قالب وردپرس درنا توس
Home / Technology / Here are the changes from Fallout 76 about which Bethesda told us nothing

Here are the changes from Fallout 76 about which Bethesda told us nothing



Stealth is not always good

Bethesda's First Great Steps to Resolve Fallout 76 came yesterday. The December 4th patch increased capacity, changed some weapons and brought with it all sorts of bugs. Here are all details about the announced changes.

The problem is that there were obviously a number of other changes that Bethesda never told us about. The community quickly realized that this update included all sorts of balancing changes that were secretly implemented – almost all aimed to make Fallout 76 even more of a cumbersome game. Here are the most important ones that the Fallout 76 subreddit has found out, summarized by the user _Robbie:

Confirmed changes:

  • At workshops producing fusion cores, the rates were reduced to one core per hour 1

    0 Cores per hour.

  • For the production of ammunition, the production limit was reduced from 400 to 200.

  • Extractors now produce ore instead of scrap (it takes several ore to get a scrap, so this is a big one), except for lead.

  • Fusion nuclei drain faster, although the actual percentage difference is not yet determined because it is not included in the patch notes.

  • Several exploits have been removed. The Grenade Exploit, the Search Exploit and the Cap Stash Exploit.

  • Some server hopping exploits have been removed, which means you can no longer jump servers to get items you've already received / another player invaded the one you're on. There may be an undocumented change from a previous patch.

  • The spawning of enemies has been drastically altered. They spawn when someone enters the area, even if other players were already there. It seems that the enemies appear now and only when there is no other player immediately at their spawn point. For me, this is good for some circumstances, but very problematic for the management of high-level areas for XP. This has significantly reduced the effectiveness of nuke zones as a means of increasing performance.

  • An error in carrying the weight that incorrectly calculates increases from one gear to another results in a lower load limit until you pick up the gear that increases your capacity, logs you off, and retool. This is true for power armor and for things like pocket armor.

Suspected Changes:

  • Flux (a valuable late-game item) looted by nuclear weapons crumbles much faster. The example given in the thread is the difference between a one-hour expiration and 5-10 minutes under the new patch.

  • The legendary enemy spawn rates have been reduced and the likelihood of dropping legendary legends has also decreased.

  • Reduced plan drop rate on events.

  • Plot and Mod prey drop rates have been reduced.

  • Characters above level 50 that cause less damage to PVP and PVE – possibly to prevent mourning?

  • Super mutants and ghouls may or may not have received health gain.

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

  • Stealth seems to have been annoyed, but it seems to be unintentional because another mistake strangely affects the stealth.

  • Melee damage has been reduced to a higher level. OP one of the threads that were tested at 50+, and reduced damage.

Virtually every change makes playing Fallout 76 a less efficient experience. Perhaps some of them are necessary, especially those who abolish outrageous acts. But Bethesda has promised to improve communication with the community about what happens with Fallout 76 . Immediately after the gate, we get completely incomplete patch notes with hidden changes that seriously affect all corners of the gameplay. War is not the only thing that never changes.

You are logged out. Login | Register


Source link