Category Archives: Fallout
I knew it was coming, but it nevertheless stung a bit when Bethesda hotfixed “magic weapons” in Fallout 76.
Made famous by this Angry Turtle video, “magic weapons” were guns that did inordinate amount of damage due to bugs derived from their Legendary affixes. This predominantly affected shotguns (each pellet did full damage) and fast fire-rate heavy weapons like gatling lasers (each hit seemed to hit 4-5 more times). In practical terms, magic shotguns would 1-shot most enemies and magic heavy weapons needed only a few seconds of fire to melt foes. As you might imagine, this was quite fun.
Was it OP though? Maybe. But not especially so considering the overall meta.
“Bloodied” builds have been meta for… if not since release, at least for the last year. A weapon with the Bloodied affix deals up to 100% damage per shot based on your remaining HP – the lower your health, the higher your damage. While you would assume the build makes you a glass cannon, Fallout 76 includes a number of Perks that combo with low HP, such as Nerd Rage (40 DR, +20% damage, +15% AP when under 20% HP) and Serendipity (45% chance to avoid damage while under 30% HP). Power Armor already gives passive damage resistance on top of the armor, but the Emergency Protocol mod further decreases damage by 50% (!!) and increase speed by 25% when under 20% HP. Then there is the Adrenal Reaction mutation that basically adds Bloodied (yo dawg) to your weapons at low health, so you can Bloodied while you Bloodied.
Oh, and did I forget Unyielding legendary affix on armor? That gives you +3 on all your stats per piece (!!!) depending on your low health, which means people running around having 30 Strength, 30 Agility, etc, before even considering buffs or chems. So not only were they dealing insanely more damage, they were also passing all the Speech checks added with actual human NPCs no problem as well. Clearly, this was how Bethesda wanted the Fallout 76 experience to be.
As you might imagine, Bloodied/Unyielding items are in demand and thus expensive when sold in player vending machines (if available at all). Thus, I felt like this short era of Magic Weapons was overall good for the game, or at least more equitable for us plebs than the poorly balanced baseline.
In the meantime, I have been making do. All shotguns get scrapped. I have been cycling through various weapons to gauge their efficacy, and have winnowed down the field considerably. While Magic weapons have been removed, there are still a number of probably-unintended glitches, such as how first-hit Sneak Attack bonus damage is applied to several bullets when shot from automatic guns. Targeting the head amplifies the damage considerably, which takes us back to Magic weapon territory. Indeed, overall auto > semi-auto is the name of the game – if your one shot doesn’t instantly kill your target, you are wasting your time in comparison.
Is Fallout 76 still fun for me? Yes. Well, in that general MMO-grind sort of way. I’m collecting Gold Bullion by doing dailies and Events to unlock the highest tier of armor and a few other weapons to try out. I’m doing the Daily Ops to unlock a CAMP item that would be a convenience option. And otherwise biding my time until the next content drop.
So, yeah, exactly in a MMO sort of way.
One (or More) Wasteland
There was a pretty big patch over in Fallout 76 a few weeks ago called One Wasteland. It brought a lot of changes to the overall experience – some good, some bad. Sort of like the game overall, really. But honestly, it got me back to playing Fallout 76 somewhat regularly, which was surprising.
Scaling enemies is one major component of the update. This is what it sounds like: instead of being accosted by level 5 Molerats, you will be accosted by level 50 Molerats (sometimes level 100 in events), assuming you are high level yourself. It’s always interesting to me seeing how many times developers add this sort of feature to their game years after the fact. Indeed, has there been a game that was just straight-up released with scaling enemies from Day 1?
While the scaling itself originally annoyed me – I used to swap to more lower-power guns to clear out level 5 mobs when farming mats – it does make certain Events more rewarding. For example, there was a low-level event called Leader of the Pack, which basically involves killing three Legendary wolves. Each Legendary wolf would drop a low-level 1-star Legendary item, which you could scrap for Scrip, which you could later use to purchase a random, high-level 3-star Legendary item if you wanted. Well, now the wolves are level 50, which means they drop level 50 Legendaries, which means sometimes the items are kinda good. Not good good – especially when you are all decked out 2 or 3-star Legendaries already – but some guns are good even with only 1 star.
