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{{Navbox overviews FO76}} |
{{Navbox overviews FO76}} |
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− | {{Games|FO76}} |
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− | {{ |
+ | {{Quotation|Multiplayer finally comes to the epic open world RPGs of Bethesda Game Studios. Create your character with the S.P.E.C.I.A.L system and forge your own path in a new and untamed wasteland with hundreds of locations. Whether you journey alone or with friends, a new and unique Fallout adventure awaits.}} |
'''Multiplayer''' is a feature in ''[[Fallout 76]]''. |
'''Multiplayer''' is a feature in ''[[Fallout 76]]''. |
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==General information== |
==General information== |
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− | [[File:Vault Boy multiplayer.jpg|thumb |
+ | [[File:Vault Boy multiplayer.jpg|thumb]] |
− | Each server in ''Fallout 76'' can have up to 24 player characters or more. The 24 character limit is expandable to allow characters to join the same servers as their friends. Each player character |
+ | Each server in ''Fallout 76'' can have up to 24 player characters or more. The 24 character limit is expandable to allow characters to join the same servers as their friends. Each container in [[Appalachia]] is instanced per player character, meaning characters do not compete for their contents and may see different items in the same container or corpse. Certain items in the world space such as junk or loose weapons, however, are not instanced per character and will become unavailable once taken by any character until they eventually respawn. |
− | |||
− | Each container in [[Appalachia]] is instanced per player character, meaning characters do not compete for their contents and may see different items in the same container or corpse. Certain items in the world space such as junk or loose weapons, however, are not instanced per character and will become unavailable once taken by any character until they eventually respawn. |
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==Teams== |
==Teams== |
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− | [[File:FO76 Game Guide sharing perks.png|thumb| |
+ | [[File:FO76 Game Guide sharing perks.png|thumb|Player teams]] |
− | Multiple players can work together in building |
+ | Multiple players can work together in building workshops, attacking wild monsters, or exploring Appalachia. A player can team up with up to three other players. Each team member can select a [[Fallout 76 perks|perk card]] to share with their teammates. Many [[Fallout 76 events|events]] and [[Fallout 76 quests|quests]] are designed for teams, although each is completable playing solo as well (though only possibly at higher levels). Many perks will require being a member of a team to activate, while [[Lone Wanderer (Fallout 76)|Lone Wanderer]] only works while playing solo. |
+ | |||
− | + | ===Benefits=== |
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⚫ | |||
+ | [[File:FO76 icon perk share.png|right|thumb|Perk share icon]] |
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⚫ | |||
+ | * Sharing [[Fallout 76 perks|perk cards]] (3 base [[Charisma]] per perk card rank) |
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⚫ | |||
+ | ** '''Note:''' Points added by [[Fallout 76 armor and clothing|apparel]] or [[Fallout 76 consumables|aid items]] do not count toward perk card sharing |
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− | * Teammates are identified on-screen. |
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+ | ** ''Note:'' Points added by [[Fallout 76 perks|perks]] do not count toward perk card sharing |
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⚫ | |||
+ | ** ''Note:'' Points added by Roleplay public team do not count toward perk card sharing |
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⚫ | |||
⚫ | |||
+ | * Teammates are identified on-screen and their C.A.M.P.s and [[Survival tent]]s are revealed on the map. |
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⚫ | |||
+ | * Shared instanced locations, such as [[Daily Ops]] and [[Fallout 76 quests|quests]]. |
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⚫ | |||
+ | <!--* You can build a teammate's [[Workshop (Fallout 76)|Workshops]] and [[Shelters]].--> |
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===Private teams=== |
===Private teams=== |
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− | Private teams are formed by invitation via the Social menu. Private team members may build |
+ | Private teams are formed by invitation via the Social menu. Private team members may build objects in one another's [[CAMP|C.A.M.P.]], [[Shelters|Shelter]] or [[Workshop (Fallout 76)|Workshop]]. Locked doors and resource collectors in team member's C.A.M.P. are [[lock (Fallout 76)|unlocked]] for all members of that team. |
===Public teams=== |
===Public teams=== |
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+ | [[File:FO76 icon publicteam bond.png|right|thumb|Public team bond icon]] |
