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Fallout 76

I was playing a little bit this morning. The stash increase is good. They may have also adjusted enemy levels as I wasn't running into mobs level 42 super mutants all over the place.

The frame rate drop off is still an issue but I didn't get knocked out of the game.

From a Fallout standpoint, it's just a different game than what the previous ones were. It's geared a LOT more toward survival while prior games in the series were more about discovery and exploration. The player is going to spend a lot more time looking for pieces and parts to repair and improve their gear than they did in earlier games. They're going to spend more time at their base (CAMP) than they probably did in earlier games. Anyway, the game definitely is working and it is being improved.

I was able to join in my first start-to-finish Nuke drop tonight. It was on Whitesprings, but was placed poorly so half the bungalows were out of play. Even still, there was plenty of frantic combat to be had, and I gained a few levels.

Granted, I am so under-gunned at this point for my level that all I was really doing was plinking all the ghouls at a distance and letting the melee people swarm in to clean up.

The only downside is that the boss mobs didn't drop anything that would be considered an upgrade for my build.

So check that off my list.

Still waiting to luck into a server that runs a Queen fight.
 
I was able to join in my first start-to-finish Nuke drop tonight. It was on Whitesprings, but was placed poorly so half the bungalows were out of play. Even still, there was plenty of frantic combat to be had, and I gained a few levels.

Granted, I am so under-gunned at this point for my level that all I was really doing was plinking all the ghouls at a distance and letting the melee people swarm in to clean up.

The only downside is that the boss mobs didn't drop anything that would be considered an upgrade for my build.

So check that off my list.

Still waiting to luck into a server that runs a Queen fight.

Are other player bases destructible? (ie can you launch a nuke and destroy another players camp/base)
 
Are other player bases destructible? (ie can you launch a nuke and destroy another players camp/base)

Yes, though only when you are online. Your base comes and goes from the world with you as you log in and out.
 
First, is anyone still playing this?

Second, if you are still playing, have you figured out a reliable way to get a scorchbeast to land? I have found pretty much no weapon that does reasonable damage to them while they're flying around blasting the heck out of me with the sonic thing. Once they're on the ground, however, it's no problem. There I can just whack away with a combat knife and take care of business. The game needs a Stinger or something.
 
First, is anyone still playing this?

Second, if you are still playing, have you figured out a reliable way to get a scorchbeast to land? I have found pretty much no weapon that does reasonable damage to them while they're flying around blasting the heck out of me with the sonic thing. Once they're on the ground, however, it's no problem. There I can just whack away with a combat knife and take care of business. The game needs a Stinger or something.

In theory you are supposed to shoot the wings. I have used that method and it seems to increase the rate that they land.
 
For those who might be wondering... How the game is doing...

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https://www.pcgamer.com/the-latest-fallout-76-patch-reintroduced-several-bugs/

Fallout 76’s desperate survivors cannot catch a break, unfortunately. The last patch, along with containing nerfs, fixes and a cap on carry weight, reintroduced several bugs that the residents of digital West Virginia thought they were finally done with.

The returning issues include heavy bobby pins—that should explain why you might log in and find yourself unexpectedly over encumbered—as well as the item duplication bug, originally fixed by Fallout 76’s last patch of 2018.

This patch was seemingly so regressive, that some have theorized they reverted to an earlier build of the game.

By the way guys, this was a game so crap, so incompetent, that despite the fact it launched in November... They forgot to program the launch codes for one of the primary end game features, nuclear weapons to work in the new year.

https://www.engadget.com/2019/01/02/fallout-76-nuclear-code-bug/

New Years came and went quietly in the apocalyptic world of Fallout 76, but it wasn't on purpose. A bug in the multiplayer survival game caused nuclear codes to be unusable. While the sudden inability to launch weapons was originally thought to be related to the holidays, Fallout 76 developer Bethesda confirmed the issue and said it is working on a fix.

Whats worse, players were also able to breach the Developers Room that caused havoc.

https://www.engadget.com/2019/01/12/fallout-76-players-find-developer-room/

No, Fallout 76's troubles aren't over yet. Gamers have discovered that the online RPG has a developer room where you can find virtually everything in the game, including unreleased items like special power armor. It even includes the game's lone humanoid non-player character, a hapless target named Wooby. It's not hard to find the general location, although getting in reportedly requires less-than-legitimate methods.

As you might imagine, that creates all kinds of problems. Unscrupulous players could wield advantages over other players, and Eurogamer sources understood that some put their virtual gear up for sale on eBay.

