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Ciaran

Fallout 76

Recommended Posts

luisniko

K. So it's been a week for my third character. Currently level 32 and can say 99.99% finally understand how the new Perk system works and how I should 'level' them up.

 

Anyway, I have three different characters, three different builds, three different playstyles, and that bears three different experiences.

 

First char, level 131

Build: Full Melee; 1H/2HMelee/Shotgun; Shotgun/Heavy 

I played this character as free mercenary with very minimum Fast Travel in the beginning. This means I don't do checklist style when it comes to missions. I accepted invitations so long the leader is close. They might lead me to other region and if there are things I could do in there, I would do it. If not, then I would return to my previous region - on foot. Sometimes impromptu grouping was made when I saw other players and that would lead me to somewhere else again. Levelling was rather fast from all the things done.

 

Second char, level 51

Build: Heavy/Automatic Rifle

I avoided as many missions as possible with this character until level 50, for the mission reward, especially Perfect Storm. Ammo supply often dries out and really hard to come by, resulting in heavy ammo reserve by avoiding explorations and instead gaining EXP from Workshops and simpler events such as Grafton Day. It took several months to reach level 50.

 

Third char, level 32

Build: VATS Non-auto Pistol

Took advantage of the non-linear structure by heading west from Vault 76 before making a round trip to Overseer's CAMP, Flatwoods, and then crossing the land to Whitespring. A lot of exploration, a lot of missions clearing in almost checklist-y style, a lot of Fast Travels, and very minimum Workshop interaction. Ammo supply is easier to come by or crafted, but damage output is super weak.

 

In comparison...

- First char: My best experience. My character feels attached; adventuring and living in the world - while still able to keep up with story and tales around, without being tied up strictly to it.

 

- Second char: PITA boring experience despite a wonderful result in post level 50. Got a satisfying portrayal of old man hobo character as I intended him to be.

 

- Third char: Irritating experience due to the weak performance of the character. Felt checklist-ish when it comes to exploration and mission, but that resulted in a fairly fast leveling yet often left with underleveled gears at the same time. Frequent Fast Travel makes this character feel unattached to the world. Probably still interesting to play because of my curiosity towards the Pistol build and the character's head-canon background, including the strict rule of no hobo fashion.

 

:cookie:

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Mexicola9302
Posted (edited)

Level 142: Rifle-Auto, Heavy-Auto Build/VATS PA Char. Hmm i got bored very quickly because everything is way to easy, just use Furious Legendary Effect and boom you got a massive dmg output whatever you do. I got 3 PA's with that Char, T-60, Ultracite and Excavator. Using Speed Demon, Marsupial and Electrically Charged. Im not playing that Char anymore, it's way to boring.

 

Level 125: Semi-Auto-Pistol/Rifle/Shotgun/Sniper VATS Non PA Build. I like it much more, im a real jack of all trades, i can use every small caliber except 5mm, im using all Semi-Auto-Pistol/Rifle/Shotgun Damage Perks all together that costs me 3x9=27 Perkpoints. I really like that Build, it's fun i can use every weapon i want and can do decent dmg with all of them. Im using a few mutations, Speed Demon, Marsupial, Plague Walker, Heal Factor and some others, i only got a Excavator PA and a Ultracite PA that is in my stash. Combining Rifle and Pistol Perks is just great because you can maximize the dmg of Pipe-Bolt-Snipers and Pipe-Revolvers, i got a Nocturnal Pipe-Bolt that does like 1750 dmg with a headshot at night. And a Explosive one that does around 1350 dmg always. It's very effective doing that much damage with just one .308 bullet. A few weapons i got: 2* Quad Explosive Combat-Shotgun, 2* Instigating Explosive Pumpgun, 3* Quad Explosive Pipe-Rifle-.38, 3* Quad +50% Limb Damage + Faster Walking Double-Barrel-Shotgun, 3* Anti-Armor, Explosive, +15% faster VATS Critmeter Handmade, 3* Bloodied Ultracite-Laser-Rifle, 3* Anti-Armor, -VATS AP Cost, + VATS Accuracy Golden-.44-Revolver, 3* Quad, + Limb Damage, forgotten last effect Single-Action-Revolver and some more. Im wearing a full set of Legendary Marine-Armor-Parts, 4 are 3* one is 2*, im trying to get 4 or 5 times the effect that reduces the weight of chems, aid, food etc. this way i can free up 5 Perkpoints i currently use to reduce the weight. I currently only have one of the chem, food, aid etc. weight reducing armor parts, still need at least 3 or better would be all 5 parts have that effect. But that is a RNG nightmare getting that from the legendary vendor. 

 

Hmm i prefer my Pistol/Rifle/Shotgun/Sniper over my first char, also probably because the second char was better planned ahead.

Edited by Mexicola9302

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jollythecat
Posted (edited)

Great posts luis and mexi. 

Always fun to read about others build and weapon experiences,

This inspired me to post some stats about my characters, so here we go. :)

 

Char 1: lvl 218

Sneaky sniper (jack of all trades)

SPECIAL Base:

S5, P12, E8, C4, I4, A15, L8

SPECIAL with mutation and underarmor, armor bonuses:

S5, P16, E10, C4, I5, A21, L11

 

Mutations:

Adrenal reaction, Bird bones, Eagle eyes, Healing factor, Marsupial, Speed demon.

 

Favourite weapon:

Instigating +33% vats hit lever gun, instigating gauss, instigating tesla rifle.

Back up weapon: Anti armor + 40 % Swing speed spear.

-------------------

Char 2: lvl 178

Full on melee with excavator PA back up if/when needed.

Special base:

S15, P3, E11, C4, I5, A10, L8

Special with add ons:

S22, P3. E14, C4, I4, A10, L8

 

Mutations:

Adrenal reaction, Healing factor, Marsupial, Scaly skin, Speed demon, Twisted muscles.

 

Favourite weapon: Instigating +40% Swing speed boxing glove, instigating +40Swing speed barbed flaming pitch fork, instigating +40 swing speed shish kebab.

Back up weapon: Vampires +fire rate gatling gun, instigating 10% dam when aiming handmade.

-----------------

Char 3: lvl 145

All out super sneak sniper with full shrouded wood armor.

