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Fallout 76 Rant: The Impact of Legacy Removal

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

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

Misguided Maneuver

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

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

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

Which Weapons were Removed?

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

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

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

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

Righting Wrongs

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

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

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

Fallout 76 Gamer Types

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

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

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

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

Rogues vs Golden

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

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

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

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

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

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

Mixing The Two

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

Bethesda doesn’t get its player base

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

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

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

Black Tuesday

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

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

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

Perplexed

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

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

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

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

High Levels and Endgame

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

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

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

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

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

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

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

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

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

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

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

Bethesda is definitely at a cross roads.

Microsoft

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

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

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

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

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

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

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

Can Fallout 76 tank Bethesda?

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

“Once bitten, twice shy.”

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

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

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

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

Rogues, Games and Marketing

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

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

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

Pay for Play

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

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

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

High Level Players, Veterans and a New Map

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

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

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

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

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

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

Inept Developers

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

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

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

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

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

Business Lessons

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

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

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

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

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

Too Late

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

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

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

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

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

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

Compensating Controls

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

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

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

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

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

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

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

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

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

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

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

Balance in Fallout 76? Hardly.

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Fallout 76: Map locations of Wood Piles

Posted in advice, howto, video game by commorancy on January 18, 2023

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Many players are wondering where to find Wood Resource Piles (aka Wood Piles) throughout Fallout 76. While there are websites showing map locations leading the way to gold, concrete, steel, lead, waste oil and acid deposits, none yet show where to find wood resource piles for your camp. Yes, there are a number of these wood piles in Appalachia. Let’s explore.

Wood Pile Sites

Starter List
Wood Pile Update #1
Wood Pile Update #2
Wood Pile Update #3
Wood Pile Update #4
Legacy Removals and Wood Piles Update #5

The links above lead to the list of wood piles that have been found. Unfortunately, as many others have found, there are no maps to find these resources easily via Google. Well, now there is. The research for this article is time consuming as it requires searching all over the map for these wood piles. That’s where this article comes in. I’ve done this work for you and now the article is closed.

For ease of writing this article, I will abbreviate C.A.M.P. to simply the word ‘camp’ except when I’m referring to the device itself. There are a number of workshops that have wood resource piles. This article does not include wood resource piles located in workshops. If you wish to know which workshops have wood piles… then from the Fallout 76 map, hover over the workshop icon and the game will display resources available at each workshop.

Wood Resource Deposits

What are these deposits and why are they special? Like iron deposits that produce steel scrap and crystal deposits that produce crystal scrap, wood deposits produce wood scrap when equipped with a proper resource extractor in your camp. Some of these deposits exist inside of workshops, but you cannot build a camp in a workshop. Many players want to build their camp on top of a wood resource deposit so they can extract wood scraps at their camp.

Yes, these deposits do exist separately throughout the Forest and even into the Cranberry Bog. Wherever there are forests and wood, these wood pile deposits exist. That I’ve also discovered while scouting, these wood deposits seem to exist near, but outside of workshops and usually aren’t far off of a road. Though, they don’t always appear near workshops and they are not always near a road. These wood piles can be claimed using your C.A.M.P. device and used within your own camp with a wood resource extractor.

Wood resource piles have a distinctive look and shape from regular logs of wood in the landscape. Here’s an example:

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Note that the cones on this pile are only for this specific pile. All other wood piles I’ve found do not have these orange cones. Additionally, note the four posts that constrain the wood pile. These wood resource piles always look like this (with the exception of the cones).

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If you see one of these wood piles in the wild AND which is not located in a workshop, you can use it in your camp to extract wood by placing down a wood resource extractor. The extractor will produce wood scraps for you. The above is how a wood pile looks when a resource extractor is placed down. Resource extractors require power to operate, hence the reason for the two solar panels to power it. While you can use any generator of sufficient power, I prefer using two solar panels which can be placed right on top.

Settlers and Wood

Since the introduction of Wastelanders, the game now offers random NPC settlers living in the wasteland. These settlers can sometimes point the way to finding such wood pile resources. For example, if you hear the sound of wood being chopped, there’s a high probability that locating the sound will lead you to a settler and a wood pile. Settlers don’t spawn all of the time, but they do occur the vast majority of the time. This means that some wood piles must be found by stumbling onto them. By following the sound of wood being chopped, it is likely to lead you to a wood pile.

Again, these wood pile deposits are available to use as resources in your camp, just like ground copper, silver or iron deposits.

Wood Resource Deposit Locations

Let’s get right to the heart of this article and the reason why you are here. These are all of the wood pile resources I’ve found. Every single resource I’ve scouted is available for use in a camp, allowing for a wood extractor resource to be placed. The vast majority of these piles are located in The Forest. However, a few do exist in the Cranberry Bog and other locations around the map. As I find more, this article will be updated.

I’ve also tested all of these locations to ensure that a C.A.M.P. device can be placed which will include the wood pile. Though, placement on some may not work if placed directly in front of the pile. These piles may require you to walk around a little to find a suitable location where the device turns green and allows placement while still including the wood pile.

Let’s start with this first set of wood pile locations …

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Location #1 — Gilman Lumber Mill (Forest)

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This wood resource deposit is located near the Gilman Lumber Mill just below Vault 76. The arrow marker points to the spot. This location actually contains two wood deposits. Unfortunately, the deposit closest to Gilman (next to a fence) cannot be claimed for use in a camp. This second one which is farther away and not sitting against a fence (see the arrow marker) is usable in your camp. It looks like so…

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This wood pile below, unfortunately, is NOT usable in a camp. It is shown to prevent confusion from the above pile, which can be used in a camp. Again, this pile just below placed next to the chain link fence cannot be used as a camp resource, but it can be harvested for wood by your character. Yes, it would be nice to have two wood extractors in the same camp, but alas it’s not to be. Thanks Bethesda.

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Location #2 — Back end of Wixon Homestead (Forest)

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This wood deposit exists not far from the Wayward, but sits at the very back end of the Wixon Homestead’s farmland, not far off the nearby road leading to the Wayward.

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Location #3 — Hunter’s Ridge (Forest)

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This wood deposit is near Hunter’s ridge along the road where the marker shows. This pile has two orange cones.

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Location #4 — Pylon V13 & Drop Site C2 (Cranberry Bog)

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This wood deposit is somewhat near the Abandoned Bog Town workshop, but is not part of it. It’s fairly far off of the road and you can hear a settler chopping wood all the way from the road if they are there.

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Location #5 — North of Twin Pines Cabin (Forest)

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Near where the road forks into two, you’ll find a wood deposit which is not far from Twin Pines Cabin (the Blood Eagle symbol on the map).

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Location #6 — Deathclaw Island (Forest)

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Slightly off of and north, just up the road from the spawn point for Deathclaw Island (pine tree marker on the map), here’s another wood resource which can be used at your camp. See the arrow marker. The wood pile looks like this.

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Note that the building seen in the background is the small red shed which is part of the Tyler County Dirt Track workshop. However, this wood pile is not part of that workshop and can be used in your camp.

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Location #7 —  Point Pleasant (Forest)

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This wood pile is very close to Point Pleasant. However, the spawn point for Point Pleasant leads you to the south entrance. This pile is near the north entrance of the city with no fast travel point close. You’ll want to fast travel to Black Mountain Ordnance Works and walk down the road towards the north entrance of Point Pleasant. Immediately after you pass a red colored large hauler truck, it’ll be on your left. Careful of a possible Blood Eagle camp nearby.

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Location #8 — Silva Homestead (Forest)

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This wood pile is located a little bit south of Silva Homestead and is also a little bit off of the road near and sorta behind a red tractor. This location is a little bit tricky to place the C.A.M.P. device. However, if you are creative with your C.A.M.P. device placement, you might be able to include both water and wood as resources in your camp. Note that you only need to cover about half of a ground resource with the green perimeter circle for that resource to be usable. Placement of water resources are a bit more finicky.

