[Fallout] The Mothman Prophecies

I'm ready go tonight. There's a party, alright. We don't need the raisin for joy, oh yeah. Tick down to midnight.
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Delthazar
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Re: [Fallout] 76 is a world of blue and yellow

Post by Delthazar » 1 month ago

Yeah, kinda the same here. The bit they mentioned about player/character progression going with you when you change servers or whatever makes me think that some means of surfing instances will be possible if necessary. I wonder if people are gonna be setting up specific RP/PVE-only servers. Certainly I'll be using Discord for voice chat and avoiding the fuck out of whatever in-game zone chat systems they put in, if any.

My inclination would be to group up with y'all and wander off to find a quiet corner somewhere to build on and hope for the best. Nothing is lost on death, so getting wrecked exploring too far from our camp is at least manageable.

I have a feeling that F76 mods via Creation Club will all be kinda unnecessary like they seem to be for F4. And for a fully online game, they probably wouldn't be able to change anything strictly mechanical, unless they somehow apply those changes to your whole server. Maybe if there end up being truly dedicated private servers for specific premade groups like ours then they'd offer mods like that eventually, kinda like the old days of running Unreal Tournament mods on LANs.

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Delthazar
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Re: [Fallout] 76 is a world of blue and yellow

Post by Delthazar » 1 month ago

Here's a good interview which clarifies some details. Almost.

(C&D'd!)

Sounds like PVP will be kinda-sorta opt-in, or at least balanced in such a way to prevent griefing and/or incentivize good behaviour, but who knows how this'll work in practice. Definitely something they're still working on. They want a little drama without the assholery, so maybe this'll hash-out way more like Sea of Thieves instead of Rust.

Private servers are implied, and fully moddable private servers seems to be a post-launch goal. Hell, I'd be happy just to have private vanilla servers, I think, even if it's just an option to use in a worst-case scenario, like if every single populated server is full of shitheads.

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HunterF
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Re: [Fallout] 76 is a world of blue and yellow

Post by HunterF » 1 month ago

They're morons if they think they can stop griefing. Let me know when private servers go live.

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Delthazar
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Re: [Fallout] 76 is a world of blue and yellow

Post by Delthazar » 1 month ago

They ain't that crazy. But these days anything that can be done to get people to be less shitty is worth doing. Good on 'em for trying, whatever it is they're trying.

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Delthazar
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Re: [Fallout] 76 is a world of blue and yellow

Post by Delthazar » 1 month ago

Everyone else might be skeptical about F76 but West Virginians are stoked.

https://www.polygon.com/2018/6/12/17453 ... t-virginia

Folks also be horny for Mothman.

https://www.polygon.com/e3/2018/6/12/17 ... hman-video

And players are already getting together to develop metagamey RP community concepts.

https://www.polygon.com/2018/6/12/17453 ... te-servers

I think it's stuff like this which in addition to Bethesda's own actions will really make a difference regarding griefer stuff and help avoid a lot of the sociopathic anarchy that makes games like Rust kinda impenetrable. There's even players volunteering to act as NPCs, which is kinda wild.

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Delthazar
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Re: [Fallout] 76 is a world of blue and yellow

Post by Delthazar » 1 month ago

Danny's F76 making-of doc is up.


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Delthazar
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Re: [Fallout] 76 is a world of blue and yellow

Post by Delthazar » 1 month ago

Beyond just Mothman, it looks like they really took a deep dive on local folklore for all these new monsters. Some of them are kinda fucking terrifying.


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Delthazar
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Re: [Fallout] 76 is a world of blue and yellow

Post by Delthazar » 4 weeks ago

Folks seem to have the broad strokes of the new map all figured out, at least based on existing information. Who knows what could change in the next few months.

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https://kotaku.com/fans-are-using-every ... 1826995439

Also, Danny's Noclip documentary confirmed one of the speculated locations I spoiled tagged earlier, which I'm pretty happy about 'cause it also soft-confirms they're pulling from the old Van Buren design docs for a few things.
Spoiler :
That giant ring-shaped object really is a crashed space station, or so Danny calls it, which kinda narrows it down to either the Van Buren BOMB satellites or something new inspired from that design.
We should totes set ourselves up somewhere in The Forest. Chill in the woods. Shoot anyone who rolls in to cut down trees for crafting lumber.

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Delthazar
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Re: [Fallout] 4 is a world of flat cola.

