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Private servers change ownership to another subscription player when they log.
Private servers shut down like twenty minutes after the last subscription owner leaves.
So yeah you are not getting a server that runs 24/7 whether you play or not.
That would be bad anyways because the servers need to be reset every so often anyways.
Kinda sorta. "Worlds" aren't really permanent, like a MineCraft server. I'm not entirely certain how it works, but to the meat of your question you have the right of it: you can only play on a private server if you have Fallout First, or you have a friend *online* who has Fallout First (and is playing in a Private World).
Not exactly. As long as there is a First member in the server, it stays up. But nobody new can join the server
Really the private world servers were meant more for "endgame" players so they could step off with friends to hunt cryptids, or take on the scorch beast queen by themselves.
Either way if it becomes an issue, you just create a new private server by having the subscribing visitors go make a new server.
Private servers means:
Mobs should be more around your level
Less junk, bobbleheads, magazines, power armor spawned
Lot less script lag because the server has not been running as long as public servers.
No outside player interference with workshops
Less people to screw you over at events.
Certain quests and challenges are easier on a private server
There is a lot of pros and cons for both types of servers. As you play more you will figure that out.
I play more on public servers than private server. Probably around 90% public and 10% private. Especially because of the new public group system.
What do you mean by this, specifically "Other than the caps for the store"? Moving from private to public does not reset the vendor cap or any other caps you may have reached for the day (scrip, bullion, caps). It won't even reset items you have looted in public, as all of that stuff is tied to your character rather than being server specific.