Since its debut on E3 2018 in June, Fallout 76 has mystified some fans of Bethesda Game Studios post-apocalyptic role-playing. It's not a purely single-player affair like previous posts, but not an online game that is solely focused on aggressive player vs player match. In Bethesda, "Fallout 76" sees an ideal midway between them.
Players can not fully understand the magnitude or moment's instant feel of the pre-release beta trial launches in October, but the game creators continue to try setting the scene as far as they can and almost anyone fear in the meantime.
There was again this weekend in the Bethesda QuakeCon Convention outside Dallas, Texas, where "Fallout 76" development leaders discussed new elements in this fall's survival-centric adventure and tried to answer some of the community's top questions.
"People who come to the office and play it, in the beginning they are," This is Fallout, "I know and love," said Todd Howard, game director and Bethesda Game Studios. "I want to say 80% of it is "Fallout" everyone is used to and the other 20% are very different. "
The 80% of the equation can be comforting for long-lasting avicionados. The post apocalyptic setting is still richly detailed and convincing, as well as "Fallout 76" provides ample character customization to allow players to collect their own unique experiences. Furthermore, the game's brand sense of humor remains intact, with comic-style cinemas filled with over-the top-violence, plus small jokes and slim typing along the way.
It's the other 20% who can get used to from fans. The main difference is that instead of having non-playable characters in the world to promote the story, each other character is now ruled by an anthem just living human being. That shift will be deeply felt in almost any imaginative respect, from story to battle, interactions and the newly discovered cooperation element, including C.A.M.P. settlement component.
Although this change will undoubtedly give surprises to players, it has also instructed the creators to rethink so much of the core "Fallout" experience from previous games. What works in a closed single player experience does not necessarily have to keep up when browsers and potentially millions of other players are introduced.
For example, the team showed the new player's progression system. As before, you have seven "S.P.E.C.I.A.L." attributes for your player, including Endurance or Charisma, and so there are various benefits that you can equip to give you unique abilities. Hundreds of perk cards are available and more unlock over time, with players who can carry more when they go up and swap cards in and out to change a bit.
But while the Charisma attribute can help a player manipulate computer-controlled characters in previous games that do not work in a multiplayer setting. Finding a New Direction "was a very interesting discussion among the teams," says Chris Meyer, Development Director. Now, in "Fallout 76," Charisma has more of a team-centric focus, with abilities that help allies or even distribute you when you Working with teammates.
Another former item, VATS targeting system, has also been significantly reworked for "Fallout 76." It happens in real time now, instead of at a reduced moment, and targeting specific body parts in combat is a advantage. As a result, VATS is not nearly as useful right from the start, but Howard said that Perception-focused characters investing their points will see more of an advantage over time.
Online games also introduces the issue of griefing from antagonistic players, and Howard finally revealed their approach to overcoming the potential annoyance. If a player starts attacking another, the victim may choose to engage and trigger a real PVP match with bell
But if the victim chooses not to engage, the damage inflicted on the attacker is much less than usual. Nevertheless, the weakened injury can gradually build, and if the unwilling warrior dies, the aggressor gains no advantage and is instead labeled as a "wanted murderer" in the game.
"We put assholes into interesting content," said Howard. "They appear on the map as a red star. Everybody sees them and they have a bounty on their heads.The bounty comes out of their own caps and they can not see the other players on the map. We had this idea as" Let's do those interesting content. "When someone kills someone when we play the office, everyone sees it on the map and it's awesome."
It's a way that Bethesda Game Studios tries to overcome griefers in the game, but it's one of the many tweaks needed to make "Fallout 76" a friendlier place for everyone.
In fact, the ability to damage structures – which players can do to harm rival bases – actually came out of necessity since it was initially possible to quickly build a CAMP around another player and catch him or her in it . "They needed the ability to hurt the walls just to get out of prison you've built for them," said Howard.
Project manager Jeff Gardiner said that a test session with the quality assurance team asked the tests to "be the biggest assholes they could" to detect more potential griefing problems. "We have many good notes that session," he added.
Finally, Bethesda understands that the game will evolve when a large number of players take their hands on it and it challenges and exploits they do not even imagine will appear in time. It's part of why they're doing a beta test, colorlessly called the "Break-It Early Test Application" introduction for November 14, and why they fully expect things to go wrong.
"This is all-nothing, so we have to stress-test many systems. That's what we called the Break-It Early Test Application because this is going to break. We're pretty sure. Get ready. We must make sure we are ready when everyone comes in and it goes down for the first moment, "said Howard with a laugh. "We must make sure we are ready to fix it really, very quickly."
And for anyone worried that transition to multiplayer territory will prevent support for private server and modification in "Fallout 76," do not worry: both will be in the game. Bethesda still sorts the details, but Howard confirmed that the game will contain these items.
"It's something that, given the electronic character [“Fallout 76″] is going to be very, very complicated," he said. "But we're committed to it and we've started to design what this system looks like. It's a complicated issue, but one that we're 100% committed to solve."