Fallout 76’s Wild Appalachia tweaks PvP damage and launches Survival Mode

    
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The Wild Appalachia update of Fallout 76 has landed, and with it comes a number of changes that will be important to note for the PvP-minded. Chief among these are damage tweaks for overall PvP and the launch of the harder edged Survival Mode.

For those who PvP regardless of play mode, the newest update has removed “slap damage,” which is any incoming damage from a player you are not hostile towards. Returning fire against said player will still mark you as hostile, however, as will attempting to contest an owned Workshop. There has also been tuning of weapon damage in an effort to limit one shot kills, which affects both the standard “Adventure Mode” and the new Survival Mode.

Speaking of Survival Mode, that has officially arrived in its beta form as well with all of the specifics of its ruleset. In this mode, players are automatically hostile to one another from the get-go, with holstered weapons flagging your nameplate as a cautionary yellow while drawn weapons flag you a grumpy, angry red. Cap rewards for player kills and Cap deductions on death have been doubled, and slain players will drop a random amount of Aid items in addition to the usual junk items, and while the Seek Revenge respawn option is removed from the mode, players can spend a portion of their Caps to place a bounty on a player.

Why go through all this? Rewards: Players can complete weekly challenges in Survival Mode for Legendary weapons, all XP gains are increased by 20%, and there’s also a scoreboard system that tracks the top surviving players in the mode. Incidentally, the map will not show player positions unless they have a bounty on their heads or are in the top three of the Longest Life scoreboard.

There’s more to unpack in this update, naturally, so make sure to check the notes for details.

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GiantsBane

Does the survival mode remove players names from the map? Because otherwise that’s gonna suuuck.

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A Dad Supreme

They launched into “Survival Mode” already?

Man, the playerbase must have taken a huge hit.

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thirtymil

Hard to tell as the servers support such low numbers (24-36) that each individual server appears well populated (as in has 20+ people on it). I’m sure someone has been unlucky enough to be player #1 on a new server starting up but it’s not been my experience.

What I do see a lot more these days though is players in the high level bracket – the stats cap out at 50 but I’ve seen a lot of players level 100+. Which tends to suggest that whatever the overall player numbers are, there’s a very active base of hardcore players who are carrying on playing regardless.

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Jiminy Smegit

No one shot deaths. Fast travel ensures a small period of invulnerability. Sounds good.

Saw a fun little video of people fast traveling to a train station and being one shot into the ground before they had even loaded in. Fun stuff. Looking forward to the Steam reviews.

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thirtymil

I really don’t get XP bonuses for simply playing on PvP servers. It’s asking people to make a decision based on some supposed end goal (e.g. max level) rather than on the style of game they actually prefer.

Quite why Warcraft and Fallout 76 just didn’t add XP to player kills on PvP servers instead (thus incentivising the actual stuff those servers offer) is beyond me.

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Christmas Dog

Because they want the PvE focused players, who are likely less skilled with PvP, to participate. This gives the open world PvPers easy targets to pick on, which is what they want, and in exchange, the PvE player gets extra XP to offset the inconvinence.

In contrast, if they only reward kills in PvP, most players will just get killed, lose interest, and then the top PvP players only have a handful of others to play against. They lose interest, they leave the game, the game loses money.

World PvP is inherently unfair, which is why WoW promotes it with the exact same thing. Most PvP players I know aren’t interested in a “fair” fight, they enjoy ganking. They won’t touch WoW’s structured PvP like arenas where both teams are on equal footing, but the moment they have the opportunity to join a 20-man raid and camp a quest objective in War Mode? Oh, they’re so in. And that’s the exact kind of person this reward system plays into.

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Nathan Aldana

But as War Mode on wow has shown us, among other places, no amount of exp reward will entice some pve players to ever pvp, or at best will make them feel obligated to do it, not to enjoy it.

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Christmas Dog

Good changes. I’m only about 10 hours into 76, but my two PvP experiences have both been level 200+ players killing me in one shot multiple times while trying to use a workshop. It isn’t a fun experience.

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Schmidt.Capela

AFAIK workshop PvP isn’t changing; if you claimed a workshop, anyone can then contest your claim to mark you as hostile and then kill you. Same thing if you try to claim a workshop that another player owns.

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Christmas Dog

The article literally states that weapon damage has been turned to specifically nerf one shot kills. That’s what I was referring to.

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Sorenthaz

Survival sounds like it’s already running into the very issues folks predicted would happen: level 200+ folks running around with previously duped stealthboys/etc. killing everyone. There’s little/no incentive to actually make a new character over there. Folks are already asking for a ‘pure’ Survival server that doesn’t let folks carry characters over.

I guess I get why Bethesda did it, because it’s an attempt to funnel the bloodthirsty PvP kids into it and keep them away from Adventure which is being shaped into primarily PvE-focused, and this is a “beta” so they are going to actively take in feedback for it. But it doesn’t really seem like much of a “Survival” mode to me when the risk vs reward is very softcore and folks who’ve been playing since launch can transfer characters over to it.

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maydrock .

So, that would save maybe 3 days before the diaper wearing gamers completely outclassed everyone again?