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Location #9 — Billings Homestead (Forest)

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This wood pile is located just up the road a little from the Silva Homestead pile. This pile is close to, but not part of the workshop. Like Silva Homestead, this one also requires creative placement of the C.A.M.P. device to be able to use this pile as a resource.

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See the placement of the C.A.M.P. device below. Any closer to the pile and it turns red due to the workshop proximity.

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Location #10 — Grafton Steel (Toxic Valley)

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This wood pile is near Grafton Steel, but is on the north side. Similar to Point Pleasant, the fast travel point for Grafton Steel is on the south side. You’ll need to trek up the road to the point where the marker is. It’s just a little bit off the road, but you can still see the pile from the road.

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Location #11 — Near Black Mountain Ordnance Works (Forest)

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From the fast travel point at Black Mountain, travel down the road to the point you see. There’s a small gravel road that leads into an unmarked junkyard which looks like this…

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At the back of this makeshift and unmarked junkyard resides a wood pile…

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I didn’t scout this area carefully to see if there were any other resources present, such as a junk resource. You’ll need to visit to determine this. It looks like there might be a junk resource available off to the right as shown in the wider picture of this makeshift junkyard.

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Location #12 — Alpine River Cabins (Forest)

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Just above Alpine River Cabins there’s another wood pile. Seems like there’s a lot of these in the Forest area. Makes sense, though. It looks like this…

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New Piles Update #1

Location #13 — Mosstown (Mire)

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Very near Mosstown, but just outside of it is a wood resource pile. This resource pile is usable in your camp even though it’s very close to Mosstown.

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Location #14 — WV Lumber Co. (Forest)

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This wood pile is so close to the water line, you can likely claim both water and this wood pile in your camp.

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Location #15 — Groves Family Cabin (Forest)

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This one is closer to Groves Family Cabin than Darling Sister’s Lab. The trouble with this map image is that when the Groves marker is selected, the text obscures the arrow. I selected the Darling Sister’s Lab marker to give you a better idea of the map location.

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Location #16 — Miner’s Monument (Forest)

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This wood pile is just across from Miner’s Monument.

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Location #17 — Southern Belle Motel (Mire)

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Next to the Southern Belle Motel is, you guessed it, a wood pile ripe for claiming in a camp. This one is directly next to water. With this one, you can definitely claim both water and the wood pile in your camp. You can probably even put up a bunch of water purifiers along side your wood extractor.

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New Piles Update #2 — Cranberry Bog

There are apparently a number of wood piles strewn around the Cranberry Bog, but not close to roads. Some of these wood piles reside fairly close to various Firebase sites, but not always. Here are the four newest wood piles I’ve found. Thanks go to a game friend who knew about two of these piles and helped me locate them with markers near the sites. That also spurred me to traipse around the Cranberry Bog looking for the two others included.

This player also told me he was unable to place a wood extractor at the wood pile located near Drop Site V9 when he had his base there. I have tested this location by placing an extractor and have experienced no difficulties (see below). Please let me know in the comments if you experience any problems with any of these sites listed.

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Location #18 — The Thorn (Cranberry Bog)

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Not far from The Thorn (see marker) is another wood pile. Sometimes a settler is not there.

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Location #19 — Bootlegger’s Shack (Cranberry Bog)

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And another near a grove of Sundew Trees.

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Location #20 — Drop Site V9 (Cranberry Bog)

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A small trek north of Drop Site V9, you’ll find another wood pile. This one is far enough north that it shouldn’t be inside of a blast zone very often, if ever… unless it’s a newbie player who doesn’t know exactly where to nuke.

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This is the wood pile I was told wouldn’t place an extractor by someone who had a camp here previously. I have tested this site and I was able to place down a wood resource extractor without any difficulties, like so…

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Location #21 — Firebase LT (Cranberry Bog)

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Halfway between Firebase LT and that fissure site, you’ll find another wood pile. It looks like so…

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New Piles Update #3

Location #22 — Sunrise Field #1 (Cranberry Bog)

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This wood pile is the first in three wood piles located near Sunrise Field. You’ll need to take a close look at each marker location and correlate that with each image. Note that one of the locations that would seem natural to have a wood pile instead has a uranium deposit (see below). The third wood pile is farther away and in a different area than one might expect.

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Location #23 — Sunrise Field #2 (Cranberry Bog)

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This is the second wood pile located near Sunrise Field. It exists next to this small red shack.

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Location #24 — Sunrise Field #3 (Cranberry Bog)

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This third wood pile is located halfway between Sunrise Field and Sparse Sundew Grove. I’m connecting this one to Sunrise Field due to its close proximity.

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Sunrise Field — Uranium Deposit (Cranberry Bog)

For completeness, I roamed to an area near Sunrise Field (to the right and below) where I thought another wood pile might be located. Instead of a wood pile, I see a uranium deposit. Here’s the location of this uranium deposit in case you’re curious.

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The reason this uranium deposit is included here to keep you from wasting time roaming over to this area thinking there might be another wood pile there. There isn’t. It’s a uranium deposit.

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New Pile Update #4

For this update, I’ve finally found the location that I remember seeing months back and it’s actually in the Savage Divide! I originally thought this wood pile site was much closer to The Whitespring than it is. It’s actually very close to the Garrahan area of the Savage Divide right where it meets the Ash Heap. These wood piles, though, are considered in the Savage Divide.

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Location #25 — Bastion Park (Savage Divide)

From Bastion Park, travel down the road and you’ll find this wood pile just off of the road near a semi truck with logs on the back.

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At this location, you’ll see this semi truck with logs on the back right next to the wood pile.

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Location #26 — Monongah Power SS MZ-03 (Savage Divide)

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From site #25, trek just a little ways down the road and you’ll find this wood pile which is close to the substation fast travel point. This wood pile is the pile I thought was very close to The Whitespring. Instead, it’s much farther down near Monongah Power Substation MZ-03 and not far from the Garrahan Mining HQ. I was also surprised to find that there are actually a number of wood piles in close proximity in this area.

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Location #27 — Garrahan Mining HQ (Savage Divide)

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Even further down this same road near the Garrahan Mining Headquarters, you’ll find another wood pile to use. It looks like so…

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This wood pile is located near a small unmarked village of houses.

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Location #28 — Braxson’s Quality Medical Supplies (Mire)

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This one is in The Mire. From Braxson’s Quality Medical Supplies (the icon looks like a factory), trek to the below location and you’ll find this wood pile…

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Location #29 — Crimson Prospect (Cranberry Bog)

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We’re back in the Cranberry Bog for yet another wood pile. Halfway between Crimson Prospect and the Ranger District Office, you’ll find another wood pile ready and waiting for a camp to be placed.

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Legacy Removals and Wood Piles

As a result of Tuesday January 24th’s removal of Legacy weapons (aka Black Tuesday), I have made the decision to no longer search for any more wood piles. There are now 29 Wood Piles in this list, well enough to satisfy anyone who wishes to base their camp around one. While I was unable to find any of these wood piles in the Ash Heap, Toxic Valley or the vast majority of the Savage Divide, you’ll need to search in these areas yourself if you want your camp in a specific area not listed near a wood pile.

If you’re simply wanting a wood pile to base your camp around, there are plenty of sites listed in this article from which to choose. If you’re specifically wanting one in a region where none is listed above, I’ll leave it to you to go find one close.

My reasoning for closing this article at this time is that Fallout 76’s player base is actively under siege by Bethesda, which I further foresee many players leaving this game over the course of the next 30-90 days as a result. Without Legacy weapons, the game is likely to become “boring” and “no longer fun to play” by many. That reduction in players leaves fewer and fewer players playing Fallout 76 on all platforms. That further means that information articles like this one will see fewer and fewer searches from a dwindling set of players who need this information.

