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Fallout 76 aka The facts why Fallout 76 is bad. Or why Bethesda is.

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  • spinnytopspinnytop Posts: 14,770 Arc User
    edited December 2018
    For anyone who took the video I posted as a serious video that needed a very serious response, I'll point out that Indeimaus's channel is a comedy channel. He makes silly videos and tries to entertain. One of his most popular videos is "Top ten Dark Souls stones" where he makes a top ten list of, you guessed it, various rocks and stones in the game. Taking his videos seriously is a great way to end up looking very silly. Also towards the end of the video he mentions that he's having fun playing the game and has the achievement for playing for more than 76 hours, so if you didn't make it that far before responding then you done goofed!

    Of course none of you guys would ever do that, so this comment isn't actually directed at anyone.​​
  • markhawkmanmarkhawkman Posts: 4,426 Arc User
    I remember a video where someone was investigating a ship wreck and the ship was transporting mannequins, but the crew seemingly got killed by the cargo. The captain even left a log talking about the insanity of what was happening. So the implication is that some force in the Fallout universe can in fact possess inanimate objects to bring them to life and commit murder.
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  • jonsillsjonsills Posts: 6,118 Arc User
    beezeeze wrote: »
    I'm pretty sure this is the church jon was talking about
    dEx1HYj.jpg
    Yep, that's the one. I got a pic of my first toon, Johnny C, standing in the shed outside (where there's what looks like a practice shrine), with one of the "Welcome To West Virginia" frames.
    "Science teaches us to expect -- demand -- more than just eerie mysteries. What use is a puzzle that can't be solved? Patience is fine, but I'm not going to stop asking the universe to make sense!"

    - David Brin, "Those Eyes"
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  • shadowfang240shadowfang240 Posts: 1,322 Arc User
    welcome to west virginia, indeed...come for the cryptids, stay for the freaky occult cults​​
  • jonsillsjonsills Posts: 6,118 Arc User
    I wonder if they're aware that those special areas exist because devs need to test items to make sure they don't literally break the game (as in, render it unplayable), and that insisting on using those items out in the world might be what's giving them such a terribly unstable experience?
    "Science teaches us to expect -- demand -- more than just eerie mysteries. What use is a puzzle that can't be solved? Patience is fine, but I'm not going to stop asking the universe to make sense!"

    - David Brin, "Those Eyes"
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  • beezeezebeezeeze Posts: 910 Arc User
    spinnytop wrote: »

    Hopefully they manage to banhammer all these cheaters before any new multiplayer content comes out. As it is you barely ever encounter these people in the wild(or anyone for that matter) except during certain open world events.

  • spinnytopspinnytop Posts: 14,770 Arc User
    There's no time for that! We have to dupe items so that we don't have to play the game!​​
  • markhawkmanmarkhawkman Posts: 4,426 Arc User
    seriously though, it makes sense that everyone's either a supermutant, scorched, or dead after you read the backstory of what happened. O-o'
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  • sistersiliconsistersilicon Posts: 1,664 Arc User
    The latest: Yesterday’s patch rolled back the previous patch.

    https://massivelyop.com/2019/01/30/fallout-76s-patch-reintroduced-old-bugs-on-top-of-nerfs-leading-players-to-demand-change-in-leadership/

    In a shop like mine, where we take software engineering seriously, that would absolutely be grounds for getting fired.
    Choose your enemies carefully, because they will define you / Make them interesting, because in some ways they will mind you
    They're not there in the beginning, but when your story ends / Gonna last with you longer than your friends
  • markhawkmanmarkhawkman Posts: 4,426 Arc User
    Lol, I'll believe that if I see it.
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  • colonelwingcolonelwing Posts: 181 Arc User


    I'd say rip, but it was never alive to begin with.
  • jonsillsjonsills Posts: 6,118 Arc User
    edited February 20
    Really? What noncosmetic item is available in the Atomic Shop? Because I was just looking through it today, and nothing in there makes the least bit of difference to gameplay.

