Fallout 76

A little surprised no one mentioned it, or their reactions to it, but Patch 6 is live now. Contents quoted below:
• Increased Stash Limit: We’ve once again buffed up maximum Stash size, this time from 600 to 800 pounds, so that you can store even more goodies from your adventures in Appalachia.

• Player Icon Display: Player icons will now display whenever you hover over a player or an owned Workshop on the Map, as well as when you view Turrets created by someone else.

• Scorchbeast Attacks: We’ve reduced the frequency of Scorchbeast Sonic Scream attacks, so you have a little more time to react between volleys.

• Wanted: We’ve made an adjustment so that players must now destroy objects in another player’s C.A.M.P. or Workshop to become Wanted, which should reduce cases of accidental crime.

• Workshops: You can now contest a Workshop that’s owned by another player from anywhere inside the Workshop’s build area, which should make it easier to attempt to contest a Workshop, even if it’s been barricaded by the owner.

• Server Maintenance: As we work on world servers that have been running for a long time and hitting some lag issues, we’ll be performing maintenance on those servers more frequently.

You may receive an in-game message alerting you to this maintenance when it occurs, and you may be asked to join another world.

This should improve the play experience for everyone during your adventures in Appalachia.

• Power Armor: The amount of springs required to craft and repair level 25, 35, and 45 Excavator Power Armor Legs has been significantly reduced.

• Weapons: Flare Guns have been removed from the legendary weapon list, as they can’t benefit from legendary mods.

• C.A.M.P. Placement: If a player’s current C.A.M.P. location is occupied upon joining a world, a message will now display which gives them option to stay in the current world or attempt to join a new one.

If the player chooses to find another world, they will be removed from the current world and matchmaking will attempt to place them in a new one.

This process can be repeated if the player’s C.A.M.P. location happens to also be occupied in the new world.

• Voice Chat: The color of Voice Chat speaker icons on player nameplates now update based on that player’s current status: Neutral players display a pale-yellow icon, Allies display gold, and Hostile and Wanted display red.

• Wanted: Damaging a C.A.M.P. or workshop object created by another player no longer causes the attacker to become Wanted. The object must now be completely destroyed by the attacker in order to flag them as Wanted.

• Sound Effects: Pulling the pin on a grenade to prime it before throwing now play audible sound effects for nearby players.

• Map: Sound effects now play when placing or moving custom Map markers.