Aside from scaling, the other big addition was Daily Ops. These are essentially Mythic+ dungeons ala WoW: timed, instanced group content against enemies with special modifiers. You can actually tackle these solo if you want, but the best rewards happen if you complete it in less than 8 minutes, which can be very tricky solo depending on the modifier. Which are very… Minimum Viable Product-level. Resilient (ranged discouraged), Exploding (melee discouraged), Cloaking (VATS discouraged), and Freezing (decent idea). Oh and the mobs always have Piercing Gaze, so no Sneak Attacks. Resilient is by far the worst, of course, because you can shoot enemies down to 1 HP and then finish them off with a gun bash… if melee hits ever registered more than 40% of the time.
In spite of that, I find myself actually joining a few groups to do these on a daily basis. It helps that no real communication is necessary, even with forming groups, due to UI enhancements. Aside from the exclusive (cosmetic) rewards, you also get some guaranteed, high-star Legendary items from a speedy run, AND all enemies drop the same type of ammo you used to kill them. That last part turned out to be more important than I thought. For one thing, it basically eliminates the friction from the decision as to whether you need to farm ammo prior to running these Daily Ops. For another, depending on the gun you use, these runs can actually result in a net gain of ammo.
Is everything perfect now? Of course not. For example, Resilient has been the modifier for the past 4 out of 5 days. Fallout 76 is in a much better place than it was a year ago, but it’s hard to say whether someone who hated the game a year ago would love it now. For me though, I’m extremely satisfied with my 2018 purchase and the continued, substantial updates at no extra charge to me. And it looks like we’re getting some Brotherhood of Steel quest content this winter and instanced housing options.
File this under “It’s all starting to make sense” (from Wikipedia):
BattleCry Studios was founded on October 3, 2012, as subsidiary of ZeniMax Media, headed by Rich Vogel as its president. Initially, BattleCry Studios was seeking employees with experience in microtransactions and free-to-play games.
On May 28, 2014, BattleCry Studios announced their first game, BattleCry. On September 10, 2015, it was reported that BattleCry Studios had laid off a “substantial portion” of their staff. On October 7, 2015, the development on BattleCry was halted for the studio to work on different projects. One of the studio’s first projects following the hold of BattleCry was the modification and restructuring of Bethesda’s Creation Engine (in conjunction with sister company id Software, utilizing netcode from Quake) to support multiplayer functionality in anticipation of then upcoming Fallout 76.
When you follow the  link, you get an Engadget article from 2012 that states:
Bethesda may be known for its one-of-a-kind offline RPGs, but its new Battlecry Studios division is looking to ride the online free-to-play gravy train.
Eurogamer has sussed out a few details based on the firm’s job postings, which include a “monetization designer” and a platform lead position that requires experience with “design and implementation of microtransaction systems and services.”
The advertisements also suggest some sort of console release, as Bethesda notes that “console experience — preferably next generation (PS3, Xbox 360)” is preferred.
Battlecry is headed by former Star Wars: The Old Republic executive producer Rich Vogel.
While the hotbar-selling SWTOR is kind of a hilarious gotcha moment, Rich Vogel also did Ultima Online and Star Wars Galaxies back in the day. So… he either sold out or allowed his vision to become corrupted by publishers, although those are basically the same in the end.
Maybe we can argue about how much each Bethesda Studio contributed to the overall Fallout 76 package, but my money is that the corrosive, microtransaction design came from the studio headed by the guy who introduced the world to selling hotbars in an MMO. And, of course, Todd Howard… who is either an empty suit or willing participant in this nonsense.
Remember last month when we were wondering about whether Bethesda’s latest monetization strategies were a boiling frog scenario? Well, they just tossed the frog in the microwave and nuked it:
PRIVATE WORLDS, SCRAPBOXES & MORE COME TO FALLOUT 76 WITH FALLOUT 1ST
Ever since Fallout 76 launched, we have consistently worked to improve and evolve the experience based on your feedback. That’s why we’re excited to launch Fallout 1st, a premium membership that offers something players have been asking for since before launch: private worlds for you and select friends. In addition to this huge feature, Fallout 1st also includes a host of exclusive items and membership bonuses, all of which you can find detailed below. And the best part? Fallout 1st is available right now.
Yep, Fallout 76 now has a $13/month (or $100/year) subscription option.
Reddit is understandably losing its shit.
The subscription itself unlocks Private Worlds, e.g. your own personal game world that up to seven other friends can join, infinite Scrap storage, a tent to act as a mobile second base, a monthly stipend of Atoms (premium currency), and some lookalike NCR armor from New Vegas. And emotes or something.