Special base:

S2, P15, E2, C4, I3, A15, L15

Special with addons:

S1, P20, E4, C4, I5, A19, L17

 

Mutations:

Bird bones, chameleon, Eagle eyes, Healing factor, Marsupial, Speed demon.

 

Favourite weapon: Anti armor +50% limb damage handmade, instigating plasma rifle, instigating lever gun.

Back up weapon: Instigating combat knife.

--------------------

Char 4: lvl 136

Sneaky melee, shotgunner.

Special base:

S15, P6, E6, C4, I5, A12, L8

Special with addons:

S15, P6, E8, C4, I5, A18, L10

 

Mutations:

Adrenal reaction, Bird bones, Healing factor, Marsupial, Scaly skin, Speed demon, Twisted muscles.

 

Favourite weapon: Instigating +40% swing speed guitar sword, vampires +40 swing speed mole gauntlet, Instigating +25% fire rate +15% reload speed combat shot gun, quad 50+% limb damage auto combat shot gun.

Back up weapon: Anti armour +25% fire rate +1 agility Hand made.

--------------------

Im not going into perks for the characters now because the post is big enough, but I will discuss that if someone is curious.

 

Some perks I have equipped at all times on all characters include:

Glow sight 3, Starched genes 2, Class freak 3, bloody mess 3, Lone wanderer 3 (swapping with hard bargain 3 when selling)

 

I can't pick a favourite char, I really like them all equal and try to play a bit with each.

I think the most effective build against big enemies is char 4 with good melee and crippling shotgun.

Char 2 have some big damage resistance and heavy melee, so she's a bit op to play with, but still fun.

Sneaky sniper have always been my build in all fo games, so they feel safe and comforting to play with, I never get tired of sneaking around.

 

Sorry for huge post. lol

:)

 

*edit*

All these stats are of course at 100% health, so no radicool or low health armor bonus etc.

Edited by jollythecat

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Mexicola9302

FALLOUT 76: PATCH 11 NOTES – JULY 16, 2019

Patch 11 is here and brings with it a sizeable list of adjustments and fixes to Adventure Mode and Nuclear Winter.

Grab the punch bowl (it’s back!) and settle into the full list of patch notes for today’s update.


PATCH HIGHLIGHTS

  • Power Armor Improvements: We’ve made behind-the-scenes improvements to the Power Armor system to help address lots of bugs. As a result, you may notice your Power Armor pieces have moved into your inventory or Stash.
  • Item descriptions get a makeover: The descriptions for Legendary items, item mods, and crafting recipes now display all of their current attributes when viewing these items in menus.
  • Nuclear Winter balance changes: As mentioned a few weeks ago, Patch 11 addresses some of the concerns we saw being reported in regard to certain Perks, like Frog Legs.
  • Better experiences for new players: We’ve made several changes to help new players ease into the challenges of the Wasteland during the early hours of the game. These adjustments should make stepping out of Vault 76 a breath of fresh air.
  • Delicious libations: Patch 11 marks the return of the Punch Bowl. PARTY AT YOUR C.A.M.P.!

PATCH VERSION

Download sizes for this update will be approximately 5.5 GB for consoles and 2.5 GB for PC.

  • PC: 1.2.1.18
  • PS4: 1.2.1.18
  • Xbox: 1.2.1.18

GENERAL

POWER ARMOR IMPROVEMENTS

We’ve reworked the underlying systems behind Power Armor to address a ton of Power Armor related bugs, improve performance, and help the entire system function more smoothly overall. While most of these are “under the hood” improvements, we believe these changes will help you have better experiences, and encounter fewer issues, while wearing your favorite set of Power Armor.

As this brings a significant update to our Power Armor systems, some players may notice the following one-time side effects upon logging in after downloading today’s patch:

  • Power Armor pieces may have been unequipped from Power Armor Chassis you own and moved from your Stash to your inventory, or vice versa. You will need to re-equip those pieces after logging in.
  • Some players may receive an extra Power Armor chassis or extra Power Armor pieces in their inventory or Stash that weren’t present prior to Patch 11. These are items that didn’t save correctly when you originally collected them, and the Power Armor improvements mentioned above have restored them.

If you had one or more Power Armor Chassis in your Stash before installing Patch 11, your character may have been moved to a Train Station in the world. This was done to help players who became overencumbered due to Power Armor pieces and chassis moving into their inventory transfer those items back into their Stash without needing to walk home from their current location in the world.


ART AND GRAPHICS
  • Power Armor: A new animation plays upon entering Power Armor from a Power Armor Station.
ATOMIC SHOP
  • Featured Screen Rework: The Atomic Shop’s Featured Screen has received a face lift. Many more items and offers will now appear at once, making it easier to see the current set of featured items at a glance.
  • Basic Repair Kits: When purchasing Basic Repair Kits, players can now select which character they’d like to receive them.
C.A.M.P., CRAFTING, AND WORKSHOPS
  • Bulk Junk: The “Scrap All Junk” option no longer automatically scraps Bulk Junk at Workbenches. Bulk Junk will continue to be automatically scrapped for necessary components while Crafting or Repairing.
  • Punch Bowl: Party on! Players can once again add alcohol to, or drink alcohol from, Punch Bowls.
  • .44 Pistol: Nuclear Material has been replaced by Gears in the crafting requirements for all .44 Pistol mods except the Prime Receiver.
  • Ski Sword: The crafting requirements for the Skate Mod have been reduced and the Makeshift Warrior Perk requirement has been removed.
DESIGN AND GAMEPLAY
  • Loot: Legendary items dropped as loot by a legendary enemy will now appear much quicker on that enemy’s corpse.
  • Loot: Deathclaws now have a chance to drop Deathclaw Hides on death.
  • Loot: Acid can now drop as loot when killing Cave Crickets.
  • Respawn: Dying in an interior location, such as The Burrows, now automatically respawns players near where they entered that location in most cases.
  • Spoilage: All raw Food items and Fluxes now last 50% longer before spoiling.
  • Spoilage: Fast Traveling no longer causes Food and Drinks to take Condition loss.
  • Stealth Boys: Can now be used while wearing Power Armor.
USER INTERFACE
  • Combat: A slight blurring effect now appears on screen when taking damage to better indicate that the character experiencing pain.
  • Item Descriptions: Additional information is now displayed in the menus for Legendary items, Mods, and Recipes.
    • When selecting a Legendary item in trade, vending, or container menus, all of its Legendary Attributes now appear instead of just the first.
    • When inspecting a Recipe or Mod the description for the resulting item now appears under the item’s name.
    • When selecting a Recipe or Mod in trade, vending, or container menus, the description for the resulting item now appears above the item’s stats.
  • Instruments: Players can now rotate the game camera while playing musical instruments.
  • Map: Improved Map marker ordering and selection to help address how icons are highlighted when several markers overlap each other on the Map.
  • Purveyor: Weapon and Armor model previews now appear in the Purveyor’s trade menu when browsing item categories.
  • Settings: An "Enable Power Armor HUD" option has been added to the Display settings, which can be toggled to decide whether to display the Power Armor HUD or the standard HUD while wearing Power Armor.
    • Disabling this setting will cause the Quick-Boy menu to display when viewing the Pip-Boy.

