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Let's just see what they are going to shows us during E3.
I for one am interested how a big game developer with deep pockets create their form of same.
and yea Fallout 76 is more then likely gonna be a Online Survival game with Micro Transactions
It is NOT large scale multiplayer. No Battle Royale, no High playercount survival like Rust. It's more along the lines of Borderlands/Dark Souls. Two player max on Consoles, Four Player on PC (The Recommended specs reflect minimum if you want to do 4 player co-op). Bethesda internally calls this an "Intimate co-op game" meaning that it isn't really intended to be an open ♥♥♥♥♥♥♥♥♥♥♥ like even borderlands, but the kind of game you invite your friend(s) into to see your world and pal around. Strong Implication that this may become a consistent feature of both TES and Fallout, as the work to facilitate this in an "Immersive" way, was titanic and bears reusing. (Most of the netcode work is brand-new and probably compatible with new engines, this is what BattleCry Studio focused on)
Players create a Character File which is tied to a World File. How Multiplayer works in Fallout:76 is that it uses Vault 76 as the "Entry Point" to other player's worlds, and also serves as the part where the host sets the rules for their world. Rules such as:
Non-Hostile NPC Mortality: Normal, Protected (IE, Normal, anyone can kill non-hostile, protected, only the host can kill non-hostile NPCs)
item permissions: Open, Dropped Only, Secure (IE: Anyone can pick up anything, or joined players can only pick up what the host drops, but does not extend to chems or ammo, secure only lets joined players pick up anything the Host dropped)
Entry Permission: Open, Invite Only, Closed. Whether your world is open to public browsing and joining, Invite only, or completely closed (Single Player) Note Closed is automatically enabled on any non Creation Club modded file. This is for security and technical reasons. Aesthetic mods like Texture swaps probably can circumvent the protection, but anything that changes fundamental gameplay will lock you to closed. Exception: Creation Club content.
Players join other worlds by going into Vault 76 and using a terminal/server there to select worlds to browse. If you are online, Vault 76 is also used as a social space instance, where other players will be instanced together. This is the closest to "MMO" the game gets. Like the beginning of Fallout 4, you have no capacity to discharge a weapon in Vault 76 (So no imprompty battle royale sadly). After a world selection is made, the player in question exits Vault 76 to a (Usually long) Loading transition and is planted into the target player's world and can interact normally with one key exception: One cannot transfer through hard-screen cell loads unless both players are within a transitional radius. This was the biggest technical conciet of the game since it uses P2P based on Amazon's (But I think they will be using their own servers, at least in America) scalable game instancing technology. (The same stuff used for Elite: Dangerous, so expect lag to be severe with bad connections)
The game itself is very Traditional Bethesda Fallout. Just like Fallout 4 the main gameplay loop is questing, improving your character and building up the remains of Charleston. The Dialog system has changed, but all GUI interactions (Including Lockpicking, hacking and inventory) are in Real Time, which makes the game much harder in some instances. (no more pause at 1HP and spam chems) Co-Op is cited as being very helpful for these instances. One playthrough of two developers cites how him and his wife would play, and she would do all the lockpicking/puzzles, while the husband would keep watch and fight off anything. Later hearing him quip: "It was like we fixed the companion AI without having to go through the ordeal of revamping our navmesh pathfinding"
Players who join host worlds can interact with most NPCs like normal, but story-related conversations for non-host players are just generic dialog responses (Though the joining player can watch via the cinematic dialog camera seen in Fallout 4, story-related dialog)
Creation Club is a heavy focus. Unlike Fallout 4, All CC Content is mandatorily downloaded on your terminal so you can still join (And even use) CC content that another host has bought. Anything CC related that you attempt to bring back to your world is destroyed.
tl:dr I know you think I'm lying, but, what If I'm not?
Pretty much what i was expecting it to bee, after they announced it.
I would totally love it if it was this way. Would waylay 99.99% of my anxiety over it.
Also I hope that once you start a single player game you don't have to stay on the server. Imagine a server with 20,000 players online at the same time and most of them closed anyway. And no playing offline?