While it came as a shock to most everyone, Bethesda did “prime the pump” last week though, when they flat-out said they’ll be selling utility in the Cash Shop going forward:
Our approach to [Atom Shop] items at launch was to keep them purely cosmetic. But after looking at all the data, it became clear that to consistently deliver content that keeps Fallout 76 fresh and exciting for all, we needed to rethink our approach to the Atomic Shop.
While we had many ideas on what to add to the Atomic Shop, one of the ways was the direct result of the community’s feedback. We heard from many of you who wanted items with some real utility. Starting in April, we began adding items such as Repair Kits, Scrap Kits, the Collectron Station, and a working Refrigerator. These have since become the most popular category in the Atomic Shop. We’re also still working on all the previously announced items and new cosmetic categories.
Of course, players can also buy Atoms, and we’re careful with everything we add to not upset the game’s balance. Our main objective is to avoid a situation where players can spend money to gain a competitive advantage or make the game worse for other players. Even more so, we want systems that allow players who do choose to buy Atoms to make the game better for others, not just themselves. With these principles in mind, we make careful decisions about the items we offer to keep it fair for everyone.
That was the same News post that stated the much-anticipated Wastelanders update – which will see the introduction of actual NPCs – was delayed into Q1 of next year to, and I quote with heavy emphasis, “make sure the work we’re doing hits our quality bar, and yours.” Er, yeah. Sure.
The tragedy is that I can see where Bethesda was coming from.
Private servers and the eventual modding piece that goes with it has indeed been one of the most requested features since before the game even launched. Now it’s here. Considering that Fallout 76 basically runs off of Amazon Web Services (AWS), it was never going to be a “use your own hardware to host” scenario. Which means a subscription. So they made one. And if you already have a subscription offering, why not throw in a few additional features to try and entice the people who don’t care about private servers? Hence all the ancillary stuff like the Tent, infinite Scrap box, etc.
Where the dick meets the car door though is the timing.
Imagine if Wastelanders was coming out next week. A huge, sprawling NPC horde that changed damn near every inch of the game world with new quests, factions, and activities. Imagine that it was… at least passably decent. In the midst of all this positive press, imagine Bethesda rolling out this subscription, letting you have your private Fallout experience with no one killing the NPCs or starting quests before you get there. Some of the outrage would still be there – Bethesda has claimed Stash space is limited for server stability reasons, but the Scrap Box can also exist in public servers – but Wastelanders itself could be pointed to as being “free DLC” as promised.
Alas, it was delayed and the suits decided to roll out Fallout 1st anyway.
To be clear, I have no interest in defending Bethesda per se. This subscription was rolled out despite the Wastelanders delay because whatever dipshit suit in charge didn’t want to lose the holiday cash. Hell, the subscription was rolled out despite the “private” servers themselves being already-looted empty servers, with no control over who on your friend list can join. Oh, and the Scrap box is eating scrap too, I guess?
To an extent, none of this matters. Not because “it’s Fallout 76,” but because whales in gaming are not an endangered species and each dollar they spend on shit like this is a vote you never get to make with a boycott. People were calling bullshit on these lines from Bethesda:
We heard from many of you who wanted items with some real utility. Starting in April, we began adding items such as Repair Kits, Scrap Kits, the Collection Station, and a working Refrigerator. These have since become the most popular category in the Atomic Shop.
…but are you really sure that it’s bullshit? Does it really surprise you that utility items were added and that people buy them by the thousands? Shit, a while back I was logging into Guild Wars 2 every day for a month hoping that Character Slots would go on sale in the Utility tab of the cash shop. I barely even play GW2! That was just for Character Slots too, and not any of their actual Utility items like daily resource nodes, special zones with crafting stations, and so on. Fallout 76 is no GW2 or Elder Scrolls Online though, so the hubris is especially galling despite the methods being identical.
My prediction? The subscription details will eventually change, private servers will actually be private, and mods will change how the whole system works on a fundamental level. People who still don’t like survival games will continue to not play Fallout 76 anyway, and yet they will still buy Starfield and Elder Scrolls 6 on release because self-control across a population that is 72% overweight/obese is clearly not a strong suit. And really, why wouldn’t you play games that give 40-400+ hours of fun just because another team in the studio keeps slamming their dick in a car door?
Then again, maybe I have just been reheated one times too many.
So here we are again: another Fallout 76 patch and another controversy. Unlike the previous patch in which a bug existed in the new raid that could delete all your character’s worn items, the focus of collective ire is on… a $7 fridge in the cash shop.
