How Fallout 1st Affects Gameplay: This is Pay to Win

fallout 2 - How Fallout 1st Affects Gameplay: This is Pay to Win

When Fallout 1st came out I thought the doom, gloom and betrayal crowd was blowing things way out of proportion. I even jousted with a few because it was (and is) too easy. But now I'm not so sure. Having purchased (that's good for 50 downvotes) and played 12 hours with 1st I experienced an enormous amount of change in how the game plays.

Let's get the TLDR summary out first: This is pay to win.

Now I'm going to break down why I think so and also go over what changes once you fire this up.

The Scrapbox

This is the most obvious change. Junk effectively weighs nothing. When I moved my junk from stash to scrapbox I freed nearly 400 lb. I had at least 2 of each possible bulk item and at least 30 of each item that can't be bulked at a minimum.

Getting an extra 400 lb. of stash is huge. It lets me keep larger inventories in my shop without running a mule. It lets me drop non legendary weapons into stash for scrapping down later. I don't have to watch how much aid I've gathered.

The scrapbox also breaks down junk that's put in it. This is subtle but important – storing all junk in stash doesn't break things down automatically. For example, a scorchbeast hide weighs 6 pounds – broken down for leather and ultracite it weighs less than half a pound. Errant items in your stash junk can quickly soak up precious stash space forcing you to go into stash, junk tab, pull the non-scrap pieces out and scrap them down. The scapbox removes this chore.

Junk having effectively no weight means I'm free to gather it without thought of consequence which brings up the second feature –


This is the real balance breaker, not the scrapbox. It effectively means that I'll never be encumbered again. I haven't seen many players abusing this yet – perhaps cause moving your tent is hidden under the mousewheel contol for quick weapon switches for some reason, but it will become commonplace.

With the tent I gather everything – and I do mean everything. When I hit encumbrance limit I smack down a tent – which costs nothing and has no cool down. Scrap all the junk, and store all the weapons and armor (unless there's a workbench of any kind nearby to break them down at immediately).

The TENT can also be used as a fire platform as I demonstrated in three SBQ fights yesterday. I set my tent up outside of Sundew Grove and nuked as close to it as I felt safe doing, getting the fissure site prime in the AOE. I'm running a rifle build, so standing on the tent roof seems an obvious tactic to avoid the queen's minions. And I wasn't the only one up there, the roof of my tent got a little crowded.

This is a powerful advantage. But hey, the next time you see a tent between the sundew grove and fissure site prime that's likely me, or someone else who's adopted the tactic (I'm sure I'm not the only one to think of this).


The caps travel cost reduction is also significant. I game in a team and we spread out to find legendaries. So when I'm in an area I plop down a TENT and go looking. Should my teammate call out he's spotted a legendary I can fast travel to him for free, then back to my TENT to resume my search, again for free. Given our tactics this discount adds up quickly.

The Private Servers

If all of the above in resource gathering wasn't enough we have the private servers. I expect to see a marked reduction in public nukes anywhere but the SBQ fight. My team nuked whitesprings on a private yesterday and having all the ghouls to ourselves was a joy. I don't see why any 1st user would ever want to launch a nuke on a public server except to hit the queen, and even then there are some users with builds so optimized they can solo her.

Aside from nukes – milking workshops for resources is much more tenable on a private than a public. No other players means no PvP. Disconnects aren't a problem either – you have a 15 minute window to reconnect to your private server before it shuts down.

An aside – people have noted these servers only allow 7 people to the public server's 24. To me the reason for this is obvious – AWS offers multiple power levels of servers at different price points. The private servers are likely 12 core machines to the 32 core machines used for public servers, or something like that. The limits of the private servers is a cost cutting measure.

The only drawback is vending machines are rendered pointless. And since that's my favorite part of the game I'll likely be staying public.


So yeah, this is pay to win. There are just too many advantages granted to mark it off as not being PTW. The Tent does kill the scrap kits though – no 1st user will be spending atoms on those.

Bethesda broke their word – or was forced to by parent Zenimax. Juicehead had an interesting YouTube vid on that a couple days ago that I think makes sense.

The tent and the scrapbox need to be added to the base game. They combine to form an unfair advantage. Private servers aren't as big an advantage, and in any event the cost to offer them needs to be offset.

That said, this isn't an insurmountable advantage. But it is the first step on a slippery slope. If subscriptions don't sell well as is what stops the introduction of exclusive and superior weapons and armors? What about a members only legendary crafting station that lets you re-roll or even outright choose legendary effects for weapons?

It's wrong.

I'd purchase this for the private servers and the effective 2 atoms on the dollar deal – I don't need the tent and scrapbox to sweeten the deal. Let subscribers have exclusive skins for those items, but the base functionality of them, and the fridge and srapbot should be in the base game.

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