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How to complete the Fallout 76 Legendary Run

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

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

The Legendary Run

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

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

TheLegendaryRun-GameBoard.-3084

What does ‘lose’ mean, exactly?

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

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

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

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

Score Points

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

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

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

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

What I’ve LearnedThe OCD Run WARNING

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

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

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

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

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

How To Complete The Legendary Run

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

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

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

Pay to Win

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

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

The choices you have then are as follows:

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

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

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

Design Failure

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

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

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

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

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

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

Atom and Rewards

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

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

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

Bethesda’s Greed

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

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

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

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

What happens when you complete the board?

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

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

Repeat?

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

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

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

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Grahm’s Meat Cook Tips

Posted in tips, video game, video gaming by commorancy on August 24, 2020

If you’re reading this, you’re probably playing Fallout 76. This likely also means you’re playing the Meat Week event, until August 26th, 2020 (i.e., two more days left as of this post). This event runs every hour on the hour. Let’s explore.

Playing Drums and Turning Spits

A lot of people seem to think that these activities don’t matter to the event. They do. In fact, they’re very important to the event succeeding.

Both playing the drums and turning the spit do several things at once. The first important thing these activities do is to majorly slow the decrease of the Event’s progress bar by a lot. This gives those performing collection more time to complete their collection activities in larger quantities. The more people who are handling these two activities, the slower the progress bar decreases. While these activities don’t increase the progress bar by themselves, they aid in reducing the decrease. This is why these activities are important.

Further, these activities significantly contribute to the 100% success of the event (i.e., getting the best prizes from the event). If no one is playing the drums or turning the spit and everyone is running around collecting meat and greens, contributing Chally’s feed and cleaning up messes and fires, that’s not enough to get 100% event completion.

All aspects of the Meat Cook event need to be touched, including turning the spit and playing the drums in addition to all of the rest. More than this, these two activities are important to contributing to the 100% success of the event, which affords the best prizes. When I have played through this event without these activities, even when the progress bar reaches the steak, you won’t necessarily see the best prizes without these stations having been manned.

Not only do these give the best chances at the best prizes, these slow the progress bar’s decrease by allowing the collectors to collect more. Without these being manned, the progress bar decreases quite a bit faster.

Also, manning the spit 100% of the time during the event raises the chances of getting the best prizes. Keep that spit manned at all times!

Collecting

It seems that everyone prefers to run around finding and collecting greens and critter parts. It makes sense. It’s the only combat activity at this event (such that it is). I get this aspect. This activity alone can’t carry the event.

Cleaning up and Putting out Fires

This is also an important activity. Cleaning up dirty messes, putting out fires and picking up after Chally is also important. Don’t forget this activity.

Prime Meat Collection

Here’s one aspect that doesn’t seem to be that important to the event. Grahm makes it a big deal, but the best that contributing Prime Meat does is give you Scrip at the end of the event.

Chally’s Feed

You’ll learn how to create Chally’s Feed the first time you play the event. To make Chally’s Feed, you’ll need 2 Boiled Water, 2 Carrots, 3 Razorgrain, 3 Tatoes, 1 Wood. This means you’ll need to plant carrots, razorgrain and tatoes at your camp or in a workshop. You can use Green Thumb to double what you pick and Super Duper to help in duplicating more quantities when you craft. You craft this recipe on a cooking station.

Contributing Chally’s Feed to the hay pile near Chally will help you gain a better reward at the end. I don’t believe Chally’s feed contributes to the overall reward of the event, but it does give you a personal reward for feeding Chally. You can feed Chally once every minute or so as there is a cooldown timer after you deposit.

Depositing

When you’re done collecting, you’ll need to deposit your collected items into the Critter Chunks or Greens area. Don’t forget to do this.

Here’s where people make the mistake of attempting to drop what they collect in one by one. DON’T DO THIS. You need to collect as much as you can, then drop it all in at once in a large amount. The more you collect and deposit together, the larger of a deposit bonus you will see. This can move the progress bar very far, very rapidly.

This is why sometimes the bar moves from chicken leg all the way to steak with one go. It’s because people are collecting massive amounts of everything and depositing it all at once. Don’t collect and drop one by one. Do it in bulk and you’ll get a bigger deposit reward.

