Random Thoughts – Randocity!

Can the Steam Deck succeed?

Posted in botch, business, gaming, portable by commorancy on February 28, 2022

SteamDeck1I’ve not yet had my hands onto this new Valve bad boy of a handheld, but I still want to give my first impressions of this device with its base $399 price tag. Let’s explore.

Handhelds in Gaming

Before I jump into my opinion of Valve’s new Steam Deck, let’s take step back in time to understand this device’s origins. I’m sure you may already be aware of many of the devices listed, but for those who may be new to some of them, I’ll list them below.

Handheld gaming began with Nintendo going as far back as early 80s with the Nintendo Game & Watch series of handheld gaming devices. These were single game devices that played very simplistic games, such as Fire and Ball. These simplistic games had you doing very simplistic things, such as with Fire, catching people as they tumble out of a burning building or in Ball, juggling balls.

Nintendo realized the magic of these small single-game handhelds and introduced the more flexible cartridge based GameBoy. Using cartridges, this handheld gaming unit offered the ability to switch games out and play many different games, up to as many as cartridges were made. It also offered game play on the go in a compact format.

Since then, we’ve seen a number of portable gaming handhelds in the subsequent years including:

  • Gameboy Color
  • Gameboy Color Clamshell
  • Atari Lynx
  • Sega Gamegear
  • Nintendo DS
  • Nintendo 3DS
  • Neo Geo Pocket
  • Sony PSP
  • Nokia NGage
  • Sony Xperia Play
  • Sony PS Vita
  • NVIDIA Shield
  • Nintendo Switch

and now we have the Steam Deck to add to this list. I didn’t include the Nintendo Wii U because while it had a portable element in the Gamepad, it simply wasn’t possible to play games strictly on the Gamepad on-the-go.

The Reviews

The early reviewers of the Steam Deck call it groundbreaking. Yet, the Steam Deck doesn’t solve any of the fundamental problems of handheld consoles of this variety. So, how exactly is it groundbreaking? It isn’t. It has one huge limitation that makes it fall far short of “ground breaking”. It’s also buggy as all get-out in far too many places that matter. Let’s take a closer look at the Steam Deck. SteamDeck2

From the above image, it looks like a fairly standard kind of handheld with …

  • A large touch screen
  • Two thumbsticks
  • A D-Pad
  • ABXY buttons (using the Xbox Controller layout)
  • A ‘Steam’ button
  • A ‘…’ menu button
  • Two shoulder and two trigger buttons
  • (new) Two trackpad buttons below the thumb sticks
  • (new) Two additional buttons (View and Options) between the thumbsticks and the D-Pad and ABXY buttons.
  • Power, volume up (+) and down (-), headphone jack, USB-C port and reset buttons are on the top edge.

This console runs Linux, or rather SteamOS, apparently. I’m uncertain why Steam chose to go with Linux on this handheld when choosing Windows would have been a much more compatible option. I mean, every single PC game would operate right out of the box on a handheld built on Windows. My only thought is that Gabe Newell didn’t want to fork over a bunch of cash to Microsoft to make this console a reality. Using a Linux based SteamOS meant cheaper outlay and no royalty fees.

Unfortunately, that design choice immediately sacrifices game compatibility right out of the gate. No where is this more apparent than when you attempt to play some games, which simply crash outright. Seeing as this is Linux based, it must use a Windows compatibility stack. The SteamOS apparently uses the open source Proton for its Windows compatibility stack, in similar form to Wine (Wine Is Not an Emulator). In fact, Proton’s Windows compatibility is based on Wine, but is being developed and improved by Valve and CodeWeavers. If you’ve ever used Wine, then you know it’s not ready for everyday use the vast majority of the time. Valve’s Proton layer may be better, but it can’t be that much better than Wine.

One thing I’ll say about compatibility is that it can work great one minute and suck hard the next. It’s entirely dependent on so many tiny little things to line up. Instead of fighting with compatibility layers, the Steam Deck could have run Windows directly and avoided all of these compatibility problems. Assuming the the point is to play Windows games, then why fake Windows when you can use the real thing? If the Steam Deck had at least been given the option of loading Windows as its operating system, then a buggy Windows compatibility layer wouldn’t have been required.

Pricing

The Steam Deck isn’t cheap. Let’s examine the Steam Deck’s pricing levels:

Screen Shot 2022-02-28 at 11.08.47 AM

For $399, that gets you an entry level handheld device and a carrying case. I’m assuming the Steam Deck also ships with a power cord and power brick, but it’s not listed in the above. If you want the top end version of the Steam Deck, you’re going to fork over $650 … more once you’ve bought accessories and games and paid taxes.

Let’s put this into perspective. For $499 ($100 more than the Steam Deck’s base model), you can buy a PS5 or an Xbox Series X. Both are true gaming consoles, but not handhelds.

PlayStation Vita, NVIDIA Shield, Nintendo Switch

All three of these consoles are the most recent iteration of touch screen “tablet” handhelds. These are the handhelds that should have been able to perform the best. In fact, the NVIDIA Shield should have been competitive with this console. Although, the Shield is now several years old at this point.

However, the Shield tried exactly what the Steam Deck is now trying. To bring PC gaming to a handheld. Yet, for whatever reason, it hasn’t ultimately worked.

That’s not to say that the Steam Deck won’t have some success, but ultimately it likely won’t succeed in the way Gabe hopes. It’s not for lack of trying. This format has been tried multiple times each with varying degrees of success, but none so runaway as to call it massively successful. As I said above, though, there’s one huge fail in the Steam Deck’s design. I’ll come to this shortly.

Of all of them, Nintendo’s Switch is probably the closest to a ‘runaway success’, but it’s still not winning the handheld space. What is? The Smartphone. Why? Because of it’s multifunction purpose. You can play games as easily as answer the phone as easily as book your next flight to Aruba. A phone supports always on data and, thus, gaming can take full advantage of that fact… making carrying around a phone the easiest gaming handheld available. On top of this, smartphones are updated about every year, making them 100% compatible with your current software, but allowing them to run that software much more fluidly. Gaming handhelds, like the Steam Deck, are lucky to be updated once every 3 years.