With the 29 sites already discovered above in combination with the likely significant reduction in player base, there’s no reason to continue searching. If Bethesda changes their stance on legacies or finds a way to entice a whole lot more players back into the game, then I may revive this article and continue to update it. As of now, this article is officially closed with the 29 sites listed. I am no longer actively searching out any more wood piles.

Ending Notes…

I haven’t tested placing extractors down on each of these wood piles in this list. Some of these locations may or may not allow for placement of an extractor. You’ll need to test this. The only test I have performed is to see whether it’s possible to place a C.A.M.P. device at or near the wood pile. Every wood pile in this list turns green when testing a C.A.M.P. device placement, but that test doesn’t guarantee that a wood extractor will place once a camp is established.

For map reference, the arrow marker not only denotes the location of the wood pile, the arrow’s direction also points directly towards that wood pile.

If you happen to locate a wood pile not listed or find that one of these wood piles above doesn’t work to extract, please leave a comment below. If you find a pile that is missing from this list, please tell me where it is located is in a comment below and I’ll credit you for having found it. Even though this article is closed for updates, I am still actively accepting comments from people who may find a wood pile not in the above list. You will be duly credited for having found any wood pile not in this list.

Enjoy and happy camping!

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Rant: Fallout 76 Event — Invaders from Beyond

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

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

Invaders from Beyond

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

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

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

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

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

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

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

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

Locations for the Event

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

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

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

The event locations are as follows:

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

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

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

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

Grenade Drops

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

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

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

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

Crap Event for Bloodied Build

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

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

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

Sneak Card

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

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

Invaders from Beyond is a Technical Failure

Fallout 76_20220306160020

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

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

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

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

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

“Don’t play Bloodied”

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

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

Environmental Perks

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

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

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

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

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

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

Why Intentional?

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

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

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

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

Losing Perks after Death

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

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

Crashing

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

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

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

Rating

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

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

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

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

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

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

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

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Fallout 76 Event: How To – Radiation Rumble

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

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

Enough People

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

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

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

Friendly Fire

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

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

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

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

What kind of weapons can be used?

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

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

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

When Friendly Fire doesn’t work

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

Failure is not an Option

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

Menu Failure during the Event

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

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

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Fallout 76: Best location to farm XP?

Posted in howto, video game by commorancy on October 5, 2021

11-25-2018_4-47-46_PM-3khkfghcMany people playing Fallout 76 are asking this specific question, specifically because nerfing has become so commonplace not just with weapons, but also spawning creatures and the reduction of XP received from creatures. Let’s explore.

The Whitespring

One of the staples for farming Experience Points (XP) in Fallout 76 has always been the Ghoul Run at The Whitespring (and the larger events like the Scorchbeast Queen). The plus with the Ghoul Run is that you’ll get a fair amount of XP out of the deal. The minus is that once you run it, it takes ages for the ghouls to respawn on the same server. This means you cannot continue to farm XP indefinitely. This slow respawn rate was intentionally changed to prevent players from farming this area constantly. However, you can mostly avoid this issue by server hopping. The other downside is that Bethesda has consistently and continually nerfed the XP received from killing high level ghouls. The amount of XP that can be had at The Whitespring Ghoul Run isn’t slouchy, but it’s nowhere near the levels that were formerly available when the game was new. You might have been able to level up once fully by a single Ghoul Run the first year the game was around. Today, it would take probably 10 runs to get the same amount of XP to level up.

This is why the Ghoul Run is still a decent run to do, but you can’t rely on it to take your character up to the next level quickly. Instead, there are other locations more suitable for high XP farming.

West Tek Research Center

With the addition of Steel Reign (part of the Steel Dawn series), a new location was opened at West Tek Research Center. This area is available via an elevator in the research wing of the facility. The area is named ‘FEV Production Facility’. Here’s the magic of this location. With the add on of this sublevel area, the interior of the entirety of West Tek Research Center is now farmable for XP infinitely.

Not only are the Super Mutants spawning at level 100 (mostly), they offer at least 300+ XP with every kill (as a base). The XP only goes up from here. This is at least twice the amount of XP you’ll receive from killing a high level ghoul at the Whitespring.

The important thing here is that once you’ve cleared out the upper level area of West Tek Research Center, you can then visit the FEV Production area and kill all the Supermutants down there. Be careful, though. The FEV area also spawns Supermutant Suiciders. Once you’ve cleared that area out, return to the upper floors and all of the Supermutants will have respawned yet again and you can clear the upper area out all over again.

Then, rinse and repeat. You can move between the lower FEV area and the upper research area then back. Every time you do this, each interior respawns all of the Supermutants again.

Better, each time I’ve done this, at least one Supermutant and/or Hound is a 2 or 3 star legendary. It’s not a lot of Legendary enemies, but they’re high level and multi-star. What this also means there’s no cooldown on the area at all. Just move back and forth between each of the areas and keep the kills going for as long as you want.

Effectively, West Tek Research center is the new XP run. You can farm XP here indefinitely when moving between these two interior spaces. This allows you to grind, grind, grind your way to leveling up quickly. This also quite useful when you’re wanting to complete the ‘Level Up’ challenges to gain S.C.O.R.E. points.

Increasing the XP bonus?

While 300 XP per kill isn’t too bad, you can really do much, much better at WestTek Research Center per Super Mutant kill. In fact, I’ve been able to achieve just over 1900 XP per kill for each level 100 Super Mutant! Because this area is instantly farmable non-stop, you can level up even your highest level character(s) around every 30-45 minutes. You’ll need a one or two shot per kill weapon, though, to achieve this level up speed. That’s a crap ton of XP in one or two shots. To achieve that ~1900, you’ll need to stack several XP boosters, combined with a Double XP weekend.

Basically, the XP bonus stack goes as follows:

Item Duration Bonus
Public Team XP Bonus
None Casual: +1 Intelligence (+4 for a fully bonded team)
Events:
+25% XP for Events (100% XP with 4 full bonds)
Hunting
: +25% XP for Legendary Kills (100% XP with 4 full bonds)
Roleplay: +1 Charisma (+4 for a fully bonded team)
Exploration: +1 Endurance (+4 for a fully bonded team)
Daily Ops: +25% XP for completing Daily Ops (100% XP with 4 full bonds)
ALL team types afford an XP bonus up to ~+2% XP with 4 bonds
Team required
Kindred Spirit (3h)
Lover’s Embrace (3h)
Well Rested (2h)
Rested (1h)
1, 2 or 3 hours +5% Extra XP for sleeping
Leader Bobblehead 1 hour +5% XP
Magazine Live and Love #8 1 hour +5% XP
Team required
Cranberry Relish
Tasty Squirrel Stew
1 hour +10% XP
Inspirational perk card None +5% XP for 1 star
+10% XP for 2 star
+15% XP for 3 star
Team required
4 Lunchboxes 1 hour / each +25% XP per Lunchbox. Max of 100% XP opening 4 Lunchboxes
Double XP Weekend Several Days +100% XP

Adding all of this up, that’s 2 + 5 + 5 + 5 + 10 + 15 + 100 + 100 ~= +242% XP. Unfortunately, this stacking math and Bethesda stacking math don’t always align in Fallout 76. Bethesda always math stacks to offer the least amount of bonus possible. Meaning, the stacking math I describe here might not be exactly what Bethesda uses to calculate the perk stack. Knowing Bethesda, it probably doesn’t work out perfectly like the math above. Regardless, this XP bonus stack shown above raises those base 300 XP Super Mutants to greater than 1900 XP per kill.

Without a Double XP Weekend, this halves the XP amount to around ~960 XP per kill. That’s still an excellent amount of XP per kill and can level almost any character up reasonably quickly, not to mention adding up all of those 100 extra S.C.O.R.E. points quickly.