Reddit, of course, is having none of it. The fridge itself does not add to Stash space, but allows ~15 food items stored inside it spoil 50% more slowly. There is already a backpack item that you can earn via gameplay that has a fridge mod option (90% reduction) to slow spoilage of all food in your inventory, and there is a Perk under Luck that does likewise. Nevertheless, this is Pay 2
What happened to no pay to win?
…or is it? There have been some counter-current threads poking fun at the absurdity. Many of those people have been accused of being (paid) shills, as if Bethesda had otherwise demonstrated the level of sophistication necessary to coordinate an effective PR campaign of any kind despite every possible evidence to the contrary.
Between the extremes are more sensible concerns. For example, the general idea that Pay for Convenience incentivizes inconvenient game design. Or how the mere existence of these items permanently close off design space, because anyone who bought one would get rightly pissed if there was a 90% freezer added to the game later. I would also include under “sensible concern” the question of why there wasn’t a trashy, rusted out fridge added as a sidequest reward that anyone can get while the pristine $7 version peacefully exists in the Atom Shop.
It is a fair question to ask why we’re bothering to talk about this at all. There is a general, background radiation-level of concern around microtransactions and cash shops, but the primary impetus to rage was the simple fact that Bethesda said the Atom Store would be cosmetic only.
Here are the tweets from Pete Hines:
Or did they?
There is another Reddit post that highlights the fact that the context around the above Tweet matters. Specifically, the now-deleted question was asking whether someone could buy a legendary minigun from the Atom Shop, and Pete Hines replied “No. Only cosmetic.” In other words, specifying that one cannot buy guns, but only cosmetic skins for guns.
The “cosmetic only” takedown continues in this extremely well-sourced post that essentially shows that Bethesda never gave any particular indication that cosmetics were the only thing slated to arrive in the Atom Shop. The stress was no competitive advantages and no P2W items. When people questioned the existence of Repair Kits – which allow you to repair gear instantly in the field – Bethesda responded with allowing different versions to be found in-game, and stated “If we find that Repair Kits do offer any sort of competitive advantage once they are available, we will make any changes necessary to ensure that advantage is removed.”
In fairness, there are some counter-arguments in that last link that show other contexts in which Bethesda employees have stated “cosmetic only.”
For myself, I find the entire argument complex and interesting.
First, I have a longstanding hatred of microtransactions and the erosion of Consumer Surplus that results. You see this in Fallout 76 with the fridge and the junk robot that could have been in-game quest rewards, but you also see it more broadly… everywhere. Guild Wars 2 is an egregious example of how the fashion endgame is essentially co-opted by the gemmed endgame. Sure, you can technically farm in-game gold to turn into gems to purchase new armor models, but why all those extra steps? Because shareholders.
On the other hand, a fridge and repair kits are about the most benign bullshit that I can imagine getting worked up about. Yeah, something something boiled frog, but Bethesda has been exceptionally communicative regarding fan feedback to changes. It doesn’t stop them from slamming their dick in a car door every patch, but I am not getting a nefarious vibe here. Last patch they added an in-game Atom Shop kiosk despite the fact that everyone has to click through an Atom Shop screen on game startup. After fan outrage, that in-game kiosk was removed with the very next patch.
Second, it’s fascinating from the “they lied!” angle. Let’s put aside the question of whether they really lied or misspoke or whatever. Are developers allowed to change their minds? Probably… not, right? A Tweet or interview from before the game was released saying one thing and a change in strategy (to get more money, mind) would rightfully be considered a Bait & Switch. There are X number of people who would not have purchased the game at all if they knew there was a possibility of P2W items down the road (not that these are P2W by any stretch).
On the other hand, Bethesda brought all this up in an April 2019 blog post:
We read tons of feedback and suggestions from the Fallout 76 community, and Repair Kits were a popular request that we wanted to get into players’ hands. We also felt we could try out something new with these, both in-game and in the Atomic Shop. As we look to the future, we’re exploring ways we can bring other community-driven ideas to the game as well, such as refrigerators for C.A.M.P.s, ammo and food converters, and even the ability to send scrap to your stash without having to head home. Repair Kits are our first attempt at a utility item like this, and we plan to make adjustments based on your feedback, so we hope you’ll share your thoughts with us when they go live later this month.
Five months ago, utility fridges were on the roadmap. At some point we are going to see “ammo and food converters” and chances are good that we are going to be here again, having the same conversation about P2W when they come out too. Probably still absent any sort of indication about what someone is winning for having paid.
