Random Thoughts – Randocity!

Top 25 reasons to hate Fallout 76

Posted in botch, business, video game design by commorancy on December 10, 2018

11-24-2018_1-30-49_AM-oyduc45dIt’s clear, Fallout 76 is a failure. From its lackluster controls, piss poor collision detection and poor enemy AI to its poor graphics quality and poor storytelling, this game fails in practically every conceivable way. Here are the top 25 reasons this game sucks. Let’s explore.

25. Map and Pins

Fallout76-MapWhile the map mostly works in terms of seeing locations, this game really needs multiple pins to mark items found that don’t have map markers, such as where specific plants are, veins of ore, small houses and other points of interest.

How it should have worked — Support multiple pins with labels which can be placed onto the map to allow for marking points of interest, specific areas of plants and other things that may be difficult to locate again.

How it actually works — You get a single custom marker that you can place down. You can’t mark anything else after that one marker, you simply have to remember where you found something. There’s only a single large marker that points your way to whatever you’ve marked. And believe me, you do need this in the game. Because all of the quest markers all look the same, when all of the quests are active at once, there are so many markers on the HUD, you have no idea which one is which.

24. Farming at your CAMP and Blast Zone

You can plant certain limited fruits and vegetables, but they are not irradiated when in a blast zone.

How it should have worked — You should be allowed to plant any type of plant at your CAMP that you have discovered and picked. Any camps in a Blast Zone should be removed from the map and/or severely damaged. If not moved, then at least any planted crops should be irradiated like the ‘naturally occurring’ plants in the area.

How it actually works — Fallout 76 limits you to planting but a few fruits and vegetables from the build menu. In Skyrim, if you could pick it, you could plant it. Here, you can only plant those limited fruits and vegetables selected by the devs, such as Blackberries, Muttfruit, Corn, Razorgrain, Melon, Carrots and Gourd. If you want to plant Soot Flowers, Snaptails, Bloodleaf, Diseased Cranberries or anything else, you cannot. If your camp ends up in a blast zone from the Death from Above quest, your camp remains totally intact including your fruits and vegetables. I wandered into it wearing a Hazmat Suit that I found at the Westek building. While other flora in the area become irradiated, your CAMP planted foods remain completely ‘normal’.

23. Random Server Disconnects

This one might be expected occasionally considering it’s an always-on multiplayer game experience.

How it should have worked — Actually beta test your games and your servers so that server disconnects are the fewest type of failure points.

12-9-2018_10-41-26_PM-qybv0b53How it actually works — Random server disconnects are very common. You’ll run around the wasteland and with or without a *hang*, followed by a “Disconnected from Server”… well no duh… I can see that.

22. The Wrong Gender

At one point, I heard female grunts coming out of my male character.

How it should have worked — Keep track of the character and its associated characteristics.

How it actually works — The wrong vocal grunts were played for about 5 minutes while running around the wasteland. I have no idea why the female grunting began at all, but it’s clear that this game was not beta tested. And no, there was no one else around me at all. The game was playing female player character noises from my definitely male character.

21. Changing Weapons and Applying Medicine

Screen Shot 2018-11-26 at 1.34.10 AMThe supposedly favorites wheel to help get to stuff faster isn’t actually any faster than using the Pip Boy. In fact, neither the wheel nor is the Pip boy easy to use to change weapon loadout or apply Stimpaks when you can’t pause.

How it should have worked — For controller systems, it should have used the D-Pad to cycle through the favorites in a vertical list to the side of the screen so that doesn’t block your vision and it should remember the last choice so you can use it again quickly. Simply by pressing the D-Pad up and down, the favorites cycle to the next and previous. This way, the next time you press the D-Pad, it will bring up the last used item, then press the A button.

Favorites WheelHow it actually works — On the Xbox One, D-Pad up is assigned to favorite choices. D-Pad down is emotes. D-pad left and right seem to automatically assign to a weapon on the left and a healing item on the right. I haven’t actually determined how to assign these. It may have something to do with ‘last chosen’ from the wheel. When you have the wheel actually open, D-pad left cycles through the wheel clockwise starting at the 1 O’Clock position. D-pad right cycles through counter-clockwise starting at the 11 O’Clock position. There is no easy way to get to the item in the 12 O’Clock position when you’re fumbling for items from the wheel. The wheel covers your vision instead of keeping the vision open so you can see what the enemy is doing.

20. Pacifist Mode

This mode is mostly pointless the way it is currently implemented.

How it should have worked — Pacifist mode should prevent your player from giving damage to other players and prevent taking damage from other players.

How it actually works — This mode, while it does stop damage to other players from your weapons, it doesn’t prevent other players from damaging or killing you. This is wrong on so many levels and is entirely designed incorrectly. Bethesda, take a page from Rockstar’s book in GTA 5 and make it so Pacifist mode both stops outgoing and incoming damage to the player.

19. Obtaining Caps

You know, this one really shouldn’t be this hard!

How it should have worked — Caps should be bountiful practically everywhere. Traders should actually buy items for close to their ‘worth’. Sellers should carry more than 200 caps. Caps should always be given as part of the rewards when you finish all quest types.

How it actually works — Caps are exceedingly scarce and probably one of the scarcest things to find in Fallout 76. Caps are not given when a quest ends. Instead, you get mostly useless stuff. When you do find a trader, they carry 200 caps at most. Most sold items yield 1-4 caps per item. However, you can sell practically anything to a trader including Soot Flowers, Mongrel Meat, Plastic Plates and even flower pots. The difficulty is that it requires carrying a bunch of junk around with you until you can find a trader. Obtaining caps in Fallout 76 shouldn’t be this hard. The only quest types that seem to give caps on completion are Events and possibly Daily. Even then, they only give like 20 caps at most.

18. Fast Traveling

How it should have worked — The point in discovering a location is that you can fast travel to it. Fast traveling should be free as part of the perk of discovering that location. Charging caps to fast travel is just stupid design.

How it actually works — When you choose to fast travel, you are required to pay caps to every discovered place other than Vault 76 and your CAMP, which are both free (See CAMPs below for additional problems). You’ll also pay progressively more caps the farther away the place is. Because this is the primary means of travel in the game, fast traveling shouldn’t cost anything. The only point in making people pay is to deter them from using the feature. Why would you include the feature at all if you are intent on deterring gamers from actually using it?

17. Eating, Drink and Diseases

To disguise the leanness and the barrenness of the game’s features and quality, Bethesda devs force you to search for and create boiled water and cooked food. Otherwise, you’re subject to radiation, starvation, dehydration and diseases.

How it should have worked — Leave it out… a totally unnecessary addition that only serves to degrade the game.

How it actually works — You are forced to continually go get water, food and disease cure potions so you can actually play the game. You know, the thing that we’re supposed to be doing. Instead, because at least 50% of the time is spent constantly foraging to prevent from running out of food, water and avoid catching diseases (which you can’t avoid), you must constantly stop whatever it is you are doing and go get supplies. This problem is compounded by the fact that the inventory system is so poorly designed and because these supplies weigh far too much, particularly water.

16. Photo Mode

12-7-2018_5-54-58_AM-ma4zjmynPhoto Mode is a new thing many game developers are adding to games. However, some game development companies haven’t figured out how to build it properly. In the case of Fallout 76, while it works, it’s a hassle to use and isn’t properly designed.

How it should have worked — When in Photo Mode, the character should disappear from the world and not be visible to enemies or other players. This allows you to line up and take your shot without interference from enemies or other characters. This would allow you to actually take pictures of enemies doing whatever they are doing while in close proximity. The depth of field system should allow for both shallow and deep depth of field shots to blur both the foreground and background once the focal distance is set. Photo mode should support unlimited photos limited only by the Xbox’s hard drive.

How it actually works — Photo Mode leaves the character live in the environment. This means that if an enemy comes along, it will see you and attack you, losing the shot. Getting out of Photo Mode is slow and cumbersome when it should be a single button rapid exit. The quality of the photos could be improved a lot. We got 50 photo slots that requires us to go delete photos every time we run out… irritating.

15b. Crafting

I’m separating Crafting and Inventory into parts A and B to be more clear, but these two go together. Modifying and creating armor and weapons should be easy, yet it is completely cumbersome. Crafting food should be easy, but it is also cumbersome.

How it should have worked — Recipes requiring water should work with any water you have in your inventory including Dirty, Boiled or Purified. Water is water is water. If you choose to make your food out of dirty water, then you need to take the consequences of that choice. Crafting armor or weapons sometimes requires inexplicable items (i.e., Ballistic Fiber). The game should lead (or at least show you a small area marker) where you can search to find these needed items. Like Skyrim, Fallout 76 should have forced you to scrap new items to ‘learn’ what they are made of. Once you learn this, the game can then point out potential sources using pointers, instead of running around blind.

How it actually works — Recipes requiring water only allow the use of ‘Boiled Water’ . This means that even if you have a water purifier set up, you must still go draw water from a dirty water source (a very time consuming operation and adding Rads) and then spend time boiling it at a food craft station. These two steps are overly time consuming when you could have cooked with purified water and been on your way.

Locating specific components in the game is like pulling teeth. You have no idea what items contain what components until you carry them back and actually scrap them at a crafting table. Even then, putting a search onto a component only means you’ll see a magnifying glass on the item when you get close enough to pick it up. The game doesn’t offer a mechanism (at least that I have found) to locate the item on the map or via a sound in close proximity.

15a. Inventory

The inventory system in Fallout 76 is entirely broken. Each player only has two places to store stuff. The first place is directly on the player. The second place is the Stash Box. The player is limited by weight, but inexplicably so is the ‘Stash Box’.

stash.pngHow it should have worked — Inventory should be able to be sent to the ‘Stash Box’ at any time right from the Pip Boy. Permanent sharable boxes should be available to drop stuff off for friends or other players. Sharable boxes should hang around even when you log out of the game. Instead of a single Stash Box, we should be able to create independent objects in our CAMP that limit only by number of items and not limited by weight. A physical box on the ground doesn’t have weight limits, but has physical number limits.

12-7-2018_5-55-03_AM-iujn21rsHow it actually works —  The inventory system is way too limited and uses weight to judge capacity. On a person, weight makes sense as you can only carry so much. However, the game gives far too little per person. For a stash box sitting on the ground, weight limits make absolutely no sense. The Stash Box is always linked to you and there’s only one. If your Stash Box fills up, you’re screwed. You have to start dumping items out of your inventory in a paper bag to be lost. Paper bags are entirely transient. If you drop a second paper bag of stuff, the first one disappears. Be absolutely certain that whatever you drop in a paper bag isn’t something you want… otherwise, that bag may disappear at any time.

The Stash Box currently holds 600 weight which is not nearly enough as you progress in levels. By level 30, you’ll already be running out of space. The only way you can actually play is to have two characters and move stuff between them when both are logged in. The second character is just a storage place, but that means you need to have two systems to play the game. The Stash Box was recently raised from 400. Instead, Bethesda should charge atoms for more space. Just let us pay for the space we need. I don’t want to be limited with no options.

14. Power Armor

12-9-2018_9-41-56_PM-3ra4ojsuThroughout the game, you’ll find power armor in various buildings. The Power Armor may have Raider, T-51, T-45 or T-60 armor attached, usually only some of the pieces and usually with only half or less condition. Instead, you’ll have to go find the rest of the pieces you’ll need for that armor and you’ll need to find Power Armor crafting station somewhere so you can actually repair your armor.

How it should have worked — Power armor should add a seamless combat experience similar to Fallout 4. You enter your armor, you use it as you need to, you exit the armor and leave it behind. Wearing the armor actually gives you, you know, armor protection. Instead, you are forced to carry it in your inventory with a weight of 10 and it provides very little actual HP protection.

How it actually works — Power Armor is only slightly better than without it. It’s glitchy, buggy and sometimes it will trap you in it and you’ll be unable to progress in the game. Use the armor sparingly to avoid glitching up your game that you can’t even play. It takes up space in your inventory and it’s clumsy to use. The only one benefit is that you can jump from great heights without injury. Other than that one benefit, Power Armor is mostly for looks, not functionality. You must exit the armor to perform any crafting.

13. Collision detection

As a shooter, the single thing the developer must get right is the collision detection between a fired weapon and hitting an enemy with the bullet. Otherwise, the game just won’t work.

How it should have worked — With proper working collision detection, you shouldn’t be able to walk into or under objects, projectile physics should always land on their targets when the cross hairs are even remotely lined up and random animals and objects shouldn’t get stuck inside or walk through other objects.

How it actually works — You’ll never see bullet trajectories in a game unless the game developer adds a slow-mo bullet-time option. None of that here. Instead, aim, fire and miss. Even worse, you can use a high power sniper scope’s cross hairs on your enemy’s head directly in the middle and still manage to miss the target when pulling the trigger. If you’re up-close and personal with a Ghoul, it’s even worse. Up close, you’re actually much more likely to miss your target and you’ll expend a great deal of ammo on miss after miss. The only sure fire way to hit is to use a melee weapon or gun bash them.

This the poor collision detection isn’t limited to weapons and bullets. It includes trees, animations (getting into and out of Power Armor), enemy AI walking through environmental objects or other enemies including items getting stuck inside of doors and walls. This isn’t all possible examples, but these are the ones most prominent to show off how bad this part works.

12. Leveling up doesn’t work as expected

I’m not talking about the level up screen itself. In fact, the mechanics of actually applying perk cards to your S.P.E.C.I.A.L. attributes works just fine. It’s one of the few things that seems to work well in this game, though I’m not fond of the card system. It’s what comes after that doesn’t work.

Lucky BreakHow it should have worked — Characters should always fight enemies at or close to their own strength and level. If you wander into a building, you should only find enemies within 4-5 levels of your own level. If you’re a level 4, this means you should only see levels 1-8 near you. This is how every other Bethesda RPG has worked this. This prevents having a level 5 character trying to kill, for example, a level 63 enemy. Perhaps Bethesda needed to find a Lucky Break card?

