available in nuke zones and, more specifically, only available in very specific nuked zones. And even more specifically, are only dropped from very specific killed enemies in these very specific nuked zones. To craft stable flux requires 10 “raw” flux and 1 each of glowing mass, high radiation fluids and hardened mass. You cannot find raw flux, glowing mass, high radiation fluids or hardened mass on ANY other enemy in the game, in any other containers or in any other non-irradiated locations. The additional components can only be found in irradiated zones on very specific enemies after a kill. Even then, these drops are not guaranteed.. which means you need to kill A LOT of them to find all three of these “extra” components. Stable flux is easily the rarest required item in the game… not including cosmetic outfits (Red Asylum Outfit, Witch’s Costume, White Powder Jumpsuit, etc).  Not only are they rare, but they weigh a ton. Each Stable Flux weighs 1 unless you have the perk Pack Rat card which reduces the weight of all junk items.
    • Raw Flux — Separate but related to the above, raw flux is only found in nuke zones. It cannot be found anywhere else in the game. This means that every player in the game is beholden to other players to “create” a nuke zone to enable obtaining of not only raw flux, but high radiation fluid, glowing mass and hardened mass. You can obtain flux from the Queen event when it closes, but only if it just happens to drop it at the end and only if the event closes successfully. Raw flux (when refined to stable) is a required component for certain quests and crafting as well (Tick Blood Tequila and Fusion Cores).  Note that raw flux is considered ‘Aid’ not ‘Junk’. You’ll have to apply Thru-Hiker to reduce the weight for these.
    • Why Raw Flux is Aid and Stable Flux is Junk, I’ve no idea. But, inconsistency abounds in this otherwise mediocre game… thus one big reason why it IS mediocre.
    • Any other recipes that require “stable” flux
    • There’s not a single recipe that requires “raw” flux. Yet, it’s a huge component in the game. Raw flux is not even worth much anymore (revisionism at its finest).
    • Food Recipes — Most food recipes only provide food and nothing else. Sure, you can go find other more fancy recipes, yet they also only provide food. I’m not sure what Bethesda was thinking here, but if you spend the time to go track down a specific advanced recipe, that recipe should provide more than simple food. It should provide a perk increase, such as added luck or agility or improved health or AP regeneration. Yet, most advanced recipes offer none of this. What’s the incentive to find and craft advanced recipes when it provides nothing more than what a basic recipe provides? Sometimes even the most basic recipes offer better perks than the “advanced” recipes.
    • DLC — The add-ons that Bethesda has offered beyond the base game have excluded the use of perk cards entirely. For example, the distillery added to the game during a spring DLC addition gave us the ability to craft alcohol using a newly added crafting table. The problem is, none of the existing base game perk cards apply to this new crafting table. And no new perk cards were introduced, either. For example, Super Duper is one of the most widely used base game cards. This card offers the chance to double whatever you craft on crafting tables… except, this card does not apply to the distillery crafting table. While you can sometimes double your output while crafting stimpaks or radaway or when crafting ammo, you cannot double the output when crafting beer, wine or whiskey. It makes no sense, if Super Duper applies to all other crafting tables, it should apply to the distiller crafting table. That Bethesda selectively declines to apply known perk cards to its add-ons is just a jerk move… and, in my opinion, makes the game worse.

And here we come to even more issues:

  • Gun ammo is unloaded at every game load-in — Instead of the game remembering which gun was currently being held and how much ammo it has, the game unloads the gun of ammo on login. This means that if the game crashes or you quit and come back later, you must reload your weapon immediately upon login. If you fail to remember to do this MANUALLY, you will ‘click’ and nothing happens.
  • Quests fail to progress for nonsensical reasons — Quests can get stuck simply because the game won’t recognize the most basic of things. Some quests requires that you be drunk to complete them. In some cases, the game simply won’t progress even though the UI shows the effect is active. The quest simply chooses to ignore it and not progress.
  • Quests disappear — You can be questing along, then have the game crash only to load in and find that quest is no longer part of your quest inventory.
  • Quests cannot be abandoned — In previous Bethesda games, you could quit a quest and restart it by going back to the source. That is not possible in Fallout 76. If you pick up a quest, it stays in your quest inventory forever (or until it randomly disappears on its own). This is particularly problematic for quests that reload with incredibly loud voice overs (Grafton and Rose).
  • Quest markers do not always appear in the HUD — Quests put up markers in the compass HUD. Yet, at times, these markers are simply not there. Not all quest progressions are easy to locate. Perhaps it’s a specific computer terminal in a building with perhaps 20 terminals. Without a marker, you would have to run to every single terminal in the building and try them all. It’s one thing if a game is based on having no markers. It’s entirely another if the game has quest markers that fail to work reliably… and this is where Fallout 76 lives.
  • Music that can’t be muted — There is certain environmental music that cannot be muted. Even though I’ve turned off music in settings, the game insists on still playing music at certain events.
  • Paper Bags Drops — For a long while, dropping items into the environment was fraught with peril. You could drop something that should appear in a paper bag, yet no bag would ever appear and your item was entirely lost. While it seems that this issue may have been mostly solved, it still exists occasionally. I have dropped paper bags which never appeared even after it was claimed to have been fixed.