Note that these are not the only foodstuffs in the game that offer bonus XP, but these above are the ones that offer the best bonus XP. This is the XP stack you’ll want to setup. Other foodstuffs offering bonus XP include Canned Meat Stew (+5% XP) and Cranberry Cobbler (+5% XP). Unfortunately, these only offer 5% bonus, so it’s better to craft Cranberry Relish or Tasty Squirrel Stew for the 10% XP it offers instead.

Fasnacht

When Fasnacht is active, there are lots of squirrels around. Take advantage of all of the extra squirrels and create Tasty Squirrel Stew for that 10% extra boost. Just remember, though, Tasty Squirrel Stew requires salt. You’ll need to hit up many diners, restaurants and kitchens to locate the amount of salt needed to craft all of that Tasty Squirrel Stew. In general, it’s a lot easier to source ingredients for crafting Cranberry Relish than it is for Tasty Squirrel Stew.

Cranberry Relish, for example, uses sugar. It’s very easy to craft sugar by picking a bunch of Snaptail Reed. Unfortunately, neither salt nor pepper cannot be crafted in Fallout 76. To find salt and pepper, this means lots and lots of scavenging places like the Whitespring Golf Club, all of the diners throughout Appalachia, every house with a kitchen, The General’s Steakhouse and even kitchens inside of bunkers, within the Enclave bunker, within the missile silo lunch rooms and even on picnic tables at Foundation. There are lots of kitchen locations all over the map where both salt and pepper spawn. Specifically, you want the salt and pepper shakers that are white and black, respectively. You don’t want the green salt and pepper shakers that are classed as “junk” and which can only be scrapped.

Additionally, salt and pepper containers only spawn once per 24 IRL hours. Once you’ve picked up salt and pepper containers at a location, you must wait a full 24 hours before the containers respawn.

Teams and Stacking

Keep in mind that Inspirational relies being on a public team and may or may not require 4 team members. It doesn’t matter which kind of team you create. You simply need to be on a public or private team.

Team Bonuses: There is an XP boost by joining any type of public team and establishing 4 bonds. Public team XP bonuses apply separately from the team goal. By joining a public team, such as a Casual team, in addition to the Intelligence boost, you’ll also receive an up to ~+2% XP boost for establishing 4 bonds. As I said above, this XP boost is separate from the team’s defined perk bonus such as Intelligence (Casual), Charisma (Roleplay) or XP boosts from Legendary Kills (Hunting). It’s definitely worthwhile joining public teams to gain this continuous small boost to your XP bonus. Note that this XP boost isn’t documented well and the amount of total bonus isn’t large, but a bonus is a bonus and every little bit adds up.

Also while you’re on a public team, take advantage of the Magazine and Bobblehead team bonuses. Stacking of shared Inspirational cards by multiple players while on a team may or may not work.

A note about foodstuffs. Only one foodstuff can be stacked at a time. If you eat Cranberry Relish, for example, you can’t add more XP by eating more foods, like Cranberry Cobbler (+5%) or Canned Meat Stew (+5% from Feed the People event). Eating any other foodstuff will replace the previous bonus with that new bonus. For example, if you eat Cranberry Relish and gain 10% XP, then eat Cranberry Cobbler, that 10% bonus will be replaced with a 5% bonus.

Yet, different classes of XP bonus items CAN be stacked like Bobbleheads can be stacked with Magazines, can be stacked with Foods and can be stacked with Lunchboxes. As long as each bonus item is of a different class, you can stack the XP up for a lot of bonus XP. Simply look at your character’s EFFECTS area to see how the stacking works.

With Magazines and Bobbleheads, you can extend the duration of these bonuses by using the Curator card. This perk card doubles the duration. If a Magazine normally lasts 1 hour, it will last for 2 hours with the Curator card. Unfortunately, there are no perk cards that increase the duration of Lunchboxes, Kindred Spirit or Food and Drink bonuses.

Finally, keep in mind that environmentally gained bonuses from sleeping, the bench press, the slot machine, the fortune teller, the punching bag or similar all disappear from your character should your character be forced to respawn. You’ll have to spend time reacquiring these environmental bonuses each time you respawn. This highly annoying issue is similar in frustration to dropped loot. Bethesda seems intent on making this game as frustrating as possible.

Dropped Loot

A caution is in order for this area. If one of the Super Mutants kills your character and you respawn, be sure to pick up your dropped loot instantly. If you fail to do this and transition to the other area using the elevator, the previous interior will be wiped and reset, which includes wiping and losing your dropped loot. Don’t expect your dropped loot to hang around after an interior resets.

Intelligence + Chems Debate

Some sites have debated that having higher intelligence offers better XP returned from killed creatures. I’ve personally not found this to be the case. I wear a full set of Unyielding armor which raises intelligence by +15 points and yet there’s no difference in XP on a kill with or without the armor.

Some have claimed that consuming Berry Mentats or other Intelligence boosting chems may offer better XP returned from kills. I’ve not tested using chems for this purpose, but it may be possible that the use of chems does offer some kind of random bonus to XP as either a bug or a misfeature in these game substances. Your mileage with using chems to boost XP may vary.

The Clock’s Ticking

Bethesda is very skittish when it comes to information like this. Therefore, the clock is ticking on the relevance of this information dated as of Oct 2021. Use this information while you can. Bethesda will ‘fix’ this area in a future update to prevent the above farming situation. As I said, use and enjoy the West Tek Research Center to farm loads of XP while you can. It won’t last.

In answer to the above question, if you’re looking for a reasonable place to continually farm high level enemies, legendaries and a decently high amount of XP per kill, West Tek Research Center is the place.

Good Luck

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Fallout 76: How to get Sludge Lung?

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

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


Sludge Lung

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

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

Fallout 76_20191114150545

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

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

How to get Sludge Lung to count?

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

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

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

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

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

Sleeping Bags and Diseases

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

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

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

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

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

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

The Whoopsies

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

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

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

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

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

Metal Building

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

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

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

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

Good Luck!

↩︎

Fallout 76: A Guide to a Bloodied Build

Posted in howto, video game by commorancy on March 3, 2021

It seems a lot of people don’t really understand how to manage a Bloodied character build in Fallout 76. It’s not terribly hard once you understand the details. Let’s explore.

[UPDATE: 3/17/2022] “Invaders from Beyond” brought with it a new alien event, but also nerfed VATS critical shots. VATS critical shots formerly never missed. This “never miss” critical made sense. It takes about 5-10 standard shots to fill the critical bar, affording one critical shot about every 5-10 shots, a few less if you have VATS critical luck cards on. VATS criticals are already heavily nerfed from this inability to use VATS crits frequently. Yet, with this latest update, VATS critical shots now miss with the same frequency and sometimes more often than standard VATS shots. If you rely on VATS critical shots, expect your gun to miss often, wasting your precious VATS critical bar. This issue now builds upon my previous update just below.

With all of these nerfs to VATS, Bethesda is slowly and silently gutting VATS. In fact, hip-fire shots are way now more useful in this game than VATS… which is the wrong direction for Fallout. This forces people to build “tank” builds rather than sneaky snipers. Sneaky sniper builds have almost always been the strongest builds in Fallout, yet Bethesda devs have taken it upon themselves to effectively nerf the sneaky sniper to offer half or less the damage of a “tank” build. Bethesda is only serving to chase off more and more of its core gamers.

While this bug isn’t specific to a Bloodied build, it directly affects it. VATS has recently been updated to be far less accurate. In a recent change to Fallout 76, Bethesda has made an update (one of many) that drastically reduces the accuracy of shots made through VATS. Originally, VATS was designed as a sure shot method of fire. Meaning, VATS was intended as a form of aim assist that simply just worked and landed shots every time. No longer. Since the game’s launch, Bethesda has seen the need to muck about with the VATS system and has broken it many times since 2018. With some weapons, VATS is still entirely broken.