GAMEPLAY IMPROVEMENTS FOR NEW PLAYERS

We’ve made a number of changes to the early-game to help Dwellers who are just stepping out of Vault 76 better adapt to life in the Wasteland.

  • C.A.M.P. Deployment: Redeploying a camp shortly after a deployment no longer incurs a Caps penalty.
  • Challenges: The rewards for many early-game Challenges have been reworked and now award items that will help a new player survive, such as Aid, Weapons, Armor, and etc., instead of Atoms.
  • Diseases: Players must now be level 15 or higher to receive a disease.
  • Enemies: Some enemy difficulties have been adjusted:
    • Ash Heap: The level range for creature spawns has been reduced from 15 – 35 to 15 – 20 in the following locations:
    • Belching Betty, Ashforge, and The Rusty Pick.
    • Savage Divide: The level range for creature spawns has been reduced from 15 – 99 to 15 – 25 in the following locations:
    • Top of the World, Pleasant Valley Ski Resort, Pleasant Valley Cabins, Pleasant Valley Train Station, NAR Regional, Fissure Site Tau, Cliffwatch, South Cutthroat Camp, and Beckwith Farm.
    • Toxic Valley: The level range for creature spawns has been reduced from 10 - 25 to 10 – 15 in the following locations:
    • Cobbleton Farm, Becker Farm, Grafton, Clarksburg, Eastern Regional Pen, and Smith Farm.
  • Events: Fertile Soil now triggers in a smaller area and is confined to the Vault-Tec Agricultural Research Center.
  • Fast Travel: Cap costs when Fast Traveling have been reduced for players under level 25.
  • Holotapes: Government Supply Requisition Holotapes will no longer spawn in Flatwoods and cannot be looted by players who have not yet reached level 10 or higher.
  • Random Encounters: Removed a random encounter that could cause a large group of Level 5 Protectrons to spawn for low level players on the road to Flatwoods.

NUCLEAR WINTER BALANCE

PERKS
  • Frog Legs: Jumping in rapid succession now temporarily reduces maximum jump height and requires a short rest to recuperate.
  • Master Perk Cards: Select Master Perk Cards have received bonus damage reductions.
    • Commando Master
    • Heavy Gunner Master
    • Guerrilla Master
    • Rifleman Master
    • Shotgun Master
    • Demolition Expert
    • Dev Note: In general, these Perk Cards were too powerful and began to feel more like required picks than options. So, we've balanced them out to better reflect their cost value.
WEAPONS
  • Explosive Weapons: Greatly increased the damage that explosive weapons deal against C.A.M.P. objects and Structures.
  • Laser Auto Pistol: The Laser Auto pistol no longer fires multiple beams per shot.
  • Scoped Hunting Rifle: Reduced the size Scoped Hunting Rifle’s magazine from 5 to 1.
    • Dev Note: This change will help the scoped gunplay of this weapon feel smoother and does not negatively affect its DPS.

