We got our first bit of information on how pvp will work in Fallout 76 out of Quakecon this past weekend, and I’m loving it.
If you haven’t watched the interview I’ll break down the basics.
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If someone shoots you, it does a tiny amount of damage. This is apparently sort of a love tap to indicate they want a fight (Todd Howard likened it to “slapping someone in a bar,” and I spent the next hour trying to decide if he just goes around slapping people in bars, or if he literally has no idea what a bar fight is like…)
Anyway, at this point you can either A) Engage by firing back, at which point you’re in full on, full damage PVP mode and to the victor go the spoils or B) you can ignore them/run away.
If you don’t engage in PVP, and they keep shooting and kill you anyway, they are now a wanted murderer. They get no loot or experience from the kill, they become blind to every other player on the map, and everyone on the server can now see exactly where they are at all times. Plus, there’s a bounty on their head that gets paid out of their pocket.
In Todd Howard’s own words, they’re “turning the assholes into interesting content.”
I love this. First of all, I love the idea of playing in a Fallout world with the danger of maybe happening upon a player and not knowing if they’re friend or foe. I don’t know that this approach will necessarily sway the people who have already decided they’re dead set against multiplayer in Fallout, but I think this is a great approach to manage some of the chaos it could bring.
It will not completely prevent players from killing other players. Let’s face it, some people are going to want to do it no matter the personal cost. And that’s fine to a degree. As far as I’m concerned, venturing out into the wastes of Fallout should be dangerous, and whether it’s dying to a surprise Deathclaw attack or to another human doesn’t make a difference to me.
I do think this system will make it a more measured choice to continue attacking someone that doesn’t want to participate, as opposed to just unbridled griefing.
Other small features they mentioned like Pacifist mode so your bullets won’t initiate PVP (someone can’t jump in front of you fighting a creature to trick you into engaging) and a Revenge contract (double the caps if you lost a fight with someone and want to try and hunt them down for a rematch) give us a more well-rounded look at what the experience might look like.
The idea of mutations as a result of radiation, and the new card-based perks really have me looking forward to this iteration of Fallout.
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