The card system should have been simplified to require less perk cards to provide the same amount of perks instead of needing loads of perk cards which do less per card. Simpler is always better, even in video game design.

How it actually works — When wandering around, not only will you find AI characters leveled randomly from 1 to 63, you’ll find random levels all bunched together. For example, as a level 5 character wandering into a camp, you can find ghouls and scorched ranging from level 1 to level 63. This means trying to fight level 63 enemies as a level 5 or 10 character. You’ll also find Scorchbeasts randomly flying around that are at always level 50, but in fact are probably level 100 or better. It takes so many shots to kill a level 50 Scorchbeast, it’s almost not even worth it unless you’re on a big team.

On top of this, you can run into randomly leveled up multiplayer characters who add to the problem. Thankfully, unless you engage in two-sided combat, the game sees to it that your character takes minimal damage from an opposing player of any level.

HomebodyThe cards have been broken out to the point of being pedantic. Instead of categorizing cards so that Lead Belly should cover for ALL food, drink and disease, it only covers for ‘food’ only. You have to get the Lead Stomach perk to drink irradiated water unharmed, even then there are limits. Because the cards are so pendatic, there are other perk cards like Natural Resistance to reduce diseases and All Night Long to reduce hunger and thirst (a stupid unnecessary addition).

The pedantic actually carries to the point of being broken. For example, the Aqua Boy perk allows you to swim and wade in water without taking radiation damage, yet drawing water from a water pump still incurs +5 rads damage (or more)? Huh? Clearly, the designers didn’t carry that logic through.

11. Crap enemy AI

Here’s a gaming portion where you think Bethesda might have been able to lock down, particularly on the heels of the Elder Scrolls Online. Nope. When you wander the wasteland, you’ll find either animals (Wolves, Mongrels, Radrats, Radroaches, Radstags, etc) or Supermutants, robots (i.e., Eyebots, Mister Handy, Miss Nanny, Protectrons, Assaultrons or Sentry Bots), Feral Ghouls, Scorched or Scorchbeasts. Whatever you run into, you’re likely to find them acting strangely. Sometimes they attack and sometimes they just stand there.

How it should have worked — Like, Fallout 4, when you run into an enemy, they should behave and act like they’re trying to kill you. They should point their gun at you and they should move in naturalistic ways. You know, like they’re actually walking around.

How it actually works — Many enemies, particularly Ghouls, slide around the environment without actually moving. Some people have found them sliding around in “first position” (the initial position a 3D character assumes without having been posed). I haven’t found the enemies in “first position”, but I have seen them locked into a single pose, then moving around the environment like a static posed action figure. They even shoot from these locked posed positions.

When I do find characters not locked up like this, the characters hold their weapons incorrectly. Some hold them downward, yet still manage to shoot at my character. The enemies also move way too fast. They can be on top of you in a matter of one jump or movement. One top of the AI movement, they can see and shoot me through walls, through floors and through buildings. There is no such thing as line of sight in Fallout 76. Even if you hide, they can still find you and kill you through walls.

Molerats must somehow be magic in this game as they can burrow not only into ground surfaces, but wood, cement and even thin air. They can also burrow and jump incredibly long distances in a fraction of a second. Radscorpions can also burrow into cement and other incredulous surfaces, yet they don’t even leave a burrow hole behind like Molerats.

10. Screen blur filters

For whatever reason Bethesda decided to not only add an intense depth of field to the actual gameplay making distant objects blurry, it also added an unnecessary light halo overlay making it seem like you might have vision problems.

lens flareHow it should have worked — Filters applied to the screen should be controllable (on, off and strength) on the settings screen. There is no reason to hard apply such annoying settings to the screen when not everyone wants it. Let the gamer choose what filters they want applied to the screen.

How it actually works — The depth of field applied to the full screen makes the game difficult to look at. When looking at a light source, the game applies a lens flare type blur filter that looks less like lens flare and more like your character has eye problems. These effects degrade the overall gameplay look and feel.

9. Scorchbeasts and Loot

In any game where there’s an oversized and consequently much more difficult opponent, when you do finally kill it, you should get fairly substantial loot more than, say, nothing.

How it should have worked — When you kill a Scorchbeast, the Scorchbeast Queen or a Deathclaw, the loot that is dropped should contain at least one legendary item. In addition, it should drop rare components in reasonable quantities. You should also receive a fair amount of caps.

How it actually works — When you kill an oversized ‘boss’ kind of creature, the dropped enemy loot may range from nothing at all to meat and hide. Basically, worthless items. They’re worthless because even if you do cook the meat, it offers nothing special. Radstag meat is probably the best meat in the game as it offers 20 extra carry points. Eating Scorchbeast steak does nothing for you and is mostly worthless. What’s the point in killing a Scorchbeast?

8. Non-existent non-player characters

While there are talking trader robots, the lone wandering Supermutant trader Graham and a few Mister Handy or Miss Nanny robots dotted throughout the game to provide some quest progression, this is of little consolation when you’re trying to find meaningful interaction with other Vault 76 or locals within West Virginia. Unfortunately, there are no NPCs to be found. See ‘Story’ below for more details as to why.

How it should have worked — While the overseer of Vault 76 may have died and there are 24 players wandering around the environment with you, there have to have been at least a few Vault 76 dwellers who aren’t player characters. In fact, 24 seems an awfully small number of live inside of a vault that big. Ignoring the vault situation, having everyone not in Vault 76 dead is improbable. Because there are also other vaults in the area, a few of these settlers should have survived and been available to talk with. Cities around the area should have been teaming with NPCs, some of which you should be able to convince to come to your own settlements.

How it actually works — Instead, Vault 76 churns out 24 people who are all multiplayer characters. As we all know by now, multiplayers characters don’t interact in meaningful ways. Those who don’t know each other rarely, if ever, work together. In fact, you’re likely to find more hostile multiplayer characters than you will find friends. It’s the nature (and expectation) of PvP. This means that the story failed to consider this problem. Trying to rely on 24 multiplayer characters to bring a story together is like mixing gasoline with fire. It just doesn’t work, unless you’re itching for an explosion… and an explosion is exactly what Bethesda got.

7. Graphics

nuka quantumWhile Bethesda touted an all new rendering look in this engine, it’s pretty much the same rendering engine used in Fallout 4. On top of the unnecessary screen blur (see #10 above) and filters, the rendering distance, shadow distance and up close textures are amateur attempts at best. There are times where the game devolves into a sheer mess, such as invisible buildings, structures that aren’t there and textures are so low-res, you could swear you were playing it on a PS1. This Nuka Cola Quantum bottle looks B_A_D (click on it and see)! When added to the low res background and texture, this looks like something rendered on a PS1.

How it should have worked — We should have gotten a next gen engine capable of producing superbly realistic rusty, sharp, dangerous environments. Sunbeams and moonbeams should be blocked by corresponding solid objects. Textures should hold up on close inspection. Textures should resolve when looking through a sniper rifle sight or binoculars. You shouldn’t notice pop-in at all when wandering.

How it actually works — The sun up and sun down moves too fast. There’s too much night and not enough day time. The sunset and sunrises are almost impossible to distinguish the difference. Textures look fine at an average distance from the player. Up close textures look horrid. Pop-in is horrible and happens way too close to the player.

If you try to zoom in with a sniper, everything falls apart. The sun remains the same size overhead as it does on the horizon. The moon always produces moon rays. The rays don’t actually come from the same direction as the sun and moon sky objects. Moonbeams and sunbeams shine out of rocks, the ground and structures. The smoke coming out of chimneys looks like flat spinning blobs. The character models actually look bad. The only saving grace here is the naturalistic lighting, but the rest of it might as well be cartoons.

The 59 sign below shows everything wrong with this game. The word INTERSTATE is much higher resolution than the 59. At least the texture folks could have used sufficiently high resolution images to create these signs. I just don’t even get why sun shines out of rocks and objects.

The only good thing about the graphics is the naturalistic lighting on the trees and house structures. You can get some great environmental shots with the sunbeams through the tree branches. Other than that, nothing else looks particularly realistic.

6. Multiplayer

Here’s one of the saddest parts of Fallout 76. This feature, in fact, is the entire reason Fallout 76 even exists. Yet, it’s one of the worst designed parts of this game. Though, it’s not this game’s #1 problem.

How it should have worked — Bethesda should have sat down and designed a compelling multiplayer experience around the Vault 76 reclamation date rebuilding goal. This means allowing players to fix up, build and then set up shops in towns. If the idea is to rebuild the wasteland, where is this idea in execution?

How it actually works — The Player vs Player (PvP) available in Fallout 76 consists of taking over a workshop and then fighting to keep it. When you do take over a workshop, you are required to spend your own resources to fix it all up. Yet when you log out, you lose that workshop. At most, you get to keep that workshop for as long as you remain logged in.

Once you claim ownership of the workshop, the game forces you to go into a PvP battle to keep it within just a few minutes of taking ownership… most definitely not enough time to both fix up the workshop and build defenses. The only way this would work is if you are on a team of at least 6-10 people who can all pool their resources to fix it up and build defenses simultaneously. One person has no hope of fixing up a workshop alone, particularly considering how little resources you can actually carry with you (See problem #

5. CAMP and Plans

12-7-2018_5-55-03_AM-uba3cuivCAMP is a portable device you can set down in the wilds of the wasteland and create a small CAMP. It doesn’t hold that much. Finding new plans allows you to craft new items.

How it should have worked — Actually, CAMP is entirely unnecessary. Without NPCs to recruit back to your CAMP to live there and help defend it, the point of the CAMP as a settlement is entirely useless. CAMP as a crafting area works, but it could have been implemented better. Plans shouldn’t be needed. Everything you need should already be available to build if you have the resources. If you scrap any weapon or object, it should automatically give you the plan to it. Big items that you can’t carry or scrap should have been unlocked from the beginning.

How it actually works — You drop your CAMP device in the wasteland and that gives you the ability to build a building and crafting tables. Unfortunately, the building allotment is far too small to actually build anything meaningful. In my allotment, I was able to build a small cabin with all of the crafting tables except a Power Armor station as I have no plan for it yet. After that, my CAMP is entirely out of available building allotment. Other than having a portable building that contains all of the crafting tables, there’s no point in CAMP. Plans are dotted all throughout the wasteland like a needle in a haystack that you have to go hunting for. The difficulty with this idea is that they’ll get found by players and documented on the Internet. The idea of hunting for a “thing” is pointless because the Internet will eventually find even the most rare thing and tell you where it is. Instead, plans should come to you by way of scrapping items. As it is now, scrapping certain weapons unlocks certain mods for that weapon… the wrong design.

12-7-2018_5-55-04_am-tgn02n2u.pngWorse, the game encourages you to move your CAMP frequently, yet it continually charges you more and more caps to move it from place to place. The cap rate to move it is also entirely random. Some days it’s 5 caps, other times it’s 25 caps and others it’s somewhere in between that. The game can’t even seem to make a decision on exactly how many caps it costs to move the CAMP. If you move your CAMP, there’s a very real possibility you will lose all of the items outside of your build structure (i.e., crops, water purifiers, turrets, defenses, etc). If the CAMP is supposed to be semi-permanent, then it needs to remain no matter what. If someone else has plopped their CAMP in the same location and there’s a conflict on that server, then the game should auto-disconnect and choose an alternative World server where there isn’t a conflict so the CAMP can be placed. This should be an automatic part of the login process.

Even more poorly designed, your CAMP may disappear at any time including objects in the CAMP. Placing a CAMP is not in any way meant to be permanent. There’s just no place to park it where it’s cannot disappear. I’ve had my CAMP disappear at least 6-8 times or more. The last time it disappeared, it lost every item outside of the building structure. I had a bunch of crops, a turret, a water purifier, a floor decoration and a water pump all outside of the building structure. All disappeared entirely from my inventory. These objects were not stored. Normally, these items should be stored under the STORED area, but not this time. Those items completely disappeared with no explanation and without a trace. It’s frustrating and stupid that the game makes you go find all of the food crops after it wipes them all out.


How it should have worked — Without pause, VATS should have been left out. It’s pointless without pause.

How it actually works — Because this game doesn’t allow pausing, VATS remains live as you attempt to shoot whatever enemy that it is. As the enemy moves around, VATS percentage of hitting the target constantly changes. Unlike Fallout 4 where the game paused to allow proper targeting, this VATS is entirely worthless without pause. However, the Mysterious Stranger remains, but only works with VATS. You have to remember to use it if you have the Mysterious Stranger card in play.

3. Story

As mentioned above, utilizing limited robot characters to progress stories, the rest of the time the stories are progressed by popping a Holotape (audio log) into your Pip-boy and listening. Boring!

How it should have worked — Any RPG should have NPCs who not only exist to provide conversation, but also provide story development. You get to learn about these characters along the way and expand on the story.

How it actually works — Because no NPCs exist in the game, the entire story narrative plays out through a series of holotapes you must find and play. Because the holotape system is simply an audio log, it’s as boring as watching paint dry. If Bethesda had taken a page from a few other games that staged “ghost” reenactment scenes in the area, you could examine the scenes and watch the story unfold through a sort of hologram type environment. None of that here. It’s simply a series of boring holotapes audio logs. Without interactive characters, there is effectively no story worth exploring. The story and its quirky characters is the reason we play Fallout. Without NPCs, it’s not really Fallout.

2. Player Death and Dropped Loot

How it should have worked — When a player dies, the loot should remain on the player. There’s entirely no need to drop loot in the game on death. Also, respawn the player in place or alternatively, allow the player to respawn at the last death marker.