ADVENTURE MODE AND SURVIVAL MODE BUG FIXES

ART AND GRAPHICS
  • Environment: Fixed several locations where enemies could become stuck.
  • Environment: Adjusted a few objects that could clip into the terrain or other environment objects inside Abandoned Mine Shaft Elaine.
  • Environment: Adjusted objects in several locations where players could become stuck.
  • Environment: Fixed an issue that could cause a player to clip through a table in a garage in Sutton.
  • Environment: The security door latch on a shed across the street from Mama Dolce’s is no longer floating.
  • Graphics: Tracer rounds fired by a Hunting Rifle with the Scorched Killer’s mod now display the correct visual effects.
  • Graphics: The art for the Cannibal Perk no longer flickers when it is not actively being highlighted by the player in the Perk menu.
  • Graphics: Eyebots in the Arktos Pharma Biome Labs have received updated paint to match other bots in the area.
  • Lighting: Replaced a lightbulb above one of the bathroom stalls in Watoga High School.
C.A.M.P., CRAFTING, AND WORKSHOPS
  • Blueprints: Fixed an issue that would cause some "floating errors" while trying to place a blueprint.
  • Blueprints: Addressed a rare issue that could prevent the player from building in their C.A.M.P.
  • Blueprints: C.A.M.P and Workshop Blueprints names are now sorted alphabetically in the list.
  • Cooking Stove: The Red Enamel variant of the Cooking Stove now correctly indicates that it is an Atomic Shop item in the Build Menu.
  • Exploit: Addressed an exploit allowing players to place a C.A.M.P. in an unintended area in Charleston.
  • Fasnacht Objects: Adjusted several Fasnacht-themed C.A.M.P. objects to reduce instances that could result in clipping.
  • Foundations: Can no longer be placed entirely underground.
  • Foundations: Fixed several issues related to Foundations that could result in errors like "Part of this structure would be inaccessible".
  • Keypads: Fixed an issue that would sometimes prevent certain keypads from being interactive.
  • Locks: Players can now correctly change the Lockpicking difficulty of a locked object without needing to first remove the Lock.
  • Modify: Repeatedly selecting and deselecting objects in the Modify menu no longer sometimes causes the player to become stuck editing an object.
  • Radios: Now play audio immediately after they are powered on.
  • Repair: Pioneer Scout Posters and Banners can now be repaired.
  • Wall Décor: Fixed an issue that could cause Wall Décor items to appear to float in certain situations.
  • Wall Décor: Addressed an issue that could prevent objects from being placed on Walls correctly.
  • Walls: Fixed a bug preventing to place a half-wall on top of another half-wall when it's placed on a foundation.
  • Waving Santa: No longer continues to play sound effects after it has been toggled off or becomes unpowered.
  • Workshops: Fixed an issue where resource amounts in the UI would not update after repairing a workshop item outside of build mode.
CHALLENGES
  • General: To earn credit for Challenges that require players to kill creatures, like the "Kill Different Types of Tough Enemies" Challenge, they no longer need to land the killing blow.
    • When a creature is killed, players who dealt enough damage to earn experience will now receive Challenge credit, even if another player scores the final hit.
  • Combat: The rewards displayed after completing the “Craft Some Ammo” challenge now correctly list “Gunpowder”.
  • World: The Metalworker Possum Badge subchallenge “Visit New River Gorge” has been removed.
  • World: Fixed an issue preventing several Musician Possum Badge subchallenges from completing correctly when playing various Instruments.
  • World: Removed several Photographer Possum Badge subchallenges that were difficult to complete.
  • World: Changed the word “Collect” to “Acquire” in the Collector Possum Badge subchallenge descriptions.
ENEMIES
  • A.I.: Implemented an improvement to help reduce cases where creatures could become stuck in a non-responsive state.
  • Anglers: Fixed an issue that could cause Anglers to flee from players it could not reach rather than using its ranged attack.
  • Robobrains: Can no longer spawn stuck inside Protectron Pods in Atlas Observatory.
  • Sentry Bots: Legendary Sentry Bots no longer explode twice on death.
  • Ticks: Ticks no longer are full of blood of bloodless enemies or structures.
ITEMS
  • Bloodied: Weapons with the Bloodied Legendary Mod now displayed the correct amount of damage in the Pip-Boy as the player takes or heals damage. This was a visual issue and the Mod’s actual damage values have not been changed.
  • Brain Bombs: Brain Bombs now correctly have a Condition bar and can spoil like other Food items.
  • Exploit: Addressed an exploit that could cause a Magazine or Bobblehead to become duplicated.
  • Exploit: Addressed an exploit that could prevent the player from being killed by Radiation damage.
  • Gauss Rife: The Shielded Barrel mod description now correctly states that it provides “Superior Range” when applied.
  • Handmade Rifle: The Drum Magazine Mod for the Handmade rifle now correctly increases the Handmade Rifle’s ammo capacity by 50%, which is consistent with Drum Magazine mods for other weapons.
  • Iguana Soup: Iguana Bits are now required to craft Iguana Soup, rather than Squirrel Bits.
  • Marine Armor: The recipe for the "Dense Marine Armor Torso" mod is now properly labeled.
  • Plasma Weapons: Fixed an issue that could sometimes cause Plasma Weapon attacks to pass through a target without dealing damage.
  • Power Armor: The Targeting HUD mod for X-01 Power Armor will no longer appear as an option in the Power Armor Station menu if the player has not yet learned the required Plan.
  • Power Armor: When the Stealth Boy Power Armor mod’s Stealth Field is active, its effect description in the Pip-Boy’s Effects tab now correctly lists that it drains Action Points.
  • Power Armor: Broken pieces of Armor will now remain equipped when exiting Power Armor.
  • Power Armor: Repeatedly entering and exiting a set of Power Armor in a Power Armor Station no longer sometimes causes the player to become stuck in their Power Armor.
  • Power Armor: Stimpaks can no longer be used if the player’s health is already full while wearing Power Armor.
  • ProSnap Deluxe Camera: Fixed an issue that could prevent the player from transferring their Camera into their Stash.
  • Pump Action Shotguns: Applying the Responder’s paint to a Pump Action Shotgun now correctly adds “Responder’s” to the weapon’s name.
  • Scorched Ashes: Removed two piles of Scorched Ashes from the church in Helvetia that could be consumed but had no other function.
  • Ultracite Laser Gun: No longer appears to fire Plasma projectiles after applying the Automatic mod.
  • Weapons: Oil Spills can now be ignited by a wider variety of weapons.
QUESTS AND EVENTS
  • Defend Monongah Power Plant: Adjusted enemy spawns when defending the Monongah Power Plant Workshop so that attackers will approach from the outskirts of the Workshop.
  • Free Range: Addressed several issues that could block Brahmin movement during the Free Range event.