The point is, the handheld market is dominated by smartphones, not gaming handhelds. The reason for this, as I stated above, is clear. Not to mention, the battery life on phones, while not perfect, is about as good as you can expect in that sized device. It lasts all day, at least 8 hours. Many phone batteries can last up to 12 hours.

Handheld Gaming Battery Woes

Handheld gaming devices, at best, offer about 2 hours of play time with the best games. That’s a problem with the Nintendo Switch, the PS Vita, the NVIDIA Shield and, yes, even the Steam Deck. The point is, 2 hours of play time is simply not enough when you’re attempting to become immersed in a brand new game. All immersion is immediately broken when you see that sad red flashing battery icon letting you know your battery is about to die.

Sure, you can then find a wall outlet to plug into to continue your gaming, but that can be a hassle. This is also the fundamental problem why such handheld gaming consoles don’t sell as well as they should. You can’t produce fabulous looking games at a rock stable 60 FPS gaming experience when you’re limited to 2 hours of play time. The OS must then play internal conservation tricks with frame rates, CPU power levels, GPU power levels, shutting hard drives down and so on. These power saving techniques mean better battery life, but poor gaming performance. It also gets worse as the battery runs down. Less amperage and voltage means limiting CPU and GPU computing speeds.

This problem exists even with the Nintendo Switch, but Nintendo has taken a balanced approach by reducing the resolution to 720p when playing on the console’s screen. Moving the Switch to OLED, though, likely means even better battery life. An LCD screen backlight is a huge power drain. When using OLED, each LED in the screen uses much less overall power than a full sized backlight. Unfortunately, OLED also raises the cost of the unit simply due to its inclusion. Basically, to get a small amount of battery savings from an OLED display means the consumer shelling out $50 more ($349) to replace a Switch that you may already paid $300 previously.

Display Technology

Unfortunately, Valve chose not to use OLED to help save battery power for the Steam Deck. Instead, Valve chose to build it with a TFT LCD screen with a backlight. Let’s talk about the screen for a moment. What type of screen does the Steam Deck offer?

  • 7-inch touchscreen
  • 1280 x 800 (16:10)
  • 60 Hz
  • IPS (In-Plane Switching)
  • Anti-glare etched glass

This is a decent screen type for handheld. Consider, though, that the Nintendo Switch offers OLED at 1280×720 (720p) at $349, meaning that the screen on the Steam Deck is only 80 pixels wider. However, even were the Steam Deck to ship with an OLED screen, the CPU and GPU are the power hungry hogs in this unit. Yes, the Backlight does consume power, but not at the same rate as the CPU and GPU. An OLED screen might buy the unit an additional 15-45 minutes of play time depending on many factors for how the screen is used. Meaning, the fewer pixels lit, the less power it takes to drive the screen.

On a handheld, OLED should always be the first consideration when choosing a display, if only because of the backlight power savings. For a TV monitor, OLED’s benefits are inky blackness in dark areas.

I give it to Valve, though. You gotta start your design somewhere and LCD was the easiest place to start the Steam Deck, I suppose. Let’s hope that the next iteration, assuming there is one, that Gabe considers the power savings an OLED screen affords in a handheld design.

Can the Steam Deck succeed?

Unknown, but probably not this version. Did I mention that one huge flaw in this design? It’s still coming. Though, based on its current specifications, I’d give it a relatively low chance for success. Why? Because a gaming-only piece of hardware swimming in among a sea of smartphones doesn’t exactly indicate success. Oh, the unit will sell to various die-hard gamers and those who really want to be out-and-about gaming (ahem). But, those die-hard gamers are not going prop up this market. If that were to happen, the PS Vita would have succeeded. Yet, it hasn’t.

The only reason the Nintendo Switch has done as well as it has isn’t because of the Switch itself. It’s because of the franchises that Nintendo owns: Super Mario, Donkey Kong, Pokémon, Animal Crossing, Super Smash, Zelda, Mario Party, Kirby, Metroid and so on. These franchises drive the sales of the device, not the other way around. Nintendo could put out the worst piece of handheld garbage imaginable and people would still flock to it so long as they can play Pokémon.

Unfortunately, the Steam Deck doesn’t have legitimate access to these Nintendo franchises (other than through emulation after-the-fact). The Steam Deck must rely on games written for SteamOS or that are compatible with SteamOS. Even then, not all of these Steam games work on the Steam Deck properly, because they were designed to work with a mouse and keyboard, not a console controller. In essence, putting these games on a Steam Deck is tantamount to shoving a square peg into a round hole. Sometimes you can get it to work. Sometimes you can’t.

Ultimately, what this all means for the Steam Deck is a mixed bag and a mixed gaming experience.

Games Should Just Work

Consoles have taught us that games should simply “just work”. What that means to the gamer is that the simple act of opening a game on a console means that it launches and plays without problems. Though, recently, many games devs have taken this to a whole new and bad level… I’m looking at you, Bethesda.

With the Nintendo Switch, for example, games simply just work. The Nintendo Switch is, if nothing else, one of the best handheld gaming experiences I’ve had with a handheld. Not from a battery perspective, but from a “just works” perspective. I can’t even recall the last time I ran a Nintendo game that crashed outright back to the dashboard. Nintendo’s games are always rock solid.

Unfortunately, for the Steam Deck, that experience doesn’t exist. Some games may work well. Some may work halfway. Some may crash part way through. Some games won’t launch. The experience is a mixed bag. This poor level of experience is exactly why the Steam Deck may or may not succeed. That and the Steam Deck’s one big flaw… yes, that info is still coming.

When paying $400-700 for a gaming console, you expect games to play. Yet, even though the game is listed on the Steam store doesn’t imply the Steam Deck will run it. That’s a fairly major problem with the Steam Deck.