I’m conflicted with the whole thing. Part of that is probably because I actually really enjoy the Fallout survival game experience, and hate seeing Bethesda snatch defeat from the jaws of victory every patch. Another part is a sort of reflexive “Fake News!” reaction when everyone piles on the game just because that’s the game we pile onto now. It used to be No Man’s Sky and now it’s Fallout 76 until something else comes along. I thought it was still Anthem’s turn, but whatever.
I would say none of this matters and go on my merry way playing the game, but that’s not how games work these days. Even though Fallout 76 is very much a solo survival game for me, its continued development hinges on cash shop purchases and the community reaction to them. Plus, you know, it’s a shame when artistic resources are spent on paywalled material when it could have been integrated in gameplay instead.
So, Bethesda, for god’s sake man, be careful with that car door.
SynCaine has his 30-minute impression of Fallout 76 up and, spoilers, he’s not impressed:
If you ever wondered what a Fallout game would be like if you removed all the story, all the reasons why you might play and care, F76 is the answer. It’s the same gameplay, the same systems, basically the same world, just empty of reasons to care.
While I am sure that is intended to be a damning indictment of Fallout 76’s failure… it really isn’t, IMO. The overwhelming vast majority of any Fallout gameplay is, well, gameplay. Specifically, it is wandering around, collecting junk, killing Super Mutants and Ghouls, experiencing environmental storytelling, and otherwise exploring the post-apocalypse wasteland. You know, all of the fun bits that occur inbetween questing. So when SynCaine says something like:
In Fallout 3, you also start in a vault, but as a child surrounded by other humans, including your family. Shortly after leaving the vault, you had to a fairly large settlement of humans that gets you rolling.
…I had a puzzled expression on my face. When I emerged from the Vault 101 for the first time – still in the top 5 videogame experiences in my entire life, by the way – I must have gotten turned around because Megaton was not where I went next. Instead, I explored some burnt-out buildings, fought some raiders, collected a bunch of junk, and basically hit up a bunch non-story locations.
I was not trying to avoid whatever the main story quest was supposed to be, but I wasn’t particularly bothered in speeding towards it. And while it was interesting finally getting to Megaton and having to make those moral decisions regarding the sheriff and the nuclear bomb in the middle of town and all the rest… that wasn’t everything that Fallout is. Shit, some of the best narratives in the entire series do not involve NPCs either, e.g. Father in the Cave.
Is there anything approaching Father in the Cave level so far in Fallout 76? Nope. Of course, there really hasn’t been anything of that level even in the main story quests for any Fallout game. Were you really that enmeshed with finding your father, finding your son, or deciding who rules the Mojave? Or was the main plot just a vehicle in which you drove around the wasteland, finding all the poignant stops along the way? Fallout 76 has that same vehicle, that same main story quest, getting you to explore every corner of the map. It’s a beater instead of a Porsche, but it still gets you from A to B.
Which is astounding for a survival game.
SynCaine would surely not care that Fallout 76 was never intended to be anything but a spin-off survival game and not some Fallout 5 substitute. But that is a distinction that matters. There is no plot reason to care what occurs in ARK, or Rust, or Conan: Exiles, or most other survival games. And yet there is an overarching plot to Fallout 76, complete with hours of voice acting, tragedy, and dark humor. There are no moral decisions, true, and yet that is about to change with upcoming patches in a natural way, e.g. everyone died from Scorchbeasts, Vault opens, we followed in footsteps of the dead but succeeded in eliminating the threat, newcomers are now moving in.
The devs did not set out to construct the plot this way; they honestly felt like “players are the NPCs” would work, which is some Silicon Valley startup fantasy bullshit and any actual player of videogames would instantly say is dumb. Bethesda is trying to turn the ship around though, and they have largely succeeded thus far with monthly patches and new quests. Some of it is a bit grindy, like the recent Boy Scouts-esque stuff which comes down to Achievement hunting to unlock a backpack. But, well… it fits this game, and gives you a reason to go back around the block.
I dunno. People aren’t still playing Diablo 3 for the plot, or Destiny 2, or Anthem (at all, *rimshot*). They play because the gameplay loop is fun. Complaining about Fallout 76 not having the same narrative quality of actual Fallout games just makes me question why you played Skyrim so much, and possibly still do. Was it for the engaging faction warfare? Or for whatever the situation was with that one dragon final boss that I 2-shot from stealth? Is that why any of us played and enjoyed Skyrim so much? Or was it perhaps the walking around, the fighting, the exploring caves, and otherwise existing in that world?