12-7-2018_5-55-03_AM-iujn21rsHow it actually works — When the player character dies, a death marker is placed on the map where the player last died and also marks the place where the player’s loot is dropped in a paper bag. When the player character dies, the game also gives the choice to “call for help” and get someone to revive the player with a Stimpak or you can “give up” and then respawn. If you do neither, you sit in limbo and can do nothing. When you choose to respawn, the game requires you pay caps to move to the nearest spawn location or if you can’t pay, then you’ll have to respawn at Vault 76 or at your camp, if it’s still there… that or kill the game and restart it (which, of course, loses your dropped loot). This player death and dropped loot issue is completely unnecessary and has never been part of Fallout in the past and shouldn’t be in Fallout 76.

If your game happens to crash immediately after dying or if you are killed by something on the way to pick up your loot, your loot is entirely lost. You get ONE chance to go pick up your dropped loot or it’s lost forever.

Oh… and the paper bag is such a stupid and unrealistic idea, I don’t even know how this idea passed design review. How can you possibly fit a Fat Man or a Missile Launcher into a tiny paper bag?

1. Glitches, bugs, quest bugs and client crashing

How it should have worked — Actually beta test your game product with real live QA folks, not holotapes. Get them to sign off that both the game client and the servers work consistently, as expected and are better than 95% stable. Actually play test the game internally. Get people to walk through the environment and see if they can break things.

How it actually works — There is so much to say here, that’s why this is the #1 problem. The game client is closer to 50% stable (maybe less). If it crashes or disconnects twice a day, consider yourself lucky. Sometimes it goes on a crashing / disconnect spree and just doesn’t stop. The network servers disconnect far too frequently. As mentioned above, you can be playing and *hang* with a long pause, then disconnect. Sometimes, the game hangs and then recovers. Sometimes it just disconnects out of nowhere. If any hangs or random disconnects happens you should always disconnect and reconnect and get a different server as that other server is likely having problems.

Sometimes the entire client crashes with the repeating audio loop and then the whole client dies. You have to start completely over when this happens. Hopefully, it’s not immediately after having dropped loot or you’ll have lost your “loot”. Below is a texture glitch video. I’m certain this is a client side problem.

Quest bugs are common in Bethesda games. These types of bugs prevent completion of quests because the character you need to interact with, for example, is already dead. This means you can’t complete the quest. There are plenty of other bugged quests as well.


This game was released way too early! Without NPCs, this game is completely devoid of feeling like ANY Bethesda RPG, let alone Fallout. Whomever’s idea it was to include no NPCs should be walked to the door at Bethesda. I realize this is considered an off-shoot game, but it is still a Fallout product. It should always true to being a Fallout product. Fallout 76 isn’t true to Fallout.

However, the instability trumps everything. If you can’t reliably even play the game without crashes, bugs and quest failure, then you don’t really even have a game.

Ultimately, this game needs a whole lot more development time and effort. I have no idea why Bethesda released this product so finished. Yet, here we are. Note that there are plenty more reasons to hate Fallout 76. These 25 reasons are just the tip of the iceberg. I’m quite sure you’ll find many more to hate on if you choose to buy this game.

If you’ve had a different experience when playing, please leave a comment below.


Game Review: Fallout 76

Posted in reviews, video game, video game design by commorancy on November 26, 2018

11-24-2018_6-24-33_AM-r2dy5mq3Fallout 76 has arrived. There is some to like within Fallout 76, but there’s more than plenty to dislike. I was personally hoping for a bit more than what I got in the game. However, because it’s still an early release, it could get better. Unfortunately, some of it is an outright fail. This one is quite long, so grab a beverage of your choice and let’s explore.

Fallout 76 Map

Let’s get this review started with the Fallout 76 Map:

I’ve not yet explored all of the places on this map, but above is what I’ve explored so far. You can click the image to see a larger map. So, yes, there’s plenty to explore in West Virginia. With that said, let’s get into the nitty gritty of what’s good and what’s bad, what’s beautiful and what’s ugly about Fallout 76. And believe me, there’s plenty to talk about.


This review has the following sections:

The Good
🔥 The Fail
💋 The Beautiful
🛑 The Butt Ugly
🚌 Missed Opportunities
👎 Overall (or TL;DR)
💯 Score

The Good

11-24-2018_1-30-30_AM-ye254zpmFallout 76 looks and feels like an extension of Fallout 4 with the exception of the multiplayer aspect. When wandering around the wasteland, it looks and feels very much like Boston in Fallout 4. Obviously, the landscape and terrain are different, but the structures and decay and rusting vehicles seems the same. A little too much the same, in fact. Even the enemies are the same including Supermutants and their mutant hounds, rad roaches, ticks, feral ghouls, Eyebots, Protectrons and many more. So, kudos to Bethesda for getting this part the same.


There is a photomode in this game. The photomode does perform well, but unlike Ubisoft’s Assassin’s Creed Origins photomode which, even though the game didn’t run at 4K on the Xbox One S, it did take 4K images… where Fallout 76 firmly takes only 1080p images. I was hoping for the higher res snapshots like Ubisoft’s Origins supported on the Xbox One S. Nope.11-24-2018_6-24-33_AM-gqvzwvoq

The exterior lighting and shadows looks reasonably good, but it all depends on the model. Some models, like the tractor above, look fairly good. However, some texture maps used on the sides of buildings are very low res like this Nuka Cola sign.

Particle physics in this game, particularly smoke, looks fake and flat and cartoony… nothing like smoke. For example, these smoke stacks look bad, particularly when animated:


Photomode’s depth of field only offers far depth of field, not near. Basically, you can’t focus it to offer both near and far depth of field like an actual camera lens works. Instead, everything in the foreground is always perfectly clear, but the background is blurry. I’d also say that the Bokeh doesn’t work that well in photomode.

Photomode also supports additional filters and frames to create unique images. As you play and discover locations, you’ll get additional photomode frames and other photomode add-ons. With these frames and filters, you can produce images that look like these:

This slideshow requires JavaScript.

Personally, the frames and logos are fun enough, but after having used them once, I don’t really want to overuse the frames and effects as it’s like having too much of a good thing.

Loading Times

Here’s another area where the game works quite well. I’ve found no problems with loading times, even after being killed by a gang of ghouls. I have no complaints at all about loading times. Even loading a game after a crash is decently speedy. Though, it would be nice if it didn’t crash in the first place.


This process works much the same as any other Fallout. You simply need to find the correct ingredients and have a recipe (or plans) to make the item and you’re set. Sometimes you need to luck into finding the recipe or plan before you can make it. Some basic recipes and plans are given to you from the beginning, but the more advanced ones will need to be found through exploration.

The crafting that you’ll become intimately familiar in this game is cooking. You’ll end up making a lot of boiled water and a lot of meat steaks (to avoid all of the random diseases).

🔥 The Fail

While the look and feel are very much the same as previous Fallout games, the gameplay is a bit off. Some of this is due to the multiplayer aspects, but some of it is due to the way the game has been designed.

Missing NPCs

In all of the time I’ve been playing, I have yet to see a single NPC in this game. Where Elder Scrolls Online and Fallout 4 both had cities teaming with NPCs, Fallout 76 is quite devoid of them. With the exception of Graham and his Brahmin, Chally the Moo-Moo (the wandering Supermutant merchant) and a handful of Mr. Gutsy and Protectron robots, there are no human NPCs to be found in any of the the towns (big or small). Only enemies including mostly ghouls or scorched, but sometimes Supermutants are found. It’s a huge miscalculation for a Bethesda RPG. Perhaps they were trying to save money by not having to hire voice talent? Who knows the real motive here?

Personally, if I had been the manager over this project and this project idea was thrown my way, I would have tossed it back. I would have asked for alternative ideas involving NPCs in the game. It doesn’t need to be a large number of NPCs, but there should have been at least a few here and there, if only wanderers. Without meaningful interactions with NPCs, a game like this is a very difficult sell. The game would need to have chosen some other means of NPC interaction, if not using “ghosts” in the environment or some found technology that lets the player interact with live holograms of dead characters. There’s just nothing like that here.

While there’s no shortage of enemies to fight in Fallout 76, the only conversation you do get to have is with other live players using chat headsets. Even then, it’s simply discussion about problematic game mechanics. Instead, it seems that all quests come to your character by proximity to towns, picking up holo tapes, listening to audio logs, scouring computers, picking up objects or searching recently dead bodies (of which there are plenty to find). There are no one human NPCs here to talk to.

With Elder Scrolls Online, I found that there was random camaraderie between actual players, particularly when you’re trying to complete a dungeon… so you implicitly team up to get the job done. So far in Fallout 76, this behavior hasn’t been true. Partly because there’s so few people playing on any one “World” and partly because everyone seems to want to do their own thing. Yes, I do find the lack of NPCs a bit disturbing in this game’s design and it is probably the single biggest overall failing of Fallout 76 because the main quest falls extremely flat as a result.

Fast Travel and Traveling

With all Fallout games, you pretty much have to hoof it everywhere on foot. I kind of get used to this in Fallout. I was hoping that Fallout 76 would introduce a horse or motorcycle or even a bicycle (these could easily be repaired). This would let you move a little faster over the terrain and get from place to place a bit faster. Nope, nothing here.

Instead, this game relies on location discovery and fast travel, like all previous games. I think it’s about time that the Fallout series added some kind of vehicle besides Power Armor. The difficulty with Fast Travel (like moving your CAMP) is that it costs caps to fast travel. The cost is dependent on how far away from you the location is. If you’re on one side of the map and you want to go to the other, you’ll likely pay 20-30 caps. If it’s the next town over, it might be 1 or 2 caps.

If caps were more plentiful in this game, this wouldn’t even be a fail. However, because caps are so hard to find in this game, using even 1 or 2 caps to fast travel one town over adds up when you do it a lot. It really shouldn’t cost anything to fast travel anywhere because that’s the perk of discovery. Yet, here we are.

There are two places on the map that are free to fast travel and the first is Vault 76 and the other is your CAMP. You’ll want to place your camp somewhere a little south of the middle of the map so you can fast travel to the lower portions of the map easily. Vault 76 fast travel lets you travel to the upper parts of the map easily. Placing your camp a little south lets you easily cover pretty much the whole map without spending a lot of caps. Once you finish with an area, you may not need to visit it, so you can move your CAMP to be more beneficial to the upper level areas. It also means you don’t have to move your CAMP often.

Eating and Diseases

Unfortunately, here’s where Fallout 76 takes a turn for the worse. Even though Fallout 4 did require drinking and eating to recover HP, you only needed to do it when your health became low.

11-26-2018_12-16-12_AM-eomehsb0In Fallout 76, the game designers took this aspect to a whole new Sims-ish level. Now, you have a separate food and water meter from the HP meter. When these begin to drop below an arbitrary threshold, your character is socked with penalties. Sometimes the penalties limit your action points, sometimes it causes you to lose HP. It all depends on how low it is and whether it’s low food or low water or both.

As for diseases, these were in Fallout 4, but they usually appeared as a result of being exposed to certain things. Basically, in Fallout 4 it was rare to contract a disease. In Fallout 76, it’s super easy and it’s compounded by the fact that you have to eat so frequently, which means more chances.

Because of the excessive amount of unnecessary eating and drinking, you’ll spend inordinate amounts of gaming time running around looking for water, food and ingredients… then cooking it so you don’t get ‘diseased’. That is, instead of actually playing, you know, the actual game for its story or combat (i.e., the parts that actually matter), you’re spending at least 30-50% of your time in search of food and water (parts that are trivial and don’t matter). This is way too much time spent on such trivial tasks. And it gets worse. Because food and water weighs so much, you’re forced to carry it around all of the time which limits how much other stuff you can carry. It’s just a pisser at just how much this whole eating, drinking and disease aspect negatively degrades the game experience. Instead of playing the quests, you’re out running around looking for ingredients to create a Disease Cure potion or you’re out looking for Brahmin or Rad roaches or Bloatflies or water to make meals.

And wait, it gets even worse. When you get to a water source, it takes ages (real world time) to dip and collect a single dirty water due to the animation and overall slowness of this process. To collect 20 or 30 of these, you’ll be standing there 3 maybe 4 minutes (maybe more) doing this activity. It also takes 2 Dirty Water containers to create 1 Boiled water along with wood. That means if you pick up 30 dirty water containers, you’ll only get 15 boiled water containers. Unrealistic. You don’t lose 50% of your water to boiling that I recall. Anyway, you’ll also need wood, so you better also pick up a bunch of wood on the way to get to the water source and pick more up on the way back.

Bethesda needs to rethink this part of the game. Everything around eating and drinking is so trivial, banal and unnecessary, yet takes an inordinate amount of time away from the gamer when they could be interacting with story elements or taking part in more important events in the game.

In fact, I’d be much happier playing this game without the constant food, water and disease interruptions. This isn’t a Sims game. It’s an RPG. It doesn’t need to mimic real world survival aspects to that trivial level. At some point you have to ask, “Does this really enhance or degrade the game experience?” If the answer is that it degrades the game experience, then it needs to be taken out… regardless of how much developer time might have been spent on it. Eating, drinking and diseases heavily degrade the gaming experience and, IMO, should be removed. Or, at least calmed the hell down. For example, require that you eat or drink once a day instead of 5-10 times per day. I’d prefer removal of the disease aspect, or at very least calm it down so that we don’t catch diseases nearly as often… and put way more Disease Cure potions in loot stashes or make these crafting materials much easier to find.

There was one stretch of gaming where I spent most of a real world day with “parasites”. Parasites make your food health line drop rapidly. So, the only thing you can do is run around gathering foods and eating or try to locate or create a Disease Cure potion. I finally decided to stop eating food and see if it would go away on its own. It did, but the first thing I accidentally ate after gave me parasites again only to start the whole thing over. I was seriously pissed by that point.