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− | Public teams are formed or joined through the Social menu. Anyone can join a public team so long as there is an available spot. Each public team has its own passive bonus that scales with each additional team member. These bonuses only activate once each player has been on the team for 5 minutes. The different public teams are as follows: |
+ | Public teams are formed or joined through the Social menu. Anyone can join a public team so long as there is an available spot. Each public team has its own passive bonus that scales with each additional team member. These bonuses only activate once each player has "bonded", or has been on the team for 5 minutes. The different public teams are as follows: |
− | |||
⚫ | |||
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⚫ | |||
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⚫ | |||
+ | !colspan="3"|<big>'''Public Teams'''</big> |
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|- |
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− | |||
|- |
|- |
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− | | [[File:FO76 ui |
+ | | [[File:FO76 ui casual team.png|50px]] |
⚫ | |||
⚫ | |||
⚫ | |||
− | | +25/50/75/100% XP for Completing Daily Ops |
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− | |||
|- |
|- |
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− | | [[File:FO76 ui |
+ | | [[File:FO76 ui dailyops team.png|50px]] |
⚫ | |||
⚫ | |||
− | | + |
+ | | +25/50/75/100% XP for Completing [[Daily Ops]] |
− | |||
|- |
|- |
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− | | [[File:FO76 ui |
+ | | [[File:FO76 ui exploration team.png|50px]] |
⚫ | |||
⚫ | |||
− | | +1/2/3/4 |
+ | | +1/2/3/4 [[Endurance|END]] |
− | |||
|- |
|- |
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− | | [[File:FO76 ui |
+ | | [[File:FO76 ui roleplay team.png|50px]] |
⚫ | |||
⚫ | |||
⚫ | |||
+ | |- |
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+ | | [[File:FO76 ui huntingteam.png|50px]] |
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⚫ | |||
| +25/50/75/100% XP for Legendary Kills |
| +25/50/75/100% XP for Legendary Kills |
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− | |||
|- |
|- |
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− | | [[File:FO76 icon map |
+ | | [[File:FO76 icon map event.png|50px]] |
− | | Events |
+ | | Events Team |
− | | +25/50/75/100% XP for Completing Events |
+ | | +25/50/75/100% XP for Completing [[Fallout 76 events|Events]] |
− | |||
|- |
|- |
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+ | !colspan="3"|{{cut}} '''Cut Teams''' |
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⚫ | |||
+ | |- |
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⚫ | |||
⚫ | |||
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⚫ | |||
− | |||
+ | | +1/2/3/4 [[Intelligence|INT]] |
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|- |
|- |
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− | | [[File:FO76 ui workshopraid team.png| |
+ | | [[File:FO76 ui workshopraid team.png|50px]] |
− | | {{cut}} Workshop Raid |
+ | | {{cut}} Workshop Raid Team |
| {{cut}} |
| {{cut}} |
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− | |||
|- |
|- |
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− | | [[File:FO76 ui trading team.png| |
+ | | [[File:FO76 ui trading team.png|50px]] |
− | | {{cut}} Trading |
+ | | {{cut}} Trading Team |
| {{cut}} |
| {{cut}} |
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− | |||
|- |
|- |
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− | | [[File:FO76 |
+ | | [[File:FO76 icon map public event.png|50px]] |
+ | | {{cut}} Special Events Team |
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| {{cut}} |
| {{cut}} |
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+ | |- |
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⚫ | |||
+ | | {{cut}} Quests Team |
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| {{cut}} |
| {{cut}} |
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− | |||
|- |
|- |
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− | | [[File:FO76 |
+ | | [[File:FO76 ui extra team.png|50px]] |
− | | {{cut}} |
+ | | {{cut}} Extra Team |
| {{cut}} |
| {{cut}} |
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|} |
|} |
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+ | ==PvP== |
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− | ==Player versus player== |
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+ | [[File:FO76 ui pvp3.png|thumb|100px|PvP handshake]] |
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− | At other times, multiplayer also features player versus player combat after characters reach level 5. The reward for defeating a player character is in bottlecaps. Player characters invite other characters to duel by attacking, though these attacks do not deal any damage. Before [[Fallout 76 patch 1.1.1.2|Patch 7.5]], they dealt nominal damage akin to a glove slap. If the attacked character responds by attacking back, the duel begins. All attacks there after will be normalized such that lower level characters can do as much base damage as higher level characters without taking perks or higher tier armor and weapons into account. PVP combat is on a character to character basis only, so attacking a character does not automatically include either character's teammates unless they are attacked too and attack back, which may be difficult to avoid if they are close together. PVP can also be started by contesting a claim of a [[Workshop (Fallout 76)|workshop]], which grant access to valuable resource generators, or by participating in PvP ''"(versus)"'' [[Fallout 76 quests#events|events]]. |
