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Fallout 76 - online Fallout spinoff from Bethesda - now on Steam with Wastelanders NPC expansion

koyota

Cipher
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Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming!
Picked this up a few months ago and have put 180 hours into main + sidequest play-through.


I appreciate this being the largest walking-sim ever made but I actually would have preferred to play this 2 years ago.

Reading about the updates, it seems like they gradually got rid of anything that would actually make the game not easy, feel like you need to survive / resources are scare, to turn it into a looter shooter.
As soon as I delved into the update content (Scoreboards , 3-star legendary weapons, backpacks, player vendors, legendary perks, serums) I`m literally just jumping around like superman one-shoting everything except the queen.
Seeing people at level 1000, it`s got to be people that enjoy mindlessly shooting things every day without having to think about or really control anything.

A mirlurk in fallout 4 survival mode is more fear-inducing then end-game bosses in F076.
 
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Bliblablubb

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Heh, the only time I had fear in this game was when I did my solo silo run while instances were unstable as hell. I feared it would crash and I had to do it all again (spoiler: it took 4 attempts, after that the whole server crashed on nuke impact :hahano: ).
I did have an "Awww crap" moment during that gig actually tho. Since exiting Power Armor back then would often lead to a frozen game and I did not want repeat that shit again, I went in YOLO squishy. Turned out to be a bad idea when I opened a door and the last thing I saw was an ASStron shoving her blades up my face. Sad.

But yeah, the game is not really hard. Couldn't be, it's meant for entitled consoletards after all.
The best you can get is being annoyed by unbalanced/buggy enemies, like the "BB gun Mr Gutsy" just ignoring your armor, Super Mutants being a clairvoyant hivemind homing in on to you like a hipsters on a soy latte, or just those stupid mudcrab kings staggering you every 2 seconds.

Also cave crickets. FUCKNG CAVE CRICKET HELL SPAWNS I HATE YOU RIGHT BACK. Sorry. :argh:



The real endgame/surival in FO76 was always the stashbox. Why, why is it full again. Because the stupid game shows weight values as your perks reduce them for your inventory, not how they actually are in the bawx. Seriously Todd!
 

ADL

Prophet
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Oct 23, 2017
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Nantucket
What are you doing to one shot everything? Maybe I'm playing it wrong but I've played since launch and the game has actually gotten harder because of the level scaling bullshit where mole rats are level 100 and take as many shots to put down as super mutants.
 

koyota

Cipher
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Joined
May 19, 2007
Messages
218
Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming!
What are you doing to one shot everything? Maybe I'm playing it wrong but I've played since launch and the game has actually gotten harder because of the level scaling bullshit where mole rats are level 100 and take as many shots to put down as super mutants.

Junkie build (Psycho Always on / 5 Addictions), full mutations regarding damage, 3-Star Legendary Shotgun or Handmade depending on situation modified to max damage, Adrenaline / Bloody Mess / Shot Gun or automatic Rifle damage /Tank Killer Perks , Agility / Perception / Luck to 15, Taking one for the team Legendary Perk, Always head shots in Vat besides for robots. Rest of the perks in Luck for a semi-vats build (Don`t use Psychopath, the critical meter refills faster than you can use it)

Handmade doesn`t actually one shot everything, but with the weird lag, everything except Assultrations and cryptids / scorchbeasts go from full health to zero by the time you notice.

Above build is totally possible from level 50 onwards.
Actual level 200+ Players I see are running around with energy weapons builds I don`t understand, completely mowing things down.

The obvious response would be stop playing such a min/max build and purposely gimp myself, I did it starting at level 13 (Always purposely left 10 levels unchosen).


TLDR: It`s like wondering around New Vegas base game with all the guns arsenals early on. With updates that added in extra damage without actually rebalancing base game, scoreboard and player vendors that kinda destroy the in-game economy, the game just makes it so gosh darn easy to max out your build.
 