Disease Meter

Like the HP, AP, Water and Food meters, if Bethesda really plans on keeping the disease aspect at this level in Fallout 76, then the devs needs to add a disease meter. The addition of a meter would allow the gamer to see how far they are from catching a disease (whatever it is), but also how long it will be before the disease wears off. Basically, you can use the Disease Cure potion or you can wait it out. With a disease meter, you know exactly how much longer it will be before the disease is gone… and whether it’s worth spending a Cure Disease potion. Some diseases should wear off faster than others. The meter should also display the name of the disease right on the HUD.

Disease Cure Crafting

11-24-2018_6-24-31_AM-3lssgfavI’ll point out that the Disease Cure potion requires four ingredients and access to a cooking fire… so, you should build your CAMP somewhere close to the necessary ingredients and have also built a cooking area.

The ingredients you’ll need for a Disease Cure potion consist of Snaptail Reed, Bloodleaf, Firecap and Water. The difficulty is that all of the ingredients aren’t close together. However, three of them are somewhat close: Bloodleaf, Snaptail Reed and Water can be found along the banks of the river that runs through Flatwoods. The fourth ingredient, Firecap, can be found not far away in the Vault-Tec Agriculture facility just outside Flatwood. It’s in the basement of the building in some soil tables. Unfortunately, it only grows four at a time and it seems rare to find it in there. You’ll need two Firecaps to create one Disease Cure potion. This means that, if all four are present, you can create two potions and then you’ll have to wait for the Firecaps to regenerate (might be hours) or try to find them growing somewhere else. There are other locations for Firecap, but these ingredients are also subject to spoilage. Once you find the ingredients, you better be prepared to drop whatever it is you are doing and go search for Bloodleaf, Snaptail Reed and Water to make some potions before the ingredients spoil. Note that all recipes involving water require Boiled Water. This means you’ll need to boil all your water before trying to create a potion.

Food Spoilage

Here’s another design blunder. When you go pick flowers or kill some rad roaches for their meat, you’ll find that within a few in-game hours, the meat will have spoiled. In your inventory, the item will go from showing its original food name to “spoiled meat” or “spoiled vegetables” or “spoiled biofluid”.

This is a design blunder because food doesn’t spoil that rapidly even in real life. Worse, some items that spoil don’t even spoil in real life, like flowers. You can pick, dry and use flowers for long periods of time. Flowers don’t spoil. Yet, in Fallout 76, they do.

What this means is, if you go pick a bunch of flowers or plants or come across some meat, you’ll need to cook it up quickly into whatever prepared dish you have a recipe for. And, you will have to go find these recipes. Prepared foods tend to hold their longevity longer than raw foods, apparently. However, eventually even these prepared foods will spoil. So, if you find meat, expect cook it and eat it quickly.

If you eat spoiled food, you’re going to get a disease… which means you’re going to be running around looking for ingredients to make the Disease Cure potion rather than playing the quests. Yet another Bethesda FAIL.

Spoilage Meter

If Bethesda wants to keep this food spoilage idea in the game, then they need to add a small spoilage meter next to or below the food item in the inventory. I realize there’s a CND meter in this area that may act as the spoilage meter, but I’d prefer this be relabled to SPL instead of CND if it means spoilage. This meter will show just how long it will be before each food item spoils. This means you can better plan which foods or ingredients to eat or use first. If it’s a ganged up item and there are multiples each with different spoilage times, then either normalize all of the ganged up items to the same spoilage time or represent the item that is the quickest to spoil in the meter and use that item first from the multiples.


11-24-2018_6-24-31_AM-bdti42iwEven sleeping in this game isn’t without peril. So, you think you’re going to grab a few quick ZZZs at some random bed in a house. But, then you hop in and almost immediately you’re diseased. I shake my head at this. The only bed you can trust (maybe) is the bed you build in your C.A.M.P. This may be limited to bedrolls on the ground, but don’t count on that throughout the game.


11-24-2018_1-30-50_AM-wfg3dg31I will say that CAMP isn’t a 100% fail, but it’s close primarily because it’s mostly pointless. The fact that you can carry it around with you and drop it wherever you want is an improvement over stationary settlements in Fallout 4. This portability is not enough to call this idea a full win.

As you exit Vault 76, you’re given a number of supplies to help rebuild the wasteland. One of these is the CAMP device. It is a small camping gadget that you can deploy that lets you build a settlement within a radius of wherever you place it. You can’t place it everywhere, but there are plenty of ground locations that allow placement.

Once you place it somewhere, it becomes very much like the building of a settlement in Fallout 4. Instead of being a fixed location like the settlements, CAMP is portable. While the idea of CAMP is okay, it’s more or less a pointless exercise… other than giving you convenient crafting tables and it adds a free fast travel point to wherever you place it, these are its two primary reasons to exist… and that’s not nearly enough. Because the map is fairly sprawling, this portability only helps a tiny bit in terms of travel.

Here’s where the CAMP idea breaks down (which is why it’s under this FAIL heading). Wherever you first drop your CAMP is free. If you want to move your CAMP to a new location, you’ll have to pay caps to do this. If you want to move it a second time, it’s going to cost you progressively more caps each time. To move your CAMP, you’re going to pay caps. Why, Bethesda, why? You encouraged us to move our CAMP frequently, yet you’re going to take more and more hard-to-find caps each time? FAIL!

Even though the portability aspect of CAMP is a fail, setting up a camp lets you build crafting tables and this is much needed because of the food and water problem. In this game there are 6 crafting table types: Cooking, Armor, Weapons, Tinkerer, Power Armor and Chemistry tables. When you build a camp, you need to build at least one of these tables so you can easily and quickly scrap the junk you find into components. You’ll need the component parts to craft new items and mods and to reduce your junk weight. However, I’d recommend building the full complement of crafting tables so you can easily do everything in one place. You will need to look for plans for some of them.

I’d even recommend putting the crafting tables all inside of the structure you build so that the structure is easily portable. The only thing you can’t build inside is a water well. But, you will want a water well so you can easily get to a water source and create boiled water… which critical in this game.

Caps, Stimpaks, Disease Cure, etc

Here’s another place where Fallout 76 has lost it. Caps (and certain crafting resources) are extremely hard to come by. While there are some sellers where you can sell whatever you happen to find, they’ll only give you 1 or 2 caps no matter what the item is. I’d recommend doing this with random junk you happen to find around the seller. Unfortunately, many other players have caught on to this idea. Because these robots only carry like 200-300 caps, you can quickly drain them of caps. I’ll talk about the multiplayer aspect of this problem below. The good thing is that they’ll buy practically anything. The bad thing is that you’ll only get 1-2 caps for nearly everything including Stimpaks, which are equally as hard to find as caps. It means you need to run around locating tons of junk to sell to these dealers before you can drain their caps.

Bugs, Glitches, Bugs and even more Bugs

11-24-2018_6-44-06_AM-r1nxyocxThis game is chock full of bugs. From the bugs that crash the entire game client to bugs that kick you out of the server to quest bugs that prevent you from finishing the quest to floating rocks to flashing textures on robots to event bugs that prevent the event from working to bugs that prevent you from even playing the game at all. They’re all here.

Here’s a sample of texture glitching:

I can’t imagine that this is a fully ready game. For me, it’s still feels very much like a beta version. In fact, it feels very much like Elder Scrolls Online when it was first released. ESO was bug city. Well, Fallout 76 feels very much this same way. Certainly, there are odd cosmetic problems like floating rocks and invisible structures.

11-24-2018_1-30-32_AM-hsg2w0qeHowever, some people have experienced showstopper bugs related to the Power Armor that prevent them from doing anything in the game. Basically, they can’t exit the power armor, they can’t use the power armor and they can’t do anything else including play the game. Bethesda has what they think is a workaround, but apparently it doesn’t always work. Why is it that every game seems to have floating rocks?

Bethesda has a lot of work ahead of them to get this game to a better usability. The first thing I would do is fix the major bugs followed by majorly reducing the eating and disease problems. The latter problems only serve to heavily detract from the game and prevent the gamer from making story progress. That’s a fail any way you slice it.

Inventory, Carry Weight and Photo Gallery

Carry Weight is a problem in every Bethesda game. You’re always given a pittance allotment of weight that you can carry starting at around 120-150. This problem is actually compounded by bad design in Fallout 76. By level 15, I’m able to carry 190… which is not more than what the game gives you from the start. Granted, I haven’t used all of my perks to level up Strength, so I can’t tell you how high it would be if I had done this. I wanted a good mix of perks on my character… particularly the Lead Belly perk, which avoids much of the radiation problems in the game. However, even though I have worked to get Lead Belly to level 3 (maxed out), I found that this perk is limited by the disease factor. Meaning, even though you take no radiation damage by eating food, you can’t willy nilly eat random food because you can still get a disease. You must cook it all first. If there was a perk that made you 100% disease resistant, I’d most certainly level that one up too.

The photo gallery is limited to 50 pictures, way too few. When you fill it up, you have to stop whatever it is you’re doing and spend time jumping into the Photo Gallery area to delete some. It’s such a pain in the butt and so unnecessary. In reality, don’t even save them into an in-game gallery. Use the Xbox captures area, tag them there and use them in-game from there. Problem solved as the Xbox Gallery is limited only by system storage.


Personally, I’d call multiplayer in this game mostly a fail which is ironic considering Fallout 76’s claim to fame is its multiplayer aspects. Some of this is because of the game design and some of it’s because of the players. Together, the multiplayer part of this game doesn’t work well and it’s actually worse than the multiplayer in Elder Scrolls Online.

Resource Collecting

The first problem is with collecting resources. Because resources are finite (and some are exceedingly scarce), any player who comes along before you and takes the resources means it won’t be there when you get there. If you need Firecaps and there are only two in the building and another player swept through the location 5 minutes before you, nothing will be there for you to find. This makes playing this game unnecessarily challenging.

Resources should remain independent in each player’s game. This means if I enter a building looking for Firecaps, they should always be there in my game and they should be there in everyone else’s game. These resources should be unique and independent of the multiplayer part. I don’t want to have to wait in-game hours for something to respawn simply because another player swept through and took it. That’s entirely a waste of my time. For this reason, I deem this problem a multiplayer fail.

Pacifist Mode

The second problem is with Pacifist mode. While I cannot accidentally hurt another player with this mode set to on, another player can come and kill my player. No! Yet another fail. Like Grand Theft Auto, pacifist mode should disable not only my ability to hurt other players, it should disable their ability to hurt me. If I want to quest the wasteland without fear of being killed by another player, that should be my choice. There are already enough enemies in this landscape without having to watch my butt around other players… particularly when a Level 63 player comes after my Level 15 player. No. Just. No.

Microphone Chat

Here’s a third problem. Because Microsoft makes it so difficult to locate a cheap compatible microphone + headset to use on the Xbox One, I find very few people using them when playing Fallout 76 on the Xbox One. Instead, people rely on emotes to convey limited information. While the emotes are fun and all, I don’t know why people can’t go get a cheap $9.99 set of Heydey compatible earbuds at Target so they can chat with other players. Even these $4.99 Heydey earbuds with mic might work. If not, Target’s return policy works well, so you can always return them.

Also, when you’re in first person view, you cannot see if your microphone is working. When in third person, there’s a small speaker icon that appears over the head of the player speaking, even yourself. If you’re in first person, this icon does not appear on the HUD.

Settlements and Workshops

11-24-2018_1-30-29_AM-2fnvsquwHere’s the fourth problem. This is a two problems in one, actually. In Fallout 4, settlements were designed to offer refuge and safety for NPCs whom you recruit to the settlement. Unfortunately, because this game seems entirely devoid of NPCs, there’s no one to recruit into your CAMP. Thus, the point in the having a camp in Fallout 76 is lost on Bethesda. Other than having a fast travelable location on the map and a convenient location to craft, there’s really no other reason to have a CAMP. You can invite other players into the camp, but other than interacting with the crafting tables and the ‘My Stash’ boxes, there’s little reason to visit someone else’s camp. It’s not like you could create a Ghoul infested building with full quests attached.

The second half of this problem is when taking over found workshops. In Fallout 4, when you find a workshop, you can establish a settlement there. In Fallout 76, again this is lost on Bethesda and there’s no reason or incentive to claim them. Because there are no NPC’s in the game, the only reason to claim a workshop is to start a multiplayer PvP war. What’s the point in that? Deathmatch went out with Halo 3. Trying to revive this play style in Fallout is, well, antiquated. Can’t we think up better ways to get players to team up in multiplayer mode?

If you do decide to take over a workshop, you’re expected to “fix it up” with your own caps and your own resources. When you do find an unowned workshop, they’re so run down, you’ll have to deplete nearly all of your resources not only fixing the place, but adding defenses. The game also only gives you about 15 minutes to fix it up fully and place defenses. There’s just no way to not only fix up the entire place, but build that amount of defenses in 15 minutes, Bethesda. Bah… FAIL!

Worse, even if you do manage to set up defenses and fix up the workshop, you’ll lose it all after you sign out of the game. Yep, your resources and caps… gone forever. So then, what’s the incentive here? If I’m going to spend nearly my entire inventory I’ve collected over many days in one location and then lose it in a few hours later, why? Why would I ever do that? No, if I’m going to claim a workshop, I better be able to own it for as long as I want or until some other faction of players takes it away from me. Let ownership rule so long as the player signs in at least once every 30 days. If the player fails to sign in for 30 days, then the workshop reverts to unowned.

Considering how unstable the Xbox One client is and how often it randomly crashes, there’s no way I’d ever consider investing in building and defending a workshop. Until Bethesda can get the bugs ironed out of the game clients, there’s no incentive for me to even consider attempting to own a workshop. Why bother with it anyway? It’s not like you can invite settlers into it to help man and defend it.

Also, why not let groups own a workshop together? If a group of folks get together and spends their resources to fix up the place, then it should be jointly owned. This means that even if the first person to establish ownership disappears, the property should revert to the next owner in the group list until there are no more people listed who can own it. A single day’s ownership is worthless. Perpetual ownership until the player or team forfeits the property or it is taken over by a new faction is the way to handle these workshops.

