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TopicFallout 76 is unencrypted and has no client-side cheat detection
DuneMan
11/12/18 8:49:35 AM
#20:


pres_madagascar posted...
But the multiplayer is apparently pointless. Pvp is 1v1 only and assures the initiator is the loser. Co op is pointless because of how easy the game is, and you give up half your loot by bringing someone else along with you.

Did you pull that out of your backside? Unstructured PVP might be done in an individual basis, but structured PVP will vary. For example, there's a 4 player stalking mode where each player is assigned someone to hunt while a different player attempts to hunt them. If you attempt to take over a Workshop claimed by another player it starts a quest for the player or teams to fight each other. The only problem right now, which is easily corrected, is that they don't have a limit on the revenge spawning and it places players too close to where they died.

Also, on the topic of loot EVERY container and corpse is instanced for each player. So a team of 4 gets 4 times the rewards from those sources, plus rewards for whatever quest or event they just completed. The only thing that isn't shared are loose items laying out in the world. Those will respawn when everyone has left the area.

Last there's difficulty... which is wildly dependent on the area and enemies being fought. Killing the zombie-like Scorched 1-2 at a time isn't an issue. But if you walk into a zone where a bunch are in hiding your gunshots will bring out a dozen or more, which can easily overwhelm one player. That's before you get to zones with higher level enemies like Anglers or Wendigos. It's also important to note that any footage from the event at the Greenbriar had the game difficulty specially smashed down through the floor so people at IGN could play.
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