Fallout 76: E3 Trailer


The soundtrack needs more The Who.
(Yes, I'm aware that the song is not actually called Teenage Wasteland)
 
I also think the Super Mutants and yet another new Ghoul type should have been ditched for completely new mutant (and human) enemies.
But we already know that Bethesda thinks that Fallout depends on recurring elements from Fallout 1 and 2 instead of expanding the universe.

They either lack the creativity which I think is the case as a lot of their current games as based on recycling, or they are afraid that they will alienate their audience should they cut Super Mutants or Ghouls.

I would say it has more to do with branding at this point. You have to think of it from Zenimax's point of view. What is Fallout to the average person? Vault Boy, Mutants, Pip-Boys, Power Armor, and Ghouls. That's what the executives want to see in any new Fallout product above all else.
 
An internet cookie for anyone who can make an introduction speech similar to Team Rocket's intro but involving Super Mutants.

That is probably it TerminallyChill but the Fallout universe should never have been about just that and it just makes me feel that that the franchise should never have been oriented towards the "average" person if that results in constant repeat of established material. Or any franchise that previously enjoyed a lot of development and growth.

In the recent past a lot of us people on NMA were told that we kept living in the past for not wanting Fallout to progress or change yet the new fandom seems to be pretty non critical for similar developments in Fallout 3 and 4.

And it makes it definitely clear that a lot of executives should never ever have creative control over the content of a lot of media including video games when it is clear that they have little understanding about it.


BTW different topic, I just saw this video on RPG Codex and I think it probably predicts on how Fallout 76 will turn out pretty well.

 
INoScopedJFK :lol:
there will be probably power armors scattered around everywhere so everyone will just grab them and not wear some dumb clothes combinations. so bethesda have that going for them
 
And it makes it definitely clear that a lot of executives should never ever have creative control over the content of a lot of media including video games when it is clear that they have little understanding about it.

Many companies start out making great stuff as a passion, grow huge as a result, then creatively fold under the weight of their own administrative costs.

The key to maintaining quality is smart, limited corporate expansion. Design leads should always get the final say on their projects, not some risk-averse marketing assholes who've never even played a video game in their lives, let alone designed one.
 
Fallout 76 Perk Cards

As players earn experience points in Fallout 76 and level up, they will accrue perk points; one per level. Gamers who played Fallout 4 will recognize this system. However, the way that players spend perk points in Fallout 76 is very different from the perk chart from Fallout 4. Players can choose to spend each perk point in one of the seven S.P.E.C.I.A.L. categories. When you spend a perk point, instead of choosing a perk from a chart, the game will display three different “Perk Cards”. Each of these cards offers a different perk, with three ranks for each, and players can choose a single card to invest the perk point in and keep.
Each of the Fallout 76 Perk Cards has an Upgrade System
Each perk card has its own upgrade system, with a 1-star, 2-star, and 3-star rank. Each rank offers a better version of the base perk, similar to most of the perks in Fallout 4. While the process of unlocking perk cards is different, the way to use them is also very different. Instead of having permanent access to all perks that you invest in, you have a limited number of perk card slots. You can choose to assign any perk card which you have invested in to one of these slots, thus gaining the perk’s benefits. Although you can’t use all of your perk cards at the same time, you can switch them around on the fly.
fallout-76-pick-perk-doc.jpg


Vampire as some sort of Mutation style Perk card? Ugh.
 
It uses Charisma. Why? REASONS!

Something that affects the player in that fashion should logically be tied to Endurance.

"We always wanted to explore a bit more topic of mental problems in Fallout franchise, so we're proud to announce that we finally did it in Fallout 76. Players will be able to raise or lower affinity using perk cards of various robots, holotapes, notes, terminals, locks and even bloodpacks."
Todd Howard in an interview with IGN​
 
Thanks for the update @TorontRayne.

What an awful system. Most people like perks because you can think ahead and plan out a specific type of character. The game's 'long term decision making' in developer speak. Who wants to be limited to just three perk choices that a random number generator spits out for you? Oh wait, I know. Zenimax, because I fucking guarantee this system was at one point, or is still going to be, monetized in some fashion. They wouldn't have designed things to be out of the player's control for any other reason.

Blatantly anti-gamer, blatantly anti-consumer. :seriouslyno:
 
TerminallyChill; mate, you are completely missing the point?
That one perk that completely fits your play style but somehow doesn't ever show up will be specifically absent on purpose?
Why? you ask and I'^m glad for that question because us fine folks at Bethesda have been hard at work to save you from yourself.
Think what would have happened if you were able to min-max your character.
You guessed it right, in just 20 hours you would have become-ed (tenses shmenses) the bestest best specialist and that would have been booooooring.
Instead, the fine folks at Bethesda insure that you will have ages of playtime before you can finally reach your goal and achieve your build?
Isn't it great?
 
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