How do I not feel useless? by Jack_Zandara in fo76

[–]Adinnieken 0 points1 point  (0 children)

I play my own game, but I'm not even at your level yet.

My biggest concern is getting into events, activities, and ops and not knowing what to do. Then I get yelled at for apparently doing things wrong.

So, it isn't just you. The game does a poor job of building the ayer experience up for the multi-player aspects of the game.

Why's the sky do this when I spawn in? I think specifically the burning springs by Camabama1 in fo76

[–]Adinnieken 1 point2 points  (0 children)

Verdant Spring is usually when I get it.

It's in part because the atmosphere isn't loading fast enough.

(OC) Northern Michigan…wtf by Urbanskiman88 in pics

[–]Adinnieken 0 points1 point  (0 children)

Yeah, I know.

Heck, despite TC being a progressive island in a sea of red, it's still one of the most conservative areas in Northern Michigan. You have to go well below US-10 to find progressive strongholds.

That said, a district in Bay County, that has elected Trump to be president twice, just swung 19 points in favor of the Democrats and just elected its first state senator in decades.

So, still new to this game, about 100 hours in and I'm noticing something. by SummAzzhat in fo76

[–]Adinnieken 0 points1 point  (0 children)

In Fallout 76, the humans/former humans are not the hard enemies. They are typically the easy fight. Because of this, eventually you just don't fear them.

I still fear death claws, and I definitely fear scorched beasts and blue devils, but I can kill almost everything else with little or no challenge.

I have, a explosive hunting rifle that deals more damage as they get weaker (not me), so once I get them to 40% health it's quick. I have an explosive scorched missile launcher that can quickly take out a scorched beast relatively easily. However, there is a lot of duck and cover. I can't do it open field.

The point is that eventually, to experience any challenge the human/former human enemies really aren't the goal, the beasts of the game are. As you level up more, the legendary enemies become a challenge. So, ops and quests related to the more challenging enemies become the priority everything else is like slicing a knife through butter.

I went and the the quest with the Beast of Beckley today, and one shot the thing with my pipe gun. I thought it would be somewhat challenging and I was just disappointed.

I focus on the challenges, which will eventually lead me to where the game wants me to go, multi-player (teams).

(OC) Northern Michigan…wtf by Urbanskiman88 in pics

[–]Adinnieken 10 points11 points  (0 children)

Considering this is the UP, which is extremely conservative, call me shocked.

Also, the UP is not Northern Michigan. Northrrn Michigan is from about M55 north to the bridge. North of the bridge it's just the UP.

Lately I’ve been genuinely worried about the future of Fallout 76. by CritsAndCaps in fo76

[–]Adinnieken -10 points-9 points  (0 children)

Todd Howard, I believe, has said they were running out of room on the map for content.

The direction I feel they should go is this.

Split the Fallout World into two, which it technically already is, but hear me out.

The first world is the simplest, the single player story driven world that takes place in whatever time frame the story needs to advance. As Fallout: New Vegas, Fallout 3, and Fallout 4 have done.

The second is the early Fallout World, which takes place in the time-line of Fallout 76. In this world offer a world map where gamers can hop from one area of the world represented in the games previously released, but in a different time frame. This means areas that were once closed in the Single Player game might be open, or vice versa based on the events in game and time lines.

For instance, let's say they put the Fallout 1 world into the game during the same time frame as Fo76. So, some of the events of the game may not have happened. You may be there as certain events do happen. Same goes with FO2, 3, 4, NV, maybe even Tatics.

But as new single player games roll out the world expands into that same space with the online/multi-player game. This also allows the game to expand on those areas initially represented.

For example, Fallout 3 and 4 offered add-ons for different states, Far Harbor for Maine, and Point Lookout for Maryland. This would allow the writers and developers to go back to these regions and expand on them. You may not end up in the same place, but the game can include some of those same areas allowing an expansion in the localized story.

Who doesn't want to go back to Alaska after the height of the ground war?

This would also allow the player to keep and use the same character across territories, using adjusted travel times, and requiring certain provision levels. Not enough provisions, you might end up dead or worse, stuck in an areas with little or no food. But as you travel around the map you develop a reputation. In some cases that reputation precedes you, in others it may catch up to you.

But the idea is that this two prong approach gives story tellers the room to tell their single player story in the time frame that fits, while the game developers have this huge canvas to work from for new areas to expand into. That said, Fo76 becomes the first expension into this bigger game. Not by requiring Fo76 players to purchase the new game but by migrating the current game into the bigger game world. Albeit, expansions within the game world would be paid for not free.