In fact, with the Flamer, VATS is still fully broken. Using hip-fire shots at close range, the flamer weapon is 100% accurate. Using VATS at that same close range, the Flamer is 0% accurate (missing the target completely) even though the flame has clearly engulfed the enemy. This is the kind of broken that I describe.

With the Lever Action Rifle, a rifle known to have high accuracy levels even at great distances, Bethesda has decided to screw with VATS again. While you can sniper scope shots with 100% accuracy, performing the same shot with VATS offers maybe a 10-40% chance of a hit. That’s a drastic reduction in accuracy for the Lever Action using VATS. It gets worse.

The change that Bethesda recently made is that the accuracy of the shot is directly related to the position of the head / body part (facing towards you or away from you). It doesn’t matter whether the body part is obscured, it matters the position in space. This change in accuracy is questionable. A head sticking out there is just as accessible facing towards as it is away. Yet, VATS now reflects a drastic reduction in accuracy under this condition. Facing towards, the accuracy shows 95%. Facing away, the head shot shows an accuracy of as low as 40-60%. Because the NPC is constantly moving, this VATS value is recalculated in microseconds. Meaning, what you see on the screen isn’t the accuracy that applies when you fire. Thus, you can see miss-miss-miss-miss with each bullet striking above or to the side or somewhere else, but not hitting the target at all.

What this translates into within Fallout 76 is a lot of wasted ammo and missed shots. It’s also exceedingly frustrating that even facing forward, shots can now literally miss multiple times in a row. I’m standing within the rifle’s distance of an enemy. I could bash them as close as they are, yet VATS misses multiple times in a row at a distance that shows a 95% hit chance. It’s also frustrating and annoying that it’s recently come down to the fact that the creature can now land a blow AFTER I’ve shot them and killed them.

However, that’s an entirely separate and long standing bug from VATS. Some creatures and robots can now land melee blows from yards away. For example, I hear the melee swatting noise from a Mr. Handy, yet the closest one is at least 10 yards away. I’ve also had this bug show with both Mutant Hounds and Liberators. Worse, enemies are now allowed to instantly warp to your position and land blows. There is literally no mechanism given to the player to avoid enemy teleportation. Typically, when enemies warp, they appear outside of the play field view, so you have no idea a creature has warped behind you. In fact, there’s no sound when it occurs. Yet, swat-swat-swat forcing you to turn around.

Bethesda has literally found ways to cheat against the player in Fallout 76. If the combat in Fallout 4 was fair, Fallout 76 now offers combat that’s anything but fair.

[UPDATED: 10/30/2021] As of early Sept. 2021, Bethesda has rolled an update to Fallout 76 that disabled interaction and collection of Toxic Goo at West Tek Research Center. However, as of October 29th, this issue has now been resolved and Toxic Goo is now, once again, collectible from the vat pools.

New Legendary Effects

In a previous update (but not necessarily the one above), Bethesda introduced a number of new legendary effects into the game (along with the ability to now roll legendary effects directly onto armor and weapons and now even power armor). These new legendary effects include Aristocrat’s, Gourmand’s and Juggernaut’s. Why is this important? Because these are brand new effects, it seems that Bethesda’s devs have given these effects higher priority over older effects, making these legendary effects more likely to drop as loot than the older effects.

This means that you’ll need to read the below knowing that when I said, “rare” in relation to Bloodied, it’s now even more rare and less likely to get a Bloodied weapon as a loot drop because of these new “higher priority” effects. The same goes for Unyielding armor, which was a rare roll anyway, but now it’s way more rare… especially on power armor pieces. The plus is that legendary enemies are dropping crap tons of power armor legendary pieces, mostly one star. They’re heavy, yes, but legendary PA pieces also offer more Scrip per piece when sold than standard legendary armor.

And now back to our regularly scheduled programming….

Bloodied Weapons

There are many different types of legendary weapons and armor in Fallout 76, but none really more rare than Bloodied weapons. In fact, there are a number of relatively rare spawning legendary items in the game including Unyielding Armor and Bloodied weapons. Just visit Purveyor Murmrgh at the Rusty Pick and roll your chances to find out. You’ll find that it’s quite rare to roll a Bloodied weapon or get a piece of Unyielding armor. The most common armor received from the Purveyor are Assassin’s, Bolstering and Zealot’s, with the most common ranged weapons being the Zealot’s Gatling Laser and Zealot’s Laser Pistol.

What exactly is a Bloodied weapon? This legendary weapon effect increases damage of the weapon as the player’s health decreases. To get the most out of this legendary weapon effect, you must keep your character’s health as low as possible. Unfortunately, Fallout 76’s developers didn’t offer the player a way to manage the character’s health directly. Instead, the player must find substances in the world to keep the player’s health low.

Combat?

One might initially think that combat is the way to do this, but no. Well, it is one way, but it’s not the most optimal way. There are easier ways to do this, but it will take just a little effort to find the necessary items to manage a low-health character situation.

Toxic Goo

⬆️ See update note above. ⬆️ There are few items within Fallout 76 that confer a substantial amount of health reduction on the player. One of these mechanisms is radiation. As radiation increases, health points (HP) decrease. By keeping radiation of the character high, the HP always remains low no matter what foods or medicines are consumed. In fact, this game mechanic is really the only mechanic that functionally works to keep your character’s health at a specified level. By keeping rads high and health low, you can take advantage of both of these conditions using different Perk cards.

One foodstuff item that can impart a boatload of radiation onto the player rapidly is Toxic Goo. This consumable is found primarily at one location in Fallout 76. That location is WestTek Research Center in the Savage Divide. This consumable adds 125 radiation points per vial consumed (more if you suffer from Radworms). It also does it even with the Lead Belly card in place, which means you can leave the Lead Belly card on while still consuming and taking 125 rads per vial. It takes about 3-5 vials (depending on your HP bar length), to get HP under 60. Don’t take too much or else your character will die.

As a side note, I’ve recently found that having the Aquaboy/Aquagirl card on prevents Toxic Goo from working. I don’t quite understand why. The Aquaboy card has nothing to do with consuming food items at all. In fact, drinking dirty water imparts radiation damage even with Aquaboy on. Why this perk card prevents Toxic Goo from working is anyone’s guess. My guess is yet another Bethesda bug. Bottom line is, always remove the Aquaboy / Aquagirl card when needing to consume Toxic Goo.

To obtain Toxic Goo, head to the WestTek Research Center (not far from Foundation), which houses a lot of super mutants. You’ll want to enter through the back door of the building. Going in through the front is pointless unless you really like mowing down lots of super mutants to get to the large cylindrical vats of goo in the back. If you enter through the rear of the building, the vats are right there. On the outside of the rear of the building, there are about 5 super mutants, a turret and a dog. Once inside, you only have to clear out one or two dogs and about 5 super mutants to get to the vats. If you have the Sneak card, you might even be able to get away with only one or two kills and then sneak your way up to the vat and grab a bunch of goo and fast travel out of there.

You’re also going to need the perk card Traveling Pharmacy or the backpack equivalent perk to reduce the weight of aid items. This will reduce Toxic Goo weight so you can carry a bunch with you. I usually stock up and carry about 150 of them at a time. When I get down to about 20, I head over and fill up again.

Under 60 HP?

Keeping your character’s health under 60 is the magic number for a Bloodied build. Over 60 and you don’t reap the rewards of a Bloodied weapon or Unyielding armor. Though, you can still reduce your health more and gain a few more damage points. This number exists for several reasons. A Bloodied build is a bit more complicated than simply drinking Toxic Goo and grabbing a Bloodied Gatling Gun. While that will work, you’ll want to also outfit your character with some damage and radiation resistance to avoid mucking with this build. This number is also optimal for keeping most creatures from one-shotting you instantly. Though, recently, Bethesda has given a major buff to too many enemies in the game and too many enemies can one-shot your player, regardless of either’s level, depending on their attack method.