Not only does perpetual ownership encourage owning and fixing up a workshop, it encourages group ownership to prevent the workshop from being lost if a player suddenly disappears. Yet, that’s where we are today. If the first owner disappears and logs out, the property becomes unowned. Bethesda has a lot of redevelopment ahead. Yet another fail.

Worst case, do it like Cyrodiil’s campaigns. Let people own workshops for 30 or 45 days. At the end of the campaign, all ownerships are revoked and people will have to reclaim their workshop if they want it for the next campaign round. Owning a workshop for 24 hours only? This is stupid.

Power Armor

The fifth problem is the power armor. Not only are there bugs around using this armor, some of these bugs are show stoppers. Besides the bugs, the armor is just not that useful in this game. It does add a small amount of extra carrying power, but at the price of carrying around a 10 weight power armor suit + the weight of each armor suit piece in your inventory until you need it. It’s not like we’re given a ton of extra carrying capacity to begin with, but this? Really?

If we’re trying to be realistic with the survival eating and drinking, how is it then possible to carry an entire suit of power armor on your person? This is why it’s a fail. You shouldn’t be able to carry around power armor at all. You’re either in it or you’re out of it. If you want to use it, like Fallout 4, you have to go get it having parked it at a Power Armor crafting station. Carrying it around with you is as stupid as the horse that appears and disappears in Elder Scrolls Online. It’s a stupidly unrealistic addition that makes as much sense in Fallout 76 as eating and drinking every few minutes.

Additionally, the Power Armor has no light. If you’re in it and press the light button, nothing happens. No light. At first I thought it was that there was no armor on the suit, but no. It’s a bug with the armor. Basically, the usefulness of wearing power armor comes down to carrying a bit more so you can stop being over-encumbered which allows you to fast travel. That’s the only reason to carry around an extra 10 weight of junk in the inventory. I frankly carry the base suit only with no armor pieces. It’s well enough to lift the over-encumbered problem and let me fast travel. I don’t need it for combat, so that point is useless.

The secondary trouble I’ve found with wearing power armor is that this seems to be an implicit deathmatch challenge signal to other players. If you’re in power armor, they seem to come after you and kill you… moreso than if you’re not wearing it. I’m not sure what’s going on here, but there seems to be some kind of unwritten rule that wearing power armor = “come kill me”. I don’t like this and so I rarely wear power armor because 1) I don’t want to trip the get stuck bug and 2) I don’t want to constantly fight other players. So, I rarely wear Power Armor so I can mostly quest in peace (such that questing is in this game).

Missing Elements

The final problem is what’s not here. In ESO, there was a Risk based board game scenario where factions could challenge each other by taking over each other’s territory. While I didn’t agree with the ESO implementation of PvP in Cyrodiil, it at least encouraged people to work towards maintaining their castles. Unfortunately, it had the side effect of spending each person’s money and resources to fix up the castles during and after battle. I’d have preferred if the castles could have made their own money and their own resources that could be used against rebuilding rather than forcing the player to dip into their own inventory.

Unfortunately, Fallout 76 has no such PvP element at all… at least that I’ve found. Granted, I haven’t explored the entire map yet. So, there might be other “different” PvP areas I’ve yet to uncover. I doubt it, though.

💋 The Beautiful

This section is devoted to what parts I liked most about Fallout 76. First and foremost, the landscape and the daytime lighting quality is amazing, particularly dawn and dusk. The sun ray aspect is probably the best part of this game and it’s done amazingly well… I’d say that it’s much better than the sun’s rays in Ubisoft’s Assassin’s Creed Odyssey. Let’s take a look at some of these images. They’re just stunning against the apocalyptic ruins. Here’s a quick slideshow of some of these:

This slideshow requires JavaScript.

Unfortunately, the night lighting isn’t quite so spectacular, but it still provides some stunning visuals nonetheless:

This slideshow requires JavaScript.

With that said, I’m also equally disappointed with the far too many of the low res 3D models and the low res image textures within the game. I know this is supposed to be the Beautiful section, but I have to cover both sides, like I did under the Fails area. Let’s look at a few of the problems with this game’s models and textures:

The above images illustrate how badly the texture mapping can go wrong in this game. In fact, even the tree leaves and ground plants are pretty much flat planes. When you get close to an object, the reality and illusion of it breaks down rapidly. For example, the white flowers above show the edges of the texture map when illuminated by the Pip Boy. You can’t see the lines in the thumbnail, but if you look at this image full size and zoom in a little, you can see these thin edge lines. It’s very prominent when playing the game.

This lack of resolution even includes the character models themselves. Up close and personal on the characters, you’ll see the squared off edges of arms and legs of the character model rather than being smoothed out. I understand why they don’t include 3D model smoothing in games as it takes more CPU power. I’m hoping that this will be available on the PS5 and Xbox Next. 3D model edge smoothing would help the character models look far more realistic.

Pip Boy

11-25-2018_11-32-23_PM-n5eaph0cThe Pip Boy, while not much different than Fallout 4, performs its function quite well here. I will say that the 3D model could do with a bit of work, particularly the orange lit button that seems too low res. I’d also prefer to have the map in the Pip Boy rather than having to pop into a separate screen. It made it so much more handy to get to and fast travel via the map when using the Pip Boy. It was also much more immersive than having a separate and pretty colored map. It’s fine if they want to keep the nice pretty colored map, but having a map in the Pip Boy prevents the need of getting out of the Pip Boy to move move to a different screen. It’s all about time savings and this change would help a lot.

Here’s a little trick you can do with the Pip Boy that maybe you didn’t know. You can use the right stick and move the Pip Boy around, like so to get a better look at it:

If you really dislike using the Pip-Boy, there are two alternatives: 1) Hop into Power Armor. It has its own separate heads-up display. 2) If you don’t have Power Armor handy, you can press and hold the two squares (left button below the Xbox button) until it changes. It will give you a HUD that looks like so:


This HUD performs all of the same functionality as the Pip Boy using a different color and without the distraction of it. To switch back, press and hold the two-square button again and the Pip Boy will return. Personally, I prefer the Pip Boy, but I’d like to change the screen color from green to something else. I remember you could do that in earlier Fallout games.

🛑 The Butt Ugly

Daytime and Nighttime

Day and night in this game is weird. It seems that daytime blows by quickly, yet night seems to drone on forever. It could be that there are more nighttime hours than there are daytime hours in the game. This is, frankly, unwanted. I’d prefer to choose day or night and let it stay that way until I change it. Since the clock is mostly unnecessary, each player should be able to choose the time of day setting they would prefer (day, night, dawn or dusk). Let the clock roll by, but let me keep my visuals on daytime. Rainstorms and Radiation storms can still roll through, but let my game remain on my visual choice.

Enemies and Levels

Simultaneously, enemies are both weak and strong at the same time. For example, I’ve run into level 1 Molerats that take at least two shots to kill and my character is level 15. How is that possible? One shot should kill a level 1 molerat. I’ve also run into level 33 enemies who I’ve been able to kill in 5-6 shots. The level system is broken. I shouldn’t even be able to come close to killing a level 33 enemy at level 15… or at least, it should take so many shots that I’d run out of bullets before I finished.

Aiming, Misfires and Collision Detection

This game has some of the worst collision detection I’ve seen in a game of this caliber. When the enemy is up close making hits on me, I can’t even seem to make a point blank shot with a gun… and believe me, I’ve tried. I know that the bullets should be connecting, but the game doesn’t register it. Not only have you lost the ammo, but you’ve wasted health points because the enemy is hitting you. Even worse is that some enemies constantly move around you. If you’re trying to shoot them, they’ll intentionally run behind you… even animals. This AI behavior is stupid and it means you’ll be constantly fumbling to locate them somewhere in your camera view. Combat is already difficult enough without having to constantly swivel to find them

On the flip side, I’ve used my .44 Somerset Special sniper pistol and hit enemies at a distance in the head when I know my aim was way off. I don’t understand this discrepancy in how weapons work here. This problem is even true of even shotguns which are known to have a wide dispersal pattern. Meaning, if there is a ghoul inches from you in Fallout 76, the chance of actually making a hit is very low unless you have exactly perfect aim… when, in fact, the dispersal pattern of an actual shotgun at that range would decimate an enemy as long as it’s aimed in the general direction. Still, in this game when enemies are up close, there’s an unnecessarily high chance of missing. When they’re far away, somehow you can connect shots even when you’re aiming in the ‘general direction’. This is very, very ugly for a shooter.

Instead, up close shooting should be much more accurate than distance shooting. Bethesda’s devs somehow got this one backwards in Fallout 76.

Inventory Storage Maximums

The inventory system on this game is what you’d expect, only worse. Unfortunately, Bethesda keeps adding stupid after stupid into these games. The weights you can carry are way too low for what’s needed to actually play this game. This poorly conceived idea compounds to make a bad situation worse. Once you fill your character’s personal inventory and your stash inventory, you have no other place to store anything. You are forced to drop stuff. You have no choice.

In previous single player games like Skyrim and Fallout 4, you could always store excess stuff in chests or drawers or practically anywhere and go get it whenever you need it. You can’t do that here. Once you’ve filled up your inventory, you’re screwed and there’s nothing you can do about it. As you can see from this video, the way the Stash Box is implemented simply doesn’t work…

Sweep System

Why can’t you drop stuff? This game is constantly sweeping dropped items. The sweep system is so bad and so aggressive that it will sweep away even recently killed enemies before walking over to them to get their loot. It’s particularly bad if you’re a sniper. If you snipe your prey from a distance, don’t expect anything to be there when you arrive. I’ve had so much kill loot stolen from me by the sweep system, I should have stopped playing then. But, I kept toughing it out hoping it would get better. It doesn’t.

This is the fundamental blocker that has made me stop playing. Being over-encumbered is a problem, but nothing’s worse than not being able to drop your stuff off easily and remove that problem or potentially lose it after a character death because of the dropped loot.

Note that the My Stash location holds a maximum weight of 400 … well, actually 399. Once you reach that level, it won’t let you store more. I tire of playing these systems which provide arbitrarily low limits when you really need at least 3 times as much storage space. This is the reason this one falls under The Butt Ugly.

Dropped Loot and Respawning

Upon your character’s eventual death in the wasteland, you will be allowed to respawn. When you do, the map gets a death marker and your character is respawned to the nearest chosen spawn point.

The fail here, and boy is it EVER a fail, is the fact that the game drops loot when you die. What’s the point in this dropping loot? It doesn’t make the game more challenging, it simply makes it a hassle. I absolutely and totally hate this design that’s now being implemented in so many games. Whomever thought that the death marker and dropping your loot upon death was a great idea should be walked to the door after being summarily fired. This is not a design that anyone wants.

Worse, it hangs your loot out to dry whenever you’re out questing. If you’re playing a game that doesn’t allow you to store your items, then maybe it might have a point to exist. Since ALL Bethesda RPGs allow you to store stuff in containers, there’s no point in dropping loot upon death. This just encourages you not to carry loot with you and continually go and drop it off.

The danger with dropped loot is compounded by Bethesda’s absolute crap storage maximums. When you’ve reached the storage maximums of the stash box and of your character, you have to being carrying more stuff with you as you can at least carry over-encumbered. The stash box can’t accept anything else once full.

This means that if actually want to go out questing, you have to carry a shit ton of stuff with you that could potentially be lost under bug conditions (as I’ve described above). It means your loot is being hung out to dry every time you go out questing.

I really don’t want to have to fight with a game’s systems over playing the quests. This game is already cumbersome enough to when attempting to apply stimpaks or change weapons while in battle. Having to fight with stupid bugs that lose stash items is just insane… which is why I’m done with playing this disaster of a game.

Changing Weapons and VATs

Because this is an online game, there is no such thing as pause. This means that while you’re changing your weapon, the enemy is hammering on you. Same for trying to apply Stimpaks or eat food to increase HP. Basically, it’s almost impossible to change weapons, eat food or apply medicine when you’re in combat. In the standalone games, the game pauses while you go into the Pip Boy. It doesn’t work that way here.

Yes, there is a weapon wheel, but it’s just as cumbersome to use as going into the Pip Boy. Because there’s like 15 slots, trying to target just one of the slots perfectly is a challenge, particularly when you’re trying to battle fast moving Ghouls. This part is really trying and needs a drastic redesign by Bethesda. It needs not only a simpler system to get to the most used weapons, it needs a faster way to get to them without blocking the screen. While this is a fail, it’s incredibly butt ugly.

CAMPs randomly disappear

While I believe this to be a current bug which may get resolved in a later version, I have found my CAMP has disappeared twice in the time I’ve been playing. The first time I’d built hillside camp with stilts. It was designed specifically for that hillside. After my camp disappeared, I quickly realized that I wouldn’t be able to build custom designed hillside hideouts as it’s almost impossible to locate that exact terrain to place the hideout in the same position.

Instead, I’ve opted to create a small cabin that can sit on practically any terrain. It means that it’s easily portable and can be dropped almost anywhere that’s reasonably flat. This helped because my CAMP disappeared a second time and I had to relocate it. Having this small self-contained shack made it easy to rebuild. I’m sure it will disappear again. When your CAMP disappears, the game doesn’t charge you to place it down again. It’s not considered ‘moving’ the CAMP, so there’s no fee involved.

However, the hassle of having to move CAMP around and the fact that it disappears is a highly ugly experience overall. Bethesda is aware that CAMPs are disappearing, but they’ve done nothing yet to solve the problem. Perhaps they can solve this in a later update.

The benefit is that if you want to move your CAMP and you don’t want to pay, this bug would let you move your CAMP somewhere else for free. You just have to wait for the bug to be triggered and have your CAMP disappear from the map.