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Gregz

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The Desert Wasteland
Thoughts?

https://www.reddit.com/r/truegaming/comments/pr9wkb/far_cry_is_becoming_fallout_and_vice_versa/

Far Cry is becoming Fallout and vice versa

This post is about the recent directions of Fallout and the Far Cry franchise. For a while, I've had an idea forming that I wanted to put into words and discuss, but never knew how to word it. After seeing the recent comments on r/farcry, I think I do. This is a long post, and the tl;dr is that the newer Fallout titles are moving from RPG to FPS, and Far Cry is moving to more RPG elements but one is leaning away from what made it great, the other is leaning into what's making it better.

Fallout began life as a top down RPG set in post-apocalyptic America. The gameplay was, quite frankly, as far as you can get from the most recent entries being Fallout 4 and Fallout 76. The game was so much more technical back in 1997. You had your S.P.E.C.I.A.L points, your skills displayed in percentages, optional traits, and more. Text was displayed in a box that you could ask questions about, and those reactions to your questions and comments were modified by several other perks and points.

Fallout: New Vegas was sort of in the middle of both games. It was simplified, as there was only your S.P.E.C.I.A.L points, and skills that you could put points into, and that's it. It was an FPS with a tactical pause you could target specific body parts. It wasn't exactly a run and gun, but it also wasn't a strategy game. The dialog was affected by speech, and one or two perks. The dialog was also amazing, and it felt like a real RPG with a lot of choices you can make in that world.

2015, almost two decades after the first Fallout was made, and the franchise looks completely different. For one, everything is oversimplified. You still have S.P.E.C.I.A.L, but the perks are different this time. They aren't checks like the other games New Vegas and before. They're perks like a COD game. There's +20% damage with automatic weapons, or +20HP, or -25% AP drain. The only thing the game checks is your S.P.E.C.I.A.L, and apart from Charisma, it's nonexistant. The dialog? Boils down to Yes, sarcasm, No, maybe/angry. There was no 6+ option menu for most NPCs like New Vegas, it was always the yes/no, and if you're lucky you get a "more info" option too.

Now let's talk about Far Cry. I'm going to skip 3 and 4, because they were still similar to the newer games but different enough that you can see the games have more RPG elements. Also because this post is getting long.

Far Cry 5 is where the series got more technical. Now, you must loot for materials for crafting and money for more guns. You can also loot for different drugs to use that provide buffs. There's also different ammo types that you use depending on what you're fighting, with some being armor piercing or flaming or whatever. You also did challenges and received points to put into a wide range of perks that changed your gameplay up by letting you carry more grenades/ammo, or by opening new takedowns, or giving you a grappling hook. There were three regions you had to clear, and that involved going after small settlements and clearing out all the enemies, not unlike Fallout 4 had you doing half the time. Once you had enough points, you went after the mini boss of the region and reclaimed it.

Far Cry New Dawn is where the franchises really started to overlap. Both are worlds ravaged by nuclear war, and both play very similar. Now you don't just loot for grenade materials, you loot for everything. Guns are no longer bought, they're crafted with various materials. Ammo is no longer bought, it's crafted at stations with copper you find. There's 8 types of grenades, and you can craft all of them on the fly. Enemies have levels too, and you must use the correct level of weapon or else you do less damage. The challenge system is gone and replaced by a scavenging system, where you reclaim outposts and receive perk points and Ethanol, a material that lets you upgrade your base. Yes, just like Fallout 4, you do quests to help settlements and you upgraded your base. Upgrades let you do more crafting, healing, and mapping of resource caches across Hope County. There was also an upgrade system that let you do repeated runs against a standalone outpost (like a radiant quest on FO4) and you put x materials in for +5% damage.

The new Far Cry 6 is looking even more like an RPG, while Fallout is slowly becoming an FPS with RPG elements. You can now craft, modify, and upgrade guns at your bases that you take back and create. Resources are more important than ever, and the radiant quest system from FCND comes back in a similar way. You will be able to talk to NPCs, and there's leaks of more than two endings to the game. Why does this matter? Because Far Cry can lean into RPG elements as much as it wants, it will still be an open world action shooter. Fallout can't really lean into an FPS because it's moving away from what made it Fallout, and more like a shitty Far Cry clone. It can be an FPS, but it needs care and thought put into the RPG aspects too. I don't mind the direction of Fallout now, but without the RPG elements and choices what makes it Fallout?
 

