Fallout 4

Fallout 4

View Stats:
Justin_760 May 31, 2018 @ 12:40pm
Fallout 76? No Fallout 5? WHY!?
So I think its safe to assume Fallout 5 isnt coming out for maybe another 6 years. But Fallout 76, an online only survival MP game!? What the hell is Bethesda thinking? Very dissapointing, and depressing.

Since its an online MP game, its safe to assume mods will be either cosmetic simplistic ones, or non-existent since its not SP. But I do imagine Creation Club will be around, perfect format to make it where the only mods that get played are ones they sell.
< >
Showing 1-15 of 22 comments
Saph May 31, 2018 @ 12:45pm 
Multiplayer games with mods exist. A lot of them are pretty dope.:2016bee:
JocularJosh May 31, 2018 @ 12:46pm 
"No Fallout 5? WHY!?" - because it would be too early.
Let's just see what they are going to shows us during E3.
Eminem May 31, 2018 @ 12:50pm 
If you keep up with Steam stats of popular titles being played concurrently, many have some form of multiplayer.

I for one am interested how a big game developer with deep pockets create their form of same.
Dusk May 31, 2018 @ 12:54pm 
There must be a TES 6 before Fallout 5.
Hævert May 31, 2018 @ 12:54pm 
maybe its a co-op type game
Nite69 May 31, 2018 @ 12:59pm 
its only been 2 years since fallout 4 came out, no way they can complete Fallout 5 that fast

and yea Fallout 76 is more then likely gonna be a Online Survival game with Micro Transactions
enhjester May 31, 2018 @ 1:02pm 
Falllout76 will be similar to New Vegas in that it will be a Spinoff...we will see a FO5, but probably not for another 4-5 years. They will let FO76 die a little before releasing a new FO5. And if it's incredibly successful, then it will be a little longer.
Hobo Misanthropus May 31, 2018 @ 1:42pm 
I have internal sources that confirmed to me, and only me because I'm just better than you all, how Fallout: 76's Multiplayer works.

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?
Last edited by Hobo Misanthropus; May 31, 2018 @ 1:48pm
Moonraven83 May 31, 2018 @ 2:02pm 
@Hobo Misanthropus
Pretty much what i was expecting it to bee, after they announced it.
tulle040657 May 31, 2018 @ 2:08pm 
76 is 71 more than 5, you should be happy
tulle040657 May 31, 2018 @ 2:09pm 
Originally posted by Moonraven83:
@Hobo Misanthropus
Pretty much what i was expecting it to bee, after they announced it.
yea I am not the least bit surprised
Shark May 31, 2018 @ 2:16pm 
Originally posted by Hobo Misanthropus:
I have internal sources that confirmed to me, and only me because I'm just better than you all, how Fallout: 76's Multiplayer works.

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?

I would totally love it if it was this way. Would waylay 99.99% of my anxiety over it.
Charlemagne May 31, 2018 @ 2:36pm 
Originally posted by Hobo Misanthropus:
I have internal sources that confirmed to me, and only me because I'm just better than you all, how Fallout: 76's Multiplayer works.
...
tl:dr I know you think I'm lying, but, what If I'm not?
I hope single player is fully functional, i.e. the game perfectly playable by yourself if you don't care for playing with someone else. I stopped playing online many years ago, I simply don't do it no matter how benign, friendly or co-op the playing is. I get a migraine from having to interact with someone else and I feel as if my feet are chained. I like total liberty to start, end, leave, return, load a save, pause and check my e-mail, etc. without worrying that someone else are drumming their fingers waiting for me.
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?
Last edited by Charlemagne; May 31, 2018 @ 2:43pm
Flippy May 31, 2018 @ 3:00pm 
What if i told you Fallout 76 IS Fallout 5. Mind blown or what?
grakky2 May 31, 2018 @ 3:02pm 
Originally posted by Flippy:
What if i told you Fallout 76 IS Fallout 5. Mind blown or what?
supposed to say No to Drugs not Go to Drugs..... crazy guy
< >
Showing 1-15 of 22 comments
Per page: 1530 50

Date Posted: May 31, 2018 @ 12:40pm
Posts: 22