So now, let’s discuss C.A.M.P. bugs. I’d rather not because there’s a huge laundry list of items here, but let’s do it anyway.

  • Camp Circumference — When you drop your camp down, a circle is created that outlines the border of your camp’s buildable areas. You can’t see this circle in full. You are limited by seeing this circle from a ground perspective. This mean you must guess as to exactly how this circle fits onto the ground. If you get it wrong, you must pay to move your camp again. Each time you move your camp, you lose more caps. You can’t adjust or fine tune your camp’s circle. It is where it lands. Bethesda could have raised the camera off the ground to show us the circle from above, yet nope.
  • Randomly disappearing objects — I’ve had a number of camp objects that I’ve built simply disappear. Sure, someone reading might think, “Oh, it was just damaged and needs to be repaired”. Nope, I’ve checked that. The object is simply gone. I’ve had this bug happen a month after the game launched and I’ve had it happen as recently as a week before writing this article. This is a long standing bug that has basically existed since the game launched… and it still exists today. Worse, when these objects disappear, they still contribute to the camp’s budget. Even deleting everything in your camp will not free up these lost objects. Writing Bethesda support won’t lead to anything fruitful. The Bethesda support team actually does nothing other than write emails about how they can do nothing to help you.
  • Camp Budget — Bethesda has increased the camp budget exactly once… when they introduced the Distiller crafting table. Even then, you can’t build much with the allotted camp budget. It’s large enough to create a small structure, but if you want to defend that structure with turrets, expect to make your camp buildings much, much smaller. Turrets still cost a whopping amount of camp budget simply to create a single turret. If you want 5 turrets, expect at least 1/4 of your camp budget gone (perhaps even more than this).
  • 24 players per server — It’s crystal clear, this number of players is too many for the way they’ve built their servers. Half this number would make the servers much less laggy, much faster and overall perform much better. Yet, we’re forced to deal with 24 players on a server where even just one player can bring the server to its knees when spamming a crafting table at their camp.
  • Portions of objects disappear — If you’ve ever set up a fertilizer resource (a Brahmin Pen) or the new Scavenger Bot (Atom shop item), you can find portions of the object become invisible. I’ve had the hay on the Brahmin resource vanish. I’ve had the scavenger hatch become invisible. And again, no, it wasn’t damaged. When I open the workshop, the only thing that appears is a vibrant green untextured object. It’s most definitely a bug.

These are but many of Fallout 76’s most basic fundamental mechanic flaws and these are not anywhere close to all of them. These problems have existed in the base game… long before Bethesda added their newest add-ons. These are fundamental problems that, for a AAA game title and for an AAA developer like Bethesda, shouldn’t even exist. That these basic fundamental flaws, problems and, yes, bugs, exist means that Bethesda shouldn’t even be in this business.

But, wait there are even more problems afoot.

Graphics

Not only does Fallout 76 add an annoying haze overlay effect onto bright light sources, the graphics of Fallout 76 are actually much, much worse than Fallout 4. The shadows are incredibly low res by comparison. Some images don’t resolve to high res until you’re within arm’s length of the image. You can literally see the 8 bit sized pixels. For example, the GNN poster is a lighted decoration you can put up on your camp. When you approach it from a distance, you can see a very pixelated image. When you move within arm’s length, the pixelated image stays for a moment, then loads to higher res right before your eyes. You can even see the image load in. Sometimes textures will randomly toggle between low res and high res even while standing still.

In Fallout 4, this low res image loading problem never existed. The images were loaded at high res the moment you were within gunshot range. That Fallout 76’s graphics engine is this piss poor tells me Bethesda has no idea how to run a quality MMORPG (massive multiplayer online role playing game). Though, I’d debate that 24 players constitutes an MMORPG. Perhaps MORPG (multiplayer online role playing game) more accurately describes Fallout 76. I digress.

Worse, it’s not limited to image loading.12-7-2018_5-55-00_AM-ztlpzw1g There are many problems with Fallout 76’s graphics including, but not limited to, seeing god rays through rocks, seeing image artifacts on trees when looking downhill, low res textures, poor quality lighting and this list goes on and on. Comparing Fallout 4’s graphics to Fallout 76, there really is no comparison. Fallout 4 looks sharp and crystal clear. Its sun and effects look realistic.

In Fallout 76, the sun disc used to have a horizontal lens flare effect. This was early when the game first released. In later releases, this lens flare effect was inexplicably removed and has never been added back. It’s still not back. The distance effects look bad and I mean really, really bad. The distance effects in Fallout 4 were fair, but looked mostly okay. There are definitely better graphics engines, like Ubisoft’s AnvilNext, but Fallout 4 did a decently respectable job for its engine.

In Fallout 76, the whole graphics system has taken a huge step backwards. The rendering is worse, overall. Some of this I get. The devs needed to reduce how much is required to download over the network. Otherwise, the network chatter would be too overloaded and the game wouldn’t function, particularly with gamers on slower networks. I get that. But, at the same time, it makes the game look amateur. This is one of those times where a AAA developer should have withheld the game and decided not to release it.

