Fallout 76

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  1. Post
    yeahboiwahoo wrote:
    You have no idea if you think other industries dont pull all sort of shit like this all the time, I'm not defending bethesda bait and switch bags here but do you seriously think is this restricted to gaming?

    - - - Updated - - -



    Got a link to someone who can make a t51b for cheaper or even similar price or an advanced helmet?

    Seriously I went looking few years ago and the money got stupid fast so if you do know some sort of source I would be interested.

    And no, an stl file and a 3d printer that looks even semi decent is going to be a shitload more.
    ? I am talking about the quality not the price. It looks like shit. End of discussion. And if you're comparing a mass produced products price with that of an individual maker you clearly have no understanding of economies of scale.

    But if you want to play that game then sure. The CE retailed for $390NZD if I recall. Knock about $70 for the cost of the game and another $10 for the bag and we're looking at $310ish. For a mass produced helmet.

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    NZ$290.50

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    NZ$253.79

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    NZ$217.69. Save some money buy a kit

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    NZ$352.06. A little pricier sure but within scope
    Last edited by ChrisB; 4th January 2019 at 4:59 pm.

  2. Post
    Take it easy lol, I wasn't doing anything of that but you seem to have some some solid extrapolation from nothing.

    I'm looking at both, to get a injection mold quality print was still going to few grand of printer material... The most basic rough as **** print would have still used for something helmet sized a few hundred of material. Which left me scratching my head looking for an alternative, this hunt of mine predates this special edition by a long way and it was never even vaguely viable to get a basic display helmet or even a base to tidy up.

    The closet helmet I ever found for sub1k was substantially worse in every way that what turned up in that edition or these days some its just a shitty recast from the same helmet....

  3. Post
    yeahboiwahoo wrote:
    Take it easy lol, I wasn't doing anything of that but you seem to have some some solid extrapolation from nothing.

    I'm looking at both, to get a injection mold quality print was still going to few grand of printer material... The most basic rough as **** print would have still used for something helmet sized a few hundred of material. Which left me scratching my head looking for an alternative, this hunt of mine predates this special edition by a long way and it was never even vaguely viable to get a basic display helmet or even a base to tidy up.

    The closet helmet I ever found for sub1k was substantially worse in every way that what turned up in that edition or these days some its just a shitty recast from the same helmet....
    Considering I know 3 people with good Etsy helmets I would attest you're making shit up. None of them spent anything even close to $1k, or even $500 NZD

  4. Post
    okay mate

    I'm assuming its none of the linked ones because a few of them have some symmetry issues.

    the glow in the ****ing dark map was also worth at least 50 dollars

  5. Post
    Symmetry issues. Jesus. It's like you have Stockholm Syndrome or something.
    And no they all have the same helmet from a seller I can't seem to find now. It was around Fallout 3 time so maybe he's gone or is using another name.

  6. Post
    Lol okay so symmetry is not a feature of a quality product, good to know.

  7. Post
    iRoN wrote:
    I am perpetually amazed at how much the gaming industry gets away with as far as completely ignoring things like fair trading, consumer guarantees etc.

    If Samsung marketed a (featureless) fridge like No Man's Sky was heads would have rolled, refunds would be made or those fridges would be replaced with the model advertised immediately.
    If Bethesda were a car manufacturer then their death toll would be in the thousands.

    iRoN wrote:
    In gaming we just put up with complete crap - I assume these organisations have no respect for their customer base and rely on their lack of knowledge of basic rights etc - ie they're intentionally banking on their customers being dumb.
    ...and in gaming you ALWAYS have a legion of brown-nosing fanboys defending mega-corporations, whilst they're being violent;y sodomised by said companies.
    Last edited by EvaUnit02; 4th January 2019 at 9:34 pm.

  8. Post
    yeahboiwahoo wrote:
    Lol okay so symmetry is not a feature of a quality product, good to know.
    *sigh* no, you're overstating something that is not an issue for most people. But, hey you defend the piece of shit helmet all you like. I know which of the options I would prefer and it would not be a junky plastic pos. The sculpt does look good, shame about the materials and the finish.
    However the Pipboy Kit is another matter, that does look pretty good as do a number of the minitures that came out for the 76 launch. That helmet though it utter garbage.

    Oh and one final thing, no perfect symmetry is not all that important. Literally the most famous helmet in all of pop-culture was not symmetrical. But hey I guess the Darth Vader helmet in the Star Wars films is not up to your standard and so is basically every single armor helmet to EVER be produced. You know because they were originally sculpted by hand.
    Last edited by ChrisB; 4th January 2019 at 10:50 pm.

