**** Official Fallout 76 Thread ****

Im really enjoying it but the freezes are beginning to sap all that away. :( Sometimes I can play for hours with no issue but last night I could barely do anything.
 
Im really enjoying it but the freezes are beginning to sap all that away. :( Sometimes I can play for hours with no issue but last night I could barely do anything.

Do you world hop when you run into issues?

Sometimes i feel that it's a current world that causes the problems than an overall issue with the game, probably caused by some duper with a 3 tonne inventory. I generally find if i start to notice issues like that, after hopping to a new world, it goes back to normal.

Just seen Bethesda are starting to ban accounts that are linked to cheating. This one in particular has come from rare paint jobs where they're locked away in rooms that are not generally accessible from the world. There's a handful of glitches you can use to break through these doors.

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This is not my account BTW!! :D
 
Not happy :( & CBA to post the patch notes (they did a lot of nerfing including Power Armour weights I have 15 of these legit through 100s of hours of gameplay time & no exploits so now going to have spend a lot of time consolidating my inventory due to all the exploiters out there :rolleyes: ) but most of the fixes are remove exploits & minor quest fixes so much is still broken & not addressed at this time :rolleyes:

@ Angilion will be happy though Pip Boy lights have been boosted according to the patch notes! (you can also buy PA Brightlight Helmet mods ingame which are like the sun ;)
 
4 attempts in total to finally launch a nuke and "disconnected from server" every time!
wasting tons of ammo . Im done with this game
 
Nice players around this evening :rolleyes: accidently got a 20 bounty for taking some pre-war cash (for one of todays challenges) as someone claimed Red Rocket Truck stop. Then got snipped by a level 173 player who I allowed to do this to lose the Wanted sign they then stole all my Junk & server hopped before I could make a note of their name! (I had loads waiting to sell when Vendors get the Caps again!)
 
4 attempts in total to finally launch a nuke and "disconnected from server" every time!
wasting tons of ammo . Im done with this game
Never had this happen once you need to go back to the main menu then retry it auto saves your position just before you are ready to target the Nuke so you will not hardly lose any progress.
 
I never got as far as the position to launch! it disconnected me in various places/stages in the silo and every time I go back in respawns me outside the silo
 
Not happy :( & CBA to post the patch notes (they did a lot of nerfing including Power Armour weights I have 15 of these legit through 100s of hours of gameplay time & no exploits so now going to have spend a lot of time consolidating my inventory due to all the exploiters out there :rolleyes: ) but most of the fixes are remove exploits & minor quest fixes so much is still broken & not addressed at this time :rolleyes:

@ Angilion will be happy though Pip Boy lights have been boosted according to the patch notes! (you can also buy PA Brightlight Helmet mods ingame which are like the sun ;)

What's changed that's affecting the PA?
 
What's changed that's affecting the PA?
Weight! :eek: but I see they have corrected the patch notes its for Armour NOT Power Armour so panic over ;) Also they altered the PA Helmet light value now its way too over bright especially the modded helmet lights or plans bought helmet lights! Way to go Bethesda :rolleyes: do they even test this out I wonder or just knee jerk react then hope for the best!

At least they removed the constant bots spawning in whitesprings which no-one asked to be removed :rolleyes:
Fallout 76 Patch Notes – January 10, 2019
Our latest patch for Fallout 76 provides fixes for many issues that were affecting perks, weapons, crafting and more. Check out the full list below to see everything addressed in this update.

Patch Version
Download sizes for this update will be approximately 4GB for consoles and around 500MB for PC.

  • PC: 1.0.4.13
  • PS4: Available next week
  • Xbox: Available next week
Reminder that PC will be receiving the update first with console to follow next week. Patch notes will remain the same pending any changes there may be.