Bliblablubb

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Nothing new or surprising there. The vidyagame industry is just a business these days, trying to make the most cash with whatever that thing is their employees program there.
So naturally every company peeks at what their (successful) competitor does and copies it, plus "overpayed outside advisors" telling those companies the same "the market expects feature x" stuff, eventually making everything blend into the same game with just different NPCs.
Even Twitcher 3 fell into that rabbithole and put all those "deal 5% moah dmg" perks in.

Beth had abandoned all pretense of staying halfway true to what Fallout made great when they cooked up FO4.
They even managed to fuck such an easy thing up. As if some suit said "I have no idea what you guys do here, but I am the boss now and I heard this "FarCry thing" makes money. Now go and make me a FarCry, but with an IP we have!"

Bethesda had "just" released Skyrim, by then every other company wanted to make "Skyrim, but with X". All they had to do was make FO4 a "Skyrim with guns", sticking to the "perks that actually do something" formula from Skyrim or even FO3. Nope, they copied the shit other shovelware openworld games had instead and screwed it up along the way.
"+20% more pistol dmg". Hurrayz. But since they also stuck to their retarded levelscaling, which they forgot their competitors are not using, it brought you about 30% below the curve in the end. AND they decided to lock perk levels behing the player level, also preventing any form of specialisation or getting ahead of the curve. :roll:

If FarCry is now becoming more of an RPG, it's actually a good thing. Once it rakes in the big bucks, the advisor drones will try to look important again and whisper "it's because of those RPG elements, players really wanted that!!!!" in every company's ear, leading to (hopefully) a few decent RPG... games vaguely resembling an RPG in the future.
And who knows, considering how Beth just blindly copies everything other games did, we might end up getting a decent Fallout 5 RPG in the end after all. :hahano:
 

KVVRR

Learned
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Apr 28, 2020
Messages
602
Pointless and completely tackled in ""RPG"" elements are some of the worst parts of AAA games though. They're almost never actually good, just tiresome numbers upgrades to get a resemblance of progress for the player and to justify the endless grind to pad the game out.
 

d1r

Busin 0 Wizardry Alternative Neo fanatic
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Germany
Nah, both franchies will more and more become RUST clones, with less and less roleplay, but more popamole, online, whale-fishing and "crafting".

Just because the crafting system allows you to do more complex crafts, it still doesn't mean that your game suddenly is a RPG that comes close to New Vegas.
 

Bliblablubb

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Mar 1, 2014
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i'm so starved for base building + stats gaining i could do something foolishly crazy and buy this =_=
If you want to build anything better than a rundown shack, be prepared to shell out yuge money. Or not, since FO76 gambles so hard on FOMO, you can't even buy most things outside their "we need moneys rite nao, buy this wall texture!" phases. :hahano:
 

Bliblablubb

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Fear Of Missing Out.
Make everthing available for only a limited time, so customers are more eager to buy it, in fear it might not return in the near future.
 
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the last available apartment i was thinking and wishing to move into has been bought, so i thought it was time to waste some money as a mourning sacrifice.

edit: rusty_shackleford "bought", but not by me.
 
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Joined
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this might be my first refund. it's not like it's that bad, but it's the embodiement of mediocrity, immersed in a holy-shit-i-can't-believe-it's-so-bad interface built with controllers in mind. it might get better later on, with more options and buildings available, but damn i don't feel incentivized at all.
 