  9. Post
    ChrisB wrote:
    *sigh* no, you're overstating something that is not an issue for most people. .
    like sooking about the materials and finish on the power armour edition helmet? why are you so insistent no one is allowed to like it and think it is of acceptable quality? That was nice maths trying to prove its cost for comparison btw.

    ChrisB wrote:
    Oh and one final thing, no perfect symmetry is not all that important. Literally the most famous helmet in all of pop-culture was not symmetrical. But hey I guess the Darth Vader helmet in the Star Wars films is not up to your standard and so is basically every single armor helmet to EVER be produced. You know because they were originally sculpted by hand.
    lol darth vaders helmet(s), woopdie ****ing do. The helmets should follow what is in game which is symmetrical in general (like movie props should follow what the original is...). The vast majority of the t51b alternatives have visors/eyeslots that are clearly not even, but thats cool cause some of darth vaders were non symetric.

  10. Post
    Whats wrong with the collectors helmet and the other ones? symmetrical issues means what exactly?

    Either one you buy should be pretty damn good quality for $200 because you can buy some really nice and detailed statues for that.

  11. Post
    A number of the alternative helmets (if you wanted a t51b or similar to put on the shelf) are not even left to right, specifically the visor areas are quite noticeable

    For example this one here

    https://www.etsy.com/nz/listing/6060...sr_gallery-1-2

    at 433 nz landed

    The collectors edition has no such issues, the paint work isnt super detailed and I wouldn't call it super robust but for something sitting on the shelf that costs somewhere from 160 to 250? depending on how you value the other things that came with that edition I think is quite reasonable.

    I'm sure there are people that would be happy with the symmetry and visor issues that are common with hand built helmets and want something more robust to wear but I'm not one of them.

  12. Post
    F*ck this game. I was playing just now and about an hour into it I couldn't access the GUIs for looting, workbenches, etc. Hitting the keys just does nothing. I had this same recurring problem during the closed beta and three months later they haven't fixed this shit?

  13. Post
    EvaUnit02 wrote:
    F*ck this game. I was playing just now and about an hour into it I couldn't access the GUIs for looting, workbenches, etc. Hitting the keys just does nothing. I had this same recurring problem during the closed beta and three months later they haven't fixed this shit?
    You seem surprised.

  14. Post
    I'm more surprised that someone is playing this

  15. Post
    Black Plague*** wrote:
    You seem surprised.
    You're right. You'd think that pre-release bugs from THE BETA would be fixed but then you remember that this is Bugthesda. There's no modders to bail their asses out this time.

  16. Post
    Still playing it - but haven't run into those glitches yet lol

    I keep the shows no ammo until I change weapon bug - but it's fine

  17. Post
    EvaUnit02 wrote:
    You're right. You'd think that pre-release bugs from THE BETA would be fixed but then you remember that this is Bugthesda. There's no modders to bail their asses out this time.
    Haha yeah, you'd think so. But as you eloquently put it, this is Bugthesda.

  18. Post
    pc patch out,consoles due next week

    https://fallout.bethesda.net/article...anuary-10-2019

    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.

  19. Post
    Power Armour Edition is $175 at EB

    https://www.ebgames.co.nz/ps4-240212...sbNpzgvCQNrwAM

  20. Post
    Damn it's getting even cheaper!

  21. Post
    Not sure why symmetry is a problem with these. Helmets constructed with limited resources in a post nuclear war apocalypse world are not going to be perfect...

  22. Post
    EvaUnit02 wrote:
    There's no modders to bail their asses out this time.
    You're right there. Modders are what made games like Skyrim extra awesome.

    One of my faves:


  23. Post
    WhangaDan wrote:
    Not sure why symmetry is a problem with these. Helmets constructed with limited resources in a post nuclear war apocalypse world are not going to be perfect...
    That's an interesting way to look at it must be all those post war t51bs machined wonky? As I've said I'm sure there are people who are fine with that, I'm not one of them and an even helmet (like the collectors edition) made of lesser materials suits me better than a robust wonky one



    best skyrim video ever


  24. Post
    They could have made the helmets wonky in the game to simulate production methods of the time - but then people would just complain about wonky helmets in the game too...

    Haha, crab in a top hat and monocle and then master chief

  25. Post
    If you can make that sort of armour you can machine things not wonky

    Power armour mostly is prewar anyway, the wonkiest power armour is raider which is post war and exactly what you describe