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Here are the Fallout 76 changes Bethesda did not tell us about



Stealth is not always good

Bethesda's first major steps toward fixing Fallout 76 came yesterday. The December 4 patch raised stash capacity, rebalanced some weapons, and nuked all sorts of bugs. Here are the full details of all the announced changes.

The problem is that there were evidently a bunch of other changes that Bethesda never told us about. The community quickly caught on that this update had all sorts of balance-affecting tweaks that were stealthily implemented – almost all of them geared toward making Fallout 76 even more of a grind-heavy game. Here are the major ones that the Fallout 76 subredited figured out, as aggregated by user _Robbie:

Confirmed changes:

  • Workshops that produce fusion cores have had their rates reduced to one core per hour from 1

    0 cores per hour.

  • Workshops that produce ammo have had their production cap reduced from 400 to 200.

  • Extractors now produce ore instead of scrap (it takes multiple ore to equal one scrap, so this is a big one) , with the exception of lead.

  • Fusion cores drain faster, though the actual percentage difference is not determined yet since it is not on the patch notes.

  • Several exploits removed.

  • Some server hopping "exploits" have been removed, meaning that you can no longer jump servers to get items that you've already gotten / another player has gotten in the one you're on. Possibly an undocumented change from a previous patch.

  • Enemy spawns have been altered, drastically. De brukte til spawn når nogen kom ind i området, selv om andre spillere var allerede der. Det ser ut som at fiender nå spawn hvis og bare hvis ingen annen spiller er umiddelbart i nærheten av deres spawnpunkt. For me, this is good for some circumstances, but very problematic for farming high-level areas for XP.

  • A carryweight bug that improperly calculates increases from gear, resulting in a lower encumbrance limit until you unequip gear that boosts your capacity, log out, and re-equip. This goes for power armor and for things like pocketed armor.

Suspected changes:

  • Flux (a valuable late game item) looted from nuked areas decays much faster.

  • Legendary enemy spawn rates reduced, and the chance of them actually dropping legendary also reduced.

  • The example given in the thread is the difference between a 1-hour decay and, under the new patch, 5-10 minutes. Plan drop rate at events reduced.

  • Plan and against loot drop rates reduced.

  • Characters who are above level 50 doing less damage in both PVP and PVE – possibly to prevent griefing?

  • Super mutants and ghouls may or may not have gotten a health increase.

  • Enemies now aggro within a certain radius, and are automatically healed if they (or possibly the player) leave that radius.

  • Stealth seems to have been downfed, but it seems to be unintentional due to another bug affecting stealth in a strange way.

  • Melee damage has been reduced at the higher level. OP of een van de threads getest op 50+ en noteerde verminderde schade.

Nearly every change here makes playing Fallout 76 a less efficient experience. Maybe some of them are necessary, especially those who do away with egregious exploits. But Bethesda has promised to do a better job communicating with the community about what the hell is happening with Fallout 76 . Right out of the gate, we get woefully incomplete patch notes with hidden tweaks that seriously affect all corners of gameplay. War is not the only thing that never changes.

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