You can release junk or you can release nothing. Junk turns your brand sour. Releasing nothing increases expectation of the next product. Bethesda should stick to what they do best. Single player offline video games. Stay way from these online games where not only does Bethesda clearly have no experience, they have learned nothing since launching The Elder Scrolls online. At least use that MMORPG as a learning experience. Nope, they started over from scratch and had to relearn everything they already learned from ESO. Even then, Fallout 76 is still stumbling through mistake after mistake… mistakes that had already been corrected long ago in ESO.

Grinding and more Grinding

Grinding has always been a thing in most MMOs. Grinding is the way for the game developer to keep gamers interested in the game. Developers must ask themselves, “How much grinding is too much?” Bethesda, unfortunately, hasn’t asked itself that question and has firmly led Fallout 76 into the territory of too much grinding.

In fact, in Fallout 76, you’ll spend more time grinding for resources than doing just about any other activity in the game. Even going into final battles is less about the combat and more about grinding for XP, eating food and the loot drops. No one goes into the Queen battle to actually kill the Queen. They go into it because of what they’ll get from her in the end and what they’ll get from when the quest closes successfully. It’s not about the combat, it’s about what drops you get.

That’s not good game design. That’s crap design. You want to design a game for gamers to want to engage in the combat because of the combat, not because of loot drops. Unfortunately, because the combat in Fallout 76 is so exceedingly bad, the only thing we can look forward to at the end of a Queen event is the drops. In fact, I believe all of the loot the Queen drops should stop being dropped period. No more random queen loot drops. Instead, she should drop only caps and scrip (the newest currency you get when you sell Legendary items). This currency can then be redeemed at a vendor in the game world, such as at the legendary vendor Purveyor Murmrgh. This currency can then be obtained in other ways throughout the game. This means that if you choose not to do the Queen event, you can still get the same loot in alternative ways and using alternative means. You’re not beholden to join a combat event simply to obtain flux, legendary items or plans or whatever other things the Queen usually drops. Instead, no matter which role playing choice you choose to follow in the world, you still have equal chance of getting choice weapons, armor and loot drops. An open world RPG should allow for multiple paths to get to the same point.

Open World RPG

An open world RPG is about being able to do things in whatever way the gamer chooses. If the gamer wants to focus on crafting, they should be able to skill-tree up through a crafting system. If the gamer wants to focus on combat, there should be a combat skill-tree. No one skill-tree should become THE skill-tree. In Fallout 76, if you choose not to adopt combat as your skill-tree choice, you really can’t get much from the game. Further, loot drops in the world should not be unique to a specific triggered event. All loot drops should be equally available throughout the world to all skill-trees… perhaps, as I suggested above, by dropping currency rather than weapons and armor. The currency can then be exchanged for weapons and armor.

However, certain “main quest” quests may be required for all players and these required drops should allow all players to access and use certain fundamental items necessary for later main quests. However, all tertiary quest loot drops should be available in differing ways to all player types.

Stable Flux is a good example of this. This resource should be available in ways other than by visiting nuke zones. You should be able to buy this resource in the world from at least one in-game-world vendor. Grahm is a wandering Super Mutant vendor and is a very capable and shrewd vendor. Because he’s constantly traveling the wasteland, he’s the perfect vendor to sell stable flux. Not only does it make sense that he can wander into nuke zones and gather and refine flux, he can then sell it to us. Perhaps not in large quantities, but he should at least always have it on him to buy.

Flux shouldn’t be the one and only one needed resource in the game where the gamer is required to gather it under very limited and specific conditions that rarely occur. This part of the game was entirely a mishandled by Bethesda. Bethesda also needs to recognize that there is more than one play style that can be had in an RPG world. It needs to recognize that not all gamers go into Fallout 76 for the gun combat. Many do, but not everyone does. For those who choose not to go for the combat, the game itself penalizes this style of gamer by not allowing easy access to the rarer items in the game. In other words, you are forced into Fallout 76 for the combat if you want to gain access to the rarest items in the game. To be more balanced with all gamer types, Bethesda needs to rethink this stance.

Power Armor

12-9-2018_9-41-56_PM-3ra4ojsuOne of the biggest introductions into the Fallout franchise was the addition of power armor. This is heavy armor powered by a fusion core. When you enter the armor, the character is encased entirely in a metal shell covered over by pieces of armor. These armors have specific ratings and have specific attributes.

In Fallout 4, Power Armor was considered the strongest armor in the game, particularly if you wore Legendary pieces. If you had a certain set of power armor, you were practically invincible under most conditions. However, the armor did take damage and break. In Fallout 4, power armor breaks relatively quickly… particularly the legs. While it protects you well, it also damages quickly. The legs were the weakest parts of the whole set.

Unfortunately, in Fallout 76, Power Armor has actually become a joke. It’s easily the weakest armor set in the game. It’s weaker than its corresponding sets in Fallout 4. It’s weaker than even Marine armor found in the game. For example, wearing power armor in Fallout 76 sees absolutely zero protection against a level 52 Colonel Gutsy shooting 5.56 ammo… even if your character is level 150 or 300. A single bullet from a Colonel Gutzy with 5.56 eats straight through the armor and damages at least 1/10th of the HP bar. It might even damage more than this per shot. This is entirely bugged. Certainly, in Fallout 4, 5.56 loaded Gutsy did eat through health rapidly, it’s not nearly as rapid as it is in Fallout 76. The two tertiary benefits to power armor is its radiation protection benefit and its ability to fall from any height without sustaining HP damage. Yet, its armor protection levels are exceedingly weak.