That's the content tweaking. Here are the reported bug fixes:
PERFORMANCE AND STABILITY
  • Loading: Addressed an issue that could cause controls to lock up if the player opened the Pip-Boy immediately after encountering a loading screen.
  • Loading: Fixed an issue that could cause the player to encounter an infinite loading screen if they quit to the main menu immediately after joining a world.
  • Loading: Fixed an issue on PC that could result in an infinite loading screen if multiple players on a team joined a world simultaneously.
  • Loading: Fixed an issue that could cause a player to encounter an infinite loading screen due to an inventory discrepancy.
  • Performance: Addressed an issue that could cause hitching while scrapping items.
  • Performance: Attempting to craft many items at very high speed will now result in a delay of up to 1 second between subsequent crafting attempts after the first few. This was done to help improve server performance and should not affect normal crafting.
  • Performance: Addressed an issue that could impact server performance when scrapping a large number of items in rapid succession.
  • Performance: Addressed an issue that could cause reduced framerates when many players were firing weapons simultaneously in the same area.
  • Stability: Addressed a crash that could occur when interacting with a Power Armor Station while wearing Power Armor.
ART AND GRAPHICS
  • Apparel: Hair no longer clips through the Nuka-Girl Rocketsuit helmet.
  • Apparel: Underarmor no longer remains visible while wearing the Silver Shroud costume.
  • Emotes: Fixed an issue causing reduced framerates during the Snowball Fight! Emote’s animation.
  • Enemies: Fixed an issue that could cause a second head to appear on a specific Scorched variant after decapitating it via headshot.
  • Graphics: Switching outfits or weapons while the Chameleon mutation or legendary effect is active no longer causes those items to appear visible to other players.
  • Nuke Code Pieces: Letters and Numbers displayed by Nuke Code Pieces will no longer appear misaligned on pickup.
  • Perks: The throwing arc displayed by the Fire in the Hole perk now remains visible if the player moves while holding a fragmentation grenade.
  • Photomode: Returning to first-person view after exiting Photomode with a ranged weapon equipped no longer causes the character model’s hands to appear offset or dark graphic effects to appear onscreen.
C.A.M.P., CRAFTING, AND WORKSHOPS
  • Blueprints: Blueprints containing a mirror ball can now be placed correctly and no longer cause an “Object is floating.” error message to display.
  • Blueprints: Attempting to place a blueprint containing objects that have been placed on shelves no longer causes an “Object needs support” error message to display.
  • Blueprints: Blueprint names now support a maximum of 25 characters.
  • Budget: Tamed creatures no longer permanently consume C.A.M.P. budget after they are killed.
  • C.A.M.P.: Fixed an issue that could cause a C.A.M.P. dialog to display to a new character before they had placed their C.A.M.P. for the first time.
  • Crafting: Fixed an issue that could prevent items from being crafted or repaired despite having the required materials if those materials were split between the inventory and stash.
  • Crafting: Players who have exceeded the absolute weight limit of 1,500 lbs plus their current maximum carry weight are now correctly notified that they are unable to craft items while over the limit.
  • Exploit: Addressed an exploit that could allow items to be duplicated when moving C.A.M.P. locations.
  • Exploit: Addressed an exploit that could allow items to be duplicated if a blueprint failed to save properly.
  • Recipes and Plans: Fixed an issue that could prevent a player from crafting a Recipe or Plan they had previously learned.
  • Scrapping: Bleached Dogwood is now protected from autoscrapping when crafting. However, it can still be scrapped manually.
  • Workbenches: Attempting to place a Power Armor Station on a foundation in a structure that has multiple levels no longer causes the station to be placed on the second floor.
ENEMIES
  • Scorchbeast Queen: The Scorchbeast Queen can now correctly drop Plans from the full range of Ultracite Power Armor Mod Plans in her loot list, and players now correctly receive a random roll from her loot list.
  • Mothman: Fixed an issue in which Mothman would not leave the area when approached or respond to attacks.
ITEMS
  • Apparel: The Clean Clown Outfit now correctly counts toward completion of the “Kill Wendigos” side mission at Freddie’s House of Scares.
  • Apparel: The Nuka-Girl Rocketsuit can no longer be equipped or unequipped while wearing Power Armor
  • Apparel: The Nuka-Girl Rocketsuit outfit has been separated into two pieces – the body piece and the upper helmet.
    • Dev Note: For the moment, the upper helmet, when not worn with the body piece, looks to be floating partly from the player character. This is temporary until we can rework the helmet itself. This was a necessary change to prevent poor interactions with Power Armor and underarmor. Players who already own the Rocketsuit, will automatically have access to craft the helmet.
  • Armor: The Punishing legendary effect no longer reflects “slap” damage dealt by another player. This should prevent cases where a player wearing Punishing armor could become Wanted unintentionally due to reflected damage that killed their attacker.
  • Armor: Fixed an issue causing damage reflected by the Punishing legendary effect to be reduced based on the defending player’s resistances.
  • Cap Containers: Now award the correct number of Caps and no longer generate only 1 Cap as loot.
  • Exploits: Removed an apparel Recipe that was not intended to be available in-game, as well as items created using that Recipe.
