Since debuting at the E3 2018 in June, "Fallout 76" has amazed some fans of Bethesda Game Studios' post-apocalyptic RPG series. It's not a straightforward single-player affair as in the past, but an online game focused solely on aggressive player-player struggles. In Bethesda's view, "Fallout 76" finds an ideal middle ground between them.
Players can not fully understand the scope or moment-to-moment feel of the plot until the beta test launches before its release in October, but the game's creator is trying to stage like that to make it as good as possible ̵
That was again this weekend at Bethesda's QuakeCon conference outside of Dallas, Texas. The development of Fallout 76 "discussed new elements of this autumn's survival-centric adventure, trying to answer some of the community's most important questions.
" People who come to the office and play it, at first they are like, "That's it's the "Fallout" that I know and love, "said Todd Howard, Game Director and boss of Bethesda Game Studios. "I'd say 80% of them are probably the 'fallout' that everyone is used to, and the other 20% are really different."
The 80% of this equation can be reassuring for longtime lovers. The post-apocalyptic setting is still rich in detail and captivating, and "Fallout 76" offers extensive character customization to allow players to experience their own unique adventures. In addition, the game's typical sense of humor remains intact, with comic-like movie sequences full of exaggerated violence, as well as little jokes and crafty writing along the way.
It's the other 20% that fans might need to get used to. The main difference is that, instead of having unplayable characters in the world, every other character is now controlled by another living human being. This shift will be felt in almost all imaginable relationships, from narrative to combat, from interactions and the newly found element of cooperation – including the C.A.M.P. Settlement Component
While this change will undoubtedly bring surprises to the players, the creators also had to rethink so much of the "fallout" experience from previous games. What works in a closed-end single-player experience does not necessarily exist when online servers and possibly millions of other players are introduced.
For example, the team introduced the new player progress system. As before, you have seven "S.P.E.C.I.A.L." Attributes for your player, including stamina or charisma, and then there are various perks that you can equip and bring the unique skills. Hundreds of perk cards are available and unlocked more over time, with players being able to carry more as they ascend and reload cards to switch a little.
However, the charisma attribute might help a computer manipulate controlled characters in past games that do not work in a multiplayer setting. Finding a new direction "was a very interesting discussion in the team," said Development Director Chris Meyer. Now, in "Fallout 76," charisma has more of a team-focused focus, with abilities that help allies or even benefit working with teammates.
Another element of the past, the V.A.T.S. Targeting system, has also been revised for "Fallout 76". It's happening in real time now, rather than at a slowed-down moment, and targeting certain body parts in combat is an advantage. As a result, V.A.T.S. It's not nearly as useful right from the start, but Howard said that characters who specialize in perceptions will see more benefits over time.
Online game also brings with it the problem of grumbling from opposing players and Howard finally revealed their approach to overcoming this potential annoyance. When one player starts attacking another, the victim may choose to trigger a real PVP battle with rewards and trigger a bonus should the fallen player take revenge as soon as he respawns.
However, if the victim decides not to engage, the damage done by the attacker is much lower than usual. However, this weakened damage may gradually build up, and should the reluctant fighter die, the attacker will receive no rewards – instead, he will be branded a "wanted murderer" within the game.
"We turn the assholes into interesting content," Howard said. "They appear on your card as a red star, everyone sees them and they have a bounty on their heads, this bounty comes out of their own caps and they can not see the other players on the card, we had this idea," Let's do it to interesting content. If anyone kills anyone while we're in the office, everyone on the map sees it and it's great. "
That's one way Bethesda Game Studios tries to overcome Griefers in the game, but it's one of many improvements Needed to make "Fallout 76" a friendlier place for all.
In fact, the ability to damage structures – something players can do to damage enemy bases. Actually, it came from the Out of necessity, since it was initially possible to quickly build a CAMP around another player and trap him or her in it. "They needed the ability to damage the walls just to get out of the prison they built for them Howard said,
Project Leader Jeff Gardiner said a test session with the quality assurance team prompted the testers to be "the biggest assholes they could" more potential griefing issues "We have many good grades in this session," he added.
Ultimately, however, Bethesda knows that the game will evolve as soon as a large number of players get their hands on it, and that spending and exploits they can not even imagine will occur in time. That's one of the reasons why they're doing a beta test before the release on November 14th – colorfully called "Break-It Early Test Application" – and why they fully expect things to go wrong.
"That's all -new, so we have to put a lot of stress on many systems, we called it the Break-It Early Test application because it's going to break, so we're pretty sure, ready We need to make sure we're ready when everyone comes in and everything crashes at first, "Howard laughed. "We have to make sure that we are ready to fix it very quickly."
And for those who fear that the move to the multiplayer area will prevent private server and modification support in "Fallout 76", they will not worry about being in the game. Bethesda still clears out the details, but Howard confirmed that the game will contain those elements.
"This is something that will be very, very complicated given the online character of [“Fallout 76″]," he said. "But we've committed to it and we've started to design the system the way it looks, it's a complicated problem that we're trying to solve 100%."