Game Worlds

Finally, I should mention a miscalculated design decision that Bethesda engineers made for Fallout 76 that has contributed to the failure of this game. When you log into the Fallout 76 world, you are placed onto a individual server. It seems Bethesda’s engineering team made a fateful decision to limit each “World” to a maximum of 24 player slots. It also seems that a “World” is technically a server located in some datacenter. While I understand the need to help scale a game may involve using many servers, it seems the engineers decided to limit the number of players on each server to improve the gaming experience, but at the same time, this design choice limits multiplayer interactions.

This design decision has only served to make the game seem smaller than it is. There are times when I’ve been in some “Worlds” where there might be 4 or 5 other people online. Basically, the server is empty and thus, the game seems empty.

This is butt ugly because it causes two problems. The first problem is that in a game that should be teaming with multiplayer folks, you might only see and interact with only a handful of other players ever. You also don’t know how many people are on other “World” servers in total or whether a friend is on another server. Secondarily, this server boundary problem serves to make it impossible at times to put teams together. There was a time when one person on my team couldn’t get back onto the “World” server because it was full with 24 people. We all had to interrupt our gameplay, drop off of that world server, team up at the main menu, then reload the game by following one of the team into a new “World” server. A tedious hassle, at best. Any situations like these that serve to interrupt playing the game are not only a fail, but an extremely bad design decision. The game should seamlessly handle these issues without any interactions on the part of the player.

The engineers should have also designed the “World” system to allow cross play between “World” servers so that seeing people on the other servers is a seamless experience. This would drastically improve the game showing a teaming world of multiplayers rather than seeing no more than 24 people online. In a game where it is entirely devoid of NPCs, limiting the “World” servers to 24 people only serves to make the game seem even more barren and lifeless. Vault 76 then becomes less about hope of repopulation and more about the deaths of the Vault 76’s dwellers.

Vault 76 and Reclamation Day

I don’t even get the logic of Reclamation day. Unless the vault was running out of provisions to support its inhabitants (possible, but not explained), opening the door to let everyone out was a bad Overseer decision. It would have been better to send out a small scouting party to determine the situation “outside”, then report back. That’s the only logical thing to do before opening the door for everyone. If the scouting party didn’t report in at all or reported in unfavorably, then why open the door? I’m not sure what the Overseer was thinking by opening Vault 76 at that moment in time. Clearly, it was a bad decision as pointed out via the multitudes of holo tapes and the clear world devastation that the Vault 76 inhabitants were ill prepared to handle. Why would you intentionally sacrifice the safety of the vault’s inhabitants to such a hostile world? The story starts off badly and doesn’t get any better, unfortunately.

🚌 Missed Opportunities

With the introduction of Fallout 76, I was expecting a whole lot more to this game, particularly the multiplayer portions and settlement building. For example, with the idea of settlements and settlers, comes the idea of letting players settle and run businesses in the wasteland. Instead of roaming around the wasteland, they could man businesses and buy and sell merchandise they create or find. If the player wants to explore, a robot could step in and man the store with whatever merchandise is there. When the player wants to man the booth personally, they can step in and do so. This would allow for actual haggling in prices between players.

There’s also the idea of building a community. Letting players group together to create structures for settling and for extended quests. The settlements could even grow into thriving cities. That’s the point of what Vault 76’s opening meant… to rebuild. This means that players can not only build residential and business structures, but also build structures that might contain enemies including containers with loot and various other things. It would also let players create water treatment plants to filter out the radiation, set up farms for cultivating crops, building power systems and rebuilding manufacturing to allow for building of Power Armor, cars, and trucks to bring the modern world back.

Letting the players build extensions to the world to make the world more dynamic should be the plan of any multiplayer world. Of course, when just starting out in a new game, you don’t want low level players taking advantage of the modern conveniences and improvements… yet. So, they should be restricted from seeing and participating in these activities until they have either leveled up sufficiently or completed the main quest.

Yet, here we are. Fallout 76 is just a mere shell of what it could have been.

👎 Overall

As it is now, this game gets a thumbs down from me with a rating of 2 stars out of 10. I classify it as a disaster worse than the nukes that decimated West Virginia in this game. While the daytime wasteland is very pretty to look at, there’s so little to see and do that Fallout 76 really feels mostly incomplete. The lack of NPCs makes the whole game seem barren and lifeless. The quests are average, but it doesn’t really make me think that this game is heading in any direction like Fallout 4. Like Elder Scrolls Online, the whole experience feels hollow and without a point. Instead, it seems like you are asked to chase information about already dead Vault 76 characters via holo tapes and computer logs. You never seem to run into any other actual NPC characters from Vault 76 other than multiplayer characters whom are “just there”, but don’t play a part in the narrative.

Fallout 4 did at least have a cohesive story to tell. Fallout 76 feels like a pale imitation of Fallout 4, but doesn’t have the meat or the core.

What’s left then is the main quest line and so far that’s simply chasing holo tape after holo tape or logging into a computer to read notes on a computer screen… and you don’t even need to read them to get quest credit. These audio logs and computer screen entries are, well, uninteresting. Other than the enemies you have to kill to find or get to these quest items, the rest are mostly boring exercises with nothing to engage the gamer into wanting to progress.

This is all made worse by the fact that the game is chock full of bugs and glitches. The overly unnecessary eating, drinking and getting diseases simply interrupts and detracts from questing. The lack of a well designed PvP system, including the poorly designed unowned workshop system, simply makes everything seem pointless. The game’s entire reason to exist is for poignant multiplayer PvP, but then fails to even deliver on that. The biggest event to tackle is killing a Scorchbeast, but even the fun of that deflates once you’ve done it and all you receive at the end is basically nothing or some Scorchbeast meat, you really begin to sense just how hollow and tedious this game really is.

The primary thing I’ve found to hold my interest is scavenging. Even then, that’s actually limited because you find the same things over and over in each container. So then it becomes about dismantling these into component parts for crafting mods and such. Basically, scavenging becomes repetitive fairly quickly. This situation is then made worse by the extremely limited inventory storage amount that you’re given, into which you can store these component items. Once your storage space fills up, the game is pretty much over. There’s really no point in playing once you’re constantly over-encumbered.

What I recommend is the following. Wait 6 months to purchase this game. After 6 months or more of patching, this game might become more playable and usable. This same problem occurred with Elder Scrolls Online. Only time will tell. As it is now, unless you like playing these simplistic and poorly designed thin multiplayer games, you should steer clear and try playing this one 6 months from now, at the earliest. It’s definitely worth giving Fallout 76’s developers plenty of time to attempt to right this listing ship and improve the play value of this game in the process.

I’ve lowered my score from 3.5 to 2 stars because this game is far too much trouble than it’s worth. The problem is with the bugs and glitches. For example, here’s several bugs and glitches in a row that compounded into losing all of my “junk” inventory on my character… none of it was my fault in playing the game poorly and was entirely responsible by poor game design and bugs.

I’m currently at level 27. During combat, game lagged for about 5-10 seconds. It was logn enough for a low level scorched to kill my character. The controls didn’t respond at all during that 5-10 seconds. I couldn’t move or shoot or do anything. My health line before the glitching was at least 75%. The glitching allowed more than that scorched’s fair share of hits on my character (which, of course, I couldn’t see or respond to). After the game unlagged and showed my character dead, I respawned to the same location and within 15 seconds of respawning, the entire game hung and crashed on the Xbox with the signature sound looping. It was not enough time for me to go collect my dropped loot (which I don’t believe in dropped loot in games anyway). I believe this is a stupid tactic that doesn’t belong in any games.

After the game restarted, my dropped loot was gone as was my last death marker. All of my “junk” was lost and I had a lot of stuff on me important to repairing items. Items I couldn’t stash because my stash box is entirely full. At this point, I’ve had it with Fallout 76 and I killed the game. I won’t be playing Fallout 76 anymore and with that, I dropped this score to 2 stars out of 10. It’s a pointless and worthless piece of drek from Bethesda that you’d do best to avoid.

Parental Advice

This game is designed as a multiplayer (MMORPG) game. Because of the continuous multiplayer aspect, there is no way to fully rate what your child might be exposed to or with whom they might come into contact. Basically, use your best judgement if considering this game purchase as a gift for a child. As for the themes in this game, they are mostly adult themes. Children too young may not understand the themes contained in Fallout 76.


This game requires an always-on and relatively fast (i.e., broadband) Internet connection to function. If you don’t have always-on Internet, you will not be able to play this game.

Updates to this game usually end up in the range of 30GB to 50GB per update. These updates appear at least every few weeks and may come more frequently as Bethesda attempts to squash bugs during the first few months after release. If your Internet connection is metered and/or you only have a small allotment of data, you might want to steer clear of buying this game. Also, once an update has been released, you cannot play the game until you have fully downloaded and installed the latest update.

💯 Score

Graphics: 7 out of 10
Audio: 8 out of 10
Gameplay: 2 out of 10 (too much dependence on eating and drinking)
Questing: 4 out of 10
Settling: 4 out of 10

Overall: 2 out of 10 (Nothing new to see here, just not unique enough, too many bugs)


Skyrim: Empire vs Stormcloaks

Posted in video gaming by commorancy on January 16, 2018

I’ve recently been playing Skyrim again and have decided to finally finish the civil war storyline. I’d never really completed it when I first played because 1) I knew how it would turn out and 2) it wasn’t something I was terribly interested in completing. I decided to complete this and I have some thoughts. Let’s explore.

Game Choices

When playing the civil war storyline, you must choose a side. You can side with the Empire or with the Stormcloaks. In my case, I decided to side with the Stormcloaks and for one very good reason. The Empire has money, yes, which is why the rich Solitude folks like the Empire. It keeps their money flowing and their rich lifestyles intact. However, the Empire is far too complacent of a protection arm for long term use. The Empire will eventually fall… and fall it must. And, fall it does when the Nightmother has the Dark Brotherhood kill the Emperor.

I chose the Stormcloaks, not because they were the underdog, but because it made more sense for Skyrim. After the Dark Brotherhood quest line has the Dragonborn kill the Emperor, the Empire would be over and done with… at least for quite some time until a new Emperor was chosen. Skyrim needs a leader now, not later. The Imperial troops would then be far less cohesive after the death of the Emperor.

The game didn’t show this of the Empire, but it would be true. It would also make the Empire’s troops distracted and far less effective. This is part of the reason that the Stormcloaks could easily best them in battle.

Ulfric Stormcloak

The game claims Ulfric to be a war criminal, but that is only from the perspective of the Empire. He was vilified for the ‘shout’ that claims to have killed the High King. In fact, Ulfric admits that that was a tall tale. While the shout did temporarily incapacitate the High King, Ulfric’s sword is what did him in. With that said, we didn’t get to see the battle that led to this death, so we really can’t adequately judge if the King’s death was justified or not. We’re only told it wasn’t justified by the game. In fact, because the Daedric Princes are so petty and quarrelsome, I wouldn’t put it past one of those Daedric Princes to have had a hand in causing Ulfric to perform this deed for some reason. It might have even been Sheogorath who thrives on random madness.

In reality, Ulfric was likely a victim of circumstance. I believe he was either manipulated or he did what he thought was right and just at the time. However, it’s really all water under the bridge by the time we play Skyrim since both the Dragonborn and Ulfric are being carted off to their deaths by Imperial troops. I discounted much of the arguments against Ulfric primarily because the Empire almost beheaded the Dragonborn without explanation. I have no sympathy for the Empire at that point in the game. It’s a good thing that Alduin came along to shake it all up at that very moment.

The Thalmor (Aldmeri Dominion)

Many people believe that no matter who is in charge over Skyrim (or indeed Tamriel) that the Thalmor always stand to benefit from it. It seems that the Thalmor are interested in taking over all of Tamriel, including provinces such as Cyrodiil, Hammerfell, Valenwood, High Rock, Morrowind and, yes, even Skyrim. The White-Gold Concordat gave a huge portion of Hammerfell over to the Thalmor as a big concession. Hammerfell heavily rebelled against that and this province eventually became independent and outside of Imperial control. The Thalmor struck the White-Gold Concordat as a way to keep their hand in the operations of Tamriel and put their thumb on Talos worshipers. They side with whomever is currently in power and keep tabs on how it is going so they can strike at any weakness. Apparently, the Thalmor also have a fairly large army contingent… enough to overwhelm the Emperor’s legion so as to force the Emperor’s hand (the same Emperor who is killed in the Dark Brotherhood quest in Skyrim) to sign the White-Gold Concordat.

I’m not a big fan of the Thalmor. While the Empire has tolerated the Thalmor and given the Thalmor access to the Empire, Ulfric has absolutely no love for the Thalmor, instead choosing to kick them out. I’m all for that. The Thalmor are nosy busybodies that need to stay the hell out of Tamriel. The Thalmor need to go find their own piece of land and go run that instead of bothering the people of Tamriel with their heavy handed military tactics.

If I had to make a guess, the Thalmor were probably the instigators of the Stormcloak rebellion in the first place. Strife means they can step in and take over the land when the troops are sufficiently weak enough. The Thalmor seem to thrive on strife and want the people of Skyrim to break the agreements struck in the White-Gold Concordat. With both the Emperor and the Empire out of the way, the White-Gold Concordat is essentially null and void. The Thalmor would need to approach Ulfric with new demands and/or treaties. It also means that the Thalmor could likely come in and decimate Ulfric’s remaining troops. This is probably the biggest single thing that Ulfric has underestimated about the Thalmor, even with the Dragonborn on his side. However, I’m quite sure the Thalmor wouldn’t attack Ulfric without a warning and some posturing before deploying troops. Though, the Thalmor would definitely offer a warning shot to ensure that Ulfric understands the gravity of the situation.


When playing the civil war story, I sided with the Stormcloaks because I preferred where the story in Skyrim would head without being under Imperial control or under that unnecessary White-Gold Concordat. Skyrim, like Hammerfell, needs to become its own independent nation state for the Nords (and others) rather than continuing to be part of Tamriel. Once Skyrim is independent, the Thalmor would have to bargain with Ulfric, go away or kill everyone to lay claim to the land. Let the Thalmor go back to Cyrodiil and hang out over there… or at least some place other than in Skyrim.