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+ | After reaching level 5, players may invite other players to player-versus-player (PvP) by attacking, though these "handshake" attacks do not deal any damage. If the player being attacked fires back, PvP will be flagged for both players. PVP combat is on a character-to-character basis only, so initiating PvP does not automatically drag either player's teammates into combat unless they too are attacked and attack back. |
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+ | [[File:FO76 ui pvp2.png|thumb|100px|PvP initiation]] |
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− | Player characters that kill another who did not attack back are marked as murderers on the map and a bounty in caps is placed on them for anyone to claim. Any character that attacks a murderer automatically has normalized damage without the murderer needing to attack back. |
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+ | Damage dealt is capped at 110 per hit marker in all PvP interactions. Players who are close to the same level inflict full damage. Player characters who are severely different in level have their damage placed on a curve with the higher level player doing less damage than they normally would at their level, while the lower level player deals more. |
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+ | [[File:FO76 ui pvp1.png|thumb|100px|PvP death]] |
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⚫ | |||
+ | Winners automatically receive a sum of caps from the loser. Caps lost are dependent on the player level and the number held. Winners may also collect any [[Fallout 76 junk items|junk]] their target drops, but receive no instanced loot or [[Experience points|XP]]. If a player dies in PvP combat, they can choose to seek revenge, respawning immediately nearby with PvP enabled. If they succeed, they receive double the rewards. |
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+ | |||
+ | The achievement [[Good Grief!]] is unlocked after killing 20 players in PvP combat. |
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+ | |||
+ | ===Pacifist mode=== |
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⚫ | Players can opt-out of PVP combat by enabling a [[Pacifist mode|Pacifist Mode]] in the options menu. Pacifists will not do damage to any other player character and therefore cannot accept invitations to fight. This option prevents other player characters from intentionally entering crossfire so as to trigger a duel. This does not apply during PvP-focused [[Fallout 76 quests#events|events]] or at [[Workshop (Fallout 76)|workshops]]. |
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+ | |||
+ | ===Bounties=== |
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+ | [[File:FO76 icon bounty.png|thumb|90px|Bounty icon]] |
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+ | {{see also|Wanted}} |
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+ | Bounties, or wanted status, are a consequence for [[Lock (Fallout 76)|lockpicking]] doors, resources, and containers belonging to other players or by destroying objects in their [[CAMP|C.A.M.P.]] Each transgression will add toward the overall sum of the bounty. A wanted player and their bounty are visible to all other players from the map, indicated by a red banner. |
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+ | |||
+ | A wanted player will not see the locations of any players or C.A.M.P.s on the map, except for teammates. Wanted players are considered flagging for PvP with any player, even teammates or temporary event teammates. Another player may automatically begin PvP by attacking the wanted player. Killing the marked player subtracts the sum of the bounty from their caps and transfers it to their killer. Once the wanted player is killed, their bounty is removed and they are allowed to see other players and C.A.M.P.s on the map again until they commit their next infraction to earn a wanted status again. |
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+ | ;PvP quests/events |
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+ | * [[Hunter Hunted (Fallout 76)|Hunter/Hunted]] - tune into the radio station to queue up |
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+ | * [[Monster Mash]] - event at [[Watoga High School]] |
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+ | * Players can initate PvP by [[Attack on Workshop|contesting a workshop owned by another player]]. |
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+ | |||
+ | ;Survival mode |
