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Fallout 76’

15 Jun 2016 : 08:35 Comments: 0 Views: 
Posted by Zoxon
Bethesda Game Studios, the award-winning creators of Skyrim and Fallout 4, welcome you to Fallout 76, the online prequel where every surviving human is a real person. Work together, or not, to survive. Under the threat of nuclear annihilation, you’ll experience the largest, most dynamic world ever created in the legendary Fallout universe.

The game is set in Appalachia, comprised of the former state of West Virginia, in the year of 2102, 25 years after the Great War and before any previous Fallout game. It involves Vault 76, which is one of the 17 control vaults designed without an experiment; physical, psychological or social. The player character emerges from Vault 76 following a celebration of Reclamation Day, having been sent on a quest by the overseer, a woman who left the vault a few hours before the rest of the residents. The Resident has to track down the overseer, and over time it becomes clear that they have to nuke a part of Appalachia in order to stop a faction known as the Scorched.

According to Todd Howard, the game is four times the size of Fallout 4. It utilizes an open-world environment. The game is entirely online but solo play is possible; via avoidance of other players. The game has no interactive human NPCs, though there are still robots and other creatures with personalities that can give out quests and engage in bartering. Player characters are voiceless and engage in very limited dialogue. Almost all other characters met by a player will be those of other players. In addition, one player can have multiple characters under the same account.

The game has been labelled as a "softcore survival game." Death does not result in loss of progression, and food and water may also be needed to survive. Loot from containers is instanced, and will be unique to players regardless of whether or not another player had previously searched the container.

In addition to this, a crafting system, which allows players to construct their own dwellings, is a key feature. The system is shared between allied players. Dwellings are constructed using the Construction and Assembly Mobile Platform (C.A.M.P.).

Nukes can be obtained and used following the completion of the main quest. When utilized, the nuclear blast uncovers valuable resources, however, player characters will need strong anti-radiation equipment to access the site.

The game is run from multiple servers that have a maximum of twenty-four players, and those players can team up into squads with a maximum of four people. Further to this, mods and private servers are planned for the game, however they will be implemented post-release.

Interaction with other player characters is done via the emote wheel.

Players who die in the game will lose any junk they were carrying, and then they will be given a quest to go find their junk and retrieve it. The player will have to decide if it is worth finding.

In an interview with Geoff Keighley at E3, Todd Howard stated that the quests will be akin to found-world quests. Per Jeff Gardiner, quests will be largely received through holotapes, terminals and notes. Howard also stated in an IGN interview that robots will be utilised to deliver the story of the quest and other traditional roles played by NPCs in past iterations.

After completing the initial release from the vault (level 2), players will have gained a point and will need to build their SPECIAL attributes. The seven categories are each presented to the player in the form of a cards. Players can then build on those SPECIALs by adding additional cards (perks) to them.

Players will have to spend a varying number of points on cards, dependent on its initial value. Cards of the same type can be combined with an additional point cost to create a higher ranked version of that initial card, up to a capped rank of five. The value of the card is shown in the upper left corner. Players can have a card total value of up to fifteen placed on any one SPECIAL. After level fifty, players will no longer receive SPECIAL points but can continue to gain cards. Cards can be changed at any time.

On top of players assigning cards to their character to enhance their own build, there are also cards available to enhance the current statistics of their team as a whole, most of which fall under Charisma. There are a few solo-player Charisma cards, as the majority are designed for team play.

Initially, players will additionally receive a Perk Card Pack every two levels up to level ten. This is a random selection of four cards that the player can swap out with their current cards. After level ten, players will receive the card packs every five levels. These packs can occasionally include a card that is higher in value than normal, increasing a stat or ability more than it would otherwise. There are also special Mutation cards that can give the player special abilities or disadvantages. Hundreds of cards will be available upon release, although more will be added as the game receives updates.

Player versus player (PvP) combat does not become available until the player character is level 5. Players will be able to attack each other - at first, the damage will be minimal, the point being only to catch the attention of the opposing player. If the player being attacked fires back, the damage being afflicted between the two players will be regulated, but only if there is a large level gap between them. Players who are close to the same level will inflict full damage with no restrictions. Players who are severely different in level will have their damage placed on a curve with the higher level player doing less damage than they normally would at their level, while the lower level player does more.

If the opposing player responds but then dies, they can seek revenge. If they kill the initial instigating player, they will receive double the rewards. Killers can collect any junk their target drops.

If a player continues to attack another player and that player has not responded, but eventually is killed by the instigating player, the player who did the killing will have a bounty placed on their head. They will receive no loot or experience for killing the opposing player. The now-hunted player will be visible by all other players on the map, indicated by a red star. They can also not see anybody else on the map. Killing the marked player will result in higher-than-normal rewards.
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