Instead, the Steam Deck folks need to create a tried and tested list of Steam Deck games and limit only those games to being visible, available and playable on the Steam Deck’s interface. Basically, the unit should prevent you from seeing, downloading and attempting to play any game which has not been thoroughly tested as functional on the Steam Deck. This vetting is important to bring the Steam Deck back into a similar stable play experience to other handhelds, like Nintendo. If a game doesn’t work, you can’t see it or download it on the Steam Deck.

This “games just work” mentality is an important aspect to a gaming handheld like the Steam Deck. It’s a make or break aspect of marketing this handheld. It’s not that difficult to limit which games can be seen and downloaded. There’s absolutely no reason why this handheld shows games that knowingly don’t work or that are knowingly unstable. Yes, such limits will reduce the amount of games available, but will improve the overall play experience of this device for buyers.

When spending $400, we’ve come to expect a specific level of sanity and stability. This goes hand-in-hand for the price tag, even for the Steam Deck.

Yet, reviewers have stated that their review models have experienced a completely mixed bag. Some games that work, work well. Some games that were expected to work, haven’t worked at all. Some games that worked well have crashed the following day of play. This problem all comes back down to the Proton compatibility problems mentioned earlier.

Success or Failure?

At this point, it’s too early to tell, but one big flaw will likely prevent full success. However, let me dive right into my own opinion of this handheld console. My first observation is that the Steam Deck is physically too big. I understand that Steam wanted it to have a big enough screen with the Steam Deck, but its simply too big and bulky. With the added bulk of the controls, it simply becomes oversized.

Instead, how I would handled design of this platform would have been to use a separate remote joystick. Design the screen to be a simple tablet display with a hefty fan, kickstand and no controls on the tablet at all (other than volume, power, reset and headphone jack). Then, have a separate joystick that can be charged and carried separately. This does a couple of things. Joysticks with separate batteries mean no drain on the console battery under use. Additionally, a battery in the joystick could be hefty enough to be used as a supplemental power source, which can be tapped by the console to extend its battery life once the console is out and about. Having a separate battery means longer play time, thus carrying a separate and charged joystick means extra playtime.

Separate joysticks also feel better in the hand than attached joysticks on handhelds like this. The wide spaced joystick always feels somewhat awkward to use. This awkwardness can be overcome after using it for some time, but I’ve never really gotten past the awkwardness of the Nintendo Switch. I always prefer using the Pro controller over the attached JoyCons. The mechanics used to drive the sticks in a small form factor like the Steam Deck are squashed down and usually don’t feel correct. Using a full sized joystick, these awkward sizing and design issues don’t exist.

With the PS Vita, this spacing problem was less of a problem due to the smaller screen. Though, playing games with the smashed-flat thumbsticks on the PS Vita always felt awkward.

I do get having an attached controller, though. For places like on a train or a bus or in a car, it may be difficult to use two separate devices. Thus, having a controller built-in solves that problem in these few situations. Yet, I don’t know if I’d hamper a handheld device’s size simply to cover a few limited places where having a separate controller won’t easily work. The vast majority of out-and-about play locations would allow for using a controller separately from the LCD screen base, which can be propped up or even hung.

However, these are all relatively minor problems not likely cause failure of sales of the device. The major problem with this device is its lack of additional functionality. For example, it’s not a phone. You can’t make calls using the device.

SteamOS also seems to also offer limited productivity apps, such as word processors, video editors and so on. It does have a browser, but even that seems limited because of the limited controls. You’d have to pair a keyboard if you want more functionality.

Because SteamOS is based on Linux, there’s limited commercial software available for Linux. Unlike MacOS X and Windows, where the vast majority of software is being written, Linux doesn’t have many of these commercial software options. To run Windows apps requires a compatibility stack like Proton, to which those problems have been discussed above.

The Steam Deck goes way deeper than not being a phone, though. It has no cell phone data capability at all. I’ve been teasing the Steam Deck’s biggest flaw… so here it is. No on-the-go always on networking. Meaning, there’s no way to play multiplayer games while out and about without carrying additional devices. Which leads to….

Multiplayer Games?

Don’t go into the purchase of a Steam Deck for any purpose other than single player offline gaming. Know that you won’t be making cell phone calls nor have any easy always-on data options available. If you want data while out and about, you’re going to need a WiFi network handy, to carry a MiFi hotspot with you or use your phone as a WiFi hotspot. This means you’ll need to carry a second device for playing any games which require multiplayer. Because too many games these days require multiplayer always-on Internet, the Steam Deck substantially misses the boat here.

Even still, using a phone or MiFi hotspot may limit your speeds enough to prevent the use of multiplayer in some games. If you try to use a Starbucks or Target store WiFi, you may find that gaming is blocked entirely. This is a huge downside to this device for out-and-about multiplayer gaming. Basically, the only games you can play while out and about are single player offline games only, not multiplayer. While some offline games are still being made, many games now require online Internet at all times, regardless of whether you are playing multiplayer. As more and more game devs require always online status, this will limit the usefulness of this model of the Steam Deck over time.

Instead, Valve needs to rethink this design of the Steam Deck. Valve should include a cell phone radio so that this unit can join a 5G network to enable always-on networking. This is a huge miss for the Steam Deck… one that shouldn’t have been missed. Multiplayer gaming is here to stay and pretty much so is always online Internet. As I said, many game devs require always online Internet.

The lack of a cell phone data network on the Steam Deck limits out and about play for far too many games. Ultimately, the novelty of the Steam Deck’s handheld’s remote play basically limits you to playing multiplayer games in and around your home or at places where you know high speed online gaming is allowed, which isn’t very many places. Even Hotels may limit speeds such that some online games won’t function properly. Thus, the lack of always-on Internet actually undermines the portability of the Steam Deck, making it far less portable for gaming than one might expect.