This power armor problem has only gotten worse, not better. Power Armor is now even harder to maintain. When Fusion Core generators used to offer 100% charged fusion cores, Bethesda has changed the rules of the game and they now only provide 50% charged fusion cores. This means you now have to carry double the amount of fusion cores that you formerly had to carry when they were 100% charged. Now if you want 100% charged fusion cores, you need to make them with Flux or hope that the energy power plants still provide 100% charged cores in those workshop generators. Admittedly, those power plant generators used to offer 100% charged cores every 7 minutes, but with Bethesda’s revisionist tendencies, I haven’t tested this to find out if they still do. My guess is that they now provide 50% charged fusion cores.

Worse, most fusion cores randomly found sitting around in the game outside of a generator have a 25% or less charge. I don’t even get this change. Bethesda, do you want us to use Power Armor or not? It clearly seems that by making these silly reductions that Bethesda doesn’t want us to actually use Power Armor. So then, why even include Power Armor in the game? If they want to restrict the use of power armor, simply raise the weight of the fusion cores. Leave them at 100%, but raising the weight means carrying less.

One last thing about Fallout 76 and Power Armor is the lack of legendary armor pieces. While Fallout 4 had multiple legendary pieces of Power Armor (chest, legs, arms, etc), there is not a single piece of legendary power armor in Fallout 76. Not a single piece. Yet there is every type of regular armor in a one, two and three star legendary format. Even worse, for PVP purposes, Power Armor is weaker than level 5 regular armor when the combatant has perk card Tank Killer equipped at maximum. What’s the point in having and wearing Power Armor when a card like Tank Killer is available? Talk about overpowered and needing a rebalance. Tank Killer is one card that needs to go.

It’s crystal clear, Bethesda devs don’t want us using Power Armor. It has no legendary effects, it’s weak overall and the game offers up such stupid perk cards as Tank Killer that bypass armor ratings. So then, what’s the point? Even regular armor is stronger than this. It’s okay to provide a card like Tank Killer if an equal and opposite perk card is available to counteract Tank Killer and strengthen the Power Armor. But, there is no equal and opposing card. Yet another design miss that has never been corrected. In fact, none of these power armor issues have ever been addressed in Fallout 76.

Characters, Loot and Caps and Requested Features

This is another issue that has not ever been discussed or addressed and has existed since release. Fallout 76 allows players to create up to 5 different characters to use in Fallout 76. How we choose to use those characters is up to us. If one of our players has progressed well beyond level 15, yet still has a level 15 set of power armor, it’s stuck in that character’s inventory. How about letting us share the wealth between our characters? What if I want to transfer scrip, caps or pioneer scout credit between characters. Atom is a global currency available to all characters. Why not scrip, caps and pioneer scout credit?

Bethesda has yet to address or even offer a system for transfer of caps, loot, weapons or armor between our 5 characters. Instead, we have to rely on a third party to temporarily hold and then hand back our loot, caps, armor and weapons. I mean, seriously. Why do I have to make friends with a random on Fallout 76 just to impose on them and have them hold my stuff simply to transfer between characters?

Instead of giving gamers what we want from this game, like the above suggested feature, Bethesda spends time creating Biv and Distillers (unnecessary), the backpack (pointless), Fasnacht (stupid), Meat Week (lame), Scrip (really?), Nuclear Winter (not needed), Survival mode (minimally even used) and Atom Shop items (expensive). All of these developments so far are definitely inconsequential and meaningless to the overall Fallout 76 base story.

How about overhauling the perk system and give us perk card load outs? Let us, at one click, rearrange our perk cards without having to go into the perk card system and manually, one-by-one switch them in and out. Note, this feature is heavily needed after reaching level 50 when SPECIAL points are capped. You can’t add or rearrange your SPECIAL points, but you can rearrange perk cards at will. So, why not add something we want, like 5 perk card preset load-outs? This allows us to set our character up for a bloodied build or a shotgun build or an explosives build or even eating food build with one click? Why don’t we have this feature? Why carry around a bunch of equipped random useless perk cards when they’re not needed. Only equip them when they need to be used… like equipping camp cards when in camp or crafting cards when crafting. It’s insane to expect us to spend time rearranging our cards for 5-10 minutes before we can begin an activity. You certainly cannot spend time in the middle of combat doing this. But you could easily single click a favorite perk card load out to load while in the middle of combat… particularly if a gun breaks and you need to switch weapons and combat tactics.

In fact, why aren’t there armor load outs? Why do I have to manually go and load each armor piece manually. Why can’t I create an armor load out and then favorite it? Then, when I need it, simply select the load-out favorite and that set of armor is immediately worn. It makes no sense what Bethesda is doing with this game. How about giving us requested features rather than these mostly stupid additions? How about fixing long standing bugs? How about giving us gamers some love rather than a bunch of hate (banning tons of gamers for duping without actually knowing if they did).

Rebalancing and Revisionism

A revisit to Fallout 76 a year later wouldn’t be complete without discussing Bethesda’s constant and incessant meddling with Fallout 76’s rules. With any game, be it a board game or a video game, a set of established rules must exist when a game launches. These rules govern how the game is to be played. You’ll understand why I bring up board games in just a moment.

