Have you ever seen a friend or coworker make a terrible decision in what felt like slow motion? Like they asked for your advice, you said “No, that’s a terrible idea,” and then they do the thing anyway? Then they stop back by, tell you the terrible result, and then detail their even worse plan for “fixing” things?
Welcome to the Fallout 76 PvP Show. Todd Howard is your host, and tonight he’ll be splitting a baby.
Question: PVP. People are concerned. What’s the deal with griefing? How can we we enjoy our own game or ruin somebody else’s?
- Todd jokes, “This is why I don’t go on reddit!”
- The game is designed to be both PVE and PVP as part of the core experience. They want you to have a sense of danger around other players, but (and he muses here that it’s weird to say), they want that sense of danger without griefing.
- When you shoot another player, you do only a small amount of damage to them, not full damage, akin to an annoyance or an invitation to PVP. If the other player shoots you back and engages, the kid gloves come off and everybody is doing full damage.
- There’s a cap reward for killing another player; the higher their level, the bigger their reward. After you die, you can choose to “seek revenge”, which doubles the cap value that the enemy who killed you is worth.
- Even if you do not engage the enemy, they can eventually kill you with that reduced damage. “Which sounds terrible…” but if you do that to somebody who doesn’t want to fight, you get no reward, you become a wanted murderer.
- When you become a wanted murderer, a bounty is placed on you and is sent out to every player on the map. When a wanted murderer is killed, they pay the bounty out of their own cap supply (there was a large applause here).
- A wanted murderer loses the ability to see other players on the map.
- A wanted murder is always visible on the map to every player, even when sneaking.
- Their goal was to turn players who are trying to ruin other players’ experiences into interesting content, and they are really happy with how it works.
- As a side note, when you see other players on the map, you don’t get their exact location, only the general area.
- Jeff shares that during the last play session, somebody became a murderer. He had just finished building a high-power sniper rifle when he got the notification of the bounty, and set out to take him down. He stalked the area until he came across the murderer exiting a building, where he popped his head clean off with his sniper. He looted some of the junk used a dance emote, took a picture over the body, and logged off.
Later on, there were two additional notes of… er… note:
- You can choose to ignore specific players. If a player kills you, a button prompt appears allowing you to ignore them for that session. If you ignore them, they can’t see you on the map, which makes it pretty much impossible for them to mess with you due to the size of the map.
- They’re also working on a pacifist flag that you can activate, so your stray bullets will never harm another player by mistake. They mentioned how players who were trying to egg other players on would wait for them to shoot a creature, then run in front of them in order to grief them, and the pacifist flag was born.
So, let’s recap. If you’re out in the world, you cannot be instantly killed by a sniper griefer. That’s good. Griefers can, apparently, keep poking you with bullets until you are near-death though. And if you were in the middle of fighting off a pack of feral ghouls…? Question mark. If they outright poke you to death, the “wanted murderer” status kicks in and they’ll be a big target for everyone else while also losing the ability to see other players coming for them on the map. It’s not specified whether or not this status persists if they log off, or lasts until they are killed, or what. The griefer will also lose Caps directly from their own pocket, although it isn’t specified what happens if they don’t have the amount of Caps available.
Or, you know, what happens if the griefer has a buddy or alt account. Account A kills you, gets Wanted status, Account B kills A, and then hands the bounty reward back over to A.
And just think about this PvP system for a moment. You “poke” them with bullets, and if they return fire, then the match is on. If you’re looking for a fight, there’s no reason not to just fire off a few rounds at everyone you see. I mean, the only way you can even find consensual PvP is by firing at other players. Presumably you would only start fights from an advantageous position, and being ahead on HP is already good. So we’re absolutely in a “shoot first, ask questions later” state.
Plus, death penalties are back. You don’t lose your weapons or armor, but you drop your “Junk,” which I’m assuming means generic crafting materials. Considering that that is probably why you are out exploring in the world in the first place, it’s pretty important. Unless, of course, you want to engage in some PvP, in which case you likely aren’t carrying around any Junk with you, since you drop it all on death.
So, we have two classes of players. The ones who want to fight and will have nothing to lose, literally, for just shooting you several times… and then everyone else just trying to get on with their day. Instead of, you know, just making PvE and PvP servers. This convoluted nonsense is what happens when you split a baby.
None of this is even what really worries me about Fallout 76. What worries me is the incredible lengths Bethesda is going through to prop up this pillar of specific gameplay. Which means this was an arbitrary, top-down design decision that they are willing to bend the whole game around just to make it work. “Every NPC is a human player!” You can still do that in a PvE server. So… why? Why bullet pokes instead of emotes, or raising a flag on your map marker, or just having PvP servers?
The simplest explanation is that they feel there’s nothing else worth doing in the game. Getting more powerful so you can kill your human opponents though? That’s a perpetual hamster wheel that will be spinning until the heat death of the universe, no further dev time required.