Instead, Valve needs to team up with a large mobile carrier to offer always-on data networking for the Steam Deck that also allows for full speed gaming. Thus, this would mean including a built-in cell phone radio that offers purchasing a data plan offering high-speed 5G always-on network multiplayer gaming. Once this is achieved, only then could this device be considered ‘ground breaking’. Without this always-on networking capability, the Steam Deck handheld is firmly tied to a past where fewer and fewer offline games are being created today.

Success or Failure Part II

Circling back around… the Steam Deck, while novel and while also offering access to the Steam library of games may not yet be all that it can be. This handheld needs a lot more design consideration to become truly useful in today’s gaming circles.

Some gamers may be willing to shell out $399 to play it, but many won’t. The limitations of this unit far outweigh it’s usefulness as a modern handheld console. Back when the PS Vita offered two versions, WiFi only version and a Cell Phone version, that was at a time when multiplayer gaming was still not always online.

Today, because many games require always-on Internet, not having a cell phone network available on this gaming “tablet” (yes, it is a tablet), is highly limiting for multiplayer gaming. Multiplayer gaming isn’t going away. If anything, it’s getting bigger each year. Choosing not to include or offer a cell phone data version of this tablet is a huge miss.

My guess for success of this specific version of the Steam Deck is that its success will be limited. It will sell some, but only to very specific gamers. I seriously doubt that it will be considered “ground breaking” in any substantial way, particularly after missing the general purpose nature of a tablet combined with including an always-on a cell data network feature.

I felt this way both with the Nintendo Switch and with the NVIDIA Shield. Both of those tablets have done okay with their respective markets, particularly Nintendo’s Switch. It’s done exceedingly well, but only because of Nintendo’s major game franchises and because none of those franchises (other than Mario Kart) require heavy networking. The Shield, like this tablet, has only done okay in sales. Not great, not horrible.

If Valve wants to sell this gaming tablet as it is, it needs to strike while the iron is hot and while this tablet is new. Advertise the crap out of it everywhere. Because it’s new, people will be interested to have a look. Many more will buy it because it’s new. Eventually, all of the above limitations will be apparent, but only after people have paid their cash and already purchased it.

Personally, this unit has too many limitations for me to consider it. If this gaming tablet offered both cell phone data options AND full Windows gaming compatibility, I might have considered it. It isn’t enough to offer many from the Steam library of games. It also needs to offer the fundamental basics for multiplayer gaming.

For example, you wouldn’t be able to play Fallout 76 while out and about without access to a high speed MiFi hotspot. Thus, you also won’t be able to play multiplayer games like Fortnite, Overwatch or Destiny using a Steam Deck while riding a train to work. The lack of a multiplayer always-on data network is huge miss that ultimately undermines the usability of the Steam Deck and is also its biggest design flaw; a flaw that shouldn’t have been missed by the Valve team at the Steam Deck’s price tag.

Overall, I can’t personally recommend the purchase of the Steam Deck as a portable modern gaming device strictly because of its lack of thoughtful design around multiplayer gaming while on the go. However, the Steam Deck is probably fine if used as a home console device using a wireless controller while hooked to a widescreen TV and connected to a home high speed WiFi network. It may also be worth it if you intend to use it primarily to play offline single player games or if you intend to use it as a retro emulator for 80s and 90s games. Still, it’s way overpowered for the likes of Joust, Dig Dug or Defender.

↩︎

Why Fallout 76 sucks badly

Posted in botch, business, video game, video game design by commorancy on July 26, 2020

NPCsWhenever I play Fallout 76, I just want to pull my hair out. This game is so fraught with bugs, poor design, piss poor consistency and overall crap gameplay, it’s a wonder anyone wants to actually play this turd of a game at all. And, it gets worse with every release. Let’s explore this crap game in all of its crap glory.

Bugs Bethesda Won’t Fix

One of the most infuriating things about this game is its incessant bugs which Bethesda has consistently refused to fix. Some of these bugs have existed since before the release in the Beta (if you can even call one week of early play “beta testing”).

Here’s a non-exhaustive list of gameplay bugs I’ve run into with this game (in no particular order):