  • Headlamps: Removed an erroneously added Atomic Shop flag from all non-Mothman Power Armor Head Lamps. Also added a separate red Mothman headlamp that works once Mothman Power Armor is equipped.
  • Holotapes: Choosing to stop a Holotape now correctly stops that Holotape from continuing to play.
  • Mods: Aiming down the sights after applying the Recon Sensors mod to a Power Armor helmet now correctly marks enemies on the compass.
  • Power Armor: Resistances are no longer incorrectly reduced when entering Power Armor while wearing Underarmor.
  • Power Armor: Now correctly prioritizes using the Fusion Core in the player’s inventory that has the least remaining charge, rather than selecting them at random.
  • Power Armor: Fixed an issue that could allow Power Armor pieces with Atomic Shop paints applied to be transferred into containers.
  • Weapons: The M79 Grenade Launcher and the Auto Grenade Launcher are now classified as heavy weapons, and correctly benefit from all heavy weapons perks except Heavy Gunner, as they benefit from Demolitions Expert instead.
PERKS
  • Last Laugh: Explosive Bait is no longer dropped on death while the Last Laugh perk is equipped.
  • Martial Artist: Now only applies its attack speed bonus to melee weapons and no longer incorrectly increases the Gatling Gun’s rate of fire.
  • Ricochet: The Ricochet perk fanfare no longer displays repeatedly when its effects are triggered multiple times in quick succession.
  • Team Effects: A team invite must be accepted, and a team formed, before team-based perks, such as Squad Maneuvers, will apply their team effects.
PVP
  • Respawn: Being killed by a friend, selecting “Respawn”, and then using the Social Menu to respawn at a that friend’s location no longer causes those players to remain hostile toward each other.
QUESTS, EVENTS, AND CHALLENGES
  • Quest Containers: Non-quest items can no longer be transferred into the Feed the People and Path to Enlightenment event quest containers.
  • One of Us: The Congressional Access Card is no longer lost if the player is disconnected or the server crashes.
SURVIVAL
  • Addictions: Fixed an issue which prevented Addictions currently affecting the character from displaying in the Pip-Boy’s Status menu.
  • Diseases: Rad Worms now only increases radiation damage taken by 50%, and no longer incorrectly increases Mutation and other effects.
  • Mutations: Fixed an inconsistent interaction between the Class Freak, Barbarian, and Evasive perks that could cause them to stop functioning while affected by the Herd Mentality mutation.
  • Mutations: The Healing Factor mutation no longer causes players to become invincible while in the downed state.
USER INTERFACE
  • C.A.M.P.: A player’s name will now correctly appear onscreen when viewing their C.A.M.P., even if that player is not nearby.
  • Controls: Plugging in a controller after launching Fallout 76 on PC using a keyboard and mouse no longer causes the button indicators for interactable objects, like containers or workbenches, to disappear until the client is relaunched.
  • Controls: Pressing the Quick Swap key (Default: Left D-pad) after the current weapon breaks now correctly swaps to an alternate weapon.
  • Crosshairs: Fixed an issue causing crosshairs to expand and contract incorrectly for players running the game using 21:9 aspect ratios.
  • Game Camera: Changing the face preset in the Change Appearance menu outside of Vault 76 no longer causes the camera to show an unintended angle in third-person view.
  • Holotapes: Attempting to play a blank terminal holotape no longer causes the Pip-Boy to display a blank screen.
  • Localization: “Perk Card Pack” text that displays when opening a new Perk Card Pack is now correctly localized in non-English versions of the game client.
  • Map: Fixed an issue that could prevent player icons from displaying on the Map when choosing a respawn location.
  • Map: Overencumbered players who die inside a Nuke Zone can now correctly respawn at the nearest Map marker.
  • Notifications: “Ammo Removed” messages no longer appear onscreen when harvesting flora or other materials shortly after firing a weapon.
  • Notifications: The “You have joined a team.” notification now correctly displays console controls, rather than PC hotkeys, in its subtitle text while playing on consoles.
  • Notifications: Fixed an issue where players could sometimes receive a “Max weight limit reached.” message when attempting to trade with other players.
  • Photomode Frames: Photomode frames that were purchased from the Atomic Shop now correctly display the Atom symbol in the photomode menu.
  • Shop: Fixed an issue on PC that could cause controls to lock up when purchasing Atoms.
  • Shop: Purchasing multiple items from the Atomic Shop in quick succession no longer prevents those items from appearing in crafting menus until the client is relaunched.
  • Shop: Preview images have been added for the Kill, Laugh, Love Neon Sign.
  • Teams: Attempting to join a teammate in a world from the main menu using the social menu no longer causes a message to display stating that they will be removed from the team.
  • Teams: Fixed an issue that could prevent team members from loading into a world with the team leader after the leader selected “Play”.
  • Teams: Fixed an issue in which the “Play with Team” option on the Main Menu became non-functional when attempting to rejoin teammates in a world following a crash or disconnect.
  • Transfer Menu: The transfer bar now correctly stops at 1 when scrolling to reduce the transfer quantity.
  • Voice Chat: The voice chat speaker icon now correctly appears in player nameplates, in team chat, and in the area chat list when a player is speaking.
Discuss...
 