Post by Delthazar » 4 days ago

Delthazar wrote:
2 months ago
Speaking of Fallout total conversion mods for Paradox grand strategy games, here's one for Hearts of Iron IV.

https://www.rockpapershotgun.com/2018/0 ... -strategy/
I'm poking at this a little bit now, not really knowing what I'm doing 'cause I've barely even scratched the surface of HoI4 vanilla yet, so :pacdown

The mod scenario is western or "core" (Fallout 1, 2, New Vegas, and Tactics, arguably) but I think they have plans to roll-in eastern stuff eventually. Places like Hopesville are on the map, as is Arroyo under the leadership of the Chosen One, and the Desert Rangers are here still separate from the NCR, so I think this is set between Fallout 2 and New Vegas.

There's also a ton of non-canon nations mixed in with the canon ones to help flesh-out the map, which I like a lot (especially in the north), though I think it would be nice if there was more open unclaimed wasteland between some of 'em - even if the idea of "claimed" territory in Fallout is really nebulous. I'm playing as New Victoria, in control of what is now Vancouver Island. (My actual part of BC is controlled by Bellingham, but they're potentially really dangerously landlocked, so I'll run as them later. Right now I feel safer across the water.)

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New Victoria is a democratic nation, yet it's ruled by someone who styles herself "Queen Victoria VI," which is a bit of fan lore I actually really like. I could totally see an official Fallout thing doing something pretty similar if they ever wrote official lore for this region.

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The larger map of western North America in this period (it continues as far south as Baja and northern Mexico.) The NCR and the Legion are inching perilously close to one another, as was prophesied. I'm interested to see if there are scripted events in place that reflect the official history - will the Legion absorb the tribes bordering NCR, will Hopesville become The Divide - or if it'll all happen procedurally, so perhaps differently, or just not at all.

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But I should be more concerned about the small wars going on in my own backyard. Just across the strait, the Issaquah and the Washington Brotherhood are having it out for control of the Seattle area and presumably the rest of former Washington state. This particular Brotherhood chapter appears to be extrapolated from Fallout Tactics and are quite evil. I'm hoping the Issaquah pull through, but I'm it's not looking good for 'em right now.

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So I'm trying to improve relations with the Issaquah, Bellingham, and the Dredgers. The latter appear to be democratic descendants of pre-war Canadian survivalists or something judging by their flag. They're led by a guy called Old Pete. 'sup Old Pete. The Broken Coast are slavers, so we're probably gonna have to ally-up and squash 'em soon, assuming the Issaquah don't fall to the Brotherhood early, which would likely present a bigger problem.

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Delthazar
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Re: [Fallout] The Mothman Prophecies

Post by Delthazar » 1 day ago

A couple years in now and it's been pretty fun watching some of the canon factions make bold moves and get smoked. For instance, New Reno - and their vassal state, Klamath - decided to pick a fight with the Yakuza and it went all the way bad for them. Not only did the Yakuza turn back the attack, they countered and annexed New Reno entirely.

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They're now pushing hard against Klamath and will probably win that war, too. The Yakuza already more than doubled their territory and resources with the defeat of New Reno; taking the Klamath territories will probably give 'em the strength to challenge the Desert Rangers, or push north. I didn't expect this at all considering their humble beginnings with just a narrow strip of land on the Desert Rangers' northwest flank.

(In official canon via Fallout 2, New Reno is definitely poised to become a strong power, assuming the player successfully navigates their way through the crime family drama in that city and reaches a reasonably stable conclusion. New Vegas implies such a result happened. The Yakuza only exist in Fallout 2 as random encounters outside the city and I don't think they even had a quest chain unless it was in the cut content.)

Another prominent canonical power making possibly fatal mistakes is Vault City. They declared on Eastport, a non-canon faction, and are very slowly being eaten alive. Even if they survive - and I'm not even sure if white peace or partial victories/defeats are a thing in this mod, or in HoI4 proper, given the context (every war I've seen here ends in a full annexation) - the Yakuza could easily wipe them out once they're done with Klamath.

(Vault City might be mentioned in passing in New Vegas, I can't remember, but the events of Fallout 2 put it on roughly the same ascendant trajectory as New Reno assuming the player makes the right choices. That said, it could just as easily become a state in the NCR by NV. Whatever the case, seeing them getting their teeth kicked in by a non-canon faction is pretty funny.)

Possible secret of Eastport's success:

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