  1. Getting in and out of power armor breaks mutations, specifically Speed Demon. This bug persists until you log out and back in. If you use power armor at all, this mutation remains broken while both IN and OUT of power armor. This is a new regression bug and didn’t exist early in the game’s life.
  2. When playing sneaky while crouching, the game will sometimes overload the fire gun action onto the run button and fire your weapon when you attempt to run from the crouching position. This happens with any weapon. Not only does this waste ammo, you may be forced to reload your weapon, wasting time. This is an older bug and has existed for at least 6-9 months.
  3. Getting stuck in power armor. While this bug has supposedly been fixed, I have run into occasions where it is impossible to exit power armor. It clearly is not fixed. This bug has existed since Beta.
  4. Getting stuck in VATS. This is a new bug that sees you pull VATS only to find that the game won’t let you exit it, while allowing the enemies to attack you without any resistance. This is a recent bug, but existed before Wastelanders.
  5. Enemies staggering the player. This is a new bug that sees enemy stagger your player for longer amounts of time. Like getting stuck in VATS, you are unable to move or fire your weapon for up to 5-10 seconds, all while letting hordes of creatures attack and kill you. This may have been introduced in Wastelanders.
  6. Camp over budget after update. This one begins after you buy and install Atomic Shop items into your camp. After an update, Bethesda will raise the budget of SOME item(s) in your camp substantially causing your camp’s budget to go WAY over. There’s no way to know what is causing the issue or resolve it without randomly deleting camp items one by one.
  7. Toxic Goo fails to work. After your character dies and respawns, Toxic Goo doesn’t work for up to 1 minute (or longer) after a load-in or respawn. You’ll end up wasting goo after goo after goo trying to get it to work. This affects Bloodied builds.
  8. Loss of certain perks, but not all, after your character dies. Yes, I consider this a bug. There is no reason why this exists in the game. The Well Rested and Well Tuned perks disappear after the character dies and respawns. You are forced back to your camp to sleep and play an instrument again to refresh these. This is a bug that, I think, has been in the game since the start.
  9. Can’t choose respawn point after character death. This bug has been in the game since day one. Under certain conditions, if your character dies, the game will give you zero respawn points on the map. You are forced to log out and log back in… losing any dropped loot and any other benefits you may have had coming. Day 1 bug.
  10. VATS accuracy…. When the game first arrived, VATS could reach 100%. After a ‘balancing’ update, this has been visually reduced to a maximum of 95% at all times (no matter how close the enemy is to you). This is a ridiculous change. However, during this ‘rebalance’, Bethesda introduced two VATS percentages (one you see visually and one you don’t). The one you don’t see is the one that determines whether the bullet will hit. This has caused VATS to become mostly unusable, particularly when combined with bug and specifically with certain weapons. It fares even worse when attempting to use the Concentrated Fire perk card.
  11. After loading into the game world, the game client runs a background process to synchronize the game to the remote game world server. This process takes at least 5-10 minutes to complete. It’s very slow. While this background process is running, you can’t craft on a workbench as the workbench stutters on and off while this synchronization process runs. This is a new bug introduced within the last 6-9 months. It existed before Wastelanders. This bug prevents using workbenches for at least 10 minutes after you’ve loaded into the game world.
  12. In-Game Music can’t be controlled with volume settings slider. A volume slider for music was introduced into the game client, but it has been selectively applied to only certain music. For example, music inside of Whitesprings, inside of Valley Galleria and with musical instruments are not covered by this volume slider. You must endure this music in the world regardless of your settings.
  13. Main Menu Music Slider settings. This one is also broken. While it does not play music on the main menu on the PS4, it does not at all work on the Xbox One. Worse, after a few minutes inside of the Atomic Shop and after the music changes, the music will begin playing at full volume in the Atomic Shop. This slider is only minimally effective at doing what it’s supposed to do.
  14. Challenges don’t work. This is an ongoing problem. If you’ve bought into Bethesda’s Fallout 76 challenge system, then that means doing whatever convoluted activities are needed to win that challenge. Some challenges require you to perform multiple activities to win the challenge. Because of these multiple activities, if one of them does not register after completion, the entire challenge fails. This is one way challenges don’t work.

    The second way challenges fail to work is if you do perform all of the actions successfully and receive a check mark, but the overall challenge doesn’t reward its bounty to you. Both of these are firmly broken. Even the newest update to the Legendary Run suffers from this same bug. You can perform everything required of the challenge and still not see the 1000 score you’re supposed to receive. Bethesda support won’t help with these failures. You’re just shit-outta-luck. Bethesda simply doesn’t support the game or gamers who are playing this game. These are Day 1 bugs.
  15. Blue Screen Crash… yes, these still exist. I regularly experience these crash-to-the-dashboard bugs about once every day or so. They are about as frequent as they were when the game was released. This is partly because of the memory issues.
  16. Level of Detail Image Rendering… this bug as existed since day one. As you approach objects, the game won’t load in the higher res texture version until you’re standing on top of the object (literally). Even then, it may take 1 minute before the higher res texture loads in. It’s a cosmetic bug, but who wants to look at blurry 8 bit textures?
  17. Fast Travel Bug — Here’s a bug that has existed since day one. You open the map and select a travel point, choose to pay the caps and then …. nothing. The map exits and you’re back in the game. You haven’t fast traveled and nothing has happened. Worse, you try again and it does the exact same thing. This bug is annoying, frustrating and shouldn’t even exist.
  18. Workshop Bug — Here’s a regression bug. This bug existed a week or so after release. It was gone for a long time, but now it’s come back in the latest update: v1.3.2.9. Under some conditions, the workshop icon reverts to the older “regular” icon. As a result, the game requires you to pay caps to travel to your owned workshop.
  19. Bethesda Math — Here’s a bug (several actually), but this one’s very very subtle with the perk cards and with damage multipliers. Bethesda sucks really hard at math and they hope that players won’t notice. Too late, we have. When Bethesda calculates damage multipliers, it rarely does so accurately. For example, a multiplier card might say “does 30% more damage”, but in reality it may calculate out 28% more or 25% more or some random value way less than 30%.

    You can see this in action after enabling damage numbers on your weapon. If you calculate out the number shown, you’ll find that the damage is far, far less than what the gun claims to offer with the damage multipliers. This is just one way that Bethesda reduces the damage level of weapons without showing that reduced damage in the weapon info panel.

    This further continues in the weapon info panel as well by not accurately calculating the damage multipliers within this panel. While some perk cards offer exact damage multipliers, many of these cards offer nebulous increases like, “does more”, “does even more”, “does substantially more” without stating any numbers. This allows Bethesda to modify these nebulous cards at their whims on each release, so you never know exactly what those nebulous cards are actually giving you. In many cases, they don’t give you anything. As for the hard number cards, it only stacks these multipliers by calculating from the gun’s base damage level. For example, if you put on cards each offering 10% damage, it will be stacked like so:

    Gun base damage = 197
    Gun + 10% damage = 197 + 19.7 = 217
    Gun + 20% damage = 217 + 19.7 = 237
    Gun + 30% damage = 237 + 19.7 = 257
    and so on…

    Basically, Bethesda calculates the value based on the current gun value + the % to be applied. It doesn’t add by stacking. If it added by stacking, 60% more damage would stack like this:

    Gun base damage = 197
    Gun + 10% damage = 197 + 19.7 = 217
    Gun + 10% more damage = 217 + 21.7 = 239
    Gun + 10% more damage = 239 + 23.9 = 263
    Gun + 10% more damage = 263 + 26.3 = 289
    Gun + 10% more damage = 289 + 28.9 = 318
    Gun + 10% more damage = 318 + 31.8 = 350
    and so on… but this is not how Bethesda does math during stacking.