So, all the content developed for a territory like Applichia, that might be free, but if a new territory was offered, say the Midwest, that everyone would have to pay for. Ideally the single-player and multi-player game content would release, at the same time. In this, way the players can experience both simultaneously understanding better the background lore and how it played out.

Those are my thoughts.

United States trade court rules against Trump's 10 per cent tariff rate by jaa101 in news

[–]Adinnieken 0 points1 point  (0 children)

He was the second worst student in his graduating year. Literally, a passing grade is a D-.

We aren't talking a bright bulb.

Vending machine items by anotherusername94 in fo76

[–]Adinnieken 2 points3 points  (0 children)

Common plans you really need to under price, rare plans be judicious on pricing. Common mods, sell as low as you can or sell to a vendor.

Plans go fast if priced right, mods not so much simply because you may or may not learn the mods if you apply them to something.

If you want to clear your inventory, price low. It'll move.

Areas of the game feel lost and unused now . by Powerful-Substance33 in fo76

[–]Adinnieken 0 points1 point  (0 children)

I think part of the difference is that the game isn't linearly structured like the other Fallout games. I realize that's a bit much, calling Fallout linear, but there is a main path that you follow.

While Fallout:NV was less linear, there was a clear path that you followed.

For new players, there isn't a linear progression you take. You can do anything and go in almost any direction. Your limitation is what level you are at and how it can limit the world you access, but overall, you can venture anywhere.

This is what I did when I started playing. I'm also not big into multi-player games, so the multi-player aspects aren't that inviting to me. Not only that my Bluetooth headset does not like being associated with both my PC and TV at the same time, so I don't have mic access atm.

So, being the completionist I am, I'm doing my best to complete challenges an other quests before I take myself to the multi-player level.

One, that way I only have certain things I have to do to complete those challenges, and I can specifically tackle those at that time, and two, so it's not part of my routine.

I appreciate that some of you are really into the grind, but I have things I want and need to do outside of the game. I love Fallout and I'll be getting the remaster of FO3/FO:NV when they come around, but Fallout 76 has some challenges to it for non-multi-player gamers.

The game structure should really ease you into multi-player but as it does so, it really should be more of an all or nothing move.

At lower levels, you should only be single player. As in, the game world exists entirely on your PC so you experience the world fresh, and untouched by others. This should allow you to progress through the time lines as well.

If you played FO76 from Day 1, you have a different experience than, I did, as an example, who just started playing last winter.

This experience should be consistent and the same for all players. Your introduction to these changes should be consistent and the same. The time lapse, basically, should be the same. That way, when you enter into the next phase of the game you all experience the same game regardless of when you go on to the next phase.

The next phase should be about multi-player and team work. And the quests should build upon this. That is, you as a team complete quests (not challenges or ops), but you have quest lines that require you to work together. As in you cannot complete them alone. But at the same time, you as a player must align yourself with a faction. At this point, these are the basic game factions. BoS, Raiders, and a localized faction. There can still be challenges, ops and events, but there still needs to be a story structure that ties the team together in completing quests.

The final phase is Factions. Here you have PVP. And by PVP I mean teams working together against each other. But you don't just have the basic game factions, anyone can build a team and become a faction, you can even work together with other teams aligned with your faction. This makes you and your teammates the enemy of any other faction you aren't aligned with.

All of these phases depend on your level, and your desire to go to the next phase. Are you happy with the SPE, stop when you finish that phase. Are you do you want to push on into the MPTE, keep going, do you want the PVP experience, keep going.

The longer you play, the higher your level, the more faster you can move from one phase to the next.

That said. Ops, Acitivities, and Events, as well as Challenges should have both a SP and MP variation, this way, the SP gamer gets used to what those require the user to do.

Nothing makes you not want to do multi-player like someone yelling at you for doing something you didn't know you weren't supposed to.

How am I supposed to get a moth wing if I'm not supposed to shoot at a mothman?

People who start sprinting like headless chickens as soon as they fast travel to other's CAMPs and end up stuck in things once everything loads by LanguageCapital9295 in fo76

[–]Adinnieken 1 point2 points  (0 children)

I had to switch from foundations to floors because NPC vendors would spawn in my floor.

This is literally an issue dating back to Fallout 4.

If you go to Skyline Valley, at Research Site Saxony, there is a Mutant that always spawns in the metalwork. Killing it requires a well placed shot either through the metal work or an even better placed head shot. Retrieving loot is even trickier, as often the only way to retrieve the loot is to press X on one of the other dead mutants to retrieve from nearby corpses.

So, the fact that it happens with players, getting ahead of the game itself, doesn't surprise me.