Armoring up for a Bloodied Build

Note, there is no Bloodied legendary effect on armor. This effect only exists for weapons. There are several armor effects which work well with a Bloodied build, including Unyielding and Bolstering armor. Sentinel armor formerly existed in Fallout 76, but was removed and replaced with a crappy equivalent.

Sentinel armor formerly afforded 100% protection while standing still (effectively god mode armor), but this legendary armor effect was removed from the game. Sentinel armor was a fan favorite for a Bloodied build for the first 12 months of the game’s existence until Bethesda did away with Sentinel as a primary effect. Bethesda’s developers replaced and updated a tertiary Sentinel effect equivalent, which is literally worthless (75% chance to reduce damage by 15% while standing still). Not only does it reduce damage resistance down to a max of 15%, it will only offer that protection 75% of the time… which with Fallout 76’s developer math will actually occur less than 10% of the time. Worse, you won’t even know if the effect is working or not. There’s no notification to the player if the legendary armor’s effect has actually worked. Worthless.

Unyielding and Bolstering are the armor legendary effects of choice for a Bloodied build. These effects operate 100% of the time as you would expect of any legendary effect. How can you call something a legendary effect when it only works no more than 75% of the time? Why even add something that crappy to the game? Simply just get rid of it from the game entirely. I digress.

Unyielding works not only by having damage resistance (limited to the armor piece worn), but by increasing all SPECIAL stats (except Endurance) by up to +3 for each piece of armor worn. This means that you can gain up to +15 to every SPECIAL stat if you wear a full set of Unyielding (two arms, two legs and chest piece). Why is this important? Because you’ll get a permanent +15 buff to strength, perception, charisma, intelligence, agility and luck so long as you maintain low health. You can raise up Endurance in other ways, but not with Unyielding armor. If you happen to find 5 pieces of Unyielding Marine armor, you can really get your damage resistance up there.

Bolstering armor, on the other hand, doesn’t buff any SPECIAL stats, but it does increase damage resistance the lower your health. By keeping your health low, whatever armor type you are wearing will see a buff to damage resistance and hopefully keep your character alive even up against large foes. In this case, you won’t necessarily need to wear Marine armor to get a higher amount of damage resistance. Though, wearing Bolstering Marine armor wouldn’t hurt.

Personally, I prefer Unyielding armor because of the +15 extra charisma points means I don’t need to worry about putting on the Hard Bargain card to get the best buy and sell prices at vendors. Adding +15 to luck also means better drops at the end of quests and from dead enemies, especially from enemies like the Scorchbest Queen. Unfortunately, any extra points cannot be used to place more perk cards on the stack. Only applying a Legendary SPECIAL card and ranking this card up will afford extra points for card use, but that means you’ll need your character to be at least level 200 to have enough spare slots and enough perk coins to spend. As for armor itself, mix and match Bolstering and Unyielding in whatever proportions work best for your character.

Damage Resistance

Because a Bloodied build requires keeping health low, that means your character is constantly vulnerable to certain types of attacks, like Suicider Super Mutants whose mini nuke can easily kill your character in one hit. Additionally, being hit by the Scorchbeast Queen or Wendigo Colossus or even just a plain old Wendigo can probably take your character out with one hit. For this reason, Bloodied builds will want to combine with Sneak and other sneaky features to remain hidden while attacking. Not only does this keep you at distance from your enemies, it affords you 2x or more bonus damage from attacking while hidden.

Brahmin Milk

One trick to maintaining to a Bloodied build at just the right amount of health is Brahmin Milk. Before this consumable came along, there was no way to tweak your health in small amounts easily. This consumable is the only foodstuff in the game that not only increases health, it simultaneously removes a small amount of radiation. This means you can nudge your health up by a tiny amount while reducing rads. I believe each Brahmin Milk adds about 8 HP and removes an equivalent amount of radiation. Best of all, drinking Brahmin Milk has no chance of removing mutations from your character. This means you can combine Toxic Goo and Brahmin Milk even with characters below 30 and run a Bloodied build.

Unlike Radaway which affords a chance to remove a mutation without having a maxed Starched Genes card in place, drinking Brahmin Milk doesn’t do this. Though, without a maxed Starched Genes card, you can still gain more mutations.

This next part is where wearing Unyielding armor becomes a major benefit. Milking a Brahmin is entirely dependent on your character’s luck. With the +15 buff to luck while wearing Unyielding armor, you are guaranteed to get at least one milk every time. Typically, you’ll get 3 or more. Wearing Unyielding armor, I have occasionally received 5 milks from all 9 of the Brahmin in Flatwood… that’s 45 milks! With the additional 3 Brahmins now at the Wayward, that adds a possibility of 15 more milks for a possible total of 60.

If you’re willing to adventure a little, both Big Bend East and West tunnel entrances, the very long tunnel which links the Ash Heap to the Cranberry Bog, have Brahmin which can be milked: two Brahmin on one side, three on the other, adding a possible 25 milks. Between all of these locations, I pick up no less than 30 milks, and with Unyielding + Low Health, there’s zero chance of seeing that kicking behavior from the Brahmin, that you failed to milk it.

To carry this much milk around, you’ll need to have the Good with Salt perk card. This card reduces food spoilage by 90%. This means you can carry around a lot of Brahmin milk for a long time, though Toxic Goo doesn’t expire.

Note that Chally’s milk is special and not the same as standard Brahmin milk. If you run into Grahm, you can milk Chally, but it has special benefits. Recently, I’ve recently also run into a number of wandering caravans with multiple Brahmin which can also be milked, but these are random encounters.

If you’re really wanting even more milk, assuming you haven’t found enough already, you can start the Riding Shotgun event at the East side of the Big Bend tunnel, by talking to Vinny Costa. This event spawns 2 Brahmin which can be milked, but you’ll have to enter the tunnel to milk them. Of course, you can always server hop and usually get more milk each time from each location listed above. If you have Fallout 1st, you can load into that server and collect even more.

Finally, it’s worth noting that even with the Good With Salt perk card, Brahmin milk spoils rapidly. It’s one of the fastest spoiling foods in the game. Don’t rely on using a fridge or a fridge backpack mod, which only reduces spoilage by 50%. Instead, you’ll need to rely on a maxed out Good With Salt card (90% reduction of spoilage) to maximally slow spoilage of Brahmin Milk and offer the longest carry time.

Other things to do with Brahmin Milk

One recipe that Brahmin milk is useful for is Pepperoni Rolls. These rolls confer 30 carry weight for ~30 minutes when consumed. You can purchase this recipe from Molly at The Crater. You’ll need Gulper Innards x2, Pepper x2, Brahmin Milk x2, Razorgrain x2 and Wood x1 to craft. Pepper may seem a difficult ingredient to find, but check every kitchen, diner or restaurant you happen upon. You’ll usually find at least one pepper at each of these locations. You can amass a lot of pepper quickly. Gulper Innards can be had at Gulper Lagoon and from two gulpers near Crevasse Dam in the water. Be sure to use Butcher’s Bounty to get the most innards possible.

This recipe is an excellent way to use up Brahmin milk before it spoils.

Perk Cards

As mentioned above, there are a number of perk cards you’ll want to consider while keeping rads high and health low.

