MeanJim wrote on Dec 23, 2019, 15:47:
jacobvandy wrote on Dec 23, 2019, 13:27:
This is what happens when your game engine wasn't built with online multiplayer in mind. Each individual client is trusted with way too much stuff, and the assholes are going to exploit that however they can. It reminds me of when DayZ was first blowing up and "hackers" didn't even need cheats to cause mayhem, just basic console commands for that ARMA engine. We still played though, 'cause losing your gear in a PVP sandbox is part of the central gameplay loop..
No, this is what happens when you're incompetent and/or lazy. The Creation engine is based on Gamebryo, which was called NetImmerse, which was a FUCKING MMO engine. There are plenty of Gamebryo based games that don't have the bugs that exist in every single one of Bethesda's games since they began using the engine.
If they had anything resembling functional MMO netcode in the engine they've been heavily customizing for 20 years just sitting unused, why has it been so difficult for modders to get simple co-op mods for their games to work? No, their framework and tools have been laser-focused on single-player RPGs from the start, molded into something so different that they haven't been legally obligated to call it Gamebryo for 10 years.
It was a load of messy work to make FO76 happen, due in part to the same limitations that have been holding back their mainline games, which are remnants of the NetImmerse/Gamebryo legacy. Things like the limit on active characters (playable or not, hence very few NPCs in FO76), plus the way the map loads and unloads in chunks and physics behavior is tied to framerate. They probably thought making an online game was a fun experiment, but I sincerely hope the time they're taking for the next single-player epic includes revamping their engine from scratch.