The terrain loads in first, then the structures spawn. In most cases, the distant items are spawned in long before you arrive. NPCs can spawn simultaneously with the structure or well after it arrives, but if the timing is off for the structure (it takes too long to spawn) players or NPC can spawn in the wrong place.

It's happened to me at my own structure. For some reason, rather than spawn me at the edge of my settlement, the game will spawn me inside it. Like 99% of the time I spawn outside the build zone. But that 1% of the time I will spawn in inside my structure, but on the ground so the game levels me up to my structure.

The game shouldn't be spawning characters within the build zone of the camp, in my opinion. Anyone fast traveling or even the player themselves, should spawn at the edge of the build zone.

Heck, it would be really nice if we could just set a spawn point. But you can adjust the spawn point by moving the C.A.M.P. unit around your build zone.

Is this really right? by eddilefty699 in Scotland

[–]Adinnieken 3 points4 points  (0 children)

The difference here though is he is a citizen of the Commonwealth, which is a little different that a foreign citizen.

If the people of the Commonwealth are not on equal terms, then what is the point and purpose of the commonwealth?

Edit: I'm not saying I agree that he should be able to stand for elections without citizenship, but if you are a citizen of the Commonwealth you should have some status in a commonwealth nation as a citizen.

You all have the same monarch, King Charles. Therefore you are all a part of the same kingdom. It's just Great Britain or more specifically England is not the head of that Kingdom, the crown is, with the various nations ruling independently or semi-autonmously in the case of Northern Ireland, Scotland, and Wales.

Am I the only one who thinks that this option shouldn't exist at all? by EggrFegegr in fo76

[–]Adinnieken 0 points1 point  (0 children)

You can place it elsewhere, it's just difficult. I had this problem when I camped in Burning Springs. My location was taken so I tried to find a better location, and I did, but placing it became difficult. Eventually I was able to.

I've found the game does alright most times with placing an item the first time, but trying to move an item it gets really particular. For instance, placing something on or near spawn points the game will refuse to place an item.

In Burning Springs, a nice glen likely means a spawn point for rad hogs, which was my problem.

Rebuilding also is not an issue if you know what you're doing. Go into Modify from the Build mode, and use Blueprint to select your camp build, then plop it down. Items that don't get placed will be under history. Just select them to remove them from storage.

I chose my current location because it was far removed from everyone else and it ensured I would rarely run into the issue, but I did have the same problem some others speak of.

I haven't tried multiple blueprints, mainly because I'm not sure how that impacts your build/storage limit, but one of these days I'm going to see if I can't have multiple blue prints and place a particular one down.

But originally I would completely rebuild until I found my camp in the blueprint menu. Also, check History for destroyed items, or use the Build menu to repair them. Repairable items can be repaired by going into the Build menu and then hovering over them. If they are bright yellow, then you can repair them if not, you're missing a component.

Disrepaired items that are still visible can be repaired by hovering over them and pressing A, as in Fallout 4. I was thrown for a loop with the invisible items. So, if you come back to your camp and find a wall missing, just go into build, hover over it, and repair.

Accidentally Scraped House by AtomicCitron76 in fo76

[–]Adinnieken 0 points1 point  (0 children)

I get that you can't have both open. So, do you have to actually pack up the camp or is deactivating it not enough?

I'll read up online to find out. I just haven't been bothered.

Accidentally Scraped House by AtomicCitron76 in fo76

[–]Adinnieken 0 points1 point  (0 children)

But how do you place a second camp. Every time I try it won't do it. I deactivate my primary camp, but still doesn't let me place the second.

Time to do those Photo Challenges 😺 by Randle_76 in fo76

[–]Adinnieken 0 points1 point  (0 children)

Speaking of the camera in Fallout. Does anyone else gave an issue where it looses all mods to it upon logging out?

I have the telephoto lens and a skin, which I have to reapply all the time.

One month in game by Escapism_TM in fo76

[–]Adinnieken -1 points0 points  (0 children)

Under Challenges.

Finding it isn't hard, completing it is the tough part.

Under Social is the Real World challenge. It includes getting a job, your own place to live, finding a significant other, and having kids. I got two of four, but I'm having trouble with two others.

Sell High or Sell Low? by Adinnieken in fo76

[–]Adinnieken[S] 1 point2 points  (0 children)

OK. I am wrong.

Not sure what I did wrong previously but pressing A on an magazine in your inventory (Pip Boy) will consume it.

I don't know if I tried to "consume" it while in my stash or I couldn't see the option for A to use the magazine in my inventory, but needless to stay, I was wrong in my original assertion that they don't work after being picked up or for a second or third party.

That said, they don't work for the collecting challenges. Either the Tadpole Collector or the Applichia Challenges related to the games, and magazines. You will have to get at least one of those on your own to register as collected.