  • Line in the Sand: Scorched no longer begin attacking Allegheny Asylum before the event begins.
  • Line in the Sand: Adjusted a Scorchbeast spawn location during the event.
  • Line in the Sand: Scorched that are spawned during the event now more reliably receive quest objective markers.
  • Possum Junior Roboticist Tour: Logging out before visiting the first tour stop no longer causes voiceover lines to replay when logging back in.
  • Project Paradise: Fixed an issue causing enemies to spawn continuously during the Project Paradise Event.
  • Project Paradise: Fixed an issue that could cause Moist Radkelp to persist indefinitely the player’s inventory after completing “Radkelp in Habitat C” objective.
  • Safe for Work: Removed a copy of the “Patrol 4: Medical Center” Holotape that did not work correctly.
  • The Order of the Tadpole: Fixed an issue that could prevent the player from restarting or completing the “Listen to Scout Leader Jaggy” objective correctly if they died while Scout Leader Jaggy was speaking.
  • Unsolved: Picnic Panic: Removed an extra copy of Mary’s Diary Page.
  • Unsolved: Picnic Panic: Addressed issues that could result in lost Quest progress or duplicate Quest items.
PERFORMANCE AND STABILITY
  • Loading: Attempting to report a player while loading into a world no longer sometimes causes an infinite loading screen.
  • Performance: Reduced the time it takes to return to the Main Menu after leaving a world.
  • Performance: Addressed a performance issue relating to Quest items.
PERKS
  • Pain Train: The effects of Pain Train no longer hit NPCs or creatures who are not hostile to the player.
SOUND
  • Frog Jar: Attempting to interact with an empty Frog Jar in the player’s inventory no longer cause frog sound effects to play.
  • Gunfire: Fixed an issue in all game modes that could cause gunfire sound effects to loop endlessly.
  • Legendary Exchange Machine: Reduced the volume of Legendary Exchange Machine sound effects.
  • Pioneer Scouts Swimming Test: Voiceover processing has been added to the Swimming Instructor’s line that plays when the player attempts the test without a swimsuit.
  • Scout Leader Jaggy: Voiceover processing has been added to Scout Leader Jaggy’s first line of dialogue.
  • Weapon Impacts: The Rolling Pin, Bone Club, and Ski Sword now play sound effects that more closely match their weapon types when striking enemies.
  • Workbenches: Tinker’s and Brewing Workbenches no longer play sound effects endlessly if the Workbench owner leaves the world while it’s being used by another player.
USER INTERFACE
  • General: Fixed typos across several areas of the game.
  • Atomic Shop: The Atomic Shop’s top navigation bar no longer remains visible behind the purchase confirmation screen when purchasing Atoms.
  • Atomic Shop: On Xbox, the left-hand category list no longer displays incorrectly after scrolling to the bottom of the list and then back up.
  • Atomic Shop: Fixed an issue where the "Need Atoms" prompt in the Atomic Shop could remain visible when trying to back out of the prompt.
  • Change Appearance: Addressed an issue preventing skin color from applying to a character's face in the Change Appearance menu.
  • Combat: Using the Quick Swap button now more consistently switches to an alternate weapon, and no longer swaps to broken or unusable weapons.
  • Combat: Damage indicators now appear on-screen when hit by a missile launcher, plasma gun, or other weapon projectiles.
  • Combat: Hit markers will now correctly appear when damaging destructible objects, such as the Strangler Heart during the Heart of the Enemy Daily Quest.
  • Controls: On Xbox, resetting the controls to default settings and then joining a Survival mode world no longer sometimes prevents the player from accessing Containers or Workbenches.
  • Controls: Fixed an issue that could cause the controls to become unresponsive when interacting with a Power Armor Station while sprinting with a ranged weapon equipped.
  • Dropped Loot: The objective to “Retrieve your dropped loot” that appears on death now only completes once all dropped loot has been taken.
  • Fermenter: Condition bars are no longer displayed on items that have been assigned to a Vending Machine when viewing the item list from a Fermenter.
  • Fermenter: Attempting to assign a fully fermented drink to the Fermenter no longer causes a C.A.M.P. budget-related error message to display.
  • HUD: Removed a series of dashes that could appear in the top-left corner of the screen when playing in 16:10 resolutions.
  • Inspect: Weapons that have alternate appearances from their base models, such as Enclave and Ultracite weapons, now display correctly in the Inspect menu.
  • Localization: The word “Free!” is no longer truncated on free items in the Atomic Shop when running the game client in languages other than English.
  • Map: Adjusted Wanted icons so they are less likely to prevent interactions with nearby Map markers.
  • Map: A large Nuke Zone indicator will no longer appear over a normal Nuke Zone indicator on the Map after switching to Adventure mode from Nuclear Winter.
  • Pacifist Mode: No longer appears enabled for characters below level 5 in Adventure Mode after playing a Nuclear Winter match.
  • Personal Terminal: Fixed an issue that could prevent currently available Daily Quests from appearing under the Biv entry in the Personal Terminal.
  • Pip-Boy: Junk item component counts no longer display 0 in the Pip-Boy’s Component View after joining a world.
  • Respawn: Players can now correctly respawn at their C.A.M.P.s when they are overencumbered.
  • Rewards: Ammo and other items are no longer sometimes split into multiple entries in the rewards list that appears after completing a Quest or Event.
  • Scrapping: When choosing "Scrap All Junk" at a workbench, the component list is now sorted alphabetically.
  • Sorting: Fixed an issue that prevented the sort-by-spoil option from working correctly in Container, Vendors, and Trade menus. Additionally, the sort-by-spoil option now places the lowest-condition items at the top of the list, so it's easier to find items that are nearly expired.
  • Trade: The “Requested” label now correctly displays in the Trade menu.
  • Tutorials: The Brewing Station tutorial no longer reappears after disconnecting and logging back in.
  • Vending: If a player buys the same type of item multiple times from another player’s Vending Machine, like stacks of .308 Ammo, the seller will now correctly receive separate notifications displaying the amount sold each time, rather than the total amount sold across all of those transactions.
  • Vending: When using a Vending Machine, the items assigned to that machine now correctly sort to the top of the list.
  • Vending: Fixed an issue that could prevent players from scrolling through their inventory to mark additional items for sale in a Vending Machine.
  • Vending: Fix an issue where vending information is incorrectly cleared when the character is loaded.
  • Vending: Fixed an issue where sometimes players would remain in the player vending menu if the camp was moved or the vending machine was scrapped or stored.

