I've been considering going back to the game and just doing a role-play run where everyone I interact with I'm doing it in character just to see how many of the community would play along. I've heard the Fallout 76 community is pretty chill so it'd be interesting to see how people react to me. Plus, it'd be funny if I'm playing a character who's all about science and he just sees the random glitches going around in the game and he just attempts to rationalize it all rather than saying it's tearing the fabric of reality apart.
Honestly all they need to do is allow ANYONE to host their own server, with mod support. As a tier below Fallout 1st. But with the player amount being cranked down to 1-4 or 1-2. Or be based on your rig, or the server rack you used. As a way to prepare for the day that Bethesda stops the official servers. This game really needs mods as a whole.
76 is interesting, It has one of the better maps in a bethesda game so far, so the exploratory part of me loves the game, but at the same time, the quests are mostly dogwater. I enjoy the perk card system actually, especially once you get into the 100's for some legendary ones, but i realize most people wont get that far unless they like the game. The balance is also odd, what I would consider to be a gimmick build in FO4 is literally the meta, stealth low hp commando. It's insane how someone wearing full power armor can be LESS tanky than a guy running around with 40 hp.
It's fun with friends. Some take that as a negative, I view it like playing Among Us. You CAN play it solo, with random lobby... but I'm not gonna do that.
Level 666 as of today, six camps, all but two seasons fully completed (couldn't finish the Armor Ace one because of Hurricane Sally), and perhaps a few months of Fallout 1st to get some of the neat looking items, but otherwise...would be fun to create some RP servers, especially ones that linked to Boston and Fallout 4.
Main thing the game needs: 1. Private Server tier below Fallout 1st that is free and adds mod support *The base game is lacking WAY too much*, just limits the player count to 1-2 or 1-4 players.
I've honestly never really had issues with the weight. Even just first level weight reduction cards for junk and stims has been a lifesaver when dealing with the grind of finding materials.
The Fallout 76 battle Pass is the worst I have ever experienced. It was designed for you to spend Atoms., (the premium currency) to level it up. Because like the Destiny 2 Season Pass, it relies on doing only dailies and weeklies, with every level in the season pass increasing in points with every level. Best season pass I ever played was The Division 2. It is all EXP based, so you can level up 3-5 levels easily depending on what world difficulty you play.
There's 3 typesof Starfield reviews: (5 to 10 hrs) "I didn't click with this game, seems kinda boring" (60 to 150 hrs) "Yeah this game was actually good, I don't understand all the hate" (300+ hrs) "this game fucking sucks"
Group content in Fallout 76 its pretty much mandatory peoples doing only that gear up and level up faster than peoples trying solo main and side quests. Tho these quests can too drop nice strong items. Season pass thing its free and non mandatory to do its totally optional. Most of the time season pass reward with cosmetics and fancy things for your camp or new armor weapon textures well... except that from longer time now season pass may have blueprint for legendary weapon to craft often these are tad OP so peoples grinds daily and weekly challenges to grab these.
I honestly don't think Bethesda have released a good game since about 2010. In saying that, over the last few years, I've been having a lot of fun playing their older games and finding some under-appreciated diamonds in the rough. Would highly recommend over their newer titles.
"Is F76 good now?" Me, who unironically likes F76: "HAHAHA! no." But more seriously, it's serviceable at best and is no longer what it's advertised as. It has no story, only plot. I has a pile of interesting ideas and mechanics it has either systematically assassinated to turn the game into a generic looter shooter or has failed to captalise on in execution or ambition. Its most notable achievement is "it's this or playing F3/FNV again." The game used to an anthropological exploration of the Fallout world immediately after the bombs dropped with a uniquely desolate vibe. Now it's generic by-the-numbers Fallout, right down to the generic Brotherhood, generic Settlers and generic Raiders, of whom are forbidden from taking any permanent action against the other for fear adding complexity of managing all player choices simultaneously and a dumping ground for Fallout iconography. Remember Nuka World? There's a Nuka fairground. Remember aliens? Alien event. Remember the Pitt? Expedition. And that's before how crafting has been progressively made irrelevant to the point that my build, that uses expensive 40mm grenades, missiles and mininukes, basically has unlimited ammo because Bethesda doesn't understand what resource scarcity is. It is overall PAINFULLY mid. There's opportunities to really make use of the live service multiplayer world for unique gameplay (faction wars where we pledge alliegence to a faction and take over workshops in their name). Shame Bethesda doesn't want to do anything aside from Defend X from Y events and milktoast fetch quests.
