People are returning to West Virginia for Flout 76: Wastelanders, the newest expansion of Floutout 76 to launch tomorrow. Wastelanders is bringing things back to the roots of Fallout with rich NPCs, lively dialogues and results, and a great new story line for entertainment. If you don't already have Fallout 76, you can catch Fallout 76: Wastelanders version of the game and get all the updates so far.
Lead architect Ferret Baudoin at Bethesda Game Studios spoke to us about the biggest changes you'll encounter in the new expansion.
How does the new tachine fit into the existing primary demand? Do players need to be at a certain level to enjoy the new quest features?
Wastelander is still two very different stories. The very first story you find immediately after leaving Vault 76 and is immersed in a new watering hole called The Wayward. Wayward is run by a friendly (and sometimes grumpy) bartender, the Duchess, who has some legitimate problem needs help getting out of it.
The Duchess points players to the Fallout base & # 39; s basicline, too, and players can meet and interact between creating a new and original storyline. The original ratings also feature additional additions inspired by new NPCs here and there, as well as full interviews with some of the characters in use (such as Rose and MODUS).
The arc of the second quest (and two dinners) begins at Sutton after the players have reached the 20th level. In this quest you will meet the Reilers and villagers and reach the bottom of Appalachia's mysterious treasure. Although the Wayward line does not reach you at level 20 on your own, making the first line of needing to combine a forest with a toxic forest should get you through any time.
Protip: Form the Bureau of Tourism after Wayward and make Toxic Valley Dailies presented daily. You will fly to the first levels.
How do new NPCs change the overall experience of players?
Having human NPCs return to Appalachia is a real game changer. They can add a lot of life across the board. They need help, tell other stories, provide quests… and above all they do basically the world of Appalachia and give players the opportunity to play and express themselves.
The changes made by people coming to Appalachia are a natural evolution. A year has passed, and as young people have arrived, they have adapted to their discoveries and have tried to find their place in West Virginia.
There are also new hostile human enemies to deal with, which adds nuances to many tactics in our combat system. There are the chem-drug-Eagles Eagles, who are enemies of everyone not on their team (I mean, and probably most notably, the Raiders). And then there are the mysterious members of the Cult of the Mothman. Aside from adding many types to the enemy line – they are also a good source of handhand weapons and Stimpaks.
New NPCs are everywhere. You'll find them on the roads or in places, and they've taken a few existing places and made their own. Players can find NPCs in the most intense attacks around Forest and Toath Valley. The most dangerous areas of the map are challenging for them, as they are for players.
Two new groups have their basic areas: Crater and Foundation. What can players do in both areas?
Crater and Foundation is a place full of shops, work benches, and people you can talk to and learn about Raiders and Settlers. If you've ever played any Bethesda title, you should feel like you're coming home. NPCs have their own plans as they do in their daily lives. They fall asleep, work, and sometimes all get together for an old Appalachia jam session in the evening.
So any accommodation is a great place to make your home away from the home of the people you will care about. Accommodations have also been a source of new Daily Player Quests for the player to explore.
How does the new Replication and Faction system work? Will I be able to hear newsgroups from both parties or should I just share one over the other?
Both Settler and Raider teams have a Repute track that can be adjusted in both positive and negative ways based on player actions and activities. Players start to become hostile towards Riders (meaning Raiders outside their domain, Crater, will shoot for this virtual player) but as players climb the line they may eventually encounter them. It's good to get right into these new categories as they offer a variety of useful and powerful gears and recipes for sale.
During peak demand, players will interact with both teams. But there is a point that there is no return where players have to choose one over the other. The player's chosen side will receive higher odds as the story progresses, but players can still work on building a friendship for both by making the team's Daily Events.
How did the conversation change and how does it work with the existing Perk card system for the game?
Players can now have in-depth, fun conversations with live characters. When we built this program, we actually used Skyrim and Playout 3 as our touchpad. There is no set number of options and there are many options based on the S.P.E.C.I.A.A.L. qualities or past decisions that they have made.
We tried internally to have Perks-based answers for players, but because players can voluntarily turn over their Perk cards, it results in more annoying views than entertainment. Instead the writers go nuts adding a bunch of S.P.E.C.I.A.L. checks. The appendix appears in the middle of the story; Players feel that it is a reflection of who they are and the choices they have made.
What new event and activity types are added to the game?
The new Wastelander events (Riding Shotgun and Radiation Rumble) both involve other NPCs you will be interacting with. With the Riding Shotgun, players sign on to help the Blue Ridge Caravan Company escort pack brahmins through the dangerous Big Bend Tunnel. Not only do the players do this, the Blue Ridge NPCs help and talk as the event progresses. It adds excitement, humor, and re-work that feels new to Callout 76.
The Radiation Rumble is a Community event organized for 50+ players seeking to assist illegal miners at the Emmett Mountain Disposal site. In addition to suppressing the poisonous Goo, the site is full of eager enemies to kill anyone they find. If every scavenger dies, then missions are a heap, so it will require coordination between some scavenger defenders and other miners. All this while the clocks (and the Geiger Counter) are noteworthy.
Some of the key activities added by the Wastelanders are to collect Gold Bullion to buy the gears for the last game sold at Crater, the Foundation, and the third location to be unveiled during the Great Recession. After completing the main quest, players receive Treasurer's Notes from Wastelander Dailies and Public Events that can turn Gold Bullion into Gold Press Machines (up to one limit per day). This gives players something to work on for a long time as they open up even more of a cool gear different from the Wastelanders.
We look forward to seeing you in Appalachia!