Let’s hope that The Elder Scrolls VI will pick up where Skyrim left off. It would be great if we could see how it all turns out under the Stormcloak rule. Of course, The Elder Scrolls VI won’t use the Dragonborn and will explain off that character’s death in some cheesy way so they can pick up the ES:VI story with a brand new hero character like they do with each new game.

Tagged with: , , , ,

Elder Scrolls Online: What were they thinking?

Posted in botch, gaming, reviews by commorancy on May 12, 2014

Elder Scrolls Online[Updated: 8/30/2018 to cover Fallout 76]
[Previous update: 7/4/2014 to cover Cyrodiil and Craglorn]

I’m done playing the Elder Scrolls Online. What is it? It’s the newest installment to the Elder Scrolls video game series as a massive multiplayer online game (MMO). Though, my first question that comes to mind is, “What were they thinking?” This game is a huge step backwards for the Elder Scrolls Franchise in so many ways. I know a lot of players ‘like‘ the game (which is all subjective), but in this article we’ll try to understand why this game is not the caliber of a game that it should have been for an Elder Scrolls installment. Let’s explore.

Console Version — Delayed

The Elder Scrolls Online game was available on the PC first and eventually made its way to consoles such as the PS4 and the Xbox One. For the PC, the game was released on April 4th, 2014. For the consoles, the game had planned to release on June 15, 2015 . Zenimax originally announced a six month delay for the release of the console versions, but it took much longer. In lieu of that release, they have made an offer to let you play sooner. If you bought the PC version before the end of June, you were able to transfer your leveled character over to your console. This, of course, assumes everyone has a PC to play it on. Zenimax attempted to build a unified ESO universe where all players from all platforms are using the same world. It didn’t work. This explains the six month extension required to attempt a unified MMO across all platforms has never been attempted by any game developer to date. That Zenimax attempted this unified world was both ambitious and risky. It also meant trying to get Sony and Microsoft to allow this. It didn’t work. It was ultimately wasted time and effort.

It’s also worth noting that if you’re buy the Xbox One version, you will be required to buy an Xbox Live subscription ($59 for 12 months).  If you’re playing on a PS4, you don’t pay anything extra. The PC game formerly required a credit card to enroll in a subscription to unlock that included 30 days. As the game has aged, Bethesda has changed its policies. Also note that many players whose time has expired have lost the ability to play when their credit card declined for unknown reasons. On consoles, it’s free to play.

Console vs PC

After having played this game nearly to completion, I definitely had second thoughts about marrying the console release and the PC release players together. In fact, the more I think about it, the more I realize it’s a really bad idea and a recipe for disaster. Why is that?

Consider that it takes at most 2 months to complete the game and obtain veteran rank 1 (level 50). Yes, it’s a relatively short Elder Scrolls by comparison to previous installations. To obtain further veteran ranks, you simply have to grind, grind, grind. Most of this grinding is done by hanging around with groups of other people and doing laps. This means you’ll go from one battle to another (maybe 3 or 4 total) in a loop. This loop battling is, well, boring. It does level your player up, but it’s not really much fun after you’ve done it for a while.

If they had married the environments, it would mean that by the time the console players are eligible to get to Cyrodiil, all of the VR12 players will be picking off these ‘newbie’ console players one by one in PvP mode. It’s going to be quite a bit unfair to all of these new console players. In fact, I believe that it would be better at this time to completely isolate the console players into their own servers separately from the Mac/PC edition. Let the Mac/PC players continue in their own world but without the console players. It already is unfair when newbies try to even enter Cyrodiil if you try to play after the game had already existed for 2 months..

In fact, it would be a whole lot more fair to weed out the veteran ranked players from being able to see or interact with non-veterans.

Released too early?

The PC version? Yes, unfortunately. In fact, I played it on a quad core Mac mini (which has its own set of problems.. some related to the game, some not). That said, the game has lots of bugs, glitches and problems. Some quests have characters speaking German when the dialog printed to the screen is in English. There are times where parts of the environments don’t render correctly. The quests are sometimes haphazard and don’t appear to be in any way linked. Gaining skills and experience is random, though somewhat structured around these random quests. The game lag can get quite annoying at times. The script kiddies are already at it mining for gold, loot and experience.

Immersive Experience? Not quite.

In Skyrim, the environments had been working towards full interactivity and more realism. It wasn’t quite there yet, but you could pick up apples, heads of cabbage, weapons and armor. You could carry them around in your inventory, wear items or even move them around in the environment. It was a fully interactive and immersive experience. While some of this carried over to the Elder Scrolls Online (like crafting) far too many things didn’t (list below).

In Elder Scrolls Online, too much of that interactivity is missing. Sure there are containers to open, but you can’t kick the containers around, knock them over, break them, pick up apples or cabbages or weapons and move them around or even place things into the containers. In fact, far too much of the interactivity that was beginning to show in Skyrim was completely abandoned in the Elder Scrolls Online. So, what’s up with that?


What does Defiance have to do with the Elder Scrolls Online? ESO seems to use the same MMO engine. Granted, Zenimax tailored the engine to its own purposes (within limits), but the underlying basics (things that cannot be easily changed) are still there. So, while this MMO engine provides relatively pretty environments, they’re static. You can’t do anything to the environments. The plants are fixed, the boxes are fixed, everything is fixed. There is nothing that the player can do to move anything around. The only thing that’s movable in the game is the player and a horse (and enemies).

One of the things I always enjoyed about Oblivion, and to a lesser degree in Skyrim, is that there are wandering enemies and friends. In fact, you don’t know which is which until you come upon them. One of the things I had been hoping for is a less ‘enemy’ based game.  Meaning, no one should be an enemy until you make them so. Which means, nothing should attack you until you pick a side or provoke them. Alas, not here.

Based on Zenimax’s questionable choice of choosing the same engine that Defiance uses, that leaves the Elder Scrolls Online with less than satisfying in-game play. In fact, for some of the same reasons I abandoned playing Defiance, I abandoned playing the Elder Scrolls Online.

Game Mechanics

While the combat mechanics are similar enough between ESO and Skyrim, they are also different because multiple network players can jump in and help. Though, as I said, in some dungeons, multiplayer is not possible.

On the flip side of that, though, the multiplayer experience is weak and uninspired. The whole running around without collision is way less than realistic. Network players don’t collide and simply walk through one another like ghosts. I’d prefer a much more realistic collision detection. I’d also like an experience where people can participate in commerce, like owning shops and running them at a fixed location. I would also like to see network players be able to create quests, dungeons and bosses. Yes, player created content should be clearly labeled and excludable via preferences. But, it should be part of the universe.

Voice acting and the like

I’m not terribly impressed by this installment of the Elder Scrolls series. In fact, the choice of Michael Gambon (or a very close soundalike) was not a good one. His lines are inconsistent even between the same dialog in the same paragraph of spoken dialog. It sounds amateur and rushed. This is something I would never have expected from Zenimax/Bethesda.


It’s funny. This game looks great in some places, and really bad in others. The landscapes, for the most part look spectacular with the sun shining. In the dark, however, it’s just flat and dull. There’s almost no lighting in most places when there’s no sunshine. Interiors are dull and lifeless. The lighting model used in this engine is, at best, fair. Again, this is what you get when you buy into an off-the-shelf engine. Instead, I would have preferred them modify a Crytek engine which has about the most realistic lighting model I’ve ever seen in a game. Unfortunately, this game suffers from the lack of quality lighting in far too many places.

For example, armor on knights looks great when in direct light or in sunlight, but in the dark there’s nothing to make it look volumetric. It just looks flat and dull.

Multiplayer Gaming

Because this is an MMO game, there are plenty of network players. Unfortunately, much of the game is focused on single player questing. Sure, your comrades can join you in defeating some monsters, but there are also plenty of dungeons where this is not possible. This is the same as Defiance and this is the single reason I stopped playing Defiance. You can easily wander into an unbeatable boss dungeon and simply have to abandon that quest leaving it unfinished. If that quest is part of a chain of quests, that whole quest-line is also dead. This is entirely frustrating and I won’t deal with games that do this.

More than this, the single most frustrating thing is that people leave their characters logged in all of the time and clutter up the environment. You’ll find hordes of network players hanging around banks, clothing creation tables, armor creation tables and other similar workbenches. Sometimes there are so many people that you can’t even get to the table to use it. Sure, you can walk through the players, but if you can’t get visible view of the table with the camera, you can’t target the table to work on it.

One of the other frustrating network player problems is that you’ll tend to find network players hovering around key quest giving NPCs trying to do the same thing you’re doing. The problem that falls out of this is trying to determine what character is actually the quest giver. Having hordes of people around something also gives away where that thing is. Also, it’s really stupid to hear a quest giver NPC saying something like “You’re the first person I’ve seen in ages.” Really? Like how many other network players are logged in right now playing this exact quest in this same dungeon? Stupid dialog such as this amazes me in a network multiplayer player game. Who at Zenimax didn’t get the memo that this is a network multiplayer game?

Which leads to one more problem… shared resources. Some items in the environment are basically ‘one player at a time’. That means if you find a Water Hyacinth and someone grabs it ahead of you, they get first dibs and it’s gone. This means you have to go find it somewhere else. This problem has happened far too many times during quests leading me off on scavenging tangents. In fact, a similar issue is when I’ve just started a quest and a minute later, the quest ends saying the quest is completed. I’m like, what the hell? Then I realize, someone else just finished that quest and it gave me the completion notice also. This is bad. You should always be required to finish whatever quests you start on your own unless that quest is explicitly labeled a multiplayer quest.


At the original time of writing this article, I hadn’t yet ventured into Cyrodiil. However, I now have. Unfortunately, the gameplay doesn’t get any better in Cyrodiil. In fact, it really takes a turn for the worst. While all of the non-Cyrodiil zones are standard questing and dungeon crawler types, Cyrodiil is the antithesis of what Elder Scrolls has always been.

Yes, Cyrodiil offers a huge map that encompasses all of the cities we’ve come to know from Oblivion, but instead of being thriving quest giving communities, it’s a barren landscape of forts and castles, few and far between. In between these military installations is a whole-lotta-nothin’. Really. There is nothing there. While there are quests that are placed onto your area quest map, the quests are all campaign related. Things like, taking over a fort, capture the Elder Scroll, etc etc.

ZeniMax degrades Cyrodiil into yet another version of Hasbro’s board game Risk, only in MMO video game format. I’d liken it to another game like Civilization, but it’s less like Civilization and more like Risk. There are 3 factions: Red, Yellow and Blue. Depending on which faction you join, you’re responsible for making sure your ‘team’ captures the most stuff during any campaign.. with the idea being to capture the entire game area, just like Risk.

No, I’m not avert to playing a game like Risk, it’s just that I’ve already played Risk many many many times over the years. Risk is not what the Elder Scrolls series should become. Yet, here we are. The Elder Scrolls games should always be about questing and dungeon crawling, first. There are so many better multiplayer ideas that could have been used on the Cyrodiil land, but unfortunately we get Risk instead. This Risk game is not bad for what it is, but it’s just not creative nor in keeping with what I would expect from an Elder Scrolls title. It’s also far less than impressive than what I would expect from Bethesda.

Castles and Rebuilding

The worst part of Cyrodiil’s Risk is its castles. The other teams can build catapults and other weapons to use against your castles. As the castles get bombarded, they break and fall down. If the castle falls down enough, the other team can capture it. To keep this from happening, all of the players must not only continually rebuild the castles, they must also use their own ‘money’ to rebuild it. If you want to rebuild a wall, you have to pay for it out of your own stash of money. No money? Can’t rebuild. Personally, I found this minutiae to be just too over the top and unnecessary.


Yes, while it’s important that your ‘team’ wins Cyrodiil during the campaign, there are a lot of sub-game types also embedded in the area like capture-the-flag and death-match all wrapped into this single area. It’s also worth noting that Cyrodiil is almost entirely PVP (Player vs Player). There is very little PVE (Player vs Environment) in Cyrodiil.

The problem with Cyrodiil is that it is far too sprawling with literally devoid of anything other than PVP gameplay. Seriously, this land is so big, trying to find enemy players in it can be as challenging as fighting the battles when you finally find them. The sore point when your player dies is that the spawn points are so few and far between, you’ll end up spending literally 10 minutes just trotting back to where you were on a horse simply to try that battle again. Because there are so few spawn points, it makes Cyrodiil a truly painful experience when battling. Definitely not a battle-friendly environment. This is a pretty huge fail on ZeniMax part. The spawn point is also entirely dependent on who kills you. If you’re killed by an environment NPC, then you spawn like you normally do. If you’re killed by another player, you’re forced to respawn at very selective spawn points owned by your faction… which could be on the other side of the map.

Worse, they’ve turned the Elder Scrolls themselves (the actual Elder Scrolls) into a game of capture-the-flag. Instead of being useful as scrolls, now they’re just tokens to carry around. It’s now the job of other teams to grab your team’s ‘Elder Scroll’ and take it back to their own land. It’s then your responsibility to go get that scroll and put it back into its home area. Yes, it’s degraded the Elder Scrolls into Capture The Flag. I mean, I don’t know how much more degrading it is to see the actual Elder Scrolls, which are supposed to be some of the most coveted and sacred of magical artifacts in Tamriel, treated like play toys.

If the Elder Scrolls themselves are such prized artifacts, why are they floating on an alter sitting out in the open under a dome? Shouldn’t they be in a library or underground protected? Who thought this would be a good idea?