*_"The game used to an anthropological exploration of the Fallout world immediately after the bombs dropped with a uniquely desolate vibe. Now it's generic by-the-numbers Fallout"_* This is pretty much what the biggest issue is for me. Don't get me wrong I like post-Wastelanders content and the little self contained stories, but they absolutely are not the best storytelling under Bethesda's belt. The vanilla game on the other hand is arguably the most interesting work Bethesda's done with the IP in a long time. I get that it's a turn off for a lot of people that most of that story content is either in notes or audio logs but for the type of Fallout fan I am it was some of the most captivating story content I've seen since Honest Hearts's Survivalists logs. From Randall Clark's first log date you know the guy's more than likely dead but that still doesn't make it any less fascinating seeing how he adapted to the new world he found himself in. And while the expansions have existed irrespective of the geographical setting for the most part, the original game actually did something with the fact that Fallout 76 is right in the middle of West Virginia coal country and how shit Pre-War America really was. Bethesda's A team has been pretty toothless as of light when it comes to writing, as is especially apparent with Starfield, but the '76 team seemingly had fewer issues with actually saying something. On the nose it may be, but the 1% forming the first raider tribes is completely on brand for Fallout and its messaging. Really all the content surrounding laborers and the persecution thereof was super evocative for me as an American. Not too long ago I was actually kinda worried that Fallout 76 seemed to be done with getting into the Pre-War shittery of Fallout but Skyline Valley has actually been a decent surprise, bringing that sort of commentary forward as a supplement to the 'current day' stories.
@@username1660 I haven't dug too far into Skyline Valley but to this day the best stories in F76 haven't been from quests or NPCs yapping in my ear (of which I assert there is no difference between the robot NPCs at launch and human NPCs other than the number of voice actors), it been through environmental storytelling and piecing together the notes and audio logs. Finding out what the Christmas Day Massacre is and why the Charleston dam burst. The story of how Taggerdy's Thunder formed, joined the BoS and futile fight against the Scorchbeasts. The political drive for automation of everything and its influence on the rivalries between mining companies. These are genuinely compelling stories that players piece together organically over time non-linearly creating unique interpretations of events. Meanwhile the scripted quest stories are just 50 shades of "Settlers good, Raiders bad" but don't worry about who you side with because no matter how evil you are to one side they're incapable of becoming hostile. Seriously, I sided with Foundation for the gold heist, betrayed them and took all the gold and the most consequence I got was an occasional quip thrown my way.
I got the game for free, and dropped enough money for a month of the premium time of the game to try and get the 'intended' experience. However many hours in, I felt like I got a good chunk of enjoyment out of the game, but for a game that's built as a live service model, there's...astonishingly little to do, once you've reached the 'top'. Just ambient events and farming for more legendaries to craft. Did I enjoy Fallout 76? Sure. Will I go back to the game again? Probably not. Do I think it was worth both a $40 upfront pricetag, as well as the $15 monthly subscription to actually get the 'intended' experience? Absolutely not. The moddability of fallout games was a big part of their draw for me, and unfortunately, the multiplayer aspect wasn't enough of a draw to offset that. If you have friends to play with, then you'll probably get much more out of doing dumb things together, but I feel like I've gotten all I can out of the game, and found it to score a resounding 'okay' in its current state. Could be worse, could be *much* better.
It's because they're trying to make Fallout work as a strictly online game. Really it would have been better if they went with an optional Co-op instead.
fallout 76 wouldn't be good after a hundred updates because everything they add is so shallow and dissapointing it's marvel level writing, both dialogue-wise and plot-wise it's not just cringe it's sad