Joined
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this game gets EVERYTHING wrong.
at its heart it wants to be a survival, resource seem scarce, food and drinks spoil fast, weapons and armors wear and break down, caps inflow is low and vendor prices are high. walk just some steps and the game changes into hopping from place to place, via teleport, doing events here and there which reward plenty of stuff which should be supposed to be rare like heals, eternal food, a rain of legendary items. the already scarcely populated to the point of being the safest place to be wilderness becomes pointless, useless, filler filled with void, exploration from point of interest to point of interest is just waiting to get there with nothing in between. meanwhile inventory space is minimal, even base storage is tiny, the only way to conserve vegetables is to build "structures" and store them, because somehow structures storage has no limits and vegetables themselves would rot in a blink. bases bigger than the camp are "always pvp", no way to have one without someone with 300 levels more jumping there and rotflstomping your face in a matter of instants just for teh lulz. private servers cost 15 euros per month, and would provide just an experience worse than f4, without mods but with latency. yeah picking up a big amount of items is a pain, it takes about half a second each, at best.
but the apex retardation, the best of the worst scum, the maximum idiocy: every mob scales to your level. which means that on level up everything just got harder, your weapon got less useful, you take that +damage perk just to stay afloat. the higher your level, the weaker you actually are.
 
Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
this game gets EVERYTHING wrong.
at its heart it wants to be a survival, resource seem scarce, food and drinks spoil fast, weapons and armors wear and break down, caps inflow is low and vendor prices are high. walk just some steps and the game changes into hopping from place to place, via teleport, doing events here and there which reward plenty of stuff which should be supposed to be rare like heals, eternal food, a rain of legendary items. the already scarcely populated to the point of being the safest place to be wilderness becomes pointless, useless, filler filled with void, exploration from point of interest to point of interest is just waiting to get there with nothing in between. meanwhile inventory space is minimal, even base storage is tiny, the only way to conserve vegetables is to build "structures" and store them, because somehow structures storage has no limits and vegetables themselves would rot in a blink. bases bigger than the camp are "always pvp", no way to have one without someone with 300 levels more jumping there and rotflstomping your face in a matter of instants just for teh lulz. private servers cost 15 euros per month, and would provide just an experience worse than f4, without mods but with latency. yeah picking up a big amount of items is a pain, it takes about half a second each, at best.
but the apex retardation, the best of the worst scum, the maximum idiocy: every mob scales to your level. which means that on level up everything just got harder, your weapon got less useful, you take that +damage perk just to stay afloat. the higher your level, the weaker you actually are.
Level scaling was something they added much later. I don't recall anyone asking for it.
 

Bliblablubb

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Just a heads up: as far as I know the game is currently free-to-play for a week.
If you want to play it before ranting, you can now do so without giving Todd your milk money.
 

Bliblablubb

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bases bigger than the camp are "always pvp", no way to have one without someone with 300 levels more jumping there and rotflstomping your face in a matter of instants just for teh lulz.
Yup that's the authentic workshop experience since... forever. Everybody fell into that trap once. That and forgetting to turn on pacifist mode after lvl5.
If you have, for whatever reason, to claim such a workshop, you sneak, activate it and hide at the border of the green circle. If such a dipshit comes for a cheap gank, you just move beyond it and laugh in his face.
It's the sad problem of any game without any real endgame. All those bored lvl1000+ with their hacked weapons and no life need something to make them feel less like a worthless waste of air...
 
Joined
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so i reached endgame (because i truly madly deeply crave a game like this, but good). endgame consists in building a nice base in a nice spot and then quitting. i wasted an hour, maybe longer, to build the foundations and plan the base with wirings, public and private zones, beds, mess hall, workshop and stuff. then i discovered i couldn't build doors on first floor and up because of a never understood and of course never fixed bug.

i need, i MUST have a substitute, another sci-fi game with weapons and armor modding, tons of equipment and base/squad building. no, i don't want to go back to grinding on swtor.
 
Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
so i reached endgame (because i truly madly deeply crave a game like this, but good). endgame consists in building a nice base in a nice spot and then quitting. i wasted an hour, maybe longer, to build the foundations and plan the base with wirings, public and private zones, beds, mess hall, workshop and stuff. then i discovered i couldn't build doors on first floor and up because of a never understood and of course never fixed bug.

i need, i MUST have a substitute, another sci-fi game with weapons and armor modding, tons of equipment and base/squad building. no, i don't want to go back to grinding on swtor.
https://swglegends.com/
you'll get repulsed by it at first, just stick with it. Has pretty much everything you listed.
 

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