    His claim, that the temporary effect given by purchasing (for free! Atoms fall on you with ridiculous regularity) somehow "breaks the promise", is as ludicrous as claiming that Witchcraft hanging out in RenCen distributing XP bonuses but only for one weekend is "forcing" players to buy new character slots to take advantage.
    "Science teaches us to expect -- demand -- more than just eerie mysteries. What use is a puzzle that can't be solved? Patience is fine, but I'm not going to stop asking the universe to make sense!"

    - David Brin, "Those Eyes"
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  • beezeezebeezeeze Posts: 910 Arc User

    Ok bud you won.





    Nah but really FO76 held my interest for about as long as I suspected it would be, and it was fun while it lasted... but I'm going to need to have some new content to bring me back and keep me interested. Meanwhile the RE2 remake is super good and everyone should play it.

    I played it a lot... and now I am back to fallout new vegas.. trying to figure out where my mods went terribly wrong.



  • beezeezebeezeeze Posts: 910 Arc User
    It turns out having more than 130 active plugins in New Vegas tends to make the whole game an unstable and buggy mess. I corrected this and it seems to have fixed most of my problems.

  • spinnytopspinnytop Posts: 14,770 Arc User
    It's going to start getting really sad soon. Not the game, I mean the Bethesda Hate Bandwagoners who thought this would last forever. There's this whole meme of "RESET THE CLOCK!" when something goes wrong with the game, and people are already starting to get desperate to keep it going.

    - A cheater claims they were wrongfully banned for having too much stuff RESET THE CLOC0- Wait... oh turns out they were duping. Don't reset the clock.
    - A store somewhere bundles a copy of the game with a 5$ gamepad accessory. RESET THE- no, that has nothing to do with the game itself. No clock reset.
    - Some girl has an allergic reaction to the glue on the power armor helmet. RESET- nope, common reaction to a commonly used glue. Leave that clock alone.
    - They broke their promise on Pay 2 Win REEEEEEEEEEEEE- Oh calm down, it was a 1 week event and pvp is completely voluntary.
    - But what about lunch box buffs?!? REEEEEEEEEEEEEEEEEEEEEEEEEEE - Not even in the game. "what ifs" don't get to reset the clock.


    Expect the desperation to get sadder and sadder the quieter things get! I keep getting called a fanboy just for suggesting that something might not be a clock reset. The bandwagon is on fire.​​
  • shadowfang240shadowfang240 Posts: 1,322 Arc User
    beezeeze wrote: »
    It turns out having more than 130 active plugins in New Vegas tends to make the whole game an unstable and buggy mess. I corrected this and it seems to have fixed most of my problems.

    i found that out myself, while trying to figure out what was causing massive random texture glitches, missing mesh ! points showing up despite the mesh itself not actually BEING missing, etc. - and it's more around 120 that the glitching starts up

    maybe there's a plugin like JIP's one or a code project or something out there that fixes it (the former fixed that vendor bug, after all - where a vendor acquiring more than 32-some K caps would bug it out PERMANENTLY and stop giving you money for things sold to them), but if there is, i don't know where - haven't touched F:NV for over a year​​
  • jonsillsjonsills Posts: 6,118 Arc User
    beezeeze wrote: »
    It turns out having more than 130 active plugins in New Vegas tends to make the whole game an unstable and buggy mess. I corrected this and it seems to have fixed most of my problems.
    Okay, so what's their excuse for the XBox 360 port? :grin:

    I kid, I kid - but what Franken used to call "kidding on the square", because sometimes FNV on the XBox really is an unstable buggy mess. And there aren't any mods available either, doggone it - I really wish I had the color mods that Oxhorn used in making his video series, because the one thing that really gets on my nerves about FNV (and FO3) is how drearily monochrome everything is. (I can live with bugs; back in the old days, when a game bugged out we'd just try to get screenshots so everyone could laugh at how silly it looked, instead of freaking out about things being "unplayable". It was only "unplayable" when it simply wouldn't start.)
    "Science teaches us to expect -- demand -- more than just eerie mysteries. What use is a puzzle that can't be solved? Patience is fine, but I'm not going to stop asking the universe to make sense!"

