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.
The second day was considerably less busy than the first.
Panel: Freelancing for Fun and Profit
Hosted by the “teach truck-drivers the art of cussing like a sailor” John Adamus, and cohosted by Brianna Reid. It ended up being a 2-hour panel, which I was not expecting, but the general information was pretty good. Some standard stuff like “don’t do unpaid work, ever” but they did have some specific advice for people who had questions. For example, one guy asked what he should say to people when offering his services considering his talent set is rather diverse. Answer: context of the event matters… but go nuts on your business card.
Just as with the panels the previous day, some grimaces were had by the hosts when someone asked how applicable the advice is to videogames. The resounding answer seems to be that “there is no money in videogames” insofar as freelancers/writers are concerned. I mean, it’s pretty bad when someone who entirely makes a living as a freelancer tells you that the videogame industry is all unpredictable work.
Also: the general payment rule for writing is 1-2 cents/word, creating logos should be $300, and websites should be anywhere from $1000 to $15,000 depending on the scope. Don’t work for “exposure” and don’t work for points. If anyone gives you lip, just repeat “fuck you, pay me.” …and that was basically that entire panel.
Concert: the Doubleclicks
Not much to say here; you either like these girls or you don’t. Personally, I enjoyed the songs and I have to give mad props to the lead singer for her stage presence and audience interaction.
Terrible Idea: Friday Night Live
Holy fucking shit, you guys. This was literally the worst thing I have ever sat through. Bad on us for not really researching the thing ahead of time – we kinda thought it would be similar to Saturday Night Live – but we could not be more horribly wrong. It was basically medieval comedy songs by people with zero sense of humor and/or musical talent. We snuck out after about 45 minutes (of the 2 hour show).
We ended up playing some card games at the end of the night, but I think I’m going to save my impressions of them for a separate post.
As might be expected, the general con experience might almost be too much for me.
The cosplay runs the gamut between legitimately intriguing to hilariously bad, but I can’t bring myself to document much of any of it. Because first of all, I don’t think a normal picture would be all that interesting to look at. But, second, I’m not actually that bad mannered to surreptitiously take the infinitely more interesting photos.
Panel: Game Writing 101
So this panel was actually extremely interesting given the people on it: Thomas Reid (P&P games), Christine Thompson (writer and lore person for Star Trek Online), and Maxwell Drake (writer for EverQuest Next). [edit: Matt Forbeck was also there] There was no particular agenda for the panel; the people up there just took questions from the audience.
Highlight of the panel? Maxwell came out and said EQNext wouldn’t be done for another 2 years. Not sure if that is “official” or just his impression of things, but EQN having a 2016 release kinda pushes the entire thing out beyond even my limited Kickstarter time horizon. Maxwell also mentioned that SOE is pouring more money into EQN than they have for any other game (probably not news), but he also mentioned that the SOE marketing department really doesn’t respect writing in general. Apparently he releases a story a month on the EQN lore and it’s buried deep on the website without any fanfare.
So I suppose if you want to read some more about EQN, then check it out here.
Panel: Running a Successful Kickstarter
Once again, I probably should have been more excited about this panel than I actually was, given the people on it. I didn’t catch their names specifically, but one of the guys did Zombicide and Chaos Ball (edit: David Preti), one did Dwarven Forge (edit: Jeff Martin?), a third was maybe the CEO of Cheap-Ass Games (edit: James Ernest), and I didn’t catch what the fourth guy did.
The number one piece of advice was basically to do US-only shipping, if you have to do any shipping at all. The reason is that shipping costs can be variable, some European countries are taxed pretty heavily, and you might not even know how much you’re shipping if you run “exploding tiers” in your Kickstarter, e.g. the stretch goals that gives all backers above a certain level more goodies once a stretch goal is reached. Since the panel was mostly focused on board games, there would always be some level of shipping product, but you always have to be careful regardless.
There were some additional points, but that’s enough for now.