Maybe I’m wrong. Perhaps you played Fallout and Skyrim exactly one time, never went anywhere other than towards a quest marker, and turned it off the moment the credits rolled. If you don’t play these games that way, well, you are in for a treat. Not because there is a grand narrative you are missing – although it ain’t that terrible – but because there is a huge map full of nooks and crannies actually filled with things worth picking up, killing, or looking at. And it’s getting better all the time.
Treading with Purpose
I continue to “play” Fallout 76 (F76). It’s really more akin to treading, but it suffices.
Caps are the universal currency in F76, and there is a daily vendor cap for… Caps. Basically, since nearly everything that isn’t nailed down can be sold, Bethesda decided there should be some limiter involved so someone doesn’t grind or glitch their way to the hard, player cap of 25,000c. It used to be each faction vendor had a 200c limit, but that was changed to be a universal 1400c, resetting daily.
Actually having 1400c worth of shit to sell isn’t impossible, but it requires some grinding slash borderline exploitative practices. One of the easier methods is finding the plans for the Marine Tactical Helmet and then crafting a bunch of those. I just so happened to locate the plans the first time I looked for them, and now can create a helmet for 1 glass, 1 plastic, and 3 rubber, then sell it to a vendor for 28c apiece. Getting 150 Rubber each day is not technically a struggle, but it has been. One of the best sources of Rubber is a school building that spawns a bunch of Kickballs in the gym. Alternatively, there is also a river shop that has a bunch of life preservers that can also be scrapped for Rubber and Plastic.
Unfortunately, as these are the best places for collecting vast amounts of these resources, and the Marine Tactical Helmet is the most straight-forward way of getting Caps, they are often swept clean before I ever show up. One can “server hop” by exiting to the main menu, but that’s also what everyone else does when they find those places empty too.
There is technically an easier helmet to craft and sell – the Civil War Hat – but the plans for those are a random spawn on a corpse that is itself a random spawn.
The end result is that I spent a not-insignificant amount of time in loading screens as I play F76. Checking the school gym, fast traveling to the Overseer’s Camp (near one confirmed random spawn location for the Civil War Hat), fast traveling to the river shop, then server hopping. To break the monotony, I’ll also hit up player bases along the way and check out their wares. Then repeat.
Part of it is fear of missing out, specifically regarding the 1400c from vendors. With an angry baby at home, I do not always have the opportunity to play F76 or any game each day. So when I do find 30 minutes or less, I definitely want to drain those vendors before doing anything else. Considering that players can and are selling 3-star Legendary items in their Camps, gaining these Caps is basically the equivalent of farming Legendaries without actually having to do so directly. There is a question about why I care about better gear when I’m not actually “playing the game,” but that conundrum exists in any MMO anyway. “Defeat the boss for gear that makes it easier to defeat the boss.”
The other part is that playing F76 this way is still better than playing any other game at the moment. Divinity: Original Sin 2 is right out if I can barely finish one fight and one dialog box before having to put the game down. Oxygen Not Included could be an option, but there is a big content update that was scheduled for this month, but got moved to July. The latest Humble Bundle includes Streets of Rogue and Graveyard Keeper and a few other games that I was interested in, but I just sat and looked at the purchase button before closing the window. When could I even play these games? Can all them be paused/saved at any time?
Fallout 76 is perhaps worst out of those options given there is no pausing or saving at all. But in terms of “value” for time spent, it definitely is at the top of my list, still. Plus, you know, I still like the game. So I will keep treading, and do some swimming when I can.
No Man’s 76
The development redemption arc of No Man’s Sky is perhaps one of the best gaming, dwarfed only by Final Fantasy 14. Insane hype followed by a PR disaster as the game cratered, was meme’d, and then… practically born again. I would not say that No Man’s Sky has become some wildly successful game – it apparently sells well with each update – but the fact that it was not abandoned altogether is an immense testament to the will of devs wanting to make things right. And it is undeniable that the game is better than it has ever been before. The Beyond Update slated for this summer, for example, is set to introduce VR support and 16-person multiplayer. Yes, multiplayer that was advertised to exist years ago. But still! It’s getting closer to that original vision and potential.
Reading some of the latest updates regarding Fallout 76 is giving me similar redemption vibes.