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+ | * [[Survival (Fallout 76)|Survival (beta)]] |
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+ | |||
+ | ===Notes=== |
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+ | * PvP combat does not become available until the player character is level 5. |
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+ | * Before [[Fallout 76 patch 1.1.1.2|patch 7.5]], weapons dealt unrestricted damage in PvP interactions. |
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+ | * Before [[Fallout 76 patch 1.1.1.2|patch 7.5]], the PVP initiation attacks dealt low damage. Killing a player placed a bounty on the killer's head. |
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+ | * Fast traveling will clear PvP flags. |
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+ | * [[Pacifist mode]] will prevent the player from initiating PvP.<ref>They may still PvP in dedicated PvP zones</ref> |
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+ | * Camp objects may be destroyed when flagged for PvP with the nearby owner. |
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+ | * PvP is enabled in [[Shelters]]. |
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+ | |||
+ | ===Bugs=== |
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+ | {{platforms|pc,xboxone,ps4}} VATS is disabled on most weapons for PvP interactions. The shots will connect and consume AP, but they will deal 0 damage. This was corrected in [[Fallout 76 patches|update 1.5.3.10]]. {{verify|patched}}<!--Patched May 25, 2021--> |
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+ | |||
+ | ==Fallout Worlds== |
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+ | {{main|Fallout Worlds}} |
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+ | |||
+ | ==Gallery== |
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+ | <gallery captionalign=center widths=100> |
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+ | FO76 ui pvp4.png |
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+ | FO76 ui pvp3.png |
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+ | FO76 ui pvp2.png |
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+ | FO76 ui pvp1.png |
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+ | FO76 ui pvp.png |
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+ | </gallery> |
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− | == |
+ | ==Video== |
− | <gallery widths=300> |
+ | <gallery captionalign=center widths=300> |
Fallout 76 – Vault-Tec Presents Let’s Work with Others! Multiplayer Video PEGI |
Fallout 76 – Vault-Tec Presents Let’s Work with Others! Multiplayer Video PEGI |
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</gallery> |
</gallery> |
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[[es:Multijugador de Fallout 76]] |
[[es:Multijugador de Fallout 76]] |
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+ | [[zh:Fallout 76 multiplayer]] |
Revision as of 21:23, 9 January 2022
Multiplayer is a feature in Fallout 76.
General information
Each server in Fallout 76 can have up to 24 player characters or more. The 24 character limit is expandable to allow characters to join the same servers as their friends. Each container in Appalachia is instanced per player character, meaning characters do not compete for their contents and may see different items in the same container or corpse. Certain items in the world space such as junk or loose weapons, however, are not instanced per character and will become unavailable once taken by any character until they eventually respawn.
Teams
Multiple players can work together in building workshops, attacking wild monsters, or exploring Appalachia. A player can team up with up to three other players. Each team member can select a perk card to share with their teammates. Many events and quests are designed for teams, although each is completable playing solo as well (though only possibly at higher levels). Many perks will require being a member of a team to activate, while Lone Wanderer only works while playing solo.
Benefits
- Sharing perk cards (3 base Charisma per perk card rank)
- Note: Points added by apparel or aid items do not count toward perk card sharing
- Note: Points added by perks do not count toward perk card sharing
- Note: Points added by Roleplay public team do not count toward perk card sharing
- Note: Points added by Legendary Charisma do not count toward perk card sharing[1]
- You may fast travel to any teammate, as well as their C.A.M.P. or Survival tent for free.
- Teammates are identified on-screen and their C.A.M.P.s and Survival tents are revealed on the map.
- Bottlecaps earned through PvP will be divided amongst your team, even with members who did not contribute.[2]
- Shared instanced locations, such as Daily Ops and quests.
- Your spot on a team is held for you if you ALT-F4 or happen to crash the game.
Private teams
Private teams are formed by invitation via the Social menu. Private team members may build objects in one another's C.A.M.P., Shelter or Workshop. Locked doors and resource collectors in team member's C.A.M.P. are unlocked for all members of that team.