Low Health + Unyielding:

  1. (I) Nerd Rage — While below 20% Health, gain 40 Damage Resist, 20% damage and 15% AP regen (3 star)
  2. (A) Dead Man Sprinting — Sprint 20% faster at increased AP cost when your health is below 50% (3 star)
  3. (L) Serendipity — While below 35% health, gain a 45% chance to avoid damage (3 star)
  4. (E) Lifegiver — Gain a total of +45 to your maximum Health. (4 star)
  5. (L) Last Laugh — You drop a live grenade from your inventory when you die. (1 star)
  6. (A) Evasive — Each AGI point adds +3 Damage and Energy Resist (Max 45). [No Power Armor] (3 star)

High Radiation:

  1. (E) Radicool — The greater your rads, the greater your strength! (+5 Max) (1 star)
  2. (E) Ghoulish — Radiation now regenerates even more of your lost Health! (3 star) (only somewhat effective)

More Damage:

  1. (A) Adrenaline
  2. (I) Nerd Rage
  3. (P) Rifle, (A) Pistol, (S) Melee, (S) Heavy Gun and/or (S) Shotgun damage multiplier cards
  4. (L) Better Criticals
  5. (L) Bloody Mess
  6. (I) Demolition Expert
  7. (C) Tenderizer

Damage Evasion:

  1. (E) Rad Resistant — +40 Radiation Resistance (4 star)
  2. (E) Nocturnal Fortitude — Gain +40 to Max Health between the hours of 6 p.m. and 6 a.m (2 star)
  3. (E) Ironclad — Gain 50 Damage and Energy Resistance while not wearing Power Armor (5 star)
  4. (E) Fireproof — Take 45% less damage from explosions and flame attacks (3 star)

Sneaky + Bloodied + Unyielding:

  1. (A) Sneak — You are 75% harder to detect while sneaking.
  2. (A) Covert Operative or (A) Ninja — Ranged or Melee sneak attacks do 2.5x normal damage (3 star)
  3. With Unyielding, take advantage of ALL luck cards to gain better chances to repair armor, weapons, better VATS chances and better critical damage. Too many Luck cards to list here, but take advantage when wearing Unyielding.

Cards and Armor to avoid:

  1. (A) Born Survivor — Falling below 40% health will automatically use a Stimpak, once every 20s. (wastes Stimpaks)
  2. (E) Sun Kissed — Slowly / Quickly regen radiation damage between the hours of 6 a.m. and 6 p.m. (ensure teammates DO NOT share this one).
  3. (Legendary Perk Card) What Rads? — X Rad Resist, restore X Rads per second. (like Sun Kissed, avoid)
  4. (Legendary Armor) Life Saving armor — This armor, like its sister card Born Survivor above, wastes Stimpaks.

What are some other useful legendary armor effects?

Of course, there are other useful legendary armor effects, but none more useful to a low health, high rads build than Bolstering or Unyielding. These are the two best primary effects to wear. However, if you wish combine your Bloodied build with the Chameleon mutation, then you can’t use Bolstering or Unyielding and still have the Chameleon mutation work. To have Chameleon work, the only armor that’s useful to wear is Weightless. In fact, the Chameleon mutation requires that you are limited to Weightless armor if you wish to combine a Bloodied character with a functional Chameleon mutation AND still have functional armor.

Other secondary effects that are useful to a Bloodied + Chameleon (and, in general, a sneaky Bloodied sniper) is the “Increases action point refresh speed” secondary legendary armor effect. This effect stacks with each piece of armor worn and drastically (and constantly) increases action point refresh speed. This legendary effect is quite useful if you intend to use V.A.T.S. It is also great at being able to run extremely long distances without stopping… great at getting away from persistent enemies and remaining at a distance. You’ll only find these secondary effects on 2 and 3 star armor… with 3 star armor being the best to find.

However, because V.A.T.S. is fairly broken in the most recent builds of Fallout 76 (spring 2021), your V.A.T.S. mileage may vary depending on your weapon and amount of action points (AP). Regardless, having a lot of AP and regenerating it rapidly is exceedingly important for anyone who depends on V.A.T.S. for getting hits on enemies. You don’t want to be standing around waiting for AP to regenerate at a snail’s pace. You’ll need to consume AP enhancer foods (i.e., Corn Soup or Company Tea), wear Action Boy/Girl, or, better, wear the “Increases action point refresh speed” legendary effect on armor. Though, it’s exceedingly rare to find (or roll) this effect on legendary armor.

Other effects that can help a Bloodied build, but that aren’t super important are +1 to a specific SPECIAL. This secondary effect can be found on both legendary armor and weapons. If you’re planning on being a sneaky Bloodied melee build, having +1 to Strength on weapons and armor is important to add damage to the melee weapon. Keep in mind that the +1 to a SPECIAL doesn’t allow you to add more perk cards. Only the Legendary perk SPECIAL cards do this, up to a maximum of 5 points and even then you have to be above level 50 to even get one legendary perk card slot. However, having one character above level 50, allows all secondary characters to have the same number of slots as the high level character. For example, a character who is above level 300, will see all 6 Legendary perk card slots opened, allowing all other characters (of any level) in that account to also have 6 slots. At least, this is currently how it works as of 2021. Bethesda is constantly changing the rules of this game, so this rule could change in the future.

One other effect that is also useful to a sneaky sniper is “become harder to detect while sneaking”. This effect is equally rare to the action point refresh speed perk. It’s doubly rare to find it on Unyielding or Bolstering.

Most other legendary armor effects, while they can be nice, don’t offer that much benefit to a sneaky Bloodied build.

Rolling for Legendary Effects

Some useful effects can come attached to Legendary weapons that you can get from Purveyor Murmrgh. However, these effects are only active while you actively wield that weapon. If you put the weapon away or switch weapons, the effect is gone. If you rely on a specific effect on a weapon, you’ll need to keep that weapon out 100% of the time.

I prefer not to let my character become dependent on effects attached to weapons and, instead, prefer to find the effects attached to armor pieces which can be worn. This is why I’m constantly using Scrip to roll new 3 star Legendary armor pieces and hope that I get one decent piece every 20-30 rolls. However, I’ve been recently getting one Unyielding piece about every 30-50 rolls at Murmrgh. Unfortunately, those 3 star Unyielding pieces that I roll tend to have useless secondary effects… effectively making it a one-star Unyielding. I don’t keep these.

I’m specifically wanting Unyielding with “Increases action point refresh speed”. So far, I’ve gotten zip from Murmrgh in the last 100-200 rolls. When I top out at 1000 5000 Scrip (cap raised to 5000, fall 2021), I will roll about 6 pieces and see what I get. Then, Scrip those that are useless. Repeat until the machine runs out of Scrip for the day. Yes, I lose Scrip in this process, but it’s the only way to get exactly what I’m wanting. Though, it’s kind pointless that this is the process Bethesda has saddled us with in this game. I don’t know why we can’t choose the effects we want rather than having to roll the dice and waste excessive amounts of time and Scrip. After the cap raise to 5000 Scrip, Beth didn’t raise the Legendary Scrip machine payout cap.

It’s great we can now carry 5000 Scrip, but the max you can buy, then Scrip in one day is still limited to ~500 Scrip… unless Beth offers a double Scrip weekend on Legendary Scrip machines. It’s too bad we can’t buy stuff from the Legendary Scrip machine directly to replenish Scrip in the machine, like we can replenish Caps at vendors by buying things.

Other Legendary Effects

Another legendary weapon effect that’s extremely useful in low health situations is Vampire’s. This legendary effect gains a brief amount of health regeneration per bullet. This effect is particularly pronounced with high fire rate weapons.

Weapons such as the Minigun, Gatling Laser, Gatling Gun, Flamer and most other automatic weapons work exceedingly well with Vampire’s. It also works reasonably well with fast melee weapons, such as small knives and a Vampire’s Mr. Handy Buzz Blade. The best weapons, however, for the Vampire’s effect are shotguns. Because shotguns spew out up to 30 pieces of shot at a time, each piece of shot offers a regeneration effect, with up to 30 pieces acting like consuming a Stimpak. With a high fire rate shotgun, you can maintain your health even while being struck by gun fire or by melee attacks even from larger creatures like the Mirelurk Queen’s acid spray. Some consider these high fire rate Vampire’s weapons god mode weapons. However, you have to be cautious because while it does keep your health high, you can still be staggered which can then open you up to attacks. Also, some enemies can one shot a Bloodied player at around 60 health.

