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

Mortmal

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Pro tip, dont put more than one fusion core into the power armor, its bugged and all your precious cores disappear...
 

ZeniBot

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They should've learned more from OpenMW. That alone proved the Bethesda formula cannot work in Multiplayer.

Can you give me your thoughts on what the biggest problems were there?

- Players could damage the game world by killing NPCs, stealing from shops and making quests impossible to complete. The compromise would be to make these NPCs immortal but in multiplayer all that really lead to is more grieving as the NPCs would leave attack mode and thus couldn't be interacted with. The server opted for making items and NPCs respawnable but it just resulted in more grinding and a lot of duping.
- There is no economy in the game and so the majority will just steal items in order to make money, rendering Questing rather pointless except for those OP items that can't be stolen. Most of the systems in the game go unused.
- Spellcrafting would result in Goku like characters flying around spirit bombing entire cities. It was funny the first time we saw it, but after the 50th time it got old. Bethesda doesn't get how to design for Multiplayer because they just rely on the player character being OP as some sort of ego fantasy. Sure Morrowind is an exception because the spell crafting was OP. But imagine this being applied to Skyrims shouts and AOE spells, it'd still be bad even with the nerfs.
- Lockpicking meant that player housing was out of the question because people would just steal your shit anyway and everyone would buy a level 100 unlock spell which resulted in redundant skills.
- Its like you give everyone a heap of choices in different skills but in the end only 1 or 2 are actually worthwhile and everything else is shit. As such every character plays the same none of the player characters are unique because every skill is available. (this is why MMOs have classes!). Fallout 76 tried to deal wit that by putting in perk cards but that's a stupid way to deal with it, it would've been better to do what Star Wars Galaxies did and allow the player to elect skills via trainers this would fix the issue because then you've got a select skill pool and cannot just learn everything.
- There is no reason to play with other players, there is no reward for it (see Fallout 76).
- Once all of the quests have been finished by a player the world feels really empty. There is also nothing for the players to do after the quest content is done.
- None of the enemies are balanced for multiplayer (same problem System Shock 2 had with Co-op) As such playing with other players feels too easy, I've noticed Fallout 76 also has this issue from the look of it.
- PvP sucks because eventually people start enchanting their armour. Once you get to that point all their damage is nullified. PvP played like I was fighting someone with god mode on. I see Fallout 76 also has that issue.
- Fast travel and teleportation rendered the whole point of this game being an open world redundant and as such the only places you'd find players was in Balmora. Every other town in the game was a ghost town.

The biggest problem I see with their format is that its a lot of work to take it from Singleplayer and make it work Multiplayer. Bethesda are too lazy for that, so they've opted for easily the worst attempt at it and it shows.
TESO only worked because its an MMO, those are so god damn basic that even Indie developers are doing it. The point is that a game like that isn't what people expect when they think of Bethesda's games. They nearly always associate Bethesda with a sandbox game. So when they start marketing these very dull multiplayer themeparks people start to wonder what the hell is the point because its not why people are buying their games.

For us though we've always known Bethesda produced pretty mediocre sandboxes as is. The only game that felt right was Daggerfall and that was a buggy unforgivable mess. Morrowind was redeemable because what it lacked in game it made up for in style.
 

Agame

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FO76 isn't a game for rpgcodex because it requires friends.
And like everyone else here, I have zero of them.

Exactly why I will never play this, and I shamefully admit I own F3/4. I probly would have tried this out of morbid curiosity but MMO = NO. Its a bridge to far for me.

Thanks Toddy for finally breaking my filthy Bethesda habit!
 

Hines

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Mortmal

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FO76 isn't a game for rpgcodex because it requires friends.
And like everyone else here, I have zero of them.

Exactly why I will never play this, and I shamefully admit I own F3/4. I probly would have tried this out of morbid curiosity but MMO = NO. Its a bridge to far for me.

Thanks Toddy for finally breaking my filthy Bethesda habit!
Doesn't require any friend so far its completely soloable.It's nothing else than fallout 5 with a bigger DRM.
 

