**** Official Fallout 76 Thread ****

Actually @Angilion makes a good point. Unless you're carrying PA parts in your inventory that perk does seem pointless. Unless of course it reduces the weight of the power armour chassis? I could see the appeal to that if it could be reduced down to say 2Ibs.

The Portable Power perk at rank 3 reduces the weight of power armour parts and chassis by 75%. So it reduces the weight of a full set of equipped power armour from 10lbs to 2.5lbs.

I could see some appeal if perks didn't use stat points. You only ever have 56 stat points. Using 3 of them to lower your carried weight by 7.5lbs seems unlikely to be the best use of them. Even worse, you can only ever have a max of 15 perk points in any one stat (you can go over 15 in the stat with bonuses, but you can't use the points over 15 for perks) so you're even more restricted. I spent at least an hour trying to fit the build I wanted into the stats I could have. I started off needing 29 perception points alone :) Nukes Dragons has an excellent FO76 build planner.

So for the cost of 3 int points you reduce your overall carried weight by 7.5lbs. But that's 3 points you can't use for another perk. You could, for example, use just 1 point in strength and take 1 rank of the strong back and gain 15lbs carry weight (5 for the str point, 10 for the perk), i.e. much better than reducing your carried weight by 7.5lbs and costing 2 points less. Even if you've taken 15 int points (and thus skimped on some other stats and perks) and even if you're totally fixated on power armour there are still better options. You could swap some of the int perk cards in and out and make do that way, I suppose.

But in the end, why bother with that 7.5lbs anyway? You'll be able to carry at least 185lbs in power armour and that's assuming you put no points at all into strength and don't use the excavator armour and don't use the calibrated shocks mod (which adds another 100 to carry weight). My walking around load is about 100lbs and that's including carrying food, water, ludicrous amounts of ammunition (~1100 .45 and ~1100 shotgun shells), rad-x, rad-away and stimpaks. Oh, and a sword just because. And some clothes. And a hat. And sunglasses. And lined underarmour. And a couple of dozen strangely heavy bobby pins. I think Bethesda mistakenly set the weight of bobby pins to be 10 times what they intended.

On the plus side, I got the "Falsely Accused" quest dropped on me this morning and when I went to the penitentiary to do the quest the scorched swarming the jail were unusually well armed. About half of them were carrying a combat shotgun or combat rifle. So I learned enough mods to make both viable and could retire my pipe revolver and pump action shotgun. The combat ones do quite a bit less damage per shot, but the fire rate is much higher so the DPS is much higher. The combat rifle is bugged, by the way. The full auto receivers get the bonus from the non-auto rifle perks and I think the semi-auto receivers get the bonus from the full auto rifle perks. I didn't want full auto, but with my non-auto rifle perks the powerful auto receiver does more damage per shot than the semi-auto receivers I have (I don't have the hardened receiver yet). Something to look out for if you use combat rifles.
 
The price of this seems to be dropping almost daily... Been keeping an eye on CD keys, and it's currently £16.99, yesterday was £17.99 and a few days ago £19.99, looks like it will be below £15 (the point I'll probably buy it) before Christmas! Down almost £40 from RRP in under a month, that's got to be some kind of record?!
 
I've around 30 hours in now and just cant get into it at all, the story is just so boring and un-engaging.
Trying to listen to 5 minute holotapes while getting attacked is such a poorly thought out mechanic that it beggars belief, I was sat reading a terminal this morning that had some 10 minutes worth of reading on, a Level 62 scorched spawned in and killed me in 3 hits before I could even quit the terminal.

I'm level 20 and honestly have not a clue whats happening in the main quest.

The thirst and hunger mechanic is fine and should have been in Fallout since FO3 but I'm absolutely sick to death of trying to manage the amount of carryweight, its just not fun one single bit.
The daily quests are so hilariously bad that they feel like they have bee designed by a child and there are far far too many fetch quests

I like the location and the map and there is the potential for a game in there somewhere but it needs a proper story, with proper NPC's mapped in, a living breathing world that at least feels like there is some point to it and quests that feel worth the effort and are more than go here, fetch that.
I'm a huge Fallout fanboy so it's hard for me to essentially ignore this from this point but I think uninstalling it is exactly what I'm going to do.
 
