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Things Bethesda needs to fix ASAP in Fallout 76

The B.E.T.A. sessions are now well behind us, but some Fallout 76 basics are still sensitive and half-baked, and it's only a few days left before the multi-platform solution. It does not mean that what we have seen so far is lacking in entertainment or exciting ideas, and there are many envelope-dripping concepts that Bethesda's latest leads to, but quality of life problems, UI disasters and the lack of any important multiplayer expectations set up Fallout 76 for one of the strangest big budget games in recent memory.

Fallout 76 takes place in a region called Appalachia in 2076, combining many of the well-known gameplay tropics and mechanics from earlier entries in the RPG franchise, but completely dispensing with human NPCs. Instead, Instant Servers will allow up to 24 players to (prevent) or damage each other through a massive map, with a series of missions and time-limited events in a kind of mutant blend of MMORPG, combat royal, base-building, RPG, and open-world sandbox game.

Related: Fallout 76 BETA Impressions ̵

1; The Shakiest Vault-Tec Experiment Yet

Problems continue and while the whole game can be considered highly experimental, the forthcoming release of Fallout 76 is not of Early Access variant. It ended B.E.T.A. The sessions were apparently meant to test server capacity, but enthusiastic beta testers have been treated to a number of design problems, glitches and clunky systems in the live game. Beyond the errors, fans try to figure out what Fallout 76 's central playlift is, intentions prevented by a slate of issues that will always end in the launch version.

Hopefully, Bethesda will be quick to answer any of these issues, and their continued community's presence on subreddit is solid proof that they listen closely. For now, let's take a look at some important pain points to be handled shortly after Fallout 76 will be released next week 14th November.

Fallout 76's XP Must Be Split Over Party For Kills [19659009] The roleplay of RPGs is often ignored in other games, but the series Fallout has always stated the idea of ​​adjusting any preferences and styles a player chooses. Since there are no NPCs in Fallout 76 the personality of meat and blood games is brought to the forefront, up to and including cAMP references. Currently, four players can join as a team, share looted corpses and containers as well as quest rewards, but match neglects a standardized XP share in favor of a weird one-hit or "ding" system.

Essentially this means that for players to share match XP, they must apply at least one point to injury to a goal. In fact, this is exactly the same way non-members share XP as well, and a dozen players can all hurt a single boss and reap the XP pool even when traveling alone. For teams, however, this is problematic for two main reasons: one, if a teammate is for the sub-level, they can find trouble risking death just to beat an enemy once and higher teammates can mistakenly kill the enemy mob before they even get their chance . Secondly, if a teammate wants to prioritize the strength attribute and go all-in to melee battle, they will have even more trouble catching enemies in long-distance skirmishes.

There is a logical expectation that teams who often work together will want to fill in certain roles. Perhaps a player wants to go on the pacifist route, drop the help pegs during heated matches before escaping or working on the sidelines to repair active towers and building barriers. These teammates should acquire the same XP share as their combat-oriented companions, and what is shy of that standard will transform most battles to clumsy things, with teammates crying to each other to confirm that everybody has succeeded in so many enemies as possible before they complete a fight.

It's a timeless tradition in online games that XP should be shared between teammates across the board, and Bethesda has to weigh this system into the game's first patch, at least.

Fallout 76's Clumsy Menu and Pip-Boy Interface Obstacle Need A Re-Design

We have previously discussed Fallout 76 s inventory management mode, but the game's puzzling user interface needs a serious update. During the last B.E.T.A. Increased, I played with a novice teammate, and he could barely understand how to find certain alternatives. "How do I change between basic structures?" He asked. When I explained that for some reason you have to use the direction keys on the keyboard for that, he laughed.

Even on PC, Fallout 76 s user interface is dull, with dizzying range of options that all map specific keys seemingly random. A and D keys often navigate left and right through the menus, except when C and Z are to be used, or the arrow keys mentioned. The mouse may choose specific menu options, except those times when it is not possible, and the thumbnail of the menu below should not be a factor during dangerous meetings.

Related: Fallout 76 has a major problem with its C.A.M.P. Base Building

It is difficult to collect all UI flutes to chart a form of holistic ideal, but it needs considerable attention. For example, it's surprisingly easy to delete building objects or make duplicates from drawings and resources instead of extracting stored versions. In terms of construction, the majority of Fallout 76 user issues in its interfaces interface, apparently designed from scratch to better accommodate console players on controls, but never seamlessly join in practice for either platform.

Whether a successful solution will occur by offering different control systems, creating individual presets for building and browsing modes, or just redirecting menu navigation from scratch, it's unclear. With the current setup, however, it is too easy to make destructive errors, and important information and things get lost in the fog.

Page 2 of 2: Fallout 76's Chat Issues, PvP Constraints and Our Last Thoughts

Key Release Dates

  • Fallout 76 (2018 Video Games) Release Date: Nov 14, 2018

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