With video games, particularly with MORPG games like Fallout 76, the game developer seems to think they can randomly change the rules like they can their hat or their clothes or shoes. It doesn’t work that way. Establishing and maintaining a set of consistent and constant rules in which a game operates is fundamental to learning how to play a game.

Yet, Bethesda has invalidated rules, changed rules, reduced rules, increased rules and mucked with the innards of the rules with each and every release under the guise of “balancing”. Let’s circle back around to board games. If Hasbro decided to rewrite Monopoly’s rules based on the way “many” play Monopoly at home, many people would be rightly angry. The official rules have been established to play the game in a specific “official” way. Sure, some people personally change the official rules for expediency. For example, following every Monopoly rule exactly to the letter could mean an extremely long drawn out game. Therefore, people have changed and simplified the rules to reduce the duration of such a long game. Some people aren’t in it for the long haul, they simply want to play the game in 20 or 30 minutes and end it. There are a number of board games that have alternative rule sets that lead to shorter play times. These alternative rule sets are not official, but they exist to allow players to enjoy the game without all of the minutiae required when using the official rules.

With Fallout 76, a video game, it’s still a game… not unlike a board game. Much of the game is automated, interactive and visual, but it’s still nonetheless a game… a game with an established set of rules. We learn these rules quickly.

However, when a game developer decides to alter the rules continually, it’s difficult to keep up with an ever changing set of new rules. This is why establishing a single set of rules and maintaining that set consistently is the answer. Modifying the rules every month means no one can know what the rules are today, tomorrow or in a month. You can’t adequately play a video game if the official rules are constantly changing. This is why revisionism in video games is ultimately detrimental to a video game and to the video game industry as a whole. Consistency in a video game is the key to success. Variability leads to failure… particularly in a role playing game where rules define what makes an RPG an RPG.

Improvements?

Has Fallout 76 improved since its release? No, it hasn’t. Certainly, Bethesda has added new, but mostly inconsequential features such as backpacks, limited duration events offering cosmetic item drops, liquor that’s worse than the original already in the game,  money making cosmetics to its store and a few pay-to-win features (scrap and repair kits). But there is little here that offers solid well crafted, thoughtful additions that make that game world a more compelling play experience. These additions have been weak, shallow experiences lasting short amounts of time and, frankly, leave a bad taste in the mouth. Many of them are not even in keeping in the Fallout universe… I’m looking at you Nuclear Winter.

Slowly and at the same time, Bethesda is gutting the game of its original rules and methodically replacing them with a new rule set. These new rules are intended to slow the player’s progression down, make the game even more grindy, keep the gamer playing longer to potentially visit the Atom store and actually buy something, you know, with real money.

Unfortunately, the actual base game has not improved. It is still the same mess it was when it was released nearly one year ago. The same bugs that existed then still exist today. Sure, a few have been fixed, but far too many are still active. Worse, in Bethesda’s zeal to add new content, they have broken more mechanics than they have fixed. What this means is that while the game has added new content, it’s come with a steep price of even more bugs on top of the existing bugs. It’s a never ending bugfest compounded by even more bugs created by each add-on.

Worse, Bethesda is clearly not using standard code practices. There have been many instances where bugs fixed in one release reappear in the next release. This regression behavior isn’t possible if a company is using industry standard coding, code storage and release practices. Regression bugs are not possible when code is properly documented, when it’s checked in properly and when one person can’t overwrite a previous coder’s changes. It’s crystal clear, Bethesda’s code and release practices for Fallout 76 are an unmitigated disaster. Not only is the game itself a disaster, so are Bethesda’s coding practices. It’s clear, Bethesda hasn’t the first clue how to write and maintain a 24/7 always on service, let alone a video game… let alone software.

As an example of this horrible coding, Bethesda introduced a new bug that caused all red headlamps found in the game world to inexplicably become Atom Shop restricted items. When an in-game item is marked with the Atom Shop symbol, it cannot be dropped or sold to other players. This meant you could no longer sell red headlamps mods or helmets with a red headlamp found or created in the game because the red headlamps became restricted. This meant that you, likewise, couldn’t at all sell power armor sets containing a red headlamp that, you know, you have found in the game world while this bug was active. Bethesda was extremely slow to respond to fix this bug. It took them about 1 month before it was finally addressed… even though they roll patches weekly.

Another bug they introduced in July saw to it that gamers with a large number of power armor sets had to spend a large amount of time reassembling all of these sets of armor. In July, Bethesda separated all of the power armor pieces from their corresponding power armor frames. This meant spending not only the time to reassemble all of the power armor sets one-by-one, it meant being heavily overencumbered. For example, I had at least 10 sets of power armor on my player. Some were also in my stash. When they separated all of the power armor pieces, they all dropped all armor pieces separately into my player’s inventory… even from those that were in the stash box. This meant that my character ended up carrying about 500-600 more in carry weight after that patch. Because my character was not in camp when this occurred, I couldn’t fast travel back there. To reassemble power armor, you have two options. Deploy the power armor and reinsert all of the pieces wherever you are in the world or do it on a power armor station. The former method can be done anywhere, but you’re easily and frequently interrupted by combat. Because the power armor frame only remains out for a maximum of 60 seconds, you don’t have much time to do this… and it’s easy to run out of time. Doing it on a power armor station, there is no 60 second timer as long as you’re crafting.

