Fallout 76

Games like Destiny didn't require a PS+ on the Playstation either, nor does the current FO4 Creation club.

I hope for those on Xbox, that they don't get screwed over (again)

They also weren't needed for mods or anything like that, but for an online multiplayer game, I get the sinking suspicion that they will be. But Bethesda, and I know it isn't their fault, but they're just going to be losing money that way.
 
So, I saw an interview where slappy (the main FO4 presentation guy, his name escapes me right now) was saying that they want to allow for private servers and things like that far in the future, so the game can still be played once they shut down the server support... and I just... I just want to know why they're not looking at doing it at launch. It seems like the more incentive you have for anyone to buy the game, the more likely you are to get a good online community.

Right now, I don't plan to buy the game. I can't imagine a scenario where griefing isn't the SOP. But if I knew I could play in my own little server, with or without buddies (like they have as an option in elite dangerous), I'd gladly pick it up, and I'm certain I'd at least try out the online play. But without the option of being able to leave the ass holes online while they throw nukes at each others' genital shaped home bases, I have no draw to the game.
 
Well as a lot of people on PC Gamer are pointing out, griefers don't need incentives to be a-holes. If they think these jerks won't screw with people because killing someone won't drop loot, they are clueless.
 
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Yes they clearly do not fully comprehend the extent of griefiness players can exude online, but it seems you can’t be killed repeatedly if you’re not willing to engage, so it might mitigate a bit.
 
Kotaku has distilled some new info from QuakeCon today.

Here's the video itself, but I definitely recommend the summary, too. The video is an hour long...


ETA: Ehhh... I'll go ahead and copy-paste the comments from Kotaku, 'cause, on reflection, I remembered a lot of folks don't have time/inclination to follow links...

Here’s some of the stuff we learned.
  • They showed a short Vault-Tec explainer video about leveling up and mutations followed by more elaborate explanations by Howard and Gardiner. Each level up gives you a single point to dedicate to a S.P.E.C.I.A.L. stat, and for each point in a stat you can assign a certain perk. Perks are chosen from a bank of options. If that sounds confusing, well, I think it is. Watch the video above if you want the best explanation possible.
  • Since perks are assigned, you can swap them out based on what you need in the moment. For example, if you’re doing some heavy PVP with friends, you might want an increased damage perk. If you’re scavenging, then you might want more carrying capacity. As Howard said, “you’re swapping a thing out here or there.”
  • The game’s level cap for attaining S.P.E.C.I.A.L. points is 50, but you can continue to accrue new perks beyond that.
  • You are susceptible to mutations at certain levels of radiation, and it doesn’t seem like you have a choice about it. Gardiner told a story about getting a surprise mutation called “Bird Bomb” that increased his jump height while decreasing his strength.

  • The game has a photo mode that can be used with friends, enemies, and everyone in between. We saw a little bit of how it worked during character creation, but not how it functions in the open world.
  • Player versus player combat is opt-in. To initiate it, you shoot at someone and it does a small amount of damage. Howard likened this to “slapping someone at a bar.” If that person wants to do PVP with you, they fire back, and then weapons do full damage. Winning a PVP battle gives you some caps (the game’s currency) and some experience points based on your levels.
  • If you kill a player who never accepts your invitation to do PVP, you become a “wanted murderer.” You get no caps or experience.
  • Players are incentivized to hunt down wanted murderers. The murderers are marked on the map and players are encouraged to hunt them down. As Howard said, the mechanic “turns ******** into interesting content.”
  • PVP does not start until level 5.
  • You can ignore and block other players in a session, preventing them from interacting with you, and you can flag yourself as a pacifist if you don’t want to deal with the PVP mechanics.
  • PVP combat numbers are normalized between players. Howard claimed that a low-level player could fight a high-level player in power armor, although obviously it’s going to be hard and the higher level will have the advantage.
  • When you die, you keep all of your equipment and caps. You will drop your “junk,” an upgrade material that you use in your camps for building objects and equipment. Upon death, the key question for a player is “is it worth it to go back and get my junk?”
  • Another death thing: when you die, you have the option of respawning close to your death point or back at Vault 76 for free. You can also respawn at other locations for the cost of caps, with that cost increasing the further away from your death spot that you want to respawn.
  • When a nuke goes off, camps are destroyed, there are higher level enemies, and the map’s loot changes.
  • But fear not! Camps have a blueprint system, so if you make a building you like, you can “blueprint” it so that you can easily construct a replica somewhere else. So if your replica of Hagrid’s Hut gets nuked, you can build it somewhere else as long as you’ve blueprinted it.
  • The blueprint system also allows you to easily deconstruct and relocate your camp to other places in the map. The panelists said this was a fairly common thing for people to do during internal testing.