Sinder Velvin

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ZeniBot, I wouldn't necessarily call that proof that the Bethesda formula cannot work in multiplayer as much as I'd call it proof that the fanmade multiplayer for Morrowind is unfinished. (Of course, I'm a little biased.)

- Players could damage the game world by killing NPCs, stealing from shops and making quests impossible to complete. The compromise would be to make these NPCs immortal but in multiplayer all that really lead to is more grieving as the NPCs would leave attack mode and thus couldn't be interacted with. The server opted for making items and NPCs respawnable but it just resulted in more grinding and a lot of duping.

It makes sense to have dead NPCs around if you're playing in coop and your friends are trigger-happy. Of course, you seem to be talking about public servers, and I agree there should be better options there. What do you think about making town NPCs unattackable instead of respawnable?

- There is no economy in the game and so the majority will just steal items in order to make money, rendering Questing rather pointless except for those OP items that can't be stolen. Most of the systems in the game go unused.

Part of that is caused by guards not chasing down all the players because the multiplayer AI isn't finished. As a result, stealing is easier than it should be.

Still, what would be the most appropriate solution? Perhaps making it impossible to sell stolen items?

- Spellcrafting would result in Goku like characters flying around spirit bombing entire cities. It was funny the first time we saw it, but after the 50th time it got old. Bethesda doesn't get how to design for Multiplayer because they just rely on the player character being OP as some sort of ego fantasy. Sure Morrowind is an exception because the spell crafting was OP. But imagine this being applied to Skyrims shouts and AOE spells, it'd still be bad even with the nerfs.

It's possible to add stringent limitations to the spellcrafting. It will kill some of the fun, but it makes sense for balancing.

- Lockpicking meant that player housing was out of the question because people would just steal your shit anyway and everyone would buy a level 100 unlock spell which resulted in redundant skills.

Server scripts can completely prevent other players from interacting with the items in your house, or even prevent them from entering your house, so that's a non-issue.

The Unlock spell does make the Security skill a bit pointless. I suppose it could be removed from sale, or allowed only in weak versions.

- Its like you give everyone a heap of choices in different skills but in the end only 1 or 2 are actually worthwhile and everything else is shit. As such every character plays the same none of the player characters are unique because every skill is available. (this is why MMOs have classes!). Fallout 76 tried to deal wit that by putting in perk cards but that's a stupid way to deal with it, it would've been better to do what Star Wars Galaxies did and allow the player to elect skills via trainers this would fix the issue because then you've got a select skill pool and cannot just learn everything.

Maybe we could add a severe penalty to your ability to increase the skills that don't belong to your class, while also doing some balancing?

- There is no reason to play with other players, there is no reward for it (see Fallout 76).

I've been thinking that player-run factions and quests given to you by other players could solve some of that in a future update. Ultimately, though, you do need to be in a sociable mood to get much out of it.

- Once all of the quests have been finished by a player the world feels really empty. There is also nothing for the players to do after the quest content is done.

That's where the countless already existing landmass and quest mods are supposed to come in. I think it's something automated mod synchronization would mostly solve.

- None of the enemies are balanced for multiplayer (same problem System Shock 2 had with Co-op) As such playing with other players feels too easy, I've noticed Fallout 76 also has this issue from the look of it.

Setting the difficulty higher the more players there are should help with that.

- PvP sucks because eventually people start enchanting their armour. Once you get to that point all their damage is nullified. PvP played like I was fighting someone with god mode on. I see Fallout 76 also has that issue.

Not sure what the solution would be. Maybe boosting PvP damage, or putting strict limits on armor enchantments?

- Fast travel and teleportation rendered the whole point of this game being an open world redundant and as such the only places you'd find players was in Balmora. Every other town in the game was a ghost town.

I mean, it is a tiny fanmade project where everyone can run their own server instead of being forced together on a single server, so I'm not sure how many players you can reasonably expect to have around in any given town on any given server.