NUCLEAR WINTER BUG FIXES

ART AND GRAPHICS
  • Graphics: Smoke visual effects in the Storm no longer move in the wrong direction the first time the play area constricts.
  • Graphics: Fixed an issue that could prevent nuclear blast visual effects from appearing in third person view.
  • Graphics: Clouds in the Storm no longer occasionally change colors or flicker.
  • Grass: Now visually burns after the Storm passes over the player.
C.A.M.P.
  • Lamps: When placed in players’ C.A.M.P.s, lamps can no longer be activated during Nuclear Winter matches.
  • Statues: Hero of the Wasteland Statues in players’ C.A.M.P.s can no longer be activated during Nuclear Winter matches.
  • Turrets: Can now correctly deal damage to enemy structures that were built using a Quick Kit.
ENVIRONMENT
  • Duffle Bags: Players can now walk through Duffle Bags dropped by other players on death.
  • New River Gorge: Adjusted objects in a location in New River Gorge where players could become stuck.
ITEMS
  • Automatic Laser Rifles: Automatic Laser Rifles now correctly benefit from Commando Perks rather than Rifleman Perks.
  • Duffle Bags: Players will now drop a duffle bag if disconnected.
  • Exploit: Addressed an exploit affecting an issue of Grognak the Barbarian Magazine.
  • Minigun: The Shredder mod can no longer be used to damage or kill other characters during Nuclear Winter matches.
  • Power Armor: Adjusted a Power Armor spawn location at New River Gorge Resort to prevent a potential animation issue.
  • Power Armor: Players no longer sometimes appear to slide or float when entering Power Armor.
  • Power Armor: Addressed an issue that could cause certain Power Armor paints to be replaced by the War Rider paint during Nuclear Winter matches.
  • Western Revolvers: Fixed an issue that could cause a Scoped Western Revolver to incorrectly spawn as an unmodded Western Revolver.
PERFORMANCE AND STABILITY
  • Login: Fixed an issue that could cause some players to become logged out after every Nuclear Winter match.
  • Stability: Addressed an issue that could cause players to become disconnected during Nuclear Winter matches when building in their C.A.M.P.s.
  • Performance: Implemented an improvement affecting memory usage.
PERKS
  • Bullet Shield: No longer displays its bonus resistance notification every time the player fires a heavy weapon in Nuclear Winter.
  • Ground Pounder: Fixed an issue causing Ground Pounder to not work with Automatic Combat Rifles.
  • Last Laugh: Grenades dropped when a player with Last Laugh is downed can no longer damage the player that dropped them.
  • Lock Detector: Has been renamed “Hack Detector” to reduce confusion about this Perk Card’s functionality.
SOUND
  • Vault 51: The volume of impact sound effects has been reduced for punches thrown by candidates inside Vault 51.
USER INTERFACE
  • Exploit: Addressed an exploit related to Reviving another player.
  • Localization: Fixed an issue that caused three-digit Overseer Ranks to display incorrectly in Chinese and Korean.
  • Localization: Fixed an issue in Chinese versions that would cause The Storm’s movement timer to display incorrectly while in Spectator mode.
  • Match Summary: Team Placement text no longer flickers when opening and closing the Spectator menu on the Match Summary screen.
  • Match Summary: Upcoming rewards are no longer missing icons on the match summary screen.
  • Nameplates: Enemy nameplates and health now only appear to players who have damaged them within the last 5 seconds.
  • Nameplates: Teammate nameplates will no longer follow players when they are spectating.
  • Revive: Fixed an issue that could cause a revive attempt to fail even though it appeared successful.
  • Revive: Fixed a rare issue where players could be revived with incorrect amounts of health.
  • Select Deployment: The "Select Deployment Location" button will no longer display after the spawn countdown timer concludes.
  • Social: On PS4, disconnecting and reconnecting while queuing for a Nuclear Winter match no longer causes issues with sign in or Social Menu functionality.
  • Sorting: The sort-by-spoil option no longer incorrectly appears, and Aid items can now only be sorted by weight.
  • Terminals: Can no longer be activated in the same moment that the “Select Deployment Location” screen appears.

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Mexicola9302

"Scrapping: When choosing "Scrap All Junk" at a workbench, the component list is now sorted alphabetically."

 

Wow that's something, finally they learn the abc :D

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Daz
Posted (edited)

Man, f*ck bethesda.

 

I literally bought the game for the handmade rifle, that and the pump action were the only guns I ever used. My drum mag used to be 85 rounds, it is now f*ckING 30.

 

What a bunch of cunts. The standard is 20, the swift is now 25 and the drum is 30, it is f*cking ridiculous that it is only 5 rounds larger than a mag choice that gets reload speed buffs. We all know it is just an AK-47, the real life drum takes 75, not 85, but that is still a f*cking arse ton more than 30 rounds, what a pile of f*cking sh*t. Id at least settle for 50 but this is f*cking bullsh*t.

 

This is the only gun I use and it basically has now broken my game to the point where, why the f*ck should I even play it anymore? My entire character build is designed around this gun.

 

I actually have now just lost all interest because of this completely uneccessary change. They could have got more money out of me but they done f*cked it up now.

Edited by Daz

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Anachronistic
Posted (edited)

Wait! What? Purveyor gives a preview?

 

I got to check this out!

 

I got a character over in the mire. Given the purveyor is in the only train station there I better be moved there. 

 

Edit: nope

Tyler was in Welch

WhiteSprings was in Grafton

And the mire was in Charlottesville. Wtf?

(The fourth was where I left off because they don't have power armor yet)

 

I was going to complain about all that PA changes. All my pieces (5 sets lol) in my inventory. Check. Encumbered as f*ck. Check. Not where I left off. Check. 

 

But I left off at Tvler county fair (getting those atoms yo)  now I'm in Welch. WTF?

 

That liberty optimus prime PA skin is pretty frickin sick. Can I justify buying it when I have black rider, black bird and the camo pack though?

 

Oh and moving the camera while playing instruments?

 

With the patriot prime skin and the Grahm event I feel as if this update was supposed to come out around the 4th. 

 

 

Edited by Anachronistic

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luisniko
Posted (edited)
9 hours ago, Mexicola9302 said:

Respawn: Dying in an interior location, such as The Burrows, now automatically respawns players near where they entered that location in most cases.

Ok but I don't exactly want to load exterior and then return to load the interior again.

 

To have some respawn points inside interiors such as during Project Paradise and Uranium Fever would be very nice and sensible.

9 hours ago, Mexicola9302 said:

Challenges: The rewards for many early-game Challenges have been reworked and now award items that will help a new player survive, such as Aid, Weapons, Armor, and etc., instead of Atoms.

Which ones are 'early'? lol. They could have kept the Atom points as reward instead of removing it just because some people failed to learn how to harvest those abundant supplies.

 

Sure, they are only one-time challenge per account. Top kek decision still. 

 

Speaking of PA, few days ago I just had a FULL RAIDER PA spawned in the lot across TotW on my first character. Upon entering, there was a spoken notification

 

"Warning: Unauthorized Access Detected" - or something like that.

 

Then it played the holotape record of a Raider leaving that Raider PA for his buddy.

 

9 hours ago, Mexicola9302 said:

Lighting: Replaced a lightbulb above one of the bathroom stalls in Watoga High School.

Bethesda knows priority. :panic:

 

To hell with my .44 and Western Revolver. We can't let someone trip over in the school bathroom!

 

 

Edited by luisniko

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Anachronistic

Omg. The liberty prime skin has it's own theme music! 

 

And it's own voice!

 

I don't know if that's a selling point for me or avoid at all costs. 