Because a bunch of my frames were in the stash, I couldn’t get access to those except either at a train station or at my base. Because my base was closer than a train station, I had to spend time hoofing my overencumbered character back to the base so I could reassemble. This probably took 30 minutes because of the AP problem and enemies. Then, when I got there, I had to drop each and every frame down, reassemble and then do it over and over until all were reassembled. All told, this issue took close to 1.5 hours. All so that Bethesda could “rework” the Power Armor which, by the way, is still just as broken as it was before the patch. Whatever they did didn’t do anything to fix the underlying problems. Worse, instead of you know, actually playing the game, I was messing about with fixing up something that I shouldn’t have had to fix. When patches encroach on the user experience, you REALLY need to think long and hard about releasing these patches. Bethesda’s patch could have easily auto-reassembled all of the armors after the patch so that the users didn’t have to spend time doing this. They have access to all of this on their system internally. There’s absolutely no reason why I (and so many other players) had to spend our gaming time screwing about with reassembling power armor sets when we could have been, you know, actually questing… the reason we actually bought this game in the first place.

In short, the game has not improved. In fact, it is pretty much the same exact disaster it was when it released almost one year ago. In many ways, it’s actually worse. The base game has not improved at all.

What has been added to the game is inconsequential and, for the most part, unnecessary. The backpacks are, in fact, entirely pointless and even moreso once they released the plans into the overseer’s cache without the need to go through the convoluted Boy Scout quests. Instead of the backpack, the devs could have simply raised the carry weight on our characters. No, backpack needed. The backpack was simply an Atom shop marketing gimmick to get people to buy into their expensive ‘skins’ to make the backpack more “visually pleasing”. Does it really matter if your backpack looks like a Nuka Cola cooler or a piece of luggage? In fact, most of the Atom Shop skins that have been crafted are actually quite ugly. The basic backpack is functional looking and at least looks like a backpack. The other backpacks are horrendously ugly contraptions strapped to your back. The Nuka Cola cooler could have looked cool if it weren’t completely covered up by a bunch of horrendously ugly straps obscuring most of the Nuka Cola logo. If it had simply been a Nuka Cola branded cooler backpack with no straps at all, that would have been fine. This skin needs a major rework.

Game Modes

As of this article, there three game modes available:

  • Adventure Mode — This is the original game mode that was introduced upon release. It still contains nearly all of the same bugs it did when it was released.
  • Survival Mode — This game mode has been retired as of October 1st, 2019. This mode was introduced early in 2019 and offers what Bethesda claimed to be a more challenging experience. Well, it wasn’t. It’s was simply an annoying experience. It was intended as a PVP environment, but was nothing more than a way for PVP players to run around shooting one another other in a Death Match style playground. In fact, if you tried to actually quest in a Survival Mode server, you wouldn’t get very far before being killed by another player. It was actually worse than that, too. In this PVP environment, there’s was no level based combat. A level 300 player can hang out in newbie territory picking off level 2 players solely for fun. At least Nuclear Winter has leveled the playing field so that level 300 users and level 5 users have similar odds of winning because it’s not about the level, it’s about the strategy.
  • Nuclear Winter Mode — This game mode is a Battle Royale game (aka, Last Man Standing). Ever user starts out with a new level based on this game mode. Levels, abilities and weapons from Adventure do not work in Nuclear Winter. You must find all of this stuff when playing Nuclear Winter and it only lasts as long as the tournament lasts. Nuclear Winter was introduced entirely to placate Fortnite and Apex Legends players and attempt to attract those same gamers into Fallout. It hasn’t worked. It’s a game mode that does not in any way belong in the Fallout universe. This game mode is not exactly fun, but it is tedious. It’s all about who can find the biggest weapons, best armor, kill the most and hide the best. There’s nothing really challenging here. Fallout needs to drop following industry gaming trends and innovate. Come up with new gaming ideas instead of rehashing old ideas in tired and uninspired ways. Worse, this game mode does not at all fit into the idea of Fallout. If Bethesda wants to create these derivative games, at least create them separately using a newly created franchise with new characters and abilities. Don’t tack it onto Fallout simply because you can.

Overall

Fallout 76’s play value and bugs are very much the same as they were on release day. The exception is, of course, that in Bethesda’s zeal to add a bunch of new stuff, they have broken even more in the process. In fact, I’d say Bethesda has broken at least half as much more stuff than was already broken. Worse, they have broken previously functional and working features. An example is when they added the distillery. For the distillery to work, they added a new mechanic to “spoil” the fermentable liquors to turn them into drinkable liquors. What that meant was a spoil bar on the item that timed down until the liquor was fully fermented and drinkable. Unfortunately, when the devs touched this part of the game code, they screwed up the speed of spoilage for the rest of the food items (and even fusion cores) within the game. This meant that while ‘fermentable beer’ fermented faster, it also meant that meat, veggies and even fusion cores, spoiled at a much faster rate. Whoops. Big bug.

Did Bethesda correct this problem quickly (or at all)? No. Once that bug was introduced it was here to stay. Food and drink still spoils much faster than it did before that game addition. Even fusion cores run out far, far faster than they did before that addition. Does Bethesda care? No. Do they intend fixing the problem? No.