However, I suspect being able to see other players on the world map would alleviate some of this. Right now Balmora is used more as an agreed-upon meeting place because that's where players spawn by default and you don't really know where they are otherwise.

The biggest problem I see with their format is that its a lot of work to take it from Singleplayer and make it work Multiplayer.

Well, it depends. It works reasonably well in coop with friends, which is its originally intended game mode. Making it work properly as an MMO-like is something that has never received any official focus, but I can imagine a number of adjustments – some of them mentioned above – making it viable for that.

Morrowind was redeemable because what it lacked in game it made up for in style.

Now that we have an open source recreation like OpenMW around, I like to think we can keep the style and improve some of the more obviously lacking parts of the gameplay.
 

Dawkinsfan69

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But there is no actual solo mode right? I refuse to play a game where I have to interact with people. Or even just see retards bunnyhopping and emoting around the place.

no no solo mode

btw what's with all the <10 post accounts in this thread did people really just make an account here to shit on F76 and the new diablo phone game?
 

Talby

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Codex USB, 2014

4f8.jpg

No refunds.
 

GrainWetski

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Exactly why I will never play this, and I shamefully admit I own F3/4. I probly would have tried this out of morbid curiosity but MMO = NO. Its a bridge to far for me.

Thanks Toddy for finally breaking my filthy Bethesda habit!
Why do people keep calling this game an MMO? It supports less players on a server than the average FPS.
 

thesheeep

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Codex 2012 Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Serpent in the Staglands Dead State Divinity: Original Sin Torment: Tides of Numenera Codex USB, 2014 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
What do you think about making town NPCs unattackable instead of respawnable?
Both breaks immersion, so that is always something that a multiplayer variant has much less than a singleplayer one.
But making at least important (quest-related) NPCs unattackable would make it clear why some NPCs cannot be attacked.

- There is no economy in the game and so the majority will just steal items in order to make money, rendering Questing rather pointless except for those OP items that can't be stolen. Most of the systems in the game go unused.

Part of that is caused by guards not chasing down all the players because the multiplayer AI isn't finished. As a result, stealing is easier than it should be.

Still, what would be the most appropriate solution? Perhaps making it impossible to sell stolen items?
There is no game that ever truly prevented players from stealing by making them chase down the players. Especially in a game like Morrowind, the players have so many tools at their disposal to not be caught...
Making it harder would make it more interesting, so that's a good thing, but you'll always have a broken economy due to thieving if you do not have a full economy simulation.

Making it impossible to sell stolen items would work gameplay wise, but it would also render stealing almost entirely useless and would be immersion breaking to the extreme.

Strangely enough, ESO possibly did it the best by forcing you to sell stolen goods to fences, which nets very little reward (but at least something).
So you still have stealing, but it doesn't break the game that much.

Actually, I could reply to all of your suggestions like that.
"Yes, it can be made to work, but it would be at the cost of interesting gameplay, immersion, freedom,..."

It's possible to add stringent limitations to the spellcrafting. It will kill some of the fun, but it makes sense for balancing.
This is kind of the core of the problem.
Many problems can be solved with limitations, but then you have a great base game, being extremely hampered by limitations all-around lessening the experience, with the only added benefit of having other players running around (which at least to me, is actually another detriment, except for pure co-op games).
So yeah, you can make it work somehow - but the real question is: Why would you?

I don't want to devalue your work, especially as a dev myself, I can see the technical challenge alone being interesting.
But from a gameplay perspective, I just don't see the value - and gameplay kinda is what games should be about.

Now that we have an open source recreation like OpenMW around, I like to think we can keep the style and improve some of the more obviously lacking parts of the gameplay.
That's for sure!
 

Fedora Master

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Fallout 76 - an online multiplayer take on the franchise - was not expected to sell as strongly as Fallout 4. Of course, any new game from Bethesda Game Studios is still a major release, yet this title has got off to a slow start. Fallout 76 debuts at No.3, and sales are down 82.4 per cent compared with the previous game in the franchise - 2015's Fallout 4.

