Completed fallout 4 and all dlcs.
Loved building settlements, etc etc..
Right, is fallout 76 worth buying. I’ve been reading opinions since release.
I’d get the digital version. Is 76 good enough ... thanks in advance !!!
If you love building settlements, FO76 will be a very bad choice for you. Building settlements is
impossible. You're limited to a camp, nothing more. One small building, some crops, a few turrets. It was worse before the latest patch reduced the budget cost of turrets, but it's still
very bad.
The first issue regarding building is that the budget is extremely low and can't be changed. So even without the other issues, you
can't build a settlement. Also, just to be more annoying, the game doesn't show the budget cost of anything, ever, so you can't even try to plan within the budget (although there is a mod that shows the budget cost of an object after you've built it).
The second issue regarding building is that (even ignoring the tiny building budget) the building system has been made
worse than vanilla FO4 (which I wouldn't have considered possible). Snap points are great reduced in number. Some objects have an invisible cuboid exclusion zone around them so you can't place anything else near them. You are not allowed to scrap or move some objects after placing them unless you scrap everything touching them and sometimes you can't scrap or move the objects touching the object you want to scrap or move, so you have to find something you can scrap and works backwards from there. It's so bad that on several occasions I've scrapped the entire camp in one go by moving it and started from scratch because that was less bother.
The third issue regarding building is that you can't scrap anything to clear space for building. Some small rocks and some plants will disappear if you build on them, but that's it.
Building in FO76 is so bad that I say without hesistation that anyone playing FO76 should consider building to be non-functional and evaluate the game on that basis. Build a shed, put crafting stations and a stash box in it and that's it.
It's a deliberate game design decision. Although the survival mechanics are extremely light in FO76, the design philosophy is absolutely that of a survival game. You're not supposed to be able to build anything other than a temporary camp. Not a settlement. Not a home. A camp. A few players have done remarkable jobs of forcing the FO76
camp building system to allow for a very small player home, but it takes a lot of inventiveness(*), persistence and patience.
Also, unsurprisingly, the camp blueprint system is still bugged and doesn't work reliably for anything other than the simplest of structures. So don't rely on that.
Taking my own advice and evaluating FO76 on the basis that the building system is non-functional, my opinion is still the same - it's worth a punt if you can buy it for a trivial amount of money. The rest of the game is badly designed, badly implemented, bugged to hell and back, unstable, frequently annoying and it would still be bad if all those things were magically fixed because the fundamental basis of the game is wrong. It's a mash of single player and multiplayer with no vision, no goal and using an engine utterly unsuited to the purpose (but it still wouldn't work with the right engine because the entire idea is wrong). It's like dropping a handful of tuna sandwich in a mug of coffee - even if you like tuna sandwiches and you like coffee, you're not going to like that. But buried in the festering mess is a Fallout game. The gameworld itself is excellent, with varied and interesting biomes and a good mixture of ruined urban environments and countryside with the countryside being varied and interesting. The gameworld is more 3D than previous Fallout games, with more feeling of physical depth to it as you explore valleys and ridges and towering cliffs and **** heaps and flat swamps that seem all the flatter for the rocky, rugged areas. It has the "what's over there?" thing that makes it entertaining to explore for the sake of exploring. Despite the lack of NPCs, there are many stories in notes (if they're in place when you get there - they're not instanced per player so when another player has taken a note you'll have no idea it was ever there) and terminal entries and environmental storytelling. The main story is better than FO4 and there are numerious background stories with side quests. The world designers did a proper Fallout job. Most aspects of the crafting system have at least some good points to them and you have the appealing oddity of Fallout looting where a dirty old coffee mug might be more valuable to you than a legendary (i.e. magic) weapon. That's a real example - yesterday I went scavving for dirty old coffee mugs because I needed ceramic scrap to make power connectors for my (now abandoned) attempt to make a tavern in my camp. Magic weapons? Meh, at best they might be worth picking up to sell to a merchant. Coffee mugs, yay! But even the crafting system is seriously flawed because of the volume of scrapping you need to do to learn mods. For example, I crafted and immediately scrapped ~50 lever action rifles solely because I had to do so in order to learn the mods I wanted to know for that weapon. That's not a good game mechanic. Did I learn all the mods? I don't know - the game gives you no information at all about that.
So yeah...if you ignore settlement building (because it doesn't exist) and you can endure the bugs, the server disconnects, the lagspikes lasting seconds (yes, seconds, not milliseconds), the inherently bad idea of the game and the bad implementions of some aspects of the game, there's a decent Fallout game buried in the muck. You might find the balance of annoyance and frustration on the one hand and fun on the other hand to be tilting in favour of fun for a while, so I think it's worth a punt if you pay very little for it. For £10, sure, it's worth a try. More than that...maybe. At full price, hahaha no.
* A particularly fine example is a player who built a BoS themed player home horizontally outwards from a pylon, using windmill style power generators to create something of an appearance of an airship docked at the pylon. Since the camp is very far off the ground, the only mobs that can attack it are scorchbeasts so they didn't need to use any building budget on defences (you can't defend against scorchbeast attacks anyway - they will destroy your camp if they attack it).
EDIT: The auto-censored word in my post was the standard word used to refer to piles of waste from coal mining. The Scunthorpe problem is alive and well at OcUK.