[Update 8/25/2020] One thing I forgot to mention about Grahm’s Meat Cook is … if 3 people are on the drums and 3 people are on the spits during the entire 2 minute countdown timer before the event begins, this can sometimes start the event just past the turkey leg icon (middle of the progress bar). This means that it only takes a tiny bit of work to complete the event. I’ve seen events that have completed in around 30 seconds if all 6 people are manning these two activities before the event begins. Apparently, these activities do contribute to the event even during the pre-event 2 minute countdown timer. I can’t tell if this is an oversight by Bethesda or intentional.

Hopefully, this helps you win this event if you’ve been having troubles. Please leave a comment below if you have questions.

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Gaming Breaking Bugs Series #1: Fallout 76

Posted in botch, business, gaming, video game design, video gaming by commorancy on August 16, 2020

With this series, I intend to start calling out video gaming’s game-breaking-bugs as I find them and boy are there a lot to report with Fallout 76. Here is report I recently filed with Bethesda. Let’s explore.

Report

Re: Enemies not dying after multiple shots.

It is truly becoming impossible to play Fallout 76. That’s not an exaggeration. I’m using various ranged weapons and it can literally take 2, 3 even sometimes 4 (or more) shots to actually kill an enemy that should die in 1 shot. This MUST be solved. Combat is intrinsic to this game. When combat doesn’t work, then the game is broken.

How this problem manifests…

It begins when you attempt to VATS shoot an enemy. It doesn’t matter where you shoot the enemy, but the head is usually the place where combat fails most often. I have a bloodied Lever Action and a bloodied Pipe Bolt Action Pistol. I’ve also had this problem occur with various melee weapons. So, it’s not limited to any specific weapon or type.

You begin by using VATS on the head using Concentrated Fire. Take the shot. The shot connects. The thud sounds. The enemy’s health bar drops to 0. Then, inexplicably, the health bar instantly recovers to full health and the enemy is alive to lunge or shoot at you. Not only that, the failed shot alerts the enemy to your presence. You can perform this action multiple times in a row to the same effect. It doesn’t matter if it’s a Ghoul, insects, a Super Mutant, dogs or a robot. This broken combat mechanic affects every weapon type and every enemy type.

To 100% reproduce this bug, sneak your way into The Whitespring Golf Club, head to the left on the upper level. Then as you come through the door, there is an enemy that spawns right near the back left window in a corner.

Once you have cleared the rest of the ghouls in that room, stand by the entry hall area and attempt to VATS shoot this specific Ghoul in the head. It may take 2, 3, 4 or more shots before it will die. Targeting the limbs or torso sometimes works around this game breaking bug, but sometimes it doesn’t. Sometimes using a scope instead of VATS works, sometimes it doesn’t.

It’s one thing if the shot misses entirely, it’s completely another when the shot connects, makes a thud noise, shows a 1200 damage number also showing the enemy health bar dropping to zero and then the enemy’s health bar magically recovers fully? No, these are NOT legendary enemies.

This combat issue needs to be resolved pronto as this is literally a game breaking combat bug.

Expected Behavior

When you shoot an enemy and the bullet is recognized by the game engine as connecting, then the enemy needs to take the required amount of damage and/or die if health reaches zero. This combat bug is entirely unacceptable.

Enjoy this bug as this series has many more coming. If you have experienced this specific combat bug, please leave a comment below.

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.

↩︎

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 quickly, 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 quickly. However, you can get new components by using the pulse drive between two points. If an egg appears, crack it open to reveal a new starship component to install. It will be a random component with a random class. You can then install it. After installation of the component, it takes Nanites to upgrade the level of the component. You can find components for the hyperdrive, weapons systems and shields. However, getting these is a very slow process. You can’t get these items in any other way than by using pulse drive between two points and it can sometimes literally take an hour or more to find one component.

It’s possible that Hello Games may introduce a new living starship upgrade system and merchant 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 weapon type it has is all it has. Same for the Hyperdrive with its base drive range at 164.9 (at least on mine), but can be extended by finding components. Considering I’ve gotten some ships to around 1,800+ Hyperdrive range, the base 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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