:incline::incline::incline::incline::incline::incline::incline::incline::incline::incline::incline::incline::incline::incline::incline::incline::incline::incline::incline::incline::incline::incline::incline::incline::incline::incline::incline::incline::incline::incline::incline::incline::incline::incline:

https://www.gamesindustry.biz/artic...top-hyper-competitive-week-at-uk-games-retail

Will they learn anything from this?
Of course not.
 

Hellion

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My review quote and score is up on metacritic, giving the PC version of the game a more than generous total score of 56/100 based on 4 reviews so far.

Will see if I care enough to bother and upload an english version of the review this week.
 

ZeniBot

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Actually, I could reply to all of your suggestions like that.
"Yes, it can be made to work, but it would be at the cost of interesting gameplay, immersion, freedom,..."

You summed up my argument perfectly and in all fairness most Bethesda fans wouldn't accept those compromises, which is why Fallout 76 has been received as it has. You cannot make Bethesda's formula work without in essence ripping the guts out of the very things that people buy their games for.

And rest assured on my closing comments of that criticism of OpenMW, I think OpenMW is fantastic, I'm really impressed with the multiplayer but the game itself is what lets down the experience for the above mentioned. It'd work better if you were co-oping with friends and could trust them to RP, but if they wanted to be dicks they could start breaking the game which isn't good. A good designed game should work how Divinity 2's co-op work. A mix between Elder Scrolls and Divinity would be the ideal but we all know that Bethesda is too full of shit to ever do that.
 

Mortmal

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But there is no actual solo mode right? I refuse to play a game where I have to interact with people. Or even just see retards bunnyhopping and emoting around the place.
No solo mode but it sure plays like one, i rarely met people, last night i met only one was dressed like an old man with monocle and he just traded ammo with me, no bunnyhoping and emoting shit .People i have seen were strangely mature.Was quite surprised about that, this is nothing like rust.You jsut do quest exactly like you did in fallout 3 and 4 except its robots and holotapes giving them since everyone is dead .Does not suffer the idiotic fallout 4 plot and focus on an open world walking simulator.
I think they marketed it wrong , people are scared of the multi, usually a very valid reason.
 

whydoibother

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Right, and I prefer the part of Bethesda's product (americana) that replaced the equivalent part of Fallout 2 (pop-culture references). The radio stuff was a compliment and played support role for the americana, and I liked it.
Bethesda didn't completely fuck up EVERYTHING, they had good contributions. And this american theme and radio were improved even further in New Vegas, where the american-ness was turned up to 11.

lmaoing at all the NPC circlejerk poops calling me an NPC circlejerk poop for not being part of the NPC circlejerk poop.
BEEP BEEP Bethesda bad BEEP BEEP old is gold new is shit BEEEP BEEEEEEP no free thought allowed BEEP

Fallout 2's pop culture references were objectively, demonstrably, factually, verifiable, scientifically, simply, incontestably, irrefutably, undeniably, naturally and divinely, no sugar added, WORSE than the Americana that Bethesda tried to replace them with. This is a bona fide, genuine, real, right, well documented and well-er established, true fact. Suck my big iron, nerd.
 

SymbolicFrank

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Hats off to Todd for making Skyrim76. He is a clear pro at getting retar- i mean pro gamers the things they want along with fleecing whales sorry i mean using advanced EA based game revenue making tactics such as using the same engine for 20 years. what a swell lad

All the smart and creative people have left long ago. Todd and Pete jus't don't like change: they have been doing the same thing for nearly 20 years, although making it less complex and easier for them to understand every time. And yes, now they make the big bucks. That's how things often go.
 

Okagron

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Fallout 2's pop culture references were objectively, demonstrably, factually, verifiable, scientifically, simply, incontestably, irrefutably, undeniably, naturally and divinely, no sugar added, WORSE than the Americana that Bethesda tried to replace them with. This is a bona fide, genuine, real, right, well documented and well-er established, true fact. Suck my big iron, nerd.
No, they weren't.
 

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