This is why revisionism in the video game industry has no place. This is why a simple brown paper bag, a simplistic container, still barely works properly. When developers don’t care to fix even the most basic bugs let alone new bugs, then why should I (or any other consumer) care to spend money on these lackluster games? Once Bethesda begins to care about its gamer audience again, I might consider returning. Until then, Bethesda, you’re on your own without my money.

Update — Survival Mode

As of October 1st, Survival Mode Beta ironically didn’t survive. Bethesda has removed this mode from the game entirely. Clearly, its adoption rate was minimal and limited. This is an unfortunate turn of events for Adventure Mode players. What that means is that Bethesda is likely to revisit enabling even more PVP activities in Adventure Mode since the disappearance of Survival Mode. That means ganging up what was Survival mode into Adventure Mode again. This is something I’m not anxious to see return to Adventure Mode.

In fact, I wanted Bethesda to remove all PVP elements from Adventure Mode and make Survival Mode 100% PVP. However, since the introduction of Nuclear Winter, it seems they no longer want to focus on Survival Mode considering its lackluster adoption rate. Still, I’m not say to see it go as it did nothing for me. I’m not an active PVP player, so the point to Survival Mode had weak play value. Nuclear Winter is the ‘hot new thing’. If anything, what this shows is the fickleness of the demographic who currently plays Fallout 76. Once players have had their fill of the Nuclear Winter experience, I’d fully expect Bethesda to wind down that game mode also as users stop playing it.

10:50PM Oct. 1st — Updated to reflect that Bethesda has retired Survival Mode.

While this article endeavors to answer what happened to Fallout 76, it hasn’t in any way addressed why it happened. I may consider delving into this topic in the future if there’s enough reader interest. Please comment below if you’d like to see this additional topic explored.

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Fallout 76: Fusion Core Locations

Posted in tips, video game, video gaming by commorancy on May 20, 2019

NukaColaPA-fI did say I wasn’t going to write more about Fallout 76, but I felt this information I’ve acquired while playing the game might help someone who’s still playing and in the same predicament. What is that predicament? If you rely on power armor, you’ll need fusion cores and they can be difficult to find. Here’s my list of known locations for Fusion Cores in Fallout 76. Let’s Explore.


Locations

These are the locations I’ve found that spawn 100% full cores (unless otherwise stated), so far, in no particular order. This is also not a comprehensive list (yet):

Fusion Core Generators

These are environment located generators which can spawn cores at 100% full, but don’t always. Note, these generators spawn cores S L O W L Y. If another player has happened by and taken the fusion core recently, you could wait hours before another one spawns. If there’s not a core in the unit, it’s simpler to move on and locate another. Or, alternatively, server hop and hope you find one on another server. Unfortunately, server hopping may no longer work on these generators.

  1. Forest: In the back of and on the lowest level of the Kanawha Nuka-Cola Plant.
  2. Toxic Valley: Wavy Willard’s in a basement employee area with standing water on the floor.
  3. Camden Park: One is below the Widow Maker wooden coaster and one is in between the Atomic Ball games and Bumper Cars.
  4. Watoga: Located inside of Watoga Transit Center behind a level 3 lock pick door or, alternatively, you can open this door hacking a level 2 terminal.
  5. Cranberry Bog: Under the tall Monorail Elevator structure and near the elevator itself.
  6. Watoga: In the AMS building on the third floor. This location can be difficult to reach for a number of reasons. First, Watoga has hostile robots unless you’ve completed the quest ‘Mayor for a Day’. Second, this location can randomly spawn high level Mr. Gutsy and Robobrains inside the building if there’s a player in Watoga who hasn’t completed ‘Mayor for a Day’.
  7. Morgantown: In the basement area of Mama Dolce’s factory. You’ll need to get the card key from the manager’s office to get into this area via a large pipe outside. The basement area is likely full of Liberators.
  8. Savage Divide: There is a fusion core generator located outside and in the rear of West Tek Research Center. You can get to this generator from the rocks above it off of a road. West Tek Research Center is the home of Supermutants, so be prepared for a fight with high level enemies to even get close to this fusion core.

Loose Fusion Core spawn locations

These spawn 100% full.

  1. Forest: Located on a shelf in a closet on the lower level of the the New River Gorge Bridge West. You’ll need to get the key from the roller coaster at Camden Park to get into this area. It’s near a power armor chassis.
  2. Forest: Located on a table next to the fusion core generator at Poseidon Nuclear Power Plant.
  3. Forest: On top of a blue console inside of Relay Tower EM-B1-27 south of Vault 76.
  4. Forest: Not far from the fusion core generator at the Kanawha Nuka-Cola Plant in a cage behind a level 2 security door. It’s next to a weapons workbench.
  5. Cranberry Bog: Located under a table in Appalachia Antiques on the second floor. This location may spawn multiple different ammo types including fusion cores, plasma cores and other types of ammo. This one is not a sure thing.

Power Armor Frames

Power armor frames spawn with cores around 50% or less. The vast majority spawn at 25% capacity. Occasionally, a few spawn at 75%. They never spawn at 100% full.