I could see some appeal if perks didn't use stat points. You only ever have 56 stat points. Using 3 of them to lower your carried weight by 7.5lbs seems unlikely to be the best use of them. Even worse, you can only ever have a max of 15 perk points in any one stat (you can go over 15 in the stat with bonuses, but you can't use the points over 15 for perks) so you're even more restricted. I spent at least an hour trying to fit the build I wanted into the stats I could have. I started off needing 29 perception points alone :) Nukes Dragons has an excellent FO76 build planner.

Ah I didn't even realise that. So I've already got 15 Int, how do I continue picking up perks in the Int skill?

What happens when you hit level 105 and have capped out on skills to level?

I've just got my X-01 plans and realised how low I'm running in silver.
 
I've around 30 hours in now and just cant get into it at all, the story is just so boring and un-engaging.
Trying to listen to 5 minute holotapes while getting attacked is such a poorly thought out mechanic that it beggars belief, I was sat reading a terminal this morning that had some 10 minutes worth of reading on, a Level 62 scorched spawned in and killed me in 3 hits before I could even quit the terminal.

I'm level 20 and honestly have not a clue whats happening in the main quest.

The thirst and hunger mechanic is fine and should have been in Fallout since FO3 but I'm absolutely sick to death of trying to manage the amount of carryweight, its just not fun one single bit.
The daily quests are so hilariously bad that they feel like they have bee designed by a child and there are far far too many fetch quests

I like the location and the map and there is the potential for a game in there somewhere but it needs a proper story, with proper NPC's mapped in, a living breathing world that at least feels like there is some point to it and quests that feel worth the effort and are more than go here, fetch that.
I'm a huge Fallout fanboy so it's hard for me to essentially ignore this from this point but I think uninstalling it is exactly what I'm going to do.

Cant believe i haven't bought this yet, such a shame.
 
Ah I didn't even realise that. So I've already got 15 Int, how do I continue picking up perks in the Int skill?

What happens when you hit level 105 and have capped out on skills to level?

I've just got my X-01 plans and realised how low I'm running in silver.
Patch on 11th Dec for PC allows you to Respec the perks so instead of choosing a new one you can add +1 to existing. Until then just continue to play as normal. I had the same problem few weeks ago put 15 into Endurance then could not go any further until the patch to Respec next week.

I am lvl53 now its messed up my perks I can just either wait for the respec patch or rankup up existing for now. Takes so long to lvl up they have nerfed it to stop the players who were server hopping all the time means as a side affect you no longer get higher lvl XP if you get killed in the same area & try to return it mistakenly flags that as server hopping unless you quit to desktop & reload from scratch!

What was happening was some players were exploiting it with higher lvl XP enemies as well as rare resources kept farming the same areas & server hopping. This needs to be seriously reworked by Bethesda right now its a massive grind to make any progress.
 
Fair play for probably being the only player to waste 300 hours. They might reward you with a plastic bag.

The server hopping progression mechanics sound amazing.
I only use server hopping to force the PA mods in the shop to change (you have to buy them with credits). Otherwise it takes a very long time for the store to refresh. Other players have been abusing it to gain vast amounts of XP & resources causing the servers to become unstable!
 
Ah I didn't even realise that. So I've already got 15 Int, how do I continue picking up perks in the Int skill?

You will have them made available to you. You can even pick them and add them to your available cards. You can have every perk card in every SPECIAL stat if you reach a high enough level. But you can never apply more perk card points than you have SPECIAL points in that stat.

The perk cards are like a pack of cards. Every time you level, some more of the pack is made available to you and you can select one to add to your hand. At some levels, extra cards are dealt into your hand (card packs). There's no hard limit to how many cards you can have in your hand other than the total number of perk cards in the game. It's only restricted by your level and how many perk card packs you've had (which is also determined by your level).

But perk cards in your hand do nothing at all. You have to play them, to assign them to a SPECIAL stat. Each card has a SPECIAL stat assigned to it and a number of stat points assigned to it. Levelling up the card by combining it with another card of the same perk will increase the stat points required to play that card. To play a card, you need enough points spare in the right stat.

An example:

A player has 15 int points. Through which perk cards they chose to add to their hand when levelling, which cards they chose to level up and through perk packs they have the following int perk cards in their hand:

First Aid 1
Pharmacist 1
Hacker
Demolition Expert 5
Gunsmith 5
Armorer 3
Contractor 2
Science 2
Expert Hacker
Fix It Good 3
Science Expert 2
Master Hacker
Weapon Artisan 3
Power Smith 3
Master Scientist 2
Power Patcher 3
Power User 3

They're all at least somethat useful int perks. There are other int perks that I haven't included.