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luisniko
Posted (edited)

Ok, just tried these stuff. About the beginner challenge reward change, apparently isn't that bad. Only a few select such as boiling water and get disease for the first time were changed. The rest of the simple ones are still Atom Points.

 

As for the area level nerf... Lol... I'm wandering around with my third character (level 35) and still have level 62 charred ghoul and level 40, 50 wolves spawning so far. Pretty sure they just want to narrow down the high level farming hot spots on top of even stingy loot drop.

 

Even Welch is hopeless now.

 

Inb4 forced PvP to farm better gear.

 

Edit: to add on to previous note, currently playing from perspective of level 35, area nerfing does not make things any easier. Why so? Because all the nerf takes out is the possibility of high level enemy spawning upon high level player approaching (level 50+). The rest of the enemy is just the same as is. Meaning I have various enemies from lower, higher, and same levels, to which if they still can easily destroy me.

 

So in this case, there's no benefit to anyone. High level players lost farming spots. While low level players are still getting steamrolled.

 

Edit:  Yes, can confirm on my note above. Get multi gank killed by Super Mutant in West Tek. Their lowest level is 16, but they shoot exactly like turrets. Broke sh*t up and wasted ammo.

 

Feel free to copy paste this post when giving feedback to revert the changes. It's pointless. 

 

Edit Again: enemy spawning f*cked up. Got a gang of Super mutant spawning exactly right behind me in a path that I just went through. Also got one spawning by sliding down from ceiling.

 

Wtf

Edited by luisniko

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Anachronistic
Posted (edited)

I guess we understand why this week is green thumb week. Lol

 

As a person who persistently threw away chef hats, I'm going to find one to celebrate Grahm's meat week. 

 

Or maybe not. 

 

Depending on the whole.meat gathering requirements. You know why. (Edit: Didn't mean to put a question mark there)

 

A little.perplexed. is there enough time to gather meat if we're fixing up Grahm's party every hour?

Edited by Anachronistic

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luisniko
5 hours ago, Anachronistic said:

I guess we understand why this week is green thumb week. Lol

 

As a person who persistently threw away chef hats, I'm going to find one to celebrate Grahm's meat week. 

 

Or maybe not. 

 

Depending on the whole.meat gathering requirements. You know why. (Edit: Didn't mean to put a question mark there)

 

A little.perplexed. is there enough time to gather meat if we're fixing up Grahm's party every hour?

Since it's an Event, probably it will be on the 'Spawn and Hunt' format like Project Paradise. We collect the meat then drop it by the pot.

 

Either way, it's great to have a new Event. Campfire Tales and Free Range proves that simpler formats can require teamwork.

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luisniko

Just played for a bit, jumped directly to Always Vigilant event. Super Mutant respawning non stop, then came a level 103. Probably the most useless level 103 ever. Had all the fancy guns from plasma, explosive, laser gatling and often go MIA that I assume this player going back and forth to STASH to switch guns. Meanwhile, the Rover kept breaking as it always tried to fight the now-level-62 endless Super Mutants. Mission ended in failure. I spent a lot of ammo, Steel to repair Rover, Stimpaks, armors breaking apart.

 

And that's not even done yet. That Lv 103 derp had the guts to shoot me with gatling laser afterwards.

 

The path to a pistol build commie lady sure isn't a smooth one, especially after the latest patch.

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trip

What's with all the broken events?  Jeepers!

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Anachronistic
Posted (edited)
2 hours ago, trip said:

What's with all the broken events?  Jeepers!

Idk about those. All I know is it took me 2 days to complete the weekly of taking 10 pics of toxic valley wildlife. I got 5 done no problem but then it stopped counting. I logged off, restarted and even tried again after the console update. It wasn't until I tried with a different character that I was able to complete it. 

Edited by Anachronistic

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luisniko
Posted (edited)
10 hours ago, trip said:

What's with all the broken events?  Jeepers!

Which events are those specifically? I'm out of the loop.

-----

 

Anyone using VATS related perks in this game or Fallout 4? How many Luck points for it to be viable? 

Edited by luisniko

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trip
Posted (edited)

I was completing events and there were no "completed event" endings and almost no rewards.  If you got a reward it would just be a piece of armor and you'd know because you'd get "leather chest piece added" in standard fo text on the top left of the screen.

 

 

E:

Just did Breach and Clear for the fourth time in a row where it was nothing but empty containers.

Edited by trip

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luisniko
14 hours ago, trip said:

I was completing events and there were no "completed event" endings and almost no rewards.  If you got a reward it would just be a piece of armor and you'd know because you'd get "leather chest piece added" in standard fo text on the top left of the screen.

E:

Just did Breach and Clear for the fourth time in a row where it was nothing but empty containers.

Eh yeah, this happened to me last night (PS4). There was no completion notification on Event, Daily, and side Mission, but I know I did get the reward both Caps and items. 

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Anachronistic

So do you think anything interesting will happen tomorrow? You know... The usual weekly thing. I know it's not Grahm's BBQ. 

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luisniko
1 hour ago, Anachronistic said:

So do you think anything interesting will happen tomorrow? You know... The usual weekly thing. I know it's not Grahm's BBQ. 

People are guessing we would be getting more info during Quake Con.

 

Btw, the current Legendary drop rate is outrageous.

 

If you think about it, with this lower Legendary drop rate, what is the point of the Purveyor now? It was meant to be as indirect exchange for your superfluous Legendaries in hope for a better sought one. Taking perspective of my third character, I haven't and can't bank some Scrips for end-game Purveyor rolls. :sarcasm: So this means I'm going to make her live with regular gears even after past Level 50.

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Anachronistic

Frickin A. Don't fall asleep while playing. I just bought the survivalist bundle. I was saving those for meat week. 

 

I hope I can get a refund. 

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luisniko
1 hour ago, Anachronistic said:

Frickin A. Don't fall asleep while playing. I just bought the survivalist bundle. I was saving those for meat week. 

 

I hope I can get a refund. 

Yes, I was falling asleep a few times last night and almost bought 300 Caps grenade from vendor...

 

Try contacting Bethesda. Some people managed to get refund.

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StuntMaster100

is this game worth it? Only heard negative things about it so far. 