  • You can make musical instruments. Todd Howard pretended to play an invisible tuba.
  • There is team voice chat as well as area-based public chat. You can mute it if you want to.
  • Inon Zur is doing the score. There are more radio tracks in this game than any previous Fallout title.
  • The VATS system is still in the game, but it is real-time, and you cannot target body parts unless you have the perk. It is unclear from the panel how exactly this works, although Howard clarified that putting points into the Perception stat will make you more accurate.
  • There will be private servers as well as mods. Howard said that mods in particular are difficult to implement due to the game’s online nature, but that it is a problem they are “100% committed to solving.”
And that’s it! It’s kind of a rollercoaster of Fallout 76 information, but it’s the biggest information splash that we’ve had about the game since E3, and it gets me thinking about two dozen other questions I have about how this will actually work in practice.
 
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Well, they seem to be trying to deal with possible griefers by making them potential targets. This, at least at the moment, sounds interesting.
 
I am curious if this part will be at least slightly better than the previous one. As if everyone criticized Fallout 3, but I played well in this game :)
 
Also, wanted murderers give out bounties when you kill them, coming from their own caps. That’s very good !
 
On either PC Gamer or Gamespot somebody pointed out that this won't stop griefers one bit. For example, they can just go stand in your face until you're mad enough to take a shot at them, then they can kill you. They could also lure higher level enemies to you to kill you. There's all kinds of ways people figure out how to be d*cks in games to get around rules. They should have allowed players to just shut off pvp period.

As someone who liked building settlements, I like the ability to make a blueprint. A lot of times I make similar structures at each settlement (like guard towers) so that would be pretty cool.
 
I sort of I wish I had driven up to Dallas and gone to QuakeCon this year.

Most other companies just simply try to ban people over and over. This hasn't worked for over a decade. Considering the most popular multiplayer games are effectively making griefing an object of the game, it's nice to see a company trying to be creative about making taking care of griefers into a secondary game.
 
Well, they seem to be trying to deal with possible griefers by making them potential targets. This, at least at the moment, sounds interesting.

MMOs have been trying to deal with it for decades and haven't succeeded yet. The only way to fix it is to eliminate random people in your open world, which makes it not an MMO. If you only play with people you know and trust, it probably isn't a problem, but that's not how MMOs work.
 
MMOs have been trying to deal with it for decades and haven't succeeded yet. The only way to fix it is to eliminate random people in your open world, which makes it not an MMO. If you only play with people you know and trust, it probably isn't a problem, but that's not how MMOs work.


I said it was interesting. I didn't say it was the definite solution. ;)
 
I remember wishing Galaxies had instituted bounties for people who broke the terms-of-service. I mean, bounty hunters were a major subset of player characters, after all! So far I'm liking the way it's handled in ESO. Players are pretty much solo-ing simultaneously. The presence of more than one player in a location only really matters for group events and dungeons, and those are marked so one can avoid them if one is dinking around on their own. The bosses tend to be more than one person can handle (sometimes more than half a dozen people can handle, depending). There are three ways PVP happens. Get the DLC that lets you go to the Imperial City, which is in turmoil at this part of the timeline, so it's a PVP zone. There are also PVP arenas here and there where one can go to test themselves against other players. Lastly, when one is out in the world, if you're in front of another player's character, the character's name and level and other relevant details pop up, including the key/button you should hold to interact. I've never bothered, but one of the interactions is to request to duel. If you don't respond or walk away, the request will go away again after a bit. No way to force PVP.

And, griefers aside, it is really hard to stay in someone's face and try to force them to take the first swing. You can fast travel, log out, go make a sandwich and leave the other guy standing there staring at your idle 'toon... Anti-griefing is maybe a bit of a hobby, one that I am pleased I haven't had any chances to practice so far in ESO.
 
That's why I liked when they said you can play solo. It's more like "Technically it's possible, but the bosses are UBER BOSSES if you try to take on one alone. You may get lucky and kill it though. Maybe. So yes there's solo play."
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All the base building and workshop stuff sounds really cool. Nothing else does. I guess my hope now is all this buildimg stuff makes it i to F5.
 
DARKSIDE72: When killed, you only get the stuff they were carrying at the time. Several interviews have already stated that there will be safe storage areas in the game. The game will play more like survival mode, where everything has weight, including ammo. So you will have to pick your load out more, less carrying a whole warehouse of stuff.

It makes the game a bit more dangerous feeling. Fallout 4, once your high level is a walk in the park, even in survival mode. Granted sometimes letting it be a nature simulator can be fun too.
 
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To me, that's boring. I like feeling like a walking tank and taking out all the dorks who think it's wise to shoot the guy with T-60 power armor and a plasma rifle! :lol

I do really like the settlement building. That's the only reason I might ever pick this one up. I really hope that carries through to the next singleplayer game.


BTW, anyone seen this T-51 USB charger uh statue? It doesn't say how big it is, but it's pretty cool: https://www.bigbadtoystore.com/Product/VariationDetails/78802
 
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