On top of the derivative problems present in the Risk-like strategy aspect, it’s just far too sprawling to really make this area of any real value. The campaigns in Cyrodiil literally last 90 days. That’s 3 months. And it would take every bit that 3 months just to even try and take over the entirety of Cyrodiil. I guess if the only thing you’re trying to do is level your character up to Veteran Rank, then it’s worth it. Oh, and the only way to get Veteran Rank is to have taken part in Cyrodiil actively. Yes, that means rebuilding castles, as boring as that activity is.

Unfortunately, Cyrodill literally doesn’t thrill me. First, it trivializes the Elder Scrolls. Second, because the area is so sprawling with nothing else to do there but focus on taking buildings over, it’s really way outside of what I consider an Elder Scrolls game. I mean, the idea behind the battles is interesting. However, using a board game derivative to build your implementation is far less than impressive, Bethesda. It seems like the game developers just didn’t have any better ideas than ripping off the Risk board game.

Instead, I would have preferred to see several types of campaigns. Instead of 3 factions all working against one another (PVP), that they all work together towards a common goal… like taking the area back from the Daedra. I don’t mind PVP and I’m glad there’s an area here, but ZeniMax should at least offer up other methods of conquering Cyrodiil than simple-minded and derivative PVP gaming. If you really want to do PVP, I’d rather just have an arena somewhere. I mean, a small location with limited map sizes where gamers can simply go in and battle in an arena. In fact, Arena was one of the early Elder Scrolls titles. Why not offer an area as an homage to the earlier Arena battles? With multiplayer, it makes perfect sense. Yet, they give us the Risk-derived Cyrodiil. I continually find myself venturing back to the questing areas over being in Cyrodiil.  I find myself bored to tears after spending even 15 minutes in Cyrodiil. Just give me the standard quests and don’t force me to rely on Cyrodiil to advance my player character.

Faction Lands

When you begin the Elder Scrolls Online, you will become part of a faction such as the Daggerfall Covenant, the Ebonheart Pact or the Aldmeri Dominion. Depending on which faction you end up in, certain parts of Tamriel will open and others remain locked. However, once you complete Cyrodiil as a veteran, you will be able to go through all of the rest of the closed lands. Personally, I think this is rather stupid. If, as a designer, you’re going to create a world with many lands, let all players go through all of the lands. Don’t selectively exclude gamers based on a faction. This is stupid. Of course, we can create and level up other player characters who end up on those other factions, but that’s means you have to manage 3 players all leveling up together. This is something I don’t want to do. I play a game no more than once, never three times.


After having recently reached Veteran Rank 1 (VR) — AKA Level 50, I was ‘invited’ to be transported to Craglorn (the recently released Veteran Rank area). Don’t expect Craglorn to be like any other land you’ve visited. Oh, no no no. Zenimax has once again changed the rules of the game. When you reach VR1, you might think you’re now reasonably strong. Again, no no no. Reaching Craglorn is like starting ESO all over again at Level 1 with no armor or weapons. In Craglorn, ALL of the enemies and I mean ALL of them are VR 11 or higher. Oh, but there’s one more change to this area. ALL of the enemies in Craglorn swarm. There is no way to get a single enemy alone to grind and rank up. Nope. If you hit one enemy, at least 4, 5 or more VR11 enemies come charging at you. Think about this for about 30 seconds and you’ll realize the problem… I’ll wait….

So, having thought through the problem, you quickly realize there is absolutely no place to grind here. None. The only way to grind here is to group with others and grind together. Even then, grouping VR1s together probably won’t be that successful. Effectively, you cannot quest solo in Craglorn until you’ve reached at least VR 12. Worse, the first quest given in the area has you fighting VR11 bosses… which are, in fact, VR20-somethings. Even worse then that, it takes killing a shit ton of enemies just to move the VR experience bar even a nudge. So, yeah. It’s unlikely a VR1 character is going to step into this area and win at anything let alone rank up fast. Expect to spend some gold on new VR ranked weapons before entering this area.

Craglorn is probably one of the worst ZeniMax fails around the entire ESO game. Though, I have to admit that ripping off the board game Risk is right up there with Craglorn’s design. But, setting your character up as VR1 in a primarily VR11 area is just simply insane. Again I must ask, “What were they thinking?” This is not challenging. It’s just an exercise in frustration. I’d have to say that Craglorn is probably game designing at its worst. Every other gaming area, they’ve had general enemies no more than 1-2 ranks higher than where you are. But, throwing a VR1 ranked character into a VR11 territory is just stupid.

About the only thing I have found to do is loot treasure in this area and join in on some world battles whenever I can find them. This way I can at least try to rank my character up very slowly. But, finding world battles around the area is fairly difficult because there aren’t that many people here questing and world battles are few. Even dolmens aren’t in Craglorn. Oh, there are dolmen’s marked, but they don’t work like the regular dolmens. Again, Zenimax changed the way this area works. Inconsistent to say the least.

Craglorn is really designed for grinding, pure and simple. If you go in there, expect to grind, grind, grind.

Gameplay Differences

Let’s understand some of what I consider broken between the Elder Scrolls Online compared to Skyrim. Some of you might like some of the changes listed below, but I preferred where Skyrim was heading. That is, moving towards making everything interactive and more like our reality with real physics. Taking a step back in gaming is never a good idea. Here’s my list (note this is not comprehensive):

ESO: Horses appear out of thin air and disappear into thin air
SKY: Horses are stabled, must be found, can die

ESO: Horse animation is stilted and cartoony
SKY: Horse animation looks at least more realistic than ESO

ESO: Containers are fixed and contain gold 1 max or food (not necessary)
SKY: Containers can contain jewels, gold > 20 or potions.

ESO: Food is unnecessary because magicka, health and stamina regenerate almost immediately after combat ends
SKY: Food is necessary until you get armor or enchantments that increase health regeneration which is typically very slow.

ESO: Objects are fixed and cannot be moved
SKY: Objects are movable in the environment: Apples, weapons, ingredients, etc

ESO: Defeating an enemy yields 1 gold and possibly a glyph or quest item (rarely armor and never armor the NPC was wearing)
SKY: Defeating an enemy yields gold sometimes and whatever armor and weapons they had. Their armor and weapons can be stripped.

ESO: Bows automatically come equipped with arrows. The bow holds the damage.
SKY: Bows and arrows are separate and have separate damage levels. Couldn’t craft arrows. They were always found.

ESO: Unknown if you can own a house
SKY: You can not only own houses, with Hearthfire you could build one from scratch.

ESO: 60 max slots for items and every item (including each ingredient) requires 1 slot (excluding some quest items). If you run out of slots, you have to use the bank which gives you only 60 more. Then you have to buy more with gold.
SKY: Expandable slots for items and unlimited items can be stored in containers in owned houses. Granted, houses cost at minimum 5000g, but once you buy a house the storage space is unlimited. You could get more slots by finding the Horse stone, scrolls, casting a spell or by wearing enchanted items (which can be found or created).

ESO: Soul Gems are very very scarce. Basically only available from sellers.
SKY: Soul Gems are easy to find. Specifically, they are usually found in dungeons with mages or necromancers.

ESO: Once in battle mode, there’s no way to sneak. The game simply won’t let you. If you do manage to hide in battle mode, the game takes you out of battle mode as though you had run away. The enemy’s health resets requiring you to start the battle over from the beginning. This includes bosses.
SKY: Once in battle mode, if you hide behind a rock or container you can usually hide. If you crouch and hide in battle mode, the game does not reset the enemy’s health unless they have regenerative capabilities or you leave the area.

ESO: An arrow’s range is a 5-6 feet. If you’re out of range, an arrow does nothing.
SKY: An arrow’s range is at least 50-100 feet. If you can see the enemy and you can aim, you can hit them.

ESO: If you’re in sneak and attack an enemy, you’re immediately taken out of sneak and the enemy knows exactly where you are and begins attacking you. The best you get is 1 sneak attack.
SKY: If you’re in sneak and attack an enemy, the enemy will come search for you, but you can move and avoid being found. You can continue to sneak attack as long as you remain undetected.

ESO: Equipping a new weapon is cumbersome.
SKY: Equipping a new weapon is through the weapon wheel (as long as it’s set up in advance).

ESO: Entering a menu to switch weapons or consume a potion doesn’t pause the action. Enemies continue to attack while trying to switch weapons or consume potions. You need to have them on hot keys.
SKY: Entering a menu during battle pauses the battle to allow switching or consumption of a potion.

ESO: Dying reduces durability of all equipped items.
SKY: Dying ends the game and you have to reload. Durability of items is determined by its use, not by player death.

ESO: Boss battles inside a dungeon trap you in the dungeon until the battle is done, you quit out of the game or you die. There is no way to flee an interior battle as exit doors aren’t usable.
SKY: You can always exit a dungeon even when in battle.. excluding certain bosses which lock you into an area (i.e., arena battles).

ESO: Swimming yields no skill improvement.
SKY: Swimming improves strength

ESO: Diving in water not possible.
SKY: Diving not only possible, but required to reach some quests.

ESO: Mouth movements with dialogue are simple open close like a puppet
SKY: Mouth movements with dialogue use mouth phoneme animation to seem like they’re actually talking

ESO: Sneaking costs stamina, does not level up
SKY: Sneaking levels up as you use it near enemies, costs no stamina

ESO: Repairing armor is at least 5x more costly in comparison with the gold you obtain. Repairing all items might be 200G-300G and you might have 500-800G or so.
SKY: Gold is plentiful and repairs are 10G or so per item. It might cost 200-300G for all items, but you probably have 2000-5000G

ESO: Bots and script kiddies => a side effect of multiple players
SKY: No bots => no online play

ESO: Some dungeons don’t allow network players in. You’re left alone to complete the boss which can be challenging because you cannot sneak or hide in battle. Basically, you need to be a mage or warrior for these dungeons. Rangers and Thieves won’t easily work.
SKY: N/A.. but you can use alternative tactics like sneaking and sneak attacks which are not available in ESO once battle starts.

ESO: Map is tiny (about a quarter of the screen) and looks like a cartoon.
SKY: Map is full screen, makes it much easier to find things.
Though neither have a search feature which would make finding places on the map a whole lot easier.

ESO: Custom waypoints not available on map
SKY: Custom way points possible

ESO: No stealing, no pickpocketing
SKY: An intrinsic part of every other ES game since at least Morrowind

ESO: Fast traveling costs gold (costs more as game progresses)
SKY: Fast traveling is free

ESO: Books cannot be taken or stored. Though, Lorebooks disappear after reading them and end up in a ‘library’ on your character.
SKY: Books can always be taken (unless it’s specifically stuck to an area).

ESO: Can’t sit in chairs
SKY: Could sit in any chair

ESO: Can’t kill any NPCs
SKY: Can’t kill some NPCs (critical characters, kids, etc), but can kill most.

ESO: Items cannot be dropped and picked up later. They can only be destroyed.
SKY: Items cannot be destroyed, but can be dropped or sold to free up slots.

ESO: Travel only to waypoints at any time. Traveling not from a waypoint costs gold. All territories are infested with large numbers of constantly spawning enemies. Dungeons are not always set to the player level and are frequently set higher to encourage network co-op, otherwise it can be impossible with a single player.
SKY: Travel to any city at any time. Occasional enemies can be easily avoided. Dungeons were set at or close to the level of the player making some levels too easy to play. Though, some dungeons aren’t.

Frequent Updates

While I do realize this is a multiplayer game, some of the updates can be especially big and have long download times. For example, some updates are as large as 8GB (nearly the same size as the full game). Download updates are frequent at intervals usually once a week. So, expect to wait to play while the updates are downloading and installing.

If they’re planning on this many updates this frequently, then the game should come with a background updater to automatically download updates during idle times.


The Elder Scrolls online is, at best, a mediocre game. The choice of the Defiance MMO engine to drive ESO leaves a lot to be desired. I was actually hoping Zenimax wouldn’t use that engine as there are many problems with it. While Zenimax was able to customize some pieces better than Defiance was able to, there are simply some pieces that still don’t fit with the concept of an Elder Scrolls game. In fact, using this engine is far and away a step backward for an Elder Scrolls technology advance. It’s unfortunate too because I was actually liking where Skyrim was heading. And, taking what Skyrim was to a Next Gen console would have made the next installment spectacular. Instead, with the Elder Scrolls Online, what we’re getting is not the next step, but a lateral move that’s about as compelling to play as Morrowind.

Though, at the time Morrowind released, it was very compelling. Today, Morrowind seems antiquated, as does the Elder Scrolls Online. Unfortunately, Zenimax tried using something off-the-shelf and the result is less than stellar. It’s unfortunate too, because I was just getting into the Elder Scrolls series. If this is what we can look forward to in Elder Scrolls games, Zenimax, you can count me out.

As for Cyrodiil, it is basically boring empty space with mostly nothing to do. There is effectively no standard questing in Cyrodiil. All quests are military quests such as grabbing the Elder Scroll and moving it somewhere else or spying. Unfortunately, Cyrodiil is basically such an uninspired area, I find myself bored often and frequently leaving to find quests in other lands. Unfortunately, at level 46, I find myself actually running out of standard quests and no way to get to the other unopened territories. So, I’m actually kind of stuck for more stuff to do in the Elder Scrolls Online.

In fact, what I’ve been doing as of late is just finding resources and putting them up for sale in guild stores. At least there’s pretty much a never ending supply of resources, except on Cyrodiil where, again, there’s literally nothing but a huge and a big game of Risk.

Fallout 76

This section has been added here to discuss Bethesda’s newest MMO, Fallout 76. It’s highly likely that Bethesda/Zenimax has simply taken the ESO engine and used it to build Fallout 76. I haven’t played or seen any play of Fallout 76, but I’m not holding out hope that FO76 will be substantially better than ESO.

I’m certainly hoping that they have abandoned the Risk board game PVP mode. It was totally unnecessary and out of character even for an Elder Scrolls game. It will definitely be out of character in a Fallout game.

I will have to reserve my judgement of Fallout 76 until its release later in 2018.


%d bloggers like this: