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    Wednesday, April 15, 2020

    Fallout | So Fallout 76 Wastelanders on Steam got bombarded today with negative reviews.

    Fallout | So Fallout 76 Wastelanders on Steam got bombarded today with negative reviews.


    So Fallout 76 Wastelanders on Steam got bombarded today with negative reviews.

    Posted: 14 Apr 2020 12:51 PM PDT

    Do you think this is justified?

    submitted by /u/RedRileydaRedMenace
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    How many of you guys skipped 76 and have no plans on ever getting it or playing it

    Posted: 14 Apr 2020 04:55 PM PDT

    Just curious about how many fans skipped it I played it some but my problem with it is at its core fallout is a sandbox you can be who you want Kill what you want use what you want and the MMO that fo76 is just puts restrictions on that like leveled loot and no mods plus random perk cards

    submitted by /u/doomspagetti
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    I'm ashamed it's taken me this long to play Fallout 2. It's incredible. Spilled my drink laughing at this one-liner.

    Posted: 14 Apr 2020 04:25 PM PDT

    Regardless of your thoughts on Wastelanders, is anyone else excited to see Bethesda ditch the 4 options?

    Posted: 14 Apr 2020 06:13 PM PDT

    I think many of us agree that the voiced protag limited the amount of dialogue. Aaand, wastelanders getting rid of the limited to 4 responses thing might be a sign that things will be better in the future as well...

    In short, I'm hoping that Bethesda has learned that a good portion of us fans are willing to ditch the voice for more dialogue options.

    submitted by /u/WinPeaks
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    Wastelanders is live in Fallout 76

    Posted: 14 Apr 2020 04:39 AM PDT

    Fallout 76 now has more in-depth roleplay options than any other Fallout game

    Posted: 15 Apr 2020 01:22 AM PDT

    Seems like every dialog line we have 3-4 options to choose, whether it's SPECIAL checks, negative SPECIAL checks, item checks, quest checks, hidden dialog checks, level checks, or whatever. More than I've seen in 3, NV, or 4.

    I just find that funny now it went from no dialog to the best dialog system. People wanted checks, they got hundreds of them now.

    submitted by /u/actionzacku
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    Why I love wastelanders

    Posted: 14 Apr 2020 02:56 PM PDT

    I pre-purchased FO76, as I have been a huge fan of the franchise for years. I tried to enjoy FO76 at launch, I really did. I played it for around 150-200 hours back then, but then I just had to quit as I couldn't handle the bugs and the repetative end game.

    I played wastelanders for seven hours today and what I got from it was this: It actually feels like a Fallout game now! The dialogs are funny and encountering random settlers and raiders almost brings a tear to my eye.

    Thank you Bethesda.

    submitted by /u/SkipRec
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    Responder Character In Honor of 9/11 Hero Richard Driscoll | Fallout 76

    Posted: 14 Apr 2020 08:51 PM PDT

    On Tuesday July 16, 2019 the death toll of firefighters dying from 9/11 related diseases reached 200. His name was Richard Driscoll.

    In honor of Wastelanders & this hero, I decided to make my Vault Dweller (who already uses Responder weapons and armor) look like Mr Driscoll. Unfortunately I cannot add the images of my character compared to the good hero.

    The face of Richard

    Article where you can find out more about the good man

    submitted by /u/Wehrmacho
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    Is fallout 76 wastelanders good?

    Posted: 14 Apr 2020 10:44 PM PDT

    Not looking to buy it but I'm just wondering if it's good or not. Like the positives and negatives of it.

    submitted by /u/Tidder_si_ecin
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    Fallout 76: How does Wastelanders change the main quest?

    Posted: 14 Apr 2020 10:08 PM PDT

    Specifically does it add human NPCs and dialogue to quests?

    submitted by /u/PtEthan
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    First time playing Fallout New Vegas.

    Posted: 14 Apr 2020 07:01 PM PDT

    Wow. How the heck did I go so long without playing this game? It's a RPG masterpiece, so many possibilities and nearly everything is literally in my hands... I can do whatever I want. Currently got to Novac, can't wait to get deeper into the game.

    submitted by /u/dyldo95
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    Are there any known competitors to Vault-Tec?

    Posted: 14 Apr 2020 10:44 AM PDT

    Since Vault-Tec won a government contract to build the Vaults I feel it would be reasonable that there was at least one other company if not more that would have competed for the contract. Is there anything known about the possibility of such competitors?

    I feel like it would make for a cool aspect of a future game to run across vaults that weren't Vault-Tecs and were actually meant for survival, not experiments.

    submitted by /u/toastytree55
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    Bottlecaps could work as a currency

    Posted: 14 Apr 2020 08:24 AM PDT

    There is a real dislike of bottlecaps in the Fallout community.
    From what I've seen, people attack it as having one of several problems.

    1. It doesn't make sense from a lore perspective
    2. Bethesda is just being lazy
    3. It is a stupid idea and wouldn't work as a currency

    The first two are sort of difficult to argue, and people will absolutely have their own opinions on what qualifies as sufficient evidence,* but the third actually falls into a fairly well studied portion of economics.

    Background

    A currency fills three major roles
    1. A medium of exchange.
    2. A store of value.
    3. A unit of account.

    A medium of exchange means that it is accepted by enough people as having value to be used for trade.
    Rather than needing to find someone who wants your goods to trade in a chain for something you want (like in every Zelda trading questline) you just give them money and they give you the item.
    This is why money is more efficient above pure barter.
    It acts to lubricate transactions between peoples.

    A store of value means that you won't see all your wealth disappear if you don't spend it now.
    Which means that you can save up for major purchases, you can make deals that last for years (like mortgages), and people can actually retire on what they've earned over the course of their life.

    A unit of account means that you know the value of the money and it is standardized.
    Imagine if the only form of money was in fine art.
    You could exchange a Van Gogh for a house, and a large spiky suspended ball for a car.
    Art could fit as a medium of exchange and a store of value, but actually trying to compare artwork to artwork would drive people insane quickly.
    You'd be in the situation that a dollar isn't worth a dollar, or one Van Gogh isn't worth another Van Gogh.
    There is no way to convert between lesser and more valuable pieces in a logical manner.

    Now, why is that relevant?
    Because we can compare what bottlecaps provide, versus currencies that fail in that role.

    Problem Currencies

    Medium of Exchange
    The Sierra Madre creates an example of a currency that fails as a medium of exchange.
    You can't exchange their chips anywhere except in the Sierra Madre, and nobody outside the Sierra Madre considers them useful.
    Without the Sierra Madre vending machine, the player wouldn't find them useful after the DLC either.
    Functionally, a limited medium of exchange means that anyone who wants to trade or move around needs to convert their currency, which, en masse can severely hamper development and trade.

    When the US was under the Articles of Confederation, each state had its own currency, which meant that to trade along the coast, merchants needed to exchange their currency potentially dozens of times in a voyage, losing money to local banks each time.
    There's a reason why the Spanish Dollar became a trading currency.
    It was easier to have a universal medium of exchange, rather than dealing with local currencies all the time.
    And it was also one of the major reasons why the Constitution took that power away from the states.

    Store of Value
    The NCR dollar is an example of a currency that sort of fails as a Store of Value.
    Due to an inability to actually back their currency with their remaining stores of gold (due to the BoS nuking those reserves), the NCR dollar fell in value by about 60%.
    If someone who was trying to retire lost about 60% of their savings due to the currency failing, that would certainly prompt them to question the utility of the currency, and would probably regret keeping their savings in that form.
    While the NCR isn't undergoing hyperinflation, a loss of value to this degree implies that savers, long term loans, and other basic facets of business and day to day life would be harmed reducing the chance that people outside the NCR would use that currency, and people within that nation may look for alternatives.
    The currency itself is less usable as a result and, extreme cases, such in Zimbabwe, Hungary, or Venezuela, can kill an economy.

    Unit of Account
    This one is hard for people to understand, and I'm going to post a larger reply to try to walk through the logic entirely, but if an economy used bullets, with set exchange rates between the bullets, that would be a system that lacks a unit of account.
    So, if we used 5.56 mm ammo as an arbitrary unit of 1, and said that 2 of them was worth a .308 bullet, the issue would occur if there were different demands for the use of that ammo.
    Imagine if there was a massive war, and the vast majority of 5.56 ammo was used up.
    The people who use AR-15s can't find 5.56 mm for the normal price, and they're forced to trade 1 .308 bullet for 1 5.56 mm bullet.
    What does this mean for the economy?

    Well, if 5.56 mm ammo is suddenly twice as valuable by demand, does that mean that prices have to remain about the same as before, making everything suddenly twice as expensive?
    Obviously not, but by trying to peg a currency to a group of goods whose value substantially differs based on demand, availability, use, and ease of production, and where someone can exploit those differences for personal profit, really doesn't work out long term.

    If you looked at currencies with multiple forms of precious metals in different denominations, what people would do is exchange their money for whatever was priced incorrectly compared to the open market, melt it down, and sell it, then use the profits to exchange for more of the incorrectly priced currency to keep the cycle going.
    People would be executed, but in the meantime they would be leaching off the public good for personal profit, turning the government mint into a giant subsidy for their smelting company.
    The currency functioned, but it didn't function as well as it could have if it had all been one type of commodity.

    Bullets and bars of precious metals make good barter goods, since their value is pretty indisputable.
    They don't make as-good currencies.

    Bottlecaps

    Fallout's bottle caps have surprisingly good arguments around why they are used beyond the water traders of the Hub.

    Basically, becoming a medium of exchange is more based on mutual consent than it is on logic.
    Shells, pieces of wood, large rocks, feathers, and shiny metals have all been used.
    Ragnar Benson, of the survivalist fame, claims to have found isolated African tribes that were using Austro-Hungarian bills in the 70s.
    Unless there's a government that forces something, pretty much anything can and will be used.
    The issue is attaining that status as a medium of exchange.

    By selecting it as a currency, the water traders turned bottle caps into a representative currency, each cap was a certain amount of pure water.
    They gave it some base level of value that was universally accepted.
    Outside the Hub, people were willing to trade for them since they had value in the Hub, prompting other people to accept them on since they could be used in trade, gradually shifting it to something like fiat, abet unbacked by a government (which is how the initial currencies came about, mutual agreement rather than government order).
    Fallout canonically has a surprising amount of trade across the US, where jet reached the East and the Wasteland Survival Guide and ultrajet reached the West in a couple decades.
    Over decades of trading across the entire nation, it's completely reasonable for bottle caps to become an accepted medium of exchange, valued because people value them and know they're useful in trade.

    With regards to unit of account, bottle cap or not is pretty effective.
    And, since it doesn't have higher denominations, which could introduce the potential for arbitrage, it works.
    Abet annoying to count out hundreds or thousands of caps of you had to do it manually.

    For a store of value, after more than 100 years as an accepted currency, most large stashes would have been found, and the only input would be through Nuka Cola, which is more valuable as soda than caps.
    And, as described in New Vegas, without a press and marking machine, counterfeiting is difficult; labor intensive, slow, and involved.
    There really isn't much way for more caps to come in, which preserves its value.
    The greatest issue with bottle caps is long term deflation as the population expands, but, while the wasteland continues, population growth will be muted.

    Consequently, caps honestly do meet every role of a currency.
    They would probably work well as one, as presented in the games, as long as the population didn't grow too much.

    Conclusion

    So, my overall opinion on the general issues people have with bottlecaps,

    1. It doesn't make sense from a lore perspective – As long as it became an accepted medium of exchange, it meets all three roles of a currency, which it explicitly did through the Hub merchants.
      The spread might have been useful to watch, but there's absolutely nothing forbidding people from adopting a trading currency out of convenience and just sticking with it.
      The NCR and Legion are really the only powers large enough to force their own currency and, within their borders, using them makes sense (especially since you need to pay taxes in that currency), but you're not going to be able to use Aurei in Shady Sands, and the Legion won't accept NCR dollars, but both will absolutely accept bottlecaps, since traders everywhere will.
      The traders might get gouged converting currencies, but bottlecaps would work as a trading currency outside those borders, which is where Fallouts 1, 3, 4, 76, BoS, and New Vegas occur.
    2. Bethesda is just being lazy – Possibly, can't really argue there.
    3. It is a stupid idea and wouldn't work as a currency – I honestly don't think so.
      Bottlecaps meet the necessary requirements for a good currency.
      They're predictable, they're used in trade, and there really aren't any drawbacks to using them, unlike most of the other currencies that the game presents.

    *there will never be sufficient evidence

    submitted by /u/Draco_Ranger
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    Fallout 76 players in-game reactions to covid-19 pandemic are pretty interesting.

    Posted: 14 Apr 2020 05:22 AM PDT

    The full report is by VG247

    Players in Fallout 76 are roleplaying the effects of the pandemic in the game, with constructions, services and even criticism to people`s real life behaviours.

    Take, for instance, a recently established group called the Responders Retaliation, which aims to supply those in need with vital medicine. While not an overt homage to the heroics of actual frontline healthcare workers currently risking their lives to treat patients, the parallels are clear, and the timing couldn't be better. Group co-founder VivaciousPassion says:

    "Those doctors have been doing a fabulous job of managing this outbreak and we're admirable of them. Our group does offer medical supplies, often free or extremely discounted compared to in-game economy prices."

    C.A.M.P.s, or Construction and Assembly Mobile Platforms, are customisable settlements fashioned out of resources collected on your travels, and the pandemic has given rise to a multitude of themed builds. These range from humble collections of rehabilitation tents to multi-storey COVID-19 research facilities.

    The Ginger Empire spent roughly six hours creating his very own COVID-19 field hospital, complete with well-stocked medical cabinets and ample bedspace in which the sick can recover. As a licensed practical nurse with ten years' experience, this is very much a passion project for the Wasteland regular:

    "I enjoy doing the C.A.M.P. builds for the channel and to upload, and this felt like an interesting one right now considering the events of the world as a whole. "I would volunteer, and have been asked to, however I'm unable to due to the wife being eight months' pregnant.

    While some create, others panic buy. Scores of Fallout 76 players are looting toilet rolls in a bizarre re-enacting of scenes found in supermarkets across the globe. Reasons for this are varied. Some want to showcase them in extravagant settlement displays, locking them in cabinets or hanging them off a mounted moose's horns. Others are selling them at exorbitant prices in shops, jacking up costs to gouge consumers. It's not unusual to see a single bit of bum tissue going for 25000 caps which is a markup of 2500%.

    The game also got a massive up in the player base since the start of worlwide lockdowns:

    According to population calculator Gamstat, the game received 52,000 new players on PS4 alone between March 5 and April 5. That's a huge number for an MMO that showed signs of slowing just several months after launching November 2018.

    Also, from March 19 to March 23, players enjoyed both double XP to help them level-up faster, and a purveyor sale weekend, which saw legendary items go for a 25% scrip discount.

    submitted by /u/Frocharocha
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    Mort=Jason Mewes??

    Posted: 14 Apr 2020 05:38 PM PDT

    Does anyone else think Mort in the new Wastelanders update sounds like Jason Mewes from Jay and Silent Bob?? Lol

    submitted by /u/CBSLIDE87
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    Fallout 5 Dream I Had That Was Surprisingly Detailed

    Posted: 15 Apr 2020 03:00 AM PDT

    For context, I do not have lucid dreams, but I do have very detailed dreams that I remember for some strange reason. My coworkers and friends have been trying to get me to create this post for a while and I'm finally getting around to doing it, but here goes.

    A while ago I had an extremely detailed dream about Fallout 5 down to the gameplay mechanics and would like to share. I'll keep it in bullet format to keep it easy to read.

    The setting
    -Set in New York state
    -The nuclear bomb that was dropped during the Great War, was dropped right on top of The Statue of Liberty.
    -The three factions are the Raiders, the Children of Atom, and the Chinese Communists.
    -The Chinese Communists were the victims of a vault experiment. Similar to how they were kept in Ghettos in New Vegas's Old World Blues DLC, Vault-Tec created a vault for the Chinese living in the Ghetto in New York.
    -The Vault experiment was to see if (over the course of 30 days.) the vault could turn an innocent capitalist Chinese-American into Communist. Of course the Great War lasted much longer than Vault-Tec anticipated, resulting in an entire vault filled with Chinese Communists for hundreds of years.
    -Each faction is trying to take control of New York for different reasons.
    -The Chinese Communists are trying to turn everyone into Communists. The Raiders are trying to create a city sort of similar to Nuka-World, but with less slavery. The Children of Atom are trying to turn everyone into a Child of Atom using Pre-War tech.
    -That pre war tech was an experimental device that would change a person's DNA to make them resistant or immune to radiation as a whole. The original human test subjects' descendants are the Children of Atom who are completely immune to radiation (Since Fallout never explained why that is.)

    Who are you?
    -You start off as a raider co-leader with your sibling. The gender of your sibling is the opposite of the gender you choose at the beginning.
    -At the start, you and your sibling are raiding a settlement on the border of New York. This acts as the game's prologue with the lead up and the raid giving the necessary amount of tutorial.
    -Once you complete the raid, the Children of Atom show up unexpectedly, looking for something in the settlement you were raiding.
    -They take a few hostages/recruits including your sibling and leave you with no one left alive in your raiding party.
    -You must find and save your sibling before the Children of Atom are able to do anything to him.

    The Story
    -As you venture south, following the clues of where the Children of Atom went, you come across the major city of the game.
    -(Never remembered what the name was) The city by outside standards would seem like a Raider headquarters, but the more you incidentally learn about the city while trying to find information, you learn that the city only takes a fraction of farmers and merchant's caps in their area of influence in return for some actual protection. Not the "protection" where if you don't pay up we break your kneecaps, but actual protection from the beasts of the wasteland, the Chinese Communists, and the Children of Atom.
    -They mainly only seem like raiders, because they respond in malicious force if said farmers or merchants take advantage of their protection without paying for it.
    -As you try to find the information you need, a Chinese Communist, who's trying to sabotage the city, tells you that the Chinese Communists will help you if you meet a representative of theirs and do a small job. But right after telling you this, he's overheard by guards and you are mistaken to have brought a Communist spy to justice giving you a lot of influence over the city already.
    -When you meet with the representative, he tells you that you have to figure out what the Children of Atom are looking for in what used to be Manhattan.
    -Because the Atom bomb was dropped on the Statue of Liberty, Manhattan is what would be considered as the Glowing Sea of the game.
    -But because of the collapse of the skyscrapers all across the island, Power Armor is too large to fit in the confined spaces, so you have to venture into the radiated area without power armor.
    -You could use a radiation suit, but that wouldn't protect you from the Tunnelers.
    -The tunnelers make a comeback in the game and have made their home in the cramped spaces of the collapsed skyscrapers.
    -After following the trail of dead Children of Atom due to the Tunnelers, you come across the remains of an observation deck.
    -After reading the data on the terminal, you determine that the observation deck was part of an entire laboratory housing the device mentioned before.
    -To access the device however, you need a keycard of the chief scientist who is no where to be found.
    -After leaving the Manhattan area, you are ambushed by the Children of Atom who disarm you and bring you to your brother.
    -They tell you that if you want your brother to go free, you must find the chief scientist's keycard.
    -Then they let you go, and you would turn in the quest to the Chinese Communists, telling them that the device cannot be accessed without the chief scientist's keycard, telling them his name.
    -As it turns out, the Scientist was actually one of the scientists responsible for the Communist brainwashing done to the Chinese. They of course don't see it as brainwashing and think that the scientist was the best Communist of the Pre-War.
    -The last known record of him was that he was visiting the sister laboratory on the day that the bombs fell.
    -The problem is that the sister laboratory is placed in the middle of the region of the New York Wasteland where every wasteland creature goes to die. (Similar to the Rotten Vale of Monster Hunter: World). So the entire area is filled with old, mean, and deadly carnivores. Including deathclaws, Yao Guai, and plenty of scavenger bugs.
    -Sadly that's where to story part of the dream left off

    Gameplay Mechanics
    There weren't that many gameplay mechanics that I can remember but each of them was extremely unique in comparison to Bethesda games of the past.

    -Each area that you clear of enemies, be them super mutants or just bloatflies, you can claim it for any of the factions you are allied to (Raider, Communist, CoA).
    -After about a day in game, the faction chosen will take up residence in the area and create appropriate jobs for the area (i.e. Clearing a farm will bring in farmers, clearing a store front will bring in merchants and bartenders.) And each area is protected by the faction chosen.
    -The catch is, however, after this part of the game is unlocked, the factions start clearing and claiming these areas for themselves.
    -You can not attack a faction settlement if you are allied or otherwise not against the faction, and the factions will not attack other faction areas even if their territories are right next to each other.
    -Once you get far enough into the game and become hostile with a faction, you can actively attack their settlements, but be warned, the longer a settlement has been under control of the faction, the tougher the enemies are.

    -The Children of Atom don't have to worry about a few ticks of radiation, so a few inquisitive minds of theirs have taken upon themselves to fix a few of the cars and other vehicles throughout New York.
    -You may not be able to drive these vehicles, but if you are allied with the CoA, you can learn how to safely fix a vehicle without it exploding in your face. Every vehicle fixed strengthens the CoA and allows the faction to take more territories and defend them without your help.

    -The Chinese Communists' goal is to convert New York into a Communist Nation. They are not opposed to "recruiting" and showing more people the magic of Communism.
    -If you can convince settlers of other factions to at least give Communism a chance with either fists, words or caps, you not only bolster the Chinese numbers, but also weaken the strength of the other factions.
    -But be warned, you may only do this with an allied faction, and news of you turning people to another faction gets spread around too much, people will be much more resistant to your convincing.

    -The raiders are the most interesting because if you increase your influence over the city, you can also change their views on being benevolent or malevolent.
    -If you choose the benevolent side of things, you attract more traders and farmers warranting better gear and better access to meds and aid.
    -If you choose the malevolent side, you push away those traders and farmers instead for an increase of raider numbers. More aggression in the settlements and more likely to expand the territory. This option is the only one that allows the faction to attack settlements owned by rival factions without your approval.

    Wow that was a lot. Hopefully I'm not completely insane and this actually makes sense. Thanks for Reading!

    submitted by /u/Ythsmir
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    (WASTELANDERS) has anybody found the cult location from the trailer?

    Posted: 14 Apr 2020 09:06 PM PDT

    Got Fallout 76 for free?

    Posted: 14 Apr 2020 11:24 PM PDT

    So the other day I was scrolling through my Steam Library and when I got to the bottom, to the games I haven't played, I saw Fallout 76 was there. I haven't purchased Fallout 76. Does anyone know why I have this?

    submitted by /u/ToTheMines
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    FO4 | Companion affinity and reloading saves?

    Posted: 15 Apr 2020 01:58 AM PDT

    If a companion Loved,Liked,Disliked and hayed something his affinity goes up/down right? My question is, does is change if you reload a save before he liked something? I'm asking because I read somewhere that you can boost a companions affinity by reloading saves, ty

    submitted by /u/Aguilarhesse027
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    In 76 do random bands of raiders roam the wastes now like the scorched used to?