    - David Brin, "Those Eyes"
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  • jennymachxjennymachx Posts: 2,973 Arc User
    It's ok. Starfield will fix everything.
  • beezeezebeezeeze Posts: 910 Arc User
    i found that out myself, while trying to figure out what was causing massive random texture glitches, missing mesh ! points showing up despite the mesh itself not actually BEING missing, etc. - and it's more around 120 that the glitching starts up
    ​​

    This sounds exactly like the problem I was having. Something I read said that 130 was around the max limit for mods so I cut it back to around 125 or so and so far things are feeling pretty stable.


    jonsills wrote: »
    Okay, so what's their excuse for the XBox 360 port? :grin:

    Oh gosh yeah that was pretty bad, I used to occasionally get corrupted auto save files back when I played it on xbox, losing hours of game time spent if I didn't save constantly on multiple files. Still loved it though...

  • sistersiliconsistersilicon Posts: 1,664 Arc User
    jennymachx wrote: »
    It's ok. Starfield will fix everything.

    And the Starfield modding community will fix the rest. :wink:
    Choose your enemies carefully, because they will define you / Make them interesting, because in some ways they will mind you
    They're not there in the beginning, but when your story ends / Gonna last with you longer than your friends
  • spinnytopspinnytop Posts: 14,770 Arc User
    jennymachx wrote: »
    It's ok. Starfield will fix everything.

    And the Starfield modding community will fix the rest. :wink:

    And some people will try to act like that's more of a contribution than the people who made the actual game o3o​​
  • jennymachxjennymachx Posts: 2,973 Arc User
    > @sistersilicon said:
    > jennymachx wrote: »
    >
    > It's ok. Starfield will fix everything.
    >
    >
    >
    >
    > And the Starfield modding community will fix the rest. :wink:

    God forbid they try to use the resources that they have to make a new improved game engine> @sistersilicon said:
    > jennymachx wrote: »
    >
    > It's ok. Starfield will fix everything.
    >
    >
    >
    >
    > And the Starfield modding community will fix the rest. :wink:

    Being the multi-million dollar developer that they are they could invest in making an improved version of the aging Creation / Gamebryo engine so that it'll run more optimally on modern systems, but what do I know.
  • jennymachxjennymachx Posts: 2,973 Arc User
    spinnytop wrote: »
    why are your quotes like that? O3o​​

    I honestly don't know lol. Seems fine now.
  • spinnytopspinnytop Posts: 14,770 Arc User
    jennymachx wrote: »
    spinnytop wrote: »
    why are your quotes like that? O3o

    I honestly don't know lol. Seems fine now.

    Who made this website, Todd Howard? uwu​​
  • markhawkmanmarkhawkman Posts: 4,426 Arc User
    beezeeze wrote: »
    It turns out having more than 130 active plugins in New Vegas tends to make the whole game an unstable and buggy mess. I corrected this and it seems to have fixed most of my problems.
    The problem is likely due to conflicting mods. Especially if you have 130 running at once.... I've been modding games longer than I've been playing games online. #1 rule is that each line of code only does one thing.

    For one example, you can't have a single dialog button display two different dialogs at the same time. the UI just doesn't do that. Now adding dialog options can work, as long as they're each occupying their own place in the code and not trying to use the same place.

    I have no idea what specific issue you had since I don't even know which mods you were using or what any of them did.
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  • jonsillsjonsills Posts: 6,118 Arc User
    Seems to me that if you have over 130 mods, some of them are going to conflict. There are only so many things a mod can do, you know? Heck, I run into the problem on FO4 on XBone if I have more than ten or fifteen of their mods going - especially the big ones like the Unofficial Patch or Project X. They just tie into too many things.
    "Science teaches us to expect -- demand -- more than just eerie mysteries. What use is a puzzle that can't be solved? Patience is fine, but I'm not going to stop asking the universe to make sense!"

    - David Brin, "Those Eyes"
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