For example, you may have read about how there is a PvP mode now. What you might not know is that they have eliminated the “slap” damage from the non-PvP mode, essentially giving people the PvE mode they always wanted. Granted, you can still get shot defending/attacking a Workshop or if you don’t have Pacifist mode turned on, but it’s immense progress.
Also immense progress? Player vending machines. Set one up in your camp, power it, and it’ll highlight your camp on the map for everyone to see and visit. Not only will this give you a means to sell your useful items and Legendary gear, but also give you a reason to make your camp look cool. That’s classic Show & Tell! I have a perfectly functional mountaintop base currently, but now I have an immense desire to relocate to a more convenient location and rework my entire camp.
Oh, and did you read about the Purveyor? Basically you can now scrap your unused Legendary gear for Scrip, which you use to purchase random Legendary items. At first, I was not particularly excited about such RNG layering, but then I started thinking about the current state of affairs. In the old system, you… tried to farm Legendary mobs for random drops, then get pissed every time a 3-star wood armor dropped. Now you can farm those same mobs and Legendaries and eventually earn a second chance to roll the dice.
Or, you know, sell the useful-but-not-for-your-build Legendary items in your vending machine for Caps instead of Scrip. Then use Caps to purchase your dream drop from someone who rolled differently. Or go farm Caps yourself and buy other peoples’ crap Legendaries and scrap them for Scrip to fuel your own rolls.
Are there still issues? Of course. Some are clearly bugs, such as not being able to inspect 3-star Legendary items in vending machines without the owner nearby. Others might just be terrible design decisions, such as being unable to text-chat other players on PC. And were is a “Sorry” emote?
If you hate the entire idea of Fallout 76 or what it represents, then okay, no updates will likely improve the game for you. But it is undeniable that the game has improved, in subtle yet significant ways. That player vending machine thing practically carves out an entirely new endgame by itself, nevermind the Diablo-esque Legendary gambling endgame now. And nevermind the continued release of dungeons and new events and so on.
There will be people who say that Bethesda deserves no praise for making (baby) steps to correct an initially poorly-developed product. I agree, for the most part. Yet I must say that the game is in a wildly better state than it has ever been, and I am looking forward to how much better it can become.
We live in interesting times.
Eurogamer is reporting that even the /r/Fallout76 subreddit is rebelling against the high prices of the Christmas cosmetics in the Fallout 76 Atom Store. A Santa/Mrs. Claus outfit plus Stuffed Radstag CAMP decoration and matching player icons is retailing for 2000 Atoms, or basically $20. Then there’s a Red Rocket Mega Sign for $14, set of Holiday Emotes for $12, and the perennial Power Armor paint jobs that debut on release for $18.
The article ends on this note:
It’s worth pointing out all this stuff does not affect gameplay, beyond the aesthetic. You can’t pay for a powerful weapon or more perk cards, for example. Still, at these prices, it’s easy to see why players feel like they’re getting ripped off.
It’s also not a good look for Fallout 76 at this point in its life, a month after the disastrous launch. It is (was) a full-price game. Selling skins at the kind of price you’d expect to see from the free-to-play Fortnite doesn’t make a lot of sense for those who paid full whack at release.
It’s worth noting (again) that you earn Atoms from in-game activities. At level 70, I have accumulated around 3000. The bulk came from one-time “challenges,” but there is a trickle of daily quest-esque rewards and some weekly ones that, combined, will give you about 570 Atoms per week. The angle is clear for all to see though: Bethesda wants you to purchase a few big-ticket items with the first hit of cash shop crack, and then bust out your credit card for the rest.
This, of course, makes Bethesda a monstrous, amoral scumbug, charging nearly half the cost of the base game for the modern equivalent of horse armor. Did they think they could get away with it because Fortnite charges more?!?!?!
Clearly, you should log out of this always-online multiplayer game and log into Guild Wars 2…
When you convert the tricky gem prices, you get $8.75 for cosmetic clothes, $5 for glider skins, $12.50 for new resource node animations, $5 for random mount skins, $15 for a specific mount skin, or $25 for a super-special mount skin. This is to say nothing about selling bank tabs and bag slots in a game especially designed to fill your inventory with massive amounts of junk.
Let’s log into WoW instead…
Ah, almost the original home of the $10 pet and $25 mount, to say nothing about the completely outlandish prices for character services like name changes and server moves.