    Posted: 15 Apr 2020 01:39 AM PDT

    Just wondering as I feel that's part of the fun of a fallout game. Getting jumped in moments of calm

    submitted by /u/TSN1986
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    The new Fallout 76: A limited look into how wastelanders has changed the game

    Posted: 15 Apr 2020 01:13 AM PDT

    So I've hopped back on to Fallout 76 after about a close to 1 year hiatus, especially after the drama with Fallout 1st I decided I've paid $90 for this game I might as well play it again.

    I must say this changes everything story wise, for those who played the game already and have like level 657 characters the story doesn't make you feel like your just doing the main story again and even rewards you for doing it ahead of time.

    So I want to break down all the good stuff that I found in my 7 hours of playing.

    The characters: actual good written characters! Good and bad people both that feel extremely fleshed out with pasts, futures and a hopeful optimism that they won't all die in their sleep.

    Allies: an Astronaut, writter and an ex-raider plus many more that need your help to basically fix their life while bunking with you. But atleast they either have cool stories, tend a bar or at the very least attack anything that decides to chew on your camp.

    The locations: I have to say foundation is my new favorite survivor made settlement in a fallout game. No more shacks and shantytowns these survivors really bring actual log buildings to the table and what is scavenged is surprisingly put together not like diamond city where every roof had 50 holes in it. I can best describe it as is how good the C.A.M.P. building pieces look in comparison to what settlement parts did in Fallout 4.

    Lastly I want to talk about Side quests and how the world feels. Side quests in and of itself are probably the best part of FO76 both before Wastelanders and after. The world feels alive as random settlers trying to make a buck send you out to find treasure or help their family located in some remote outpost. Another big thing is how people treat you as a Vault Dweller, gone are the days of you guys are fish out of water and more you're seen as assholes to most people who got stuck on the outside of the vault door. Bitterness, spite against the world and a lack of faith in those who have come before have turned the people you meet into what you would actually encounter in this type of world. Despite the fact you know how to deal with this broken world you're still just treated like a spoiled child. What you do with those people is entirely up to you.

    So in short should you buy FO76 after this update? No. If you have the game great but this game is still really annoying and buggy at times. If you enjoy a more MMO type style to games and are a mild Fallout fan go for it but if you think New Vegas is the best Fallout you may want to get it on sale at the very least.

    In the end this update does alot for the world and story but must be completed with the original story as a base, you don't get to cheat on that so take it as you will.

    Overall I give this update (from the short amount of time I've played) a 8.5/10 great update but still has the actual game dragging it down.

    submitted by /u/garmdian
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    Fallout 76 wastelanders. Quests don’t progress for anyone but party leader unless done individually. Is this intended?

    Posted: 15 Apr 2020 12:32 AM PDT

    None of my friends ever gave fallout 76 much of a shot but I enjoyed myself quite a bit. So I played solo. Wastelanders came out today and my friends decided to try it out so for the first time I actually played quite a bit with others and I noticed that quests wouldn't progress for my team unless my team did the quest requirement themselves. For example, if your objective is to pick up an item, and I pick up the item, that objective isn't completed for my team members until they pick up that item themselves. Is this supposed to happen? For a game that requires you to be online at all time and encourages cooperation, they sure don't make cooperation very easy. If you have to do each little objective by yourself to progress in your quest, it defeats the purpose of a team right? Unless I'm missing something obvious which very well may be the case. Please help! Thank you :)

    submitted by /u/jdtroxx
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    Super Mutant Suiciders [Fallout 4]

    Posted: 14 Apr 2020 09:22 PM PDT

    I know this is kind of a random question but most super mutants (excluding Virgil and Strong) are very unintelligent.And I've always wondered,Does a super mutant suicider know what its doing and know that its going to explode.Do they do it voluntary? Or did they get forced to do it?

    submitted by /u/Mrminutemansupreme
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    Let's hope ladies and gentlemen.

    Posted: 14 Apr 2020 04:28 AM PDT

    A 59.912GB size update has been initiated on my PS4 for Fo 76. Let us hope that Wastelanders saves this game. I'll see you all on the other side.

    submitted by /u/slayer_of_wagons
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