Public teams
Public teams are formed or joined through the Social menu. Anyone can join a public team so long as there is an available spot. Each public team has its own passive bonus that scales with each additional team member. These bonuses only activate once each player has "bonded", or has been on the team for 5 minutes. The different public teams are as follows:
Public Teams | ||
---|---|---|
Icon | Team | Bonus |
Casual Team | +1/2/3/4 INT | |
Daily Ops Team | +25/50/75/100% XP for Completing Daily Ops | |
Exploration Team | +1/2/3/4 END | |
Roleplay Team | +1/2/3/4 CHR | |
Hunting Team | +25/50/75/100% XP for Legendary Kills | |
Events Team | +25/50/75/100% XP for Completing Events | |
Cut Teams | ||
Building Team | +1/2/3/4 INT | |
Workshop Raid Team | ||
Trading Team | ||
Special Events Team | ||
Quests Team | ||
Extra Team |
PvP
After reaching level 5, players may invite other players to player-versus-player (PvP) by attacking, though these "handshake" attacks do not deal any damage. If the player being attacked fires back, PvP will be flagged for both players. PVP combat is on a character-to-character basis only, so initiating PvP does not automatically drag either player's teammates into combat unless they too are attacked and attack back.
Damage dealt is capped at 110 per hit marker in all PvP interactions. Players who are close to the same level inflict full damage. Player characters who are severely different in level have their damage placed on a curve with the higher level player doing less damage than they normally would at their level, while the lower level player deals more.
Winners automatically receive a sum of caps from the loser. Caps lost are dependent on the player level and the number held. Winners may also collect any junk their target drops, but receive no instanced loot or XP. If a player dies in PvP combat, they can choose to seek revenge, respawning immediately nearby with PvP enabled. If they succeed, they receive double the rewards.
The achievement Good Grief! is unlocked after killing 20 players in PvP combat.
Pacifist mode
Players can opt-out of PVP combat by enabling a Pacifist Mode in the options menu. Pacifists will not do damage to any other player character and therefore cannot accept invitations to fight. This option prevents other player characters from intentionally entering crossfire so as to trigger a duel. This does not apply during PvP-focused events or at workshops.
Bounties
Bounties, or wanted status, are a consequence for lockpicking doors, resources, and containers belonging to other players or by destroying objects in their C.A.M.P. Each transgression will add toward the overall sum of the bounty. A wanted player and their bounty are visible to all other players from the map, indicated by a red banner.
A wanted player will not see the locations of any players or C.A.M.P.s on the map, except for teammates. Wanted players are considered flagging for PvP with any player, even teammates or temporary event teammates. Another player may automatically begin PvP by attacking the wanted player. Killing the marked player subtracts the sum of the bounty from their caps and transfers it to their killer. Once the wanted player is killed, their bounty is removed and they are allowed to see other players and C.A.M.P.s on the map again until they commit their next infraction to earn a wanted status again.
- PvP quests/events
- Hunter/Hunted - tune into the radio station to queue up
- Monster Mash - event at Watoga High School
- Players can initate PvP by contesting a workshop owned by another player.
- Survival mode
Notes
- PvP combat does not become available until the player character is level 5.
- Before patch 7.5, weapons dealt unrestricted damage in PvP interactions.
- Before patch 7.5, the PVP initiation attacks dealt low damage. Killing a player placed a bounty on the killer's head.
- Fast traveling will clear PvP flags.
- Pacifist mode will prevent the player from initiating PvP.[3]
- Camp objects may be destroyed when flagged for PvP with the nearby owner.
- PvP is enabled in Shelters.
Bugs
update 1.5.3.10. [patched]
VATS is disabled on most weapons for PvP interactions. The shots will connect and consume AP, but they will deal 0 damage. This was corrected inFallout Worlds
Gallery
Video
References
- ↑ Points added by Legendary Charisma do not count toward perk card sharing
- ↑ Does not include Bounties
- ↑ They may still PvP in dedicated PvP zones