That's a total of 41 intelligence points required to have just those perks in use. Since you can only have a maximum of 15 int perks for int perks, it's impossible to have all those perks in use. You can only have as many perk card points as you have stat points in the relevant stat. So even with the max of 15 int, you can only use 15 perk points worth of those (or any other) int-based perks.

You can change which perk cards you have in play through your pip-boy, choosing from the cards you have in your hand. Some perks only apply in specific situations, so you can swap those in and out with nothing more than the inconvenience of doing so. For example, Power Smith only applies to crafting power armour pieces so you could swap it in only when you're crafting power armour pieces. Some perks apply more often, but not always. For example, Gunsmith applies when you craft a gun and when you fire a gun. So you could keep Gunsmith in play most of the time but swap it out and swap Power Smith in when you're crafting power armour pieces and swap them back again afterwards. But if you have a lot of levelled perk cards in a stat that you'll want to use, you'll have to do a lot of swapping perk cards in your hand in and out of play. It's a tedious way to play...which fits in perfectly with the overall design philosophy of FO76.

So for this hypothetical player with those cards and 15 int, they could do it this way:

Usual cards in play:

Demolition Expert 5 (this is extremely useful all the time if you have a legendary weapon with an explosive effect)
Gumsmith 5 (this is extremely useful all the time if you want your guns to not degrade and break as often)
Power User 3 (this is extremely useful all the time if you want your fusion cores to last longer)

That leaves them 2 int points to assign int perk point cards to. Maybe first aid 1 and pharmacist 1 to make stimpaks and radaway more effective just in case.

That means that every time they want to hack a level 3 terminal they will have to swap 1 card out then swap 3 cards in then do the hack then swap 3 cards out and then swap 1 card in. Every time they want to craft or repair something, they will have to swap other cards back and forth.

What happens when you hit level 105 and have capped out on skills to level?

I think you'll have to get a far higher level than that to completely fill your hand with every perk card at max level. Getting all Int perk cards at max level requires 73 cards, for example. You'll get some cards for free with perk packs, but I'm not seeing the 105 level limit you're referring to. More like ~450. Am I missing something here?

I've just got my X-01 plans and realised how low I'm running in silver.

That's unusual. Time to start stealing granny's cutlery :)
 
Patch on 11th Dec for PC allows you to Respec the perks so instead of choosing a new one you can add +1 to existing. [..]

What I read in Bethesda's pre-patch notes was that they were going to allow players to move 1 SPECIAL stat point when gaining a level above L50 instead of picking another perk card, not to respec the perks.

I've around 30 hours in now and just cant get into it at all, the story is just so boring and un-engaging.
Trying to listen to 5 minute holotapes while getting attacked is such a poorly thought out mechanic that it beggars belief, I was sat reading a terminal this morning that had some 10 minutes worth of reading on, a Level 62 scorched spawned in and killed me in 3 hits before I could even quit the terminal.

That's odd. Where were you? L62 scorched don't occur in most places.

I'm level 20 and honestly have not a clue whats happening in the main quest.

Then track it on the main quest tab of your pip-boy and follow it. Or not, if you don't want to.

After the war, some of the surviving emergency services people in the area grouped together to try to fashion a working society and make it as good as they could. They called themselves the Responders. They had a fair bit of success, making a functional local government and infrastructure, attracting other survivors and gaining knowledge of the changed world to help survival prospects. They had a militia, schools, medical centres, research facilities, manufacturing facilities...they were doing OK and they were reaching further and further afield to help survivors. They were also working on hashing out diplomatic relations with other factions in the area, with varying degrees of success. They were also starting to make headway against the local raider gangs...until the most power local raider leader blew up a dam upriver of the main settlement and killed almost all of the Responders and almost all of the other people who'd settled in the area.

Not long after that, the Scorched started to appear. The Responders first heard of them from the Brotherhood of Steel, who were trying to contain the Scorched. Relations between the groups deteriorated a bit as the BoS demanded more supplies from the Responders...then Scorched started appearing in the Responders area and they started a research project to learn more about the Scorched and how to stop them, while trying to maintain defence. The BoS fell, the Scorched grew in number all the time and the research project made some progress but not enough quickly enough. They found out that it was a disease and they found a good lead on a vaccine, but not the source and not a cure. Everyone died. The last acts of the lead researcher, now isolated in a basement lab with the area being overrun by Scorched, came close to a vaccine but she lacked the necessary equipment and samples and couldn't get them. They programmed the lab computer to do the necessary work before they died, but couldn't make any more progress without the samples and equipment.

