Fallout 76 - Multiplayer, online, BGS Austin


#1625

I mean, it feels like they’re just a few steps away from loot crates.


#1626

The paint, yeah; in FO 4, you could unlock the pain schemes in-game, for sure. In FO 76, I earned enough Atom to buy some paint for my power armor, but I would never in a billion years pay real money for such crap. It’s not that great looking, and you have to apply it using your own materials anyhow; it’s just a plan, not a real paint.

That being said, the game still is oddly compelling to me. The endgame is utter rubbish, though; I tried a nuke silo activation thing and it was a slog and a half, with little pay off. Well, part of that was I actually didn’t have the final activation code figured out and wasn’t about to spend the time to do so, and I think maybe they intend the silos to be multi-person things, given that I definitely had my hands full on my own. But overall, the endgame seems meh at best.


#1627

Bethesda promised to support F76 with regular free content updates. If they had waited to release a major free update and included cosmetic DLC in that, people wouldn’t have been so upset. Guild Wars 2 follows the same business model and nobody faults them for having a cash shop.


#1628

out of curiosity, is there any in-game lore explanation for the atom shop?


#1629

This guy just cracks me up to no end because he’s such a twat.


#1630

Yeah it just looks waay overpriced for a weak multiplayer without persistence or any point or massiveness.


#1631

The ultimate problem with this game is that Bethesda sucks balls at making shooter mechanics.

I mean, if the fundamental gameplay mechanics surrounding shooting was better, then this game would be better. But they suck at that.


#1632

The Blood and Wine comparison has never been fair to any DLC. Honestly, it was probably underpriced for the amount of content that came with it.

That said, $18 for a white paint job skin is nuts.


#1633

I dunno. I played Fallout 4 about 3 days ago and headshots with VATS never get old. The blood splash and the sound is perfect. Is just satisfying to remove heads with a railgun. Then the game have a wide variety of weapons, and the sparse ammo kind of push you to use different weapons for different enemies. Is not a arena shooter, but is competent this way. I don’t know what people want. Borderlands?.


#1634

The shooting in Fallout games is not up to pure shooter standards, not surprisingly. It’s pretty damn good for an RPG/Shooter hybrid, though, IMO. The problem is that the hubridization is tricky, and all too often the games end up being not shooter-y enough for shooter fans, and not RPG-y enough for RPG fans.


#1635

Can I ask a dumb question? What makes a game more shootery? I play mostly FPS/RPG hybrids, not really many pure FPS games. So maybe I don’t know what I am missing, but what am I missing?

I mean in Deus Ex or Fallout 4 or Bioshock or Metro or Far Cry I point a gun and pull the trigger and the target dies. If any of those is better at FPS than the others I can’t tell. Then again those are all hybrids so maybe there isn’t a good comparison there.

So what makes a game a better shooter?


#1636

That’s a great question. Ultimately it comes down to feel, but we can quantify that a bit.

  • Player skill should matter. Shooting in RPG hybrids like Alpha Protocol doesn’t feel good, when you shoot a dude in the head and it says you missed, or glanced, or did very low damage because of an invisible dice roll.
  • Action/twitchy games require solid framerates to feel good.
  • Online action/twitchy games require low latency and fast server responses to feel good.
  • Guns should be satisfying to shoot, in an audio/visual sense. Shotguns should go BOOM, rifles CRACK. Animations, reloading, etc, should delight the senses.
  • Movement should be smooth, without the player getting caught up on tiny ridges on the ground. Poor shooters mess that up. If it’s a cover shooter, it should be easy to get into, move out of, and switch between cover areas, and they should be clearly designated.
  • Most enemies should stay at a distance, because it’s annoying to shoot monsters trying to rip your face off, particularly on console.

Any others?


#1637

To take that a step further, I would like to know some games that get a lot of those right. I also tend to stick more to games that are hybrids and maybe haven’t had a chance to experience a really good shooter.

I did really enjoy Borderlands and using a sniper rifle, but no idea where that would fit in the spectrum. And yes, hated that game when many armored monsters would rush, although sniping them with a rifle was really satisfying when you could pull it off.

(maybe good for another thread…)


#1638

Try Destiny 2, it’s a hybrid but the actual shooting feels really great.

Actually, pretty much every shooter is a hybrid these days, your Battlefields, your Calls of Duty, they all have RPG elements. Nobody takes it as far as Alpha Protocol, though.


#1639

We dropped a missile on Whitehaven or whatever the starter town is last night. Most fun I have had yet and netter 5 levels.


#1640

Shooting is about the only thing good in this GaaS.

But the shooting is, admittedly, pretty fuckin’ good.


#1641

Actually, I’d like to know the answer for this as well. In fact, is there any game with an in-game lore explanation for microtransactions or cash shops or pay-to-win nonsense?

-Tom


#1642

In most cases I can think of, the very idea of a shop outside the game leads the idea of the player as a player of a game, and hence undercuts the suspension of disbelief, etc. Adding in some lore tie would be fundamentally, if not impossible, really tortuous. Destiny 2 does it perhaps the only way it can be done, with the Engram shops that are in-game with items that have in-game backstories. Only the transaction method/medium is different, and that’s compartmentalized outside of the game experience somewhat (and even integrated within it to a degree).


#1643

There are automated military item drops in Fallout 76. Maybe it’s “ROBOTS!”


#1644

I’d add that enemy movement and animations should be smooth, need to visually communicate the model’s speed and directional changes, and make sense. Fallout 3/NV/4/76 are terrible at this. Enemies juke around with very little consistency, and their limbs sometimes do not match the velocity or even direction of movement. That’s even with a high framerate.

Hitboxes are also important. If I aim at the head of an enemy peeking over cover, I should hit the head.