General
  • Power Armor: The Power Armor light has been made brighter.
  • Performance: Several improvements have been made to in-game performance.
  • Stability: The Fallout 76 game client and servers have received additional stability improvements.
Balance
  • Charging Barrels mod: Increased the Gatling Laser’s damage bonus from the Charging Barrels mod.
  • Glowing Ones : Glowing Ones will no longer grant erroneous large amounts of XP. DevNote: Glowing Ones were granting Large Boss XP rewards, making them highly exploitable when combined with Nuke Zones.
  • Crafting: Lowered chance of Power Generators of spawning fusion cores.
  • Crafting: Set minimum component cost of workshop buildings requiring steel, wood or plastic to 2.
  • Bobby Pins: Reduced the weight value of Bobby Pins from 0.1 to 0.001.
Social
  • Teams: Players now receive a notification that “Players cannot form teams from within Vault 76” if an Invite is sent to a friend still in Vault 76.
Systems
  • PvP: Opening Player-owned, locked containers will now be considered a PVP action as expected.
Bug Fixes
Stability and Performance
  • [Xbox One] Performance: Blowing up the mainframe core stations will no longer cause a performance drop.
  • [PC] Infinite Load: Fixed an infinite load screen that could occur when attempting to join a server on PC.
  • Crash: Fixed a crash that can occur when opening the Pip-Boy.
  • Performance: Improved client performance when viewing a nuke explode.
  • Performance: Fixed an issue where reading a note would cause the background to freeze.
  • Performance: Increased performance in areas with a lot of scorched statues.
General
  • Systems: Fixed an issue where items could be duplicated.
  • [PC] Controls: Resetting controls to default no longer causes most Activate prompts to become unusable.
  • [PC] Controls: Fixed an issue when controls in the Settings menu aren't updated when connecting/disconnecting a gamepad controller.
  • Systems: Fixed an issue that allowed armor mods to reduce carry weight past intended values.
  • Systems: Rads will no longer completely be removed when by dying repeatedly.
  • Systems: Address an issue where players could load into geometry after fast travel.
  • Systems: Fixed an issue where bashing an enemy with the Railway Rifle or Crossbow would add the projectile to the enemy's inventory.
Art and Graphics
  • Animations: Lever-Action rifle now only reloads the correct number of ammo.
  • Effects: Consumed Berry Mentats now correctly show purple glowing auras around players and creatures.
C.A.M.P.s, Workshops, and Crafting
  • Crafting: Level 25 armor and above now requires ballistic fiber to craft.
  • Repairing: Component quantities required to repair mid to high level armor and weapons have been reduced up to 20%. DevNote: - Repair costs scale with level, and there's room to reduce costs at higher levels.
  • Crafting: Ballistic Fiber becomes required for armor at level 25 instead of previously at level 20
  • Crafting: Updated Bulk Acid crafting recipe to require 15 Acid.
  • Crafting: Fixed an issue that prevented players with the correctly equipped perk cards from being able to craft Antibiotics and Disease Cure (Savage Divide).
  • Crafting: “Hardened Mass” will no longer be scrapped when “Scrap All Junk” is selected.
  • Repairing: Overall repair costs have been lowered for both weapons and armor.
  • Crafting: Ballistic Fiber also is now required for repairing armor at level 25 and above instead of previously at level 20.
  • Workshops: Fixed issues where enemies at some Workshop locations would spawn underground, making the Workshops unclaimable. Locations include: Charleston Landfill, Lakeside Cabins, and Sunshine Meadows.
  • Workshops: Fixed an issue where objects in Workshops would sometimes float in the air when the Workshop menu was closed.
  • Workshops: Destroying the hay feeder along with the fertilizer collector will no longer prevent them from being repaired.
  • C.A.M.P./Workshops: Placing Power Armor workbenches on foundation will no longer cause them to place on the floor/ceiling above. Note: There is a fix for this issue coming, but it was erroneously added to these notes.
  • C.A.M.P./Workshops: Fixed an issue that would cause a “not supported” error when attempting to place a tall or short post under a roof.
  • Blueprints: Fixed an issue with the cost of wires not being factored in when storing blueprints.
  • Crafting: Fixed an issue where certain objects aren't able to be scrapped through the stored tab.
  • Workshops: Fixed an issue where certain stored items obtained from claiming a Public Workshop can't be placed again.
  • Crafting: Fixed a visual issue with scrapping items in Crafting Menus.
  • Crafting: Fixed an issue where mods cost less steel than what's displayed in Crafting Menus.
  • Crafting: Fixed a display issue where incorrect number of Junk items can appear in Crafting Menus.
Challenges
  • Daily Challenges: Fixed several daily challenges that were not being offered on some days. Dev Note: These include “Pick Wild Flowers”, “Harvest Mutfruit Plants”, and “Harvest Wild Plants and Fungi”.
  • Daily Challenge: Fixed an issue that prevented some wild flowers from incrementing in the “Pick Wild Flowers” Daily Challenge.
  • Weekly Challenge: Fixed an issue that caused the weekly challenge "Complete Quests and Events in a Group while at Night" to work during the day and only recognize events. It will now look for quests and events that are completed at night.
  • Weekly Challenge: Edited the description of a Weekly Challenge to correctly reflect the direction.
  • Sub-Challenge: Fixed an issue that prevented certain photomode challenges from completing as expected.
  • Sub-Challenge: Fixed an issue that prevented certain Bobblehead challenges from completing as expected.
  • Sub-Challenge: Fixed an issue that caused a challenge to be marked as complete incorrectly.
  • Lifetime Challenges: Fixed an issue where some lifetime challenges would revert progress after logging out.
Enemies
  • Robots: Fixed an issue that would cause robots to respawn too frequently in Whitesprings.
  • Scorched: Fixed an issue where Wasteland Whisperer could affect Scorched. Dev Note: Wasteland Whisperer can no longer be used to pacify Scorched.
  • Scorched: Shooting a Scorched in the leg will no longer break their weapon causing them to not attack the player.