So along you come and there's the start of the main quest - follow the trail of the records of the Responders to discover the above story, then discover the research they were doing and then complete it. Now you have a vaccine, which protects you and is a first step. Along the way, you'll find clues to other factions and after making the vaccine the main quest will move to another faction. What did the Brotherhood of Steel find out about the Scorched? Do they have some weapons or armour that would be useful? What about the Free States people you read about on your travels? Or the local raiders? They were fighting the Scorched as well. Were there other factions in the area? Yes, there were. You find evidence of them as you complete the other factions' parts of the main quest, which eventually leads to a better understanding of what the Scorched plague is, how it started and how it spreads and how to contain and them eliminate it.

The main quest in FO76 is a much better story than the main quest in FO4, although that's not saying much.

The thirst and hunger mechanic is fine and should have been in Fallout since FO3 but I'm absolutely sick to death of trying to manage the amount of carryweight, its just not fun one single bit.

Whereas I find the need to eat and drink a lot every 5 minutes to be much more irritating than not being able to run and teleport while carrying hundreds of kilos of stuff. You can still carry hundreds of kilos of stuff, even lliterally tonnes of stuff, you just can't run or teleport when carrying more than your carry limit (which starts at ~70Kg and increases from there).

What you can't do is access only food or only drink in your inventory. It all gets lumped in with many other things under "Aid", so every few minutes you have to open your inventory, scroll through to find food, eat, scroll through to find drink, drink. Repeat ad nauseam.

Managing what you're carrying requires a different approach to FO4.

In FO4, you had infinite warehousing and were building towns. You picked up everything, regardless of whether you needed it then or soon or even ever because you might need hundreds of kilos of glass for...something, some day, maybe. With the right perk, you could teleport with any weight. I was often wandering around carrying several tonnes of scav until I got around to teleporting to a settlement to drop it off.

In FO76, you are surviving, not building. You have no permanent structures, just temporary camps. No infinite warehouses, just one smallish safe hiding place for your stuff. You carry only what you need and store only what you know you will need. You scrap stuff at every opportunity, every workbench you come across (and there are a lot of them all over the place). For example, you pick up every desk fan you come across, but you only carry the whole fan until you come across a workbench to strip it down to the bits you actually want, which is mainly just the screw. You pick up weapons only to scrap them to learn how they work and how to modify them more effectively and how to make them from parts. Once you've learned that, you leave them. They're just pointless weight. It's all about immediate or very short range need.

The daily quests are so hilariously bad that they feel like they have bee designed by a child and there are far far too many fetch quests

That I completely agree with.

I like the location and the map and there is the potential for a game in there somewhere but it needs a proper story, with proper NPC's mapped in, a living breathing world that at least feels like there is some point to it and quests that feel worth the effort and are more than go here, fetch that.
I'm a huge Fallout fanboy so it's hard for me to essentially ignore this from this point but I think uninstalling it is exactly what I'm going to do.

There is a proper story. You just have to follow it, which you have chosen not to do. As for a point, it's the same as previous Fallout games - saving the world. If you don't at least contain the plague, it will spread and that's the end of any chance of human survival. Within the context of the Fallout world, it's a more important story than filtering the water in one small part of the world (FO3), deciding what to do with a small area being fought over by two major powers (FONV) and at least on a par with dealing with an organisation on a path that would end up with replacing all humans with synths (FO4).

As for the rest, yes, I agree. But personally I think that the partial game buried in the mess is just about worth my time.
 
At 16.99 the game is a steal if you can look past its flaws that's for certain. I find myself really immersed when I play it and love how I can just pick it up and put it down due to time constraints.

The main quest is okay but I love just simply exploring the area. Not sure how many hours I'm in now but at level 10....
 
What I read in Bethesda's pre-patch notes was that they were going to allow players to move 1 SPECIAL stat point when gaining a level above L50 instead of picking another perk card, not to respec the perks.



That's odd. Where were you? L62 scorched don't occur in most places.



Then track it on the main quest tab of your pip-boy and follow it. Or not, if you don't want to.

After the war, some of the surviving emergency services people in the area grouped together to try to fashion a working society and make it as good as they could. They called themselves the Responders. They had a fair bit of success, making a functional local government and infrastructure, attracting other survivors and gaining knowledge of the changed world to help survival prospects. They