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Anachronistic
Posted (edited)

WOW!!!

Bethesda just earned nothing but praise from me. 

 

They went above and beyond my refund, details of which I won't go into because I don't want to taint people's expectations nor expose them to people exploiting them. 

 

On top they were very patient as I didn't know which email this account was assigned to and the account was never verified. 

 

So thank you BGS very very much (sincere, no sarcasm)

Edited by Anachronistic

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luisniko

Didn't expect an update last night.

 

As per complaint, Legendary drop rate will be reverted to prior Patch 11, but don't know when. lol Fixed something positive broken and now re-breaking it.

 

The rest of the crap they talk about is all dedicated to PvP. Survival top-three player marker removed, PvP damage lowered, and Nuclear Winter tournament at Quake Con.

 

As the result of last hotfix, the Patch 11.5 will be delayed and so does Grahm event to 1 August. Kek.

 

https://fallout.bethesda.net/en/article/3t0UEvS9Te7CA2K4mk1BzA/fallout-76-inside-the-vault-well-see-you-at-quakecon?utm_source=Community&utm_medium=Social&sf105939842=1

 

https://fallout.bethesda.net/en/article/6kxcGxeZ63Uxx8LqEYFIc3/fallout-76-hotfix-notes-july-25-2019

 

This means I still load into session with my equipped guns emptied.

 

Nuclear Winter Sneak Peek update was the nuke. The rest of the following updates were the nuclear winter. Ain't wrong to call this season as Nuclear Winter...

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Anachronistic

Despite a focused road map like WA had, we're still supposed to get vault raids in Nuclear Winter. 

 

Which makes me think I should move various character's camps to those vaults so I'd be ready to go when they drop. 

 

I really want that Mr Fuzzy ride. I hope they fix it soon. 

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Tchuck
On 7/25/2019 at 5:33 AM, StuntMaster100 said:

is this game worth it? Only heard negative things about it so far. 

Is it worth it? Depends.

 

Do you enjoy the gameplay in Fallout 3, New Vegas, 4? You'll enjoy it here. 
You only interact with other players if you want.

There's a ton of exploration to be done. 

 

Most of the bugs at launch have been fixed, and the game has vastly improved.

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luisniko
3 hours ago, Anachronistic said:

Despite a focused road map like WA had, we're still supposed to get vault raids in Nuclear Winter. 

At least Vault Raid is still confirmed.

 

What about that Player Legendary system lol

 

 

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luisniko
Posted (edited)

Copy pasted from someone's post on Reddit.

 

New NW map - Looks like it will include morgantown, monongah power plant, parts of the toxic valley

 

VAULT RAIDS "should be coming in the next few weeks" - Ghillie suit PA skin is one of the rewards, many legendaries will be inside, there will be time limits, you will get rewards incrementally throughout it so you can leave halfway through and get something. Play testers said it was very difficult, but they also said the burrows will be a challenge for two level 50 players, so take that as you will. Vault 94 will come first, then after a bit of time vault 96. They said they want to space it out to get feedback on how to improve 96

 

NUCLEAR WINTER ROADMAP! August 20 is when vault 94 should become open. August 13 you will get to choose NW perks from duplicates. August 20 we will get display cases. September will be the new NW map. September will also have event improvements and unique sales for the purveyor

 

Wastelanders info - The effects of the update will be lasting, not like previous quests where you finish it and it's over. Obviously all the other stuff we knew already, dialogue trees, instanced humans, etc. Random encounter raiders confirmed, along with "minor factions" like mothman cultists. The raiders will be humanized and have their own motivations, somewhat similar to nuka world. There will be a reputation system with the new factions, but there won't be permanent decisions. Expected release date is November.

 

Dialogue trees - SPECIAL will heavily affect your dialogue choices, as will your actions. Seems like perks won't have an impact on it. Dialogue system is said to be more like Fallout 3 than 4. Described as the beginning of "a full-fledged RPG"

 

Companions - There will be companions you can take with you to your camp, and will have specialized utility/quests. Specific features are not certain yet, but romance options will be available.

 

New weapons - A gauss tree will be implemented, including a gauss pistol and minigun, as well as what appears to be a gauss shotgun. The plasma caster from Fallout 1/2 is coming, too.

 

New enemies - "The Collosus", which is apparently the name of that long-legged creature from the teaser. Floaters from Fallout 1 with a few elemental variants are also coming.

 

Events - Fast travel to events will be free. You will get rewards if you participate, and rewards will be more consistent (hopefully that means no more outfits/plans with a <.05% drop rate). You will be able to see a timer and rewards from the map. They plan to make some events more difficult and more rewarding. You will be able to get notifications for events you want to join.

 

NW perk overhaul - If you get a duplicate perk, you will get tickets that you can use to buy any perk you want. Frog legs will have diminishing returns, so apparently you will jump lower and lower each time within a certain period of time

Matchmaking "normalizer" - Seems like they will be trying to have a mix of low and high level players on each server.

 

Legendary perk system - Still under production, not much info available and things might change. Roughly every 50 levels, you will get to become legendary in a SPECIAL category with super-powerful perks that can be leveled up and are seemingly passive. You will be able to use these perks on a new character, which is described as a new game + system. These rewards will be retroactive, level 300 players will be able to claim all their rewards when this comes

 

Feedback - Dev team says they get daily reports from Reddit and their own forums, and encourage us to be active there. They say they plan on continuing the trend of activity such as the time when they brought people in to play NW before the E3 conference.

 

Player Test Server - Devs say they are trying to stabilize new game builds quickly, which might involve an early test server in the future.

NW weapon balances might be coming - Devs will try to buff things as well as nerf, looking to create variety and give different advantages to weapons instead of just raw damage

 

CAMP budget - They are looking at ways to increase effective budget.

 

Private servers - "They are coming sooner than you think"

 

New seasonal events - Meat week next week, a Halloween and winter event are coming. Faschnacht is confirmed to be coming back next year.

 

1UpOnCancer - There will be a NW tournament at quakecon, bethesda will donate $76 for each person to make it to the top 10, up to $10000.

 

c6e17d4849fd132c67b007b45ed5f728.jpg

Edited by luisniko

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jollythecat

Oh hell yes!!!!

 

All of this looks amazing.

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