  • Scorched: Fixed an issue where Scorched may be using invisible weapons or not appearing to fire their weapon correctly.
  • Scorched: Fixed an issue that caused floating debris and disassembled guns to appear in Scorched hands when killed.
Items
  • Weapons: Fixed an issue that would sometimes cause plasma weapons, flamers and flamer mods, and weapons with explosive bullet mods to not do damage to other players and creatures.
  • Armor: Fixed an issue that would cause players exiting power armor to sometimes appear stretched and unable to reenter power armor.
  • Armor: Addressed several issues that would prevent players from exiting power armor and at times cause the Pip-Boy to become unavailable.
  • Weapons: Fixed an issue that prevented the Gauss Rifle from being identified as a rifle. Now rifle-related perks can be applied to the Gauss Rifle.
  • Ammo Vending Machines: Fixed an issue where some Ammo Vending Machines were only selling repair components.
  • Weapons: Legendary Hunting Rifles will now drop as loot.
  • Weapons: Fixed an issue where the Walking Cane provided as many resources when scrapped as it costs to craft.
  • Armor: Fixed an issue where some Pocketed Chest Pieces were resetting players back to their base carry weight upon logging back into the game.
  • Armor: Fixed an issue where players can leave behind an unusable chassis after exiting Power Armor.
  • Magazine: Consuming Scouts’ Life 6 magazine now correctly depletes food and water stats at a slower rate.
  • Weapons: M79 Grenade Launcher is now considered an explosive weapon in perks instead of being incorrectly considered a shotgun.
  • Fusion Cores: Fixed an issue where Fusion Core generators were producing cores at a slower rate than intended. They are now back to 8 cores/hr.
  • Magazine: Fixed the Backwoodsman 2 magazine to appropriately boost Tomahawk damage.
  • Mirelurk Eggs: Harvesting Mirelurk Eggs will not result in two separate eggs.
  • Weapons: Fixed an issue where several combat rifle automatic receiver mods were prevented from receiving automatic rifle perk bonuses.
  • Weapons: Fixed an issue where multiple weapons were able to be equipped at the same time.
  • Weapons: The Vampire weapon mod effect now works only when hitting living targets as intended.
  • Armor: Fixed an issue where Power Armor parts would display on top of previously equipped parts.
  • Weapons: Fixed an issue where bashing an enemy with certain weapons would add the projectile to the enemy's inventory.
  • Armor: Fusion Cores will no longer replenish to full charge upon joining another world.
Quests and Events
  • “Get the Supply Drop”: “Get the Supply Drop” Event now will remove holotape once used with supply crate belonging to the player that requested the Supply Drop.
  • Quest: Daily Missile Silo quest rewards are now correctly obtainable only once per day.
  • “Line in the Sand”: Fixed an issue with the quest, Line in the Sand where the Sonic Generator already being repaired prevented the player from completing the quest. The event will now progress to the next stage if the Sonic Generator is already repaired when the Event begins.
  • “Recruitment Blues”: Fixed an issue with the objective, “find Junk Mail” that prevented players who switched worlds from completing the quest.
  • “Second Helpings”: The following location map markers are now available after finishing “Second Helpings”: Slocum's Joe, Gauley Mine, Morgantown Trainyard, and Morgantown Airport.
Perks
  • All Night Long: All Night Long now decreases hunger and thirst growth at night.
  • Overdrive: Fixed an issue where Overdrive was not increasing critical chance % properly.
  • Quack Surgeon: Quack Surgeon no longer allows for reviving hostile players.
  • Strange in Numbers: Strange in Numbers effects now scale properly with multiple teammates (with and without mutations).
  • Refractor: Fixed an error where each rank of Refactor is doubling energy resistance instead of adding +20 as indicated on the Perk card description.
  • Fireproof: Fireproof now reduces explosion and flame attack damage by 15% per rank.
  • Happy Camper: Happy Camper now functions correctly whether the player is inside or outside of their C.A.M.P. when the perk conditions are refreshed.
  • Butcher’s Bounty: Fixed an issue that allowed for the Butcher’s Bounty perk to trigger again on an already-searched creature.
  • Homebody: The Homebody perk now works as intended when at a claimed Public Workshop.
  • Party Boy/Girl: Party Boy/Girl now effects active alcohol effects on the player.
PVP
  • Teams: Teamed players can no longer unfairly block an attacking player when that player attempts to overtake a workshop. Your teammate will enter PVP with the attacking player.
  • Turrets: Turrets at Workshops will now attack players the Workshop owner is engaged in PvP with.
Social
  • Systems: Blocking a player now also mutes their proximity chat.
  • Trade: Fixed an issue where players could view another player’s inventory before they can respond to a trade invite.
  • Trade: We no longer let trades occur before the requested player has consented to trade.
  • Trade: Fixed an issue where the Stash transfer menu would appear empty after previously trading with another player.
  • Trade: Stimpaks with a price value set to zero will no longer prompt “use” in the Trade Menu instead of “accept”.
  • Trade: Changed caps limit for player-to-player trades from 5000 to 25000.
Sound
  • Chat: Fixed an issue where voice chat would not always function properly upon exiting the Atomic Shop.
  • Atomic Shop: Fixed an issue where some Atomic Shop content was missing sound effects.
  • Atomic Shop: “Waving Santa” sound effect will now only play when in “on” state.
User Interface
  • General: Players no longer will receive a pop-up for the Atomic Shop when Respawning for the first time.
  • [PC] Resolution: Perk Pack opening screen now extends to the edge on 21:9 monitors.
  • Atomic Shop: Players in the Atomic Shop when the Atomic Shop is taken offline will now be notified and taken back to the Main Menu.
  • [PC] FOV: Fixed an issue with scoped weapons zooming incorrectly when the default Field of View setting has been changed.
  • PvP: Fixed an issue where the PVP prompt would appear repeatedly while the same players engaged in combat with each other.
 