Or maybe log onto Elder Scrolls Online…
Crowns appear to be 100:$1 ratio when not on sale, so that’s about $4 for hair, $5 for emotes, and between $9 and $30 for mounts. There is also a housing section in the store that features, at the top end, “The Orbservatory Prior” clocking in at $150 (furnished). I don’t know enough about ESO to comment on the value proposition of that purchase, but there it is.
“Fallout 76 isn’t an MMO!” I agree. But we all knew going in that Bethesda was going to pay for Fallout 76’s ongoing costs by way of cash shop purchases. Some of these complaints seem to be from people awakening from cryogenic sleep, discovering modern multiplayer gaming for the first time. While many are saying that the prices should be lower, I am not entirely convinced it could ever be low enough to bypass the “controversy.”
Did I think at the end of 2018 that I would be defending Bethesda cash shop purchases? No. The Atom Shop stuff is certainly more expensive than I would ever pay, if I did not have about $30 worth of credit from playing the game. And I am sympathetic to the argument that a full-fledged MMO has a greater volume of content that could conceivably justify higher prices elsewhere.
That said, complaining about the Fallout 76 store is a reach. If/when Bethesda starting putting shit in lockboxes – like they did with Fallout Shelter, a F2P mobile game everyone praised – that’s when the knives should come back out. Until then, stick to the legitimate, if boring, stuff like bugs and PR.
Posted by Azuriel
Bethesda recently removed the Nuclear Winter battle royale mode from Fallout 76, and replaced it with Fallout Worlds. This new feature is intended to satisfy the promise of modding within Fallout 76.
Essentially, it allows you to spin up your own Private World (a feature that already exists) but then tweak a large number of “developer” settings. For example, you can remove building restrictions, remove crafting restrictions (i.e. infinite materials), give yourself infinite ammo, crank up/down NPC damage and a number of other settings. Access to this feature does require a “Fallout 1st” subscription, same as normal Private Worlds, although there is a free “community” version that is intended to… something. Advertise the feature? Give bored people something else to do?
There is a catch though: while you can clone your character over to Worlds, they cannot come back.
A large number of people in the Fallout 76 community consider Worlds a waste of developer time. Originally, I did too. What’s the point? Why spend developer time on a feature that has no progression? All of the time you spend in Worlds doing whatever is isolated to Worlds alone, even if the only thing you tweak is goofy things like exaggerated ragdoll effects or more frequent rad storms. I suppose it might also be nice for those people who want to test out certain Legendary builds without needing to track down/grind out specific weapons.
The counter-argument that got me though was this: who says you have to come back?
Almost three years ago, I made the argument that Fallout 76 was a survival game. And, well, I sure as hell ain’t playing ARK on default settings. There isn’t anything approaching the ridiculousness of dino babysitting for literal real-world hours in Fallout 76, but there is an argument to be made that some elements of the experience diminish fun rather than facilitate. Things like grinding out multiple Daily Ops just for the free ammo to feed your minigun so you can use it in Public Events. Infinite ammo would cut out a significant possible gameplay loop, but again, some loops are better than others.
There is also the fact that a solo world is what many people have been asking for all along. Private Worlds already exist as a feature under the subscription, and has the bonus of allowing you to preserve your unified character progress in Adventure Mode. But what is that really? You also level up in custom Worlds, possibly at a faster rate. The two things you miss are the sort of Season rewards – most of which can be boiled down to resource gifts – and… other people. You can invite others to your own Custom Worlds, and they can even rejoin that specific Custom World without you having to be online, but there is otherwise no random people drifting in.
And that’s the real downside, not the forked progression. Other people have certainly been distracting during story progression, but Show & Tell is a strong motivator for emergent gameplay. I can’t tell you how many times I have strolled into a random person’s CAMP just looking to browse their vendor wares and then end up shamed how great their camp looks compared to my Oscar the Grouch roleplay (or at least that’s what I keep telling myself). I have built elaborate nonsense in ARK and Valheim and similar games before with full knowledge that none would witness its greatness. It’s easier in those games though, because other people never existed to me. Here, it’s different.
Having said all that, I have no particular desire to fork over subscription money to access Fallout Worlds. I now understand the appeal though, even if it’s not directly appealing to me. I happen to enjoy rummaging through literal post-apocalypse garbage and slowly accumulating all the things.
If you don’t, well, Bethesda has you covered now.
Posted in Commentary, Fallout
Tags: Ark, Fallout 76, Fallout Worlds, Game Design, Show & Tell, Subscription, Survival