  1. Forest: Located in a power armor frame under New River Gorge Bridge West in the a small room.
  2. Forest: There is a power armor frame in the basement area of Poseidon Power Plant.
  3. Toxic Valley: A power armor frame spawns at The Crosshair northwest of Wavy Willard’s. It’s a small camp that usually spawns low level scorched.
  4. Savage Divide: A power armor frame spawns at the Arena at Pleasant Valley Cabins.
  5. Watoga: There are 5 power armor spawn points which may contain cores: High School rooftop, Watoga Transit Center behind the door, next to a crashed vertibird near AMS, near a crashed vertibird on the roof of a condemned building across from the Civic Center, on the rooftop of Emergency Medical Services.
  6. Cranberry Bog: There are also power armor spawn locations at all (or most) of the military camps located throughout the bog including Survey Camp Alpha, Forward Station Delta and Firebase Hancock. Again, cores spawned here are on power armor frames.
  7. Ash Heap: A power armor frame spawns in a security cage in the basement of the Rusty Pick. Unfortunately, this location typically spawns higher level enemies, typically Mr. Gutsy, Colonel Gutsy or Supermutants.
  8. Fort Defiance, Cranberry Bog: A power armor frame spawns on the 4th floor of this building. Unfortunately, you can’t reach the 4th floor until you’ve completed portions of the Brotherhood of Steel questline that gives you access to the elevator.
  9. Point Pleasant, Forest: A power armor frame spawns in a garage area down the street from the museum.

Note, because fusion cores spawned on power armor frames are nearly always 25% charged, it’s almost not worth considering chasing these. If you’re really desperate for cores, you can go for these, but you should consider looking for 100% charged cores first.

Workshops

Clearly, you can pay to own certain workshops and produce them in the Fusion Core producer. However, taking over a workshop is subject to PVP activities, something you may not want. Additionally, the Fusion Core Producer creates one fusion core every 7.5 minutes. This means you’ll receive 8 cores per real life hour playing the game. You can likely find more cores in an hour than a Fusion Core Generator can produce. I also believe these generators max out holding less than 8 cores (perhaps 3 or 4). This means you’ll need to empty the generator periodically or the generator will stop producing.

Workshops that produce fusion cores are:

  • Poseidon power plant, south of Vault 76 in the Forest
  • Monongah power plant, east of Vault 76 in the Savage Divide
  • Thunder Mountain power plant, east of Monongah in the Mire

The downsides of owning a workshop (and specifically a fusion core generator workshop) are numerous:

  • Can’t keep a workshop longer than your present session. If you log out (or crash out) of the session, you lose the workshop (and anything you’ve created in it).
  • PVP is automatically enabled when you own a workshop. If another player shows up and decides to contest the workshop, they can kill you without going through any PVP handshaking.
  • Defend events happen about every 15-30 minutes, quicker if you’re not at the workshop. If you fail to defend the workshop, you lose it.
  • Due to defend events, you are forced to use your own resources to build turrets and other defenses. You will lose these unless you scrap them before leaving the server.
  • You are forced to either power up the power plant or place a fusion electric generator down to power the Fusion Core producer. This resource requires 100 power to function. If you don’t have plans yet for a fusion generator, you’ll need to power up the power plant first.
  • Odds of a PVP encounter go up dramatically the longer you hold onto a workshop, particularly the workshops that produce fusion cores. So, be prepared.
  • Workshop turrets do not attack PVP players contesting a workshop. This means you’re left to fend for yourself when another player comes to attack your currently held workshop. The only time the turrets activate against another player in a workshop is if they attack the turrets or other workshop objects. As long as they remain focused on your character, the turrets will not attack a contesting player.

Perk Cards

To get the most out of fusion cores, there are three cards you should consider for your character.

  • The first is Power User (Intelligence). This card, when max leveled (3 stars), increases the duration of fusion cores by double.
  • The next card is Full Charge (Strength). This card, when max leveled (2 stars) will a consume no extra power when sprinting in power armor.
  • The final card is Batteries Included (Intelligence). This card, when maxed leveled (3 stars), reduces the weight of fusion cores by 90%.

Regardless of your perk cards, fusion cores only last so long. Adding on the first two cards may reduce usage by a small amount.

In fact, I have personally found the Power User perk card to be somewhat broken. What I mean by that is that even though fusion core usage says it’s doubled, it doesn’t seem to actually be anywhere close to doubled. Instead, it seems to be closer to about 20-30% slower discharge rate and discharges much faster than you might expect.

I haven’t tested Full Charge only because it sits under Strength. Because my primary character’s Strength cards are already maxed out with weight reduction, there’s nothing I can remove to actually use Full Charge. However, the Batteries Included card does do what it says and reduces the 3 weight down to .3 which is, in fact, 90% reduced weight of fusion cores.

This all assumes that Bethesda doesn’t screw with and reduce these perk cards, just as they have reduced the effectiveness of the damage perk cards for weapons and damage resistance reduction for armor and even the reduction of the armor and weapons themselves. And yet, with all of the tweaking and fiddling and screwing around that Bethesda has done with Fallout 76, it’s still no better… and, in most cases, is actually become worse. If Bethesda is actually trying to chase off gamers, they’re certainly doing a bang-up job.

I will update this list as I go. If you’ve found any other spawn locations for fusion cores, please leave a comment below.

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