    Worse, guns with +30% damage to Scorched (Zealots) or 30% damage to animals (Hunter’s) never see these percentages reflected in the gun’s damage information panel. You have no idea if the gun is actually giving you that extra % damage.

    Even worse, when you kill something with damage multipliers on, you almost never see the damage level of the gun reflected in the damage number seen on the enemy. For example, with the 257 damage listed above, if this is an Instigating rifle, it would do double damage to an enemy with full health. This means that at 2x, Instigating damage should do 514 damage to an enemy. With sneaking, it should double that to 1028. However, shooting an enemy with sneak might show way less than that damage inflicted. Damage to an enemy should reflect actual gun damage.
  20. VATS + Accuracy … this bug has been ongoing since day one, but affects some weapons more than others. For example, neither has the Tesla nor the Gauss rifle ever properly worked with VATS. Using these weapons is more likely to miss than hit. You waste so much ammo using VATS with these weapons, it’s not even worth considering. For every one shot that hits, you might have 10 that fail… even with high accuracy, even if you have the +33% VATS accuracy legendary perk, even with all of your best perk cards equipped, these electric weapons are the worst for VATS.

    Even the Pipe Bolt-Action Pistol fares poorly with VATS. This weapon when set up correctly can have an accuracy of 108, yet it acts as if it as an accuracy of 2. It misses way more often than it hits. This is a VATS problem. In fact, I find that using the scope fares way better than relying on VATS.
  21. Gauss Rifle Wind Up and Misfire — this bug has been ongoing since a week or so after release. You can press and hold the trigger to power up the Gauss, but upon release, you only hear a sad sputter and then nothing. The rifle misfires. This is the only weapon in the game that misfires. I’ve given up using the Gauss rifle entirely because of this one bug that Bethesda refuses to fix.
  22. Bullet Connects, Does 1000+ Damage, Health Wiped, Enemy Lives — this is a new bug, but I believe has existed for quite some time and is a regression from early in the game’s life. You can shoot an enemy point blank in the head, the heath bar is reduced to 0, but the enemy’s health bar goes back to full and lives to fight. This is not a legendary enemy. I’ve run into this bug with Ghouls and Robots alike. There is nothing you can do but shoot again and hope it will kill the enemy. This bug seems specific to shooting the enemy in the head, but can occur shooting any body part. Collision detection on this game is piss poor, to say the least.
  23. Delbert’s Traditional Chitlins Recipe — Here is a bug that has most definitely existed since day one and before. This recipe is supposed to exist on a piece of notebook paper sitting on a picnic table at Spruce Knob Lake, next to a blue cooler. The note paper is sitting there on the table, but it cannot be retrieved from the table. Bethesda has had this bug reported probably hundreds of times and at least twice by me since launch, yet they have still not yet fixed this very long standing bug. There are supposed to be 13 Delbert’s recipes in this game, but this one is not retrievable, leaving only 12 in the game. It’s anyone’s guess as to what this recipe offers.
  24. Backpacks — In a recent update, Bethesda decided to change how backpack skins work. Instead of selling individual backpacks as they had been formerly doing, they set it up to place skins on top of the generic backpack. In doing so, they introduced two fundamental bugs:

    1) We had to pay to reskin our already skinned backpack, using up more resources again. We had to do this for every backpack we own.

    2) The backpacks no longer sit correctly on the character’s back. Instead of sitting properly on the back, they are now embedded in the back and look crappy when wearing certain bulkier outfits. The original packs adjusted their placement on the back to accommodate outfits and the size of the pack. This new system doesn’t. It inherits the placement of the original skin and assumes that placement is correct for all packs. One of the worst cosmetic bugs in the game.

Perk Card Bugs

Under this section, I call out bugs specific to perk cards that have gone unfixed. They are just as numerous.

  1. Tenderizer — This Charisma perk card simply doesn’t work, it’s as simple as that. It’s supposed to afford an up to 7% bonus damage (3 star card) on every hit after the first, but it doesn’t do anything. Don’t bother equipping this card. I’m not certain if this card has ever worked. Day 1 bug.
  2. Concentrated Fire – This is a card that is supposed to not only allow you to target individual body parts of your enemy, it’s supposed to give bonus damage when you hit that body part. This card performs only one of its two stated perks. While it does allow you to target body parts individually, it does not offer any bonus damage. Day 1 bug.
  3. Super Duper – Lots of bugs here. This card is supposed to offer you a chance to duplicate whatever you are crafting on any crafting bench. This card has multiple problems. Its primary problem is that a 3-Star version is supposed to afford you your best chance at receiving a duplicate. However, ranking this card up to 3 does not increase your chances for a duplicate any more than using a rank 1 card. This card formerly functioned correctly for a short time after the game’s launch, but after a subsequent rebalance, it has been broken since.

    Additionally, this card is entirely selectively applied to certain crafted items and in specific amounts when it does work. For example, attempting to combine a 2 star Ammosmith with 3 star Super Duper doesn’t yield a duplicate number when crafting certain ammo on the Tinker’s Bench. For example, Ammosmith increases the Mini Nuke x3 count to x5. Yet, Super Duper doesn’t provide 10 Mini Nukes when Super Duper fires. Instead, it provides perhaps 6 Mini Nukes, not 10.

    Further, Super Duper formerly alerted us every time it fired letting us see how often it fired and how much extra we might expect. At some point during a ‘rebalance’, Bethesda stopped this every-time notification. Instead, now it only notifies us once inside the bench and once on the way out, no matter how many times it has fired. In other words, you have no way to know exactly how much extra you may have received. If you want to know, you are forced to exit the bench each time Super Duper fires so you can see exactly how many times it has fired while crafting… infuriating.

    I believe this much reduced notification change is because Bethesda reduced the frequency with which Super Duper fires (even at 3 stars) and they didn’t want people to see this lowered fire rate.