It's a really good thing I was such an idiot and had no idea what I was talking about.

However, I do know that these kinds of games do get very good support after launch, I could be wrong about all of this, but I really don't think so, it's extremely doubtful to me, that the game will release in a good state and it will be some time before they can rectify a lot of the issues in it, if they can really rectify them at all given the problems with the Engine they use.

This doesn't even begin to scratch the massive, surface of how poorly this game has been handled, they couldn't even get the merchandise right and there have been several high profile blunders there and what any person who understood a Bethesda game developed with that Engine, knew would be the end result of trying to have a live service in that framework.
 
For those who might be wondering... How the game is doing...
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Well, a lot of that is to be expected.

For all of their experience in making games, this is really the first time they are trying to make a multi-player game. And many of the issues you raise are standard when any company goes into this for the first time.

Balance issues and "nerfing" are also very common. Even games like WoW and Guild Wars to this day have to do things about this. They put out something new, and realize it is over powered or upsets game balance and have to then adjust it.

The same goes for weight issues. Because in this game the tools for picking locks are essentially consumables, they simply forgot that most players hoard them like crazy. Instead of having just 10 or so and selling off the rest, most of us keep all that we find, knowing that while we can often open 9 or 10 locks without breaking any, we then may break 4 on a single lock. Even in Fallout 4 I only started to sell them off once I had over 100. Not the 10-20 that they envisioned we would have on hand.

And for the developer room, that has happened to other companies in the past. In fact, they actually trolled a lot of those players quite well recently. Some who got into the developer room and got backpacks (intended to increase your weight limit) later discovered that they went and increased the weight of the item itself to 100 pounds. Now instead of wearing it to carry more, you were actually able to carry less.

And in the last month a lot of people have returned, now that most of the balance issues have been eliminated and the storage limits increased twice. The first big DLC event was very well received, and the newer ones are also being given positive reviews.

Now that there is a more aggressive PvP system in place, many of us expect to see the community largely dividing into 2 areas. "Survival" more for PvP, with those that want a "kill or be killed" game play. And "Adventure" for those that want to concentrate almost exclusively on PvE gameplay. And a lot of the mechanics you mentioned were actually holdouts from older Fallouts that had to be adjusted.

Specifically carry weight. In older Fallout games you could go over your carry weight, and you just moved slower. That was not a problem, you were the only player in the world. But this was being exploited in a way that would not work on other games. Players would make mules and load them with literally tons of stuff, and use them basically as unlimited storage boxes. This was not possible in say Guild Wars, where each player had a set storage capacity based not on weight but number of items. Most games use "item slots" to limit storage capacity, not weight. In games with stacking, 1 item is the same "weight" as 250 of the same item. You have say 100 storage slots. 100 arrows stored one at a time is the same "weight" as 100 stacks of 25 arrows.

But they could not do this, and remain a "Fallout Game". Because crafting and the large number of components is such a big part of game play and crafting they decided to continue the way they had already done the past decade or more. Although I wish they had followed the Guild Wars concept of part of your storage being only for holding crafting items and nothing else.

So they set a maximum weight that was still way over what a person could reasonably carry (is something like 2,000 pounds now), and if your character was over that you had to dump the excess. This mostly targeted the dupers, and while they were furious. But most of the community largely did not care. But we have seen the storage box increase from 400 to 600, then now 800 pounds. And rumors are that it is going to increase soon to 1,000 pounds.

The game is still not perfect, I doubt it ever will be. But the same can be said for any multi-player game. But the game has come a long ways in the last several months.
 
I was playing a little bit this morning. The stash increase is good. They may have also adjusted enemy levels as I wasn't running into mobs level 42 super mutants all over the place.

That is still a problem, and one not likely to change unless they go to a different style of play.

The enemies in this game all level to the player that was nearby when they were spawned. So if you go to an area at say level 60, monsters from 50-70 (if appropriate to that area) will then spawn in to challenge you.

The problem is when that level 60 avoids the fight, and is then followed 5 minutes later by a level 15 character. They are stuck with the higher level monsters so most (like me) server hop or run away.

Many games simply avoid that by instantizing the game areas, so that lower level players can not just jump into higher level areas before they are ready. Or by various forms of nerfing, either of the players or the enemies. In this case they are doing spawns that adapt to the player, which works most of the time but not always. I have still ended up on a place where I was level 35, and 2 level 50 scorch beasts spawned in. But that also told me I was still not high enough to really be in that area, so I ran and returned later when I was high enough.
 
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