1,762 Comments - Last post 10 minutes ago by MeguminShiro
47,106 Comments - Last post 17 minutes ago by kbronct
14 Comments - Last post 27 minutes ago by FullMetalZ
49 Comments - Last post 29 minutes ago by blueflame32
4 Comments - Last post 44 minutes ago by ZPE
9 Comments - Last post 1 hour ago by Arvennios
23 Comments - Last post 1 hour ago by Foxhack
21 Comments - Last post 8 minutes ago by Kyog
788 Comments - Last post 9 minutes ago by Bum8ara5h
159 Comments - Last post 9 minutes ago by zzzwlagga
9 Comments - Last post 35 minutes ago by reallurker
175 Comments - Last post 37 minutes ago by samwise84
10 Comments - Last post 57 minutes ago by Fluffster
69 Comments - Last post 1 hour ago by Vincer
Fallout 76 is the gift that keeps on giving. Not because it is that good, but because it seems to be the point where pretty much Bethesda Game Studios' reputation will entirely collapse upon itself. (We can start guessing how soon will they try to push out Elder Scrolls VI to repair it, ruining it by hurrying too much.)
In today's bit of "What did Bethesda fuck up this time?", we can observe their brand new and innovative way to patch a game. Others may have written something that only replaces the affected files, since most patches tend to involve the files tied to the scripting engine and internal game logic, but Bethesda shows us that this is the wrong method:
https://www.eurogamer.net/articles/2018-11-19-fallout-76s-first-major-patch-is-a-whopping-47gb
Because to do it right, you just recompile the entire game and push it out as a patch. As a bonus, since the game is permanently online-only, every player is mandated to install it if they want to log in to the game world.
I am sure all console owners, especially PS4 players, are delighted. Especially those who are still on internet plans with a data cap. And on the PlayStation network's famously and dependably super fast download speeds and patching framework.
On the plus side, at least the PC patch is barely 15 GB.
Comment has been collapsed.