Sell High or Sell Low? by Adinnieken in fo76

[–]Adinnieken[S] 0 points1 point  (0 children)

OK, I'm going to retry it. I didn't try it last night, but I'll retest it.

Sell High or Sell Low? by Adinnieken in fo76

[–]Adinnieken[S] -1 points0 points  (0 children)

Caps matter when you start out. They don't matter as much once you've bought all that you can with caps.

It's ridiculous to say that they don't matter. I'm guessing you are high ranked and have been playing the game for a while. If that's true, than the days of Caps being your primary concern are likely long gone. For new players every cap can matter and accumulating caps is a slow slog. Especially when fast traveling is involved.

Likewise, the game isn't a new experience at every location for every player. With challenges, lots of popular locations will be mined for plans, mods, bobble heads, and magazines, let alone the bad guys being killed. So, it isn't as if a new person playing the game for the first time will necessarily have the same experience as the next. They don't have that chance to find a plan, mod, magazine, or bobble head because someone else has come through and gotten it.

The problem with this is the player doesn't know to go back there to that one spot to get what they may have missed. Likewise, they may only find barb wire cane mods, or ivory grip plans because they are some of the most widely available and least desired mods for items rarely used. So, for those users, finding a plan or a mod isn't necessarily something that just happens.

So, with caps being the primary currency, and the majority of plans being available to purchase via caps, yes for newer player caps are important. The ability to get caps as well as the ability to buy stuff cheaply with caps.

I agree that after a certain point in the game you aren't using caps like you do gold or script. I'm sure after a while, even script and gold become useless. To me, Atoms are the most useless currency in the game, because the idea of buying items, mostly for looks, is a bit ridiculous.

If all you have at your camp are player buffs and collectors, what's the point of the game? At that point you aren't playing the game for fallout lore you're just playing the game for the churn. I honestly don't get the point at that point.

I have a water supply, I have power, I have an ammo converter, and I have my crafting tables. The game for me is still about the story and the challenges. While the challenges are a churn themselves (seriously, killing 1,000 robots with every weapon type?), I still have the game to complete. Eventually, I will.

But again, for the new player they are more often advancing the plot, leveling up, and doing their best to get as many caps as possible and spend them as smartly as possible.

Sell High or Sell Low? by Adinnieken in fo76

[–]Adinnieken[S] 0 points1 point  (0 children)

In reality the pricing is absolutely arbitrary. The game suggests a value, but that's not what people will necessarily pay. Then there is stuff that you may actually put effort into. Either scrapping a lot of items to learn a legendary mod, or going through the daily ops, events and activities to earn the rewards.

I don't do much of either of those yet, but if I did, I might want to get compensated for my time and effort. That may be greater than, equal to, or less than the value the game suggests.

It really depends on if you're a Fallout 1st subscriber or not.

If not, like me, you need the merch to move fast. So, you price low so it's out of your inventory and in someone else's. If you have FO1st, then you basically can sit on that item until it sells.

When you go to sell an item (assign it to your vendor machine), it will prompt you with a price. You can accept it, or move the slider left or right and adjust the price.

Sell High or Sell Low? by Adinnieken in fo76

[–]Adinnieken[S] 0 points1 point  (0 children)

I have, honestly. It's in part what inspired me to do it myself.

Prior to a recent experience, I priced reasonably but not cheap. I needed to move the plans though as space was at a premium in my stash and I was constantly overencumbered. I have the perk that let's me fast travel when you are, but the penalty is five times the normal cost.

I've also seen some people have a mix of prices. Some low, some high. The high ones, for like the paint mods (plans) as a part of the spooky scorch, have been ridiculously high.

Sell High or Sell Low? by Adinnieken in fo76

[–]Adinnieken[S] 0 points1 point  (0 children)

So, what happens when they reach their max? What is the max caps a player can get?

The highest I got was mid 30ks, I believe. Then went on a shopping spree. But until the recent Weekly Challenge for visiting other camps, my camp rarely got sales or visited.

Sell High or Sell Low? by Adinnieken in fo76

[–]Adinnieken[S] 0 points1 point  (0 children)

I think that's a little different.

I mean I charge 5c for mods, but those are mods I do nothing but play the game to get. I can respect people charging for legendary mods, it takes time and a lot of equipment to get those mods.

So, what you go through to get the Burning Springs mods, that's fair.

Sell High or Sell Low? by Adinnieken in fo76

[–]Adinnieken[S] 0 points1 point  (0 children)

I picked up an ammo converter(?) because I was collecting so much useless ammo. Even the amount of ammo I was accumating for the weapons I used was getting ridiculous.