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Higher stash size! Finally, something good outta one of these patches!!! :) Haven't maxed the new limit out, either.

But seriously, these guys need to get real with the Power Armor paintjobs. The Mothman paintjob looks stupid. Wasn't a fan of the "Play Time" paintjob either. I'd love to see Brotherhood Outcast style paintjobs. I'm still miffed that I missed out on the Blackhawk paintjob.
 
I'm mad about missing the Blackbird, too. And still waiting for the datamined "WV" and the black-and-yellow version of the Vault-Tec skins to show up (figuring the latter will be part of some of the New content involving the other vaults). This was a big 'fixing ****' patch prior to the beginning of months of new content. The next patch -- 7 -- is going to be the first installment of the Wild Appalachia event.
 
I am just standing back watching the patch notes. The promise was they would expand and enrich the game world after release. So far they are just fixing bugs that any half-competent play tester would have found, and introducing new bugs with each patch. Until Fallout 76 has matured as a complete game I can wait to play it again. There are early access games on Steam that are more complete.
 
Well they DID release the roadmap for the rest of 2019. It includes new content with the next patch including new quests, player vending, new crafting with brewing alcoholic drinks, etc.

Fallout 76 | Fallout 76 - 100 Days, Roadmap for 2019

Also, datamining has shown some amazing PA skins for the Four Horsemen of the Apocalypse. I'm really excited by it all! Also, there's some free stuff they've been listing in the Atomic Shop. Right now you can get an outfit for free, last week was a new pose for pictures.
 
As much as I know it's a reflection of popular representation, rather than even halfway-researched historical accuracy, I get about as tired of that representation of the Four Horsemen as I do the "Three Kings". Frustrating, because sequential power armor skins of T-45 as Conquest (white horse, bow), T-51 as Strife (fire-red horse, sword), T-60 as Oppresion (black horse, scales), and X-01 as Death (corpse-pale horse, the hosts of Hell*) would be pretty durn nice.

[*This last bunch -- Death and his host -- were the ones given authority to destroy a quarter of the Earth by sword, famine, pestilence, and wild beasts. Later misinterpretations ascribe those weapons/methods to the prior three Horsemen, whose roles were already clearly described.]

I still wouldn't mind seeing some repaint options for Excavator armor. Not like camo or Patriot, but more reflective of what the people in-game would do to it -- Child's Play colors, or the crazy-quilt colors for the metal armor, or Vault-Tec blue-and-yellow, or Mothman spray-painted...

I wouldn't mind some BoS paints (even the blue-and-red for Taggerty's group)for the Ultracite armor. And it'd be nice if, when that new content drops, one could apply a Presidential scheme to one's Enclave-quest-line-acquired X-01 armor, and not just be stuck with the T-60 suit that's in the President's office...
 
Well, E3's conference announcement from Bethesda was tonight. It officially states that a new storyline with the return of NPCs to Appalachia is occurring in the Wastelanders expansion.

Though before we get to that we're going to be 'treated' to a Battle Royale style gameplay. Unfortunately, it appears you HAVE to play that to unlock some new skins, recipes, plans etc. You can team up with up to 4 players to participate. Anyone interested? I am only in it for the new plans and stuff, I want to have all the stuff possible unlocked in it.
 
The stuff they revealed at E3 reinforces that notion that they released an unfinished game a year too early. It would explain why there are so many interesting looking areas in the game, with absolutely no actual story to them.

I don't mind the battle royal, as long as they don't force it upon every player to get certain items required for the other game modes.

If the return of NPCs add actual story to the world, then I may be tempted to go back into the game.
 
The stuff they revealed at E3 reinforces that notion that they released an unfinished game a year too early. It would explain why there are so many interesting looking areas in the game, with absolutely no actual story to them. If the return of NPCs add actual story to the world, then I may be tempted to go back into the game.

I've hung out more on the Fallout 76 subreddits recently, as this thread's been dead for a while. Most of the people there -- especially on the Filthy Casuals subreddit -- have been digging hard on the game. I liked the mystery we were thrust into at the outset -- apart from the typical beasties and abhumans like ferals and super mutants, there's no one around. Except Scorched. And it's obviously recent. Lights are still on, crops are still growing, fires are still smoldering. It was wonderfully eerie.

I appreciated the measured drops of new content. It gave those of us who don't have a lot of time to play more of a window to not miss out or be overwhelmed. Part of what I have liked about that is how it keeps meaning there's more to do than last time I looked, more or less. The Pioneer Scouts' challenges are presently keeping me low-level busy between when I have enough people to run with to take a swing at the Arktos Pharma or Sheepsquatch events. I snuck my way through the Glassed Caverns quite a few levels back so I could get the ultracite power armor, but I've still yet to tackle the SBQ. I only recently launched my first nuke, and I've yet to get into serums at all.

I'm shy of level 90, finally mostly happy with my C.A.M.P., have some decent things in my vending machines and am crafting ever decenter, still depositing Technical Data and hunting for plans and recipes I don't have yet (have both the Nuka-Cola and Quantum power armor skins, though -- those were fun unmarked quests... :rolleyes:), and it feels natural and organic to me that -- after the initial empty-house vibe -- people are about to start venturing in (or back in) to see what the heck happened, why they hadn't heard from anyone, what the heck those terrified people who fled were talking about...