    Super Duper has also never been applied to the Brewing Station crafting bench. You can craft whatever you want on the Brewing Station and Super Duper will never duplicate it. This bug has existed since the Brewing Station was introduced. Some of these above are Day 1 bugs including this Brewing Station bug.
  4. Butcher’s Bounty / Scrounger / Cap Collector / Can Do! / Pharma Farma design change. Yes, I also consider this one a bug. Butcher’s Bounty (and the rest of these scrounging cards) formerly allowed us to search containers at any time and, most importantly, after the fact. Can Do! and Pharma Farma and some of the others still do allow after-the-fact searching, but it is now hands off with no button presses. You must look at the container with the card equipped to get the benefits. Before this change, you were forced to pressed a button. After the change, it works simply by looking at the container.

    However, unlike the rest of the cards, Butcher’s Bounty has some severe restrictions placed for how and when it works. It has also seen new bugs introduced. Unlike the rest of these scrounger cards, Butcher’s Bounty no longer allows after-the-fact usage.

    Butcher’s Bounty now requires that you must have killed the creature yourself to be able to search a dead creature and to activate this perk card. Even still, searching a dead animal doesn’t really yield more meat. You hear the chime, but no additional meat seems to appear on the body. You only get what was originally dropped. Butcher’s Bounty is firmly broken. This bug was introduced during the Wastelanders release.

    Additionally, Butcher’s Bounty no longer searches Bloodbugs or Ticks and will not produce any additional bounty from these creatures. There may be other creatures it also fails to search. Ticks contain Tick Blood and this ingredient is important in crafting Stimpaks. Without being able to search Ticks for Tick Blood, this means of crafting Stimpaks is lost.

    Bloodbugs offered Bloodbug meat. Unfortunately, without Butcher’s Bounty, you could rarely ever find Bloodbug meat on a dead Bloodbug. You were nearly always forced to search them with Butcher’s Bounty. Unfortunately, this is another creature whose meat is now entirely extinct. There is no way to craft Bloodbug Pepper Steak… and this now entirely useless in-game recipe is rendered worthless by this specific bug.
  5. Storm Chaser — This perk card is supposed to see you have health regeneration during rain storms. I’ve used this card multiple times in rain storms with no effect. This card is broken.

Regressions

So many of the bugs from the past are actually returning from the past. Particularly duplication bugs. I have grown exceedingly tired of the 12 and 13 year olds whose sole goal is to find some overpowered weapon and dupe the hell out of it so they can make a few caps, caps that don’t make a difference to their game play.

Instead, Bethesda needs to counter these problems by removing this problem from the game. In fact, I’d prefer if Bethesda removed vending entirely from the game. No more sales at all. What you own is yours to keep forever. If you don’t want it, scrip it, scrap it or send it to the game’s void. Nothing at all good has come from player vending. Nothing. The world is not a better place. Vending is a form of paytowin. It’s solely used as a way for players to buy their way into better weapons without having earned those weapons or armor.

The point in Fallout is to earn your weapons from your game play experience… not to buy the weapon from someone else.

Bethesda is already considering doing away with future item vending anyway. As more and more new items are introduced into the game, Bethesda is putting the no-vending restriction onto these newer items. You can’t sell them, you can’t drop them and you can’t transfer them to others. These newly introduced items are yours to keep, but not to sell.

I believe Bethesda is slowly introducing these items into the game to get players used to this new no trading concept. Then, at some point in the future, every new item in the game will be marked as player restricted. At some point, the newest great weapon will not be obtainable by buying it from another player. This change IS coming. Bethesda WILL introduce this in the future. It’s not a matter of IF, it’s a matter of WHEN. Don’t believe me? Just you wait.

Even more bugs

This next bug is one that has existed since the game’s release. The game has completely unresponsive button controls at the most inopportune times. You are forced to press a button twice, three times or more simply to get the game to respond to a button press. Infuriating. You press the button expecting VATS to trigger and it doesn’t. You press it again and again it does nothing. You press it again and it finally triggers. This multiple press issue sees the enemies getting ever closer or out of range. It’s entirely frustrating to have the perfect shot had VATS consistently worked. Instead, you’ve lost that shot because you were forced to press VATS multiple times to get it to activate, way too late to make that perfect shot.

This button press unreliability problem isn’t limited to VATS. It affects all manner of button presses from crafting, to firing your weapon to jumping to running. It doesn’t matter which button it is, they are all equally affected by this unreliability of the game’s controller input system.

I’ve never ever played a game with this amateur level of button unreliability. Never. I’ve been playing games since the Atari 2600 and this is the actual first time I’ve encountered a game with this bad of a controller interface. I cannot believe a top tier developer is putting out games with this low level of quality.

I believe this problem stems from multiple problems. I believe the game is giving priority to the back end synchronization with the server over front end input. This means that the game is willing to sacrifice controller button presses to ensure the game client is properly synchronized with the server. Ultimately, I believe this has to do with using a 20 year old engine and trying to retrofit it into a multiplayer system over the Internet. This engine was not designed for this purpose and the signature of this unreliability is in this game’s random and sporadic failure to read input from the controller.

This leaves the game with an increasingly problematic gameplay experience. This situation has only gotten worse with the game’s age. With each successive update and expansion, Bethesda keeps taxing the game engine more and more. As the game engine becomes more and more overtaxed, the controller input is given increasingly less and less polling time… to the point where button presses are entirely lost.

This problem is not a problem that should exist in a top tier game. No game should ever be released with this level of controller problems, let alone with all of the additional problems listed above.

Overpowered Enemies

With the addition of Wastelanders, the balance in the game has been lost. I do classify this as both a design failure and a bug. The human enemies that have been added into the game have not only begun overtaxing the already taxed game engine, but Bethesda has chosen to give level 15 enemies weapons that do the damage of level 98 enemies with similarly equipped armor.

