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Vault Dwellers, rejoice! We have seen AND played Fallout 76. Now, we can actually tell you more about it than what we heard at E3! Within this article, we are going to break down what we know, share some concerns, and try to help you be ready when Reclamation Day hits.
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From the impression the dev give, the player settlement disappear from the server as player log off and re appear as they login. People can just log off when their settlement are attacked.
Aloha Mr Hand !
Aloha Mr Hand !
minute 4 ish BTW if anyone actually bother to read the article it is clearly written "Speaking of C.A.M.P., these individualized base camps can be built anywhere the terrain allows it and it can be moved at any time. Your camp is tied to your character, so when you log out, it logs our with you. No worrying if someone is messing with your things… and even if they do, C.A.M.P.s cannot be looted for your personal stash. If someone else builds in that area while you are logged out or something unfortunate happens to that area while you are logged out, the word on the street is that the buildings will be returned to you for rebuilding in a similar fashion to moving your C.A.M.P. from one location to another."
This is going to be an absolute garbage, isn't it I really hate the networking of those two. You're basically left on the whim of the server administrator.
I shut it off at that point.
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Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
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Probably might want to wait a few weeks or a month from launch to avoid the usual headaches, but heck, you want to start day one I'm in.
I know, breaking my usual pattern, but hey, its Fallout.....and I have an Amazon gift card from last Xmas to burn.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
I've found that pretty much all survival-type games with base-building and such are best played with a group of folks who all know what the end goal is for the group. I'm also okay with giving it a week or so to let all the inevitable networking issues be ironed out, as well as ensure that we don't pre-order into a Watch Dogs-esque fiasco.
Well I guess we will just have to see when the game is released. So far that I know of the server limit is either 24 or 32 people and the world is about 4 times bigger than fallout 4. and settlements are saved in blueprint and disappear when you log off, whether building disappear or not when you logoff while you are fighting I don't really know, if it does I can see people logging off to save settlement I can personally see it as a trolling tool.:D Then again the finished product can be completely different than the info so far.
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as to the actual game info: it just sounds like a super casual "baby's first" survival game, I'll probably pass.
This is not really a PvP game. There are multiple ways that you can make it unfeasible. The most common issue will be someone joining in during your PvE combat, and a simple re-log will fix that (by putting you on a new/random/unfindable by anything other than chance server) once you finish the current combat.
"Small Scale" MMO is a possibility, many games limit the amount of players to a particular map despite however may actually be present in a map. Could that be considered a "small scale" MMO by swapping to another instance with dozens of other players at any given time?
The semantics are muddied a bit. For MMO purists, they have very strict definitions, but the world and definition has changed quite a bit over the years.