Yeah I was thinking I didn't recall seeing anything about PA weight changes in the patch notes earlier.

I did notice my excavator light was much brighter than normal. But I already had the bright light on my x-01, so God knows how bright that will be.
 
Hope they release a patch soon to bring the weapon plans to any level character st the trade spots.
They won't ever do that the entire game is built around you playing for months & months & hopefully one day will see something cosmetic in the Atom shop to buy using real money ;) as soon as they reduce the need to grind everything the game would die overnight there are already way too many players still active who used the duplication glitch to get extreme amounts of everything!
 
Yeah I was thinking I didn't recall seeing anything about PA weight changes in the patch notes earlier.

I did notice my excavator light was much brighter than normal. But I already had the bright light on my x-01, so God knows how bright that will be.
Loading times are way faster though now but it has a double loading screen bug as well they cannot possibly do much if any QA on this. PC early patch release is the QA test for the consoles next week :rolleyes:
 
[..] @ Angilion will be happy though Pip Boy lights have been boosted according to the patch notes! (you can also buy PA Brightlight Helmet mods ingame which are like the sun ;)

I found a mod to fix the problem weeks ago. If I hadn't then I would have stopped playing. Power armour lights were that badly broken. Which is why Bethesda finally got around to fixing the problem. It would have been nice for them to offer a choice so that players who actually like walking around with most of the screen black and seeing only a small, short, dimly lit cone of the world could continue to do so.

They won't ever do that the entire game is built around you playing for months & months & hopefully one day will see something cosmetic in the Atom shop to buy using real money ;) as soon as they reduce the need to grind everything the game would die overnight there are already way too many players still active who used the duplication glitch to get extreme amounts of everything!

The person you were replying to said nothing about anything to do with grinding and nothing to do with anything cosmetic:

Hope they release a patch soon to bring the weapon plans to any level character st the trade spots.

The issue they were referring to is that vendors who sell weapon plans will only ever do so to players in specific level ranges. That has nothing to do with grinding. I could grind for a billion years and never get the plans to build a home made gun because they're only sold to players under L45. This is not a cosmetic thing. It would make no difference if a paint job for the home made gun was put in the atom store. It's a practical thing (within the context of the gameworld). I will never be able to make a home made gun. I could server hop a billion times to change the Free State vendorbot's inventory. I could spend a billion pounds on atom points and buy a hundred million skins for things. It wouldn't make any difference at all because the problem is that there are level limits on plans sold. Not just lower level limits but also upper level limits. So a player above L45 can never, ever buy the plan for a home made rifle from the single vendorbot that sells it.

This is a pointlessly annoying game mechanic made far more annoying by the fact that Bethesda didn't even bother informing players of it. There is no way of telling that this downright bizarre restriction is in place. None whatsoever. It particularly punishes players who explore because they're the people who are most like to exceed the maximum plan buying level before reaching the relevant vendorbot. It also very strongly encourages server hopping because if you do reach a vendor that sells a plan you want and you're in the level range you must server hop right away as a top priority until you get that plan or else you will never get it.

I've no doubt that there are unstated and unknown level limits on other plans too.

Deliberately making utterly pointless restrictions on basic things and deliberately not telling players about them is not a good thing to be doing, but FO76 proves that Bethesda is (for some unknown reason) currently committed to being rude and annoying to its customers.
 
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