But the trend I've noticed since I started playing in November has been inaccessible places gradually becoming accessible, and the odd new location popping up on the map where there hadn't been one before. Also, new background NPCs trickling in, like Mr. Squeeze. They're not human NPCs, but there's still interaction.

Not to mention the lore breakage, again! Hellfire PA in 76, like wtf??

Um... Not that I've seen? Or seen anyone talking about? The most recent Hellfire power armor I saw was a Creators' Club mod added to Fallout 4. In 76, we've got T-45, T-51, T-60, X-01 (prototype and non), Ultracite (a mod of T-51), Excavator, and Raider.

[ETA: Never mind -- looked away at the wrong moment first time through the E3 presentation. Not lore-breaking, though. It was developed postwar, but earlier than the Enclave's later Advanced Power Armor (for which the X-01 is the early draft, lost on the East Coast when the Enclave retreated to the Poseidon oil rig). It was developed around the same time as the Eyebots, and they're around, so...]

Man. ANY word on when we're gonna get to run our own servers in that E3 announcement?

I... hadn't known that was even rumored to be a thing? As in, like, you play on your own server with no other players? Or that you can mod and host whoever wants to be there?

NY word on when we're gonna get to run our own servers in that E3 announcement?
 
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I... hadn't known that was even rumored to be a thing? As in, like, you play on your own server with no other players? Or that you can mod and host whoever wants to be there?

yup. You can either play yourself, or run your own server for just your friends. with or without mods.

PC Gamer Article said:
Yes! At QuakeCon 2018 on August 11, game director Todd Howard confirmed again that private servers are part of the plan. "That is definitely something that we are doing. We are committed to it. It's not just having a private server, it's being able to mod it," he said in a Q&A panel.

It was confirmed very early on that they'd make it an option, and I haven't heard jack since. I really want to explore Appalachia; the world they've made, even without NPCs, is awesome. unfortunately, the game mechanics they've attached to it are simply unacceptable to me. All I'd need to enjoy my self, is the ability to spawn weapon schematics, and materials, and I'd be golden. the 4/1 ratio of "spend ages trying to get parts for stuff" to "actually exploring and seeing fun stuff" set up they have is Not OK in my book.
 
It was confirmed very early on that they'd make it an option, and I haven't heard jack since. I really want to explore Appalachia; the world they've made, even without NPCs, is awesome. unfortunately, the game mechanics they've attached to it are simply unacceptable to me. All I'd need to enjoy my self, is the ability to spawn weapon schematics, and materials, and I'd be golden. the 4/1 ratio of "spend ages trying to get parts for stuff" to "actually exploring and seeing fun stuff" set up they have is Not OK in my book.

Unfortunately, once they allow that, they just shoot themselves in the foot. People don't have to go through their stupid Atom store. They can just mod their own servers for free. Most people are going to leave the main game, leaving it even more empty than it is. They assumed they'd have more dedicated players. Letting people go off on their own will just make F76 look worse, even if they do add in human NPCs. So I'd be surprised if they actually did it.
 
Unfortunately, once they allow that, they just shoot themselves in the foot. People don't have to go through their stupid Atom store. They can just mod their own servers for free. Most people are going to leave the main game, leaving it even more empty than it is. They assumed they'd have more dedicated players. Letting people go off on their own will just make F76 look worse, even if they do add in human NPCs. So I'd be surprised if they actually did it.

I don't really get that logic. they'd open up the possibility of selling the game to all the folks who want to play it by themselves and mod it. The folks that are going to buy crap in their atom store, isn't really the same group of folks that are looking to play it offline and mod the game anyways. Not a big enough overlap to go back and outright lie to their customers anyways.
 
I don't really get that logic. they'd open up the possibility of selling the game to all the folks who want to play it by themselves and mod it. The folks that are going to buy crap in their atom store, isn't really the same group of folks that are looking to play it offline and mod the game anyways. Not a big enough overlap to go back and outright lie to their customers anyways.

But their money is from microtransactions, not people buying the base game. It's selling for less than half-price already. It was a month after release. Nobody wants it. The whole idea is to get people to play together and buy from the Atom shop. There are hardly anyone playing the game now, from what I've heard. Segmenting that is only going to make it worse.

And Bethesda lying to their customers. You know... canvas bags and decent Nuka Dark bottles. Unheard of!
 
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