Note, there is some discussion that the Vampire’s Legendary effect might be removed from Fallout 76. If you’re wanting Vampire’s weapons, you might want to go searching now (Spring 2021). Unfortunately, if the effect is removed from the game, it is also likely that Bethesda will drastically nerf by reducing the effectiveness of the Vampire’s effect, effectively negating it, like its sister Two Shot Explosive weapons before it. While Bethesda can’t remove already owned Vampire’s weapons from people’s inventories, they can reduce the Vampire’s effect to being effectively useless.

Bethesda can even completely change how Vampire’s works. For example, instead of transferring health to the player, it could change to only confer health 10% of the time. The Bethesda developers can also make it so that players can no longer sell, drop or transfer Vampire’s weapons via vending or trading, thus making these weapons entirely useless and worthless. Be cautious if you are making your character reliant on this weapon. You might want to also consider trying other weapons instead, like Bloodied.

If Bethesda does get rid of it as a primary effect, it’s likely that Bethesda will turn Vampire’s into a secondary legendary effect that only operates some percentage of the time. A secondary effect could even turn into something stupid like 75% chance to add 1 point of health over 3 seconds as a secondary effect. Not only would that limit how fast the health is transferred, it only offers a maximum of +3 HP over 3 seconds and reduces the chances of actually getting it by 25%. Not only would each bullet strike roll the dice on whether you even see the effect, if you do get the effect, it’s limited in how much health you get out of the deal. Whatever Bethesda does in this area, it will make Vampire’s weapons effectively useless. If you’ve got Vampire’s weapons, use them now while they still work as they were originally designed.

Nuke Zones and High Radiation Areas

If you’re in a Nuke Zone, you’ll need to wear Starched Genes at max level and wear some form of high radiation resist armor (Chinese, HazMat, Power Armor or Diving Suit). If you don’t rely on Speed Demon (see bugs below), you can wear Power Armor. However, you’ll want to drink a radaway to keep your rads at a lower level, but also leave your health low. Don’t drink food or take stimpaks, though. Eating or drinking any HP increasing foods, will halt your bloodied build. If you lose any health, drink water only. This will increase health by only a little and allow you to maintain a Bloodied build. Also, remove any cards like Dromedary, Good Doggy and Slow Metabolizer that yield more HP for food eaten while in a radiation zone.

Putting It All Together

Toxic Goo increases radiation by +125 for each vial consumed regardless of Lead Belly. Each Brahmin milk decreases radiation and increases health by 8. These two together allow you to maintain your character’s health just below 60. You can keep it lower than this if you prefer, but this combination of foodstuffs is the only way I’ve found to achieve and maintain consistently high rads and low health at a specific level.

Weapons that boost your abilities at this low health include Vampire’s and, of course, Bloodied. Armor like Unyielding and Bolstering enhance the Bloodied build to allow this build to be maintained without constantly dying, particularly in combination with the above listed perk cards and properly configured legendary armor.

Secondary armor effects that can enhance your build include “Increases action points refresh speed” and “Become harder to detect while sneaking”.

Finally, a low health Bloodied build works best as a sneaky sniper build which doubles the damage level of the weapon and maintains a distance from the enemy.

Bugs

This article wouldn’t be complete without mentioning various bugs in Fallout 76 when maintaining a Bloodied build.

  1. When your character falls in battle and respawns, your character’s health resets to a default value of between 70 and 80 HP. This is frustrating if you’re trying to keep your health at or below 60. The game forces this reset upon respawn… which leads to the next bug…
  2. Toxic Goo fails to work for approximately 1 to 3 minutes after respawning OR logging into a server. This means that if you were in a heated battle and you want to get back to it quickly, you can’t lower your health until Toxic Goo begins working. This can be particularly problematic if your character has become overencumbered as a result of respawning with higher HP when combined with losing strength buffs from wearing Unyielding armor.
  3. Some world servers load your character in with HP and Rads different (and higher) from how you last logged out. This is similar to bug #1 above. You may need to wait for Toxic Goo to work to apply the +125 rads to lower your health and begin playing.
  4. I’m happy to report that this next bug appears to have been fixed in the September 2021 update. Entering and exiting power armor no longer seems to trigger this mutation bug. Please keep this in mind while reading. While not exactly related to this build, it can affect your Bloodied build. Many players rely on the Speed Demon mutation to increase reload speed and to run faster. Wearing Power Armor breaks this mutation. If you enter any Power Armor set, Speed Demon’s faster reload stops working while in it and for a time after exiting. The game will eventually correct itself after a couple of fast travels. The takeaway is, don’t use Power Armor if you rely on Speed Demon for faster weapon reloads. Instead, opt for the Cave Diving suit, Chinese Armor or a HazMat suit to avoid radiation damage in nuke zones and avoid broken mutations… and rely on being a sneaky sniper to remain far away from enemies and still do maximum damage.

One possible workaround for a broken health situation when combined with the Toxic Goo failure is to drink Brahmin Milk first. This can force a change to HP and rads and sometimes allows the Toxic Goo to begin working faster. Sometimes this workaround doesn’t work. Dirty water may also work. Carrying around dirty water isn’t as optimal for this purpose as Toxic Goo, but it may avoid the Toxic Goo failure-to-work after respawn bug, but it also means carrying and drinking a crap ton of Dirty Water to match the 125 rads you get from drinking one Toxic Goo.

Annoyances

Suffice it to say that Fallout 76 has a lot of annoying little problems. With a Bloodied build, there are plenty to find. One in particular is the new ally by the name of Solomon Hardy. He’s a former medic from the Brotherhood of Steel. While it’s nice that he’s a medic and a merchant, his dialog is particularly annoying if you choose to carry a Bloodied build. Several of his dialog pieces contain annoying bits about “bleeding all over the floor” or that the player “shouldn’t be bleeding like that”. Solomon makes incessant comments about bleeding everywhere and being injured, constantly offering to treat the injuries. That’s pretty much what makes up his dialog every time you pass him.

Unfortunately, there’s no way to get him to stop with his incessant badgering and complaints for medical assistance. I got so annoyed by this constant unnecessary dialog that I ended up removing him from my CAMP and replacing him with another ally. I know that I’m carrying a Bloodied build. I don’t need to be reminded about it every few minutes by Solomon. Be warned that if you choose to add Solomon to your CAMP and you carry a Bloodied build, you’ll be forced to listen to his incessant complaints about your character’s low health condition.

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Rant Time: Fallout 76

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

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

Level above 200

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

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

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

Level 50 weapons

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

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

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

Level 200+ characters revisited

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

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

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

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

Penalizing High Level Players

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

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

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

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

Cartoonish

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

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

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

The 24

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

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

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

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

Pointless

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

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

Standalone Game

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

Done with Fallout 76

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

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

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

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

War Never Changes, and Bethesda Doesn’t Either

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

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

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

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

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How to complete the Fallout 76 Legendary Run

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

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

[Updated for 9/29/2020]

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

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

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

The Legendary Run

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

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

TheLegendaryRun-GameBoard.-3084

What does ‘lose’ mean, exactly?

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

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

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

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

Score Points

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

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

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

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

What I’ve LearnedThe OCD Run WARNING

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

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

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

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

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

How To Complete The Legendary Run

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

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

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

Pay to Win

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

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

The choices you have then are as follows:

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

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

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

Design Failure

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

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

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

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

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

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

Atom and Rewards

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

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

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

Bethesda’s Greed

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

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

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

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

What happens when you complete the board?

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

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

Repeat?

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

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

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

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Gaming Breaking Bugs Series #1: Fallout 76

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

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

Report

Re: Enemies not dying after multiple shots.

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

How this problem manifests…

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

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

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

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

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

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

Expected Behavior

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

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

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