A level 15 Blood Eagle with an automatic laser pistol can kill any level player (even over 200) with just handful of shots. If that’s not the very definition of overpowered, I don’t know what is. This isn’t limited to Blood Eagles, it works for Settlers and Raiders alike. All human enemies have these way overpowered weapons and overpowered armor.

Whether this was intentional design or simply janky happenstance, I’ve no idea. Bethesda has proven time and time again that they simply don’t care about the gamer. With every update, they make it increasingly harder to even play this game, let alone want to like or play it.

In fact, the joy I formerly found in playing some parts of this game is quickly evaporating with the ever mounting bugs, regressions and frustratingly poor design choices.

Atomic Shop and Camp Budget

Worse, I can no longer even build in my camp… which runs entirely counter to buying Atomic Shop items. If Bethesda wants us to buy Atomic Shop camp items, then they’ll need to understand this point of contention. We can’t buy anything for our camps that require budget if we can’t build in our camps. Camp budget maxed = no more sales!

Bethesda, however, doesn’t seem to get this fundamental concept. Bethesda relies on people buying Atom, yet no one will run out to buy Atom if there’s no camp budget available to build. It’s a Catch-22, Bethesda!

You can’t have your cake and eat it too. If this game is failing, it’s because of your short sighted management of this property.

Instead of throwing in NPCs because everyone complained about the lack of them, you should have focused on fixing these long standing bugs. Instead, you focused your time adding new and unnecessary features that are further overtaxing this game’s antiquated engine which exacerbates these existing bugs at the expense of actually useful and fun gameplay.

It’s getting almost impossible to play this game at times… just as it’s getting impossible to type this article into WordPress’s editor with its incredibly bad input lag.

Bethesda needs to wise up rapidly. The Fallout 76 team needs to focus on overcoming these listed shortcomings rather than spending more time crafting unnecessary items for the Atomic Shop which fewer and fewer people can buy with the updated daily challenges no longer giving out Atom. So, let’s talk about the ‘new’ ….

Legendary Run

This is supposed to be the replacement challenge system for Fallout 76. It was promised to be an improvement to help people perform the challenges more in-line with their daily play.

In reality, what this is is a junky and janky mess of a system. Not only are the rewards some the crappiest I’ve seen in this game, they are duplicated all over the place. Need Ghillie armor for Marine Armor? How about Robot? How about Secret Service? Well, Bethesda has littered the board with so many duplicate Ghillie armors that it’s entirely pointless. How many Ghillie armor types do you think that we need? It’s stupid and pointless.

We only need one Ghillie cosmetic suit that we can wear over the top of any armor we wish. We don’t need to own the plan to craft Ghillie skins on every type of armor in existence. We only need ONE cosmetic item we’re done. So many board spaces wasted with this single skin item, the same as the Atomic Onslaught paints.

Worse, handing out these skins runs entirely counter to the way the Atomic Shop wants us to play. This point has been hammered home, oh I don’t know, since the game launched… to wear cosmetic items over the top of our armor. So now suddenly you want us to not wear cosmetics and start crafting Ghillie armor pieces instead? This game is sending us such mixed signals. Show your armor, hide your armor, don’t wear armor, do wear armor. The messaging in this game is not only a mess, it’s a disaster. No wonder everyone is always so confused by this game.

Not a Fallout Game

And here is where we come to the crux of this article. This game is not a Fallout game. It is a cartoony representation of how someone who’s never ever played a Fallout game might think a game like this works. Fallout 76 only pretends to be a Fallout game. It certainly has the skins, the weapons, the armor and the rusted environments, but the game itself is just a hollow, vapid, pointless shell. It barely even resembles Fallout. Further, its lore is so weak and so shallow in storytelling, nothing even matters.

Beyond this, Bethesda has introduced new items into the universe that have never before existed in Fallout New Vegas, Fallout 3 or Fallout 4… games with world environments and stories that exist long after Fallout 76. Games that should have seen traces of many of these new Fallout 76 items.

That’s the danger in creating a prequel… introducing new items into a world where previously existing worlds you’ve already built won’t have these items. Not seeing these items in Fallout 4, for example, means major continuity problems… yet another reason Fallout 76 is a crappy installment.

It’s not just the continuity issues that are a problem, however. It’s how weakly handled the entire world concept is. You exit the vault with the hopes of rebuilding Appalachia, yet the 24 vault dwellers who exit the vault are limited to building tiny crappy camps in remote areas of Appalachia? That’s not rebuilding, that’s junk. That’s not coming together as a team, that’s every-person-for-themselves. That’s not how rebuilding should be envisioned or handled.

In fact, after all of the quests are done and all of the smoke clears, Appalachia remains the same old decrepit place with the same old enemies roaming it and so many of the old bugs present. The presence of vault dwellers did absolutely nothing to make Appalachia, or indeed, Fallout 76 a better place. For a multiplayer game, it’s hard to believe a top tier developer like Bethesda failed so spectacularly at producing a compelling and fun experience… but here we are. Even the combat fails mostly because of all of the bugs that remain unfixed. Bleah.

↩︎

One Year Later: Has Fallout 76 improved?

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

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

Revisionism in Entertainment

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

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

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

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

Editing for Correction

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

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

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

Reuse of Assets in Video Games

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

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

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

Fallout 76

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

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

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

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

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

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

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

Backpack

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

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

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

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

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

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

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

Bugs, Bugs and more Bugs

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

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

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

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

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

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

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

And here we come to even more issues:

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

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

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

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

But, wait there are even more problems afoot.

Graphics

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

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

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

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

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

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

Grinding and more Grinding

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

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

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

Open World RPG

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

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

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

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

Power Armor

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

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

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

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

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

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

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

Characters, Loot and Caps and Requested Features

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

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

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

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

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

Rebalancing and Revisionism

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

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

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

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

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

Improvements?

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

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

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

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

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

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

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

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

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

Game Modes

As of this article, there three game modes available:

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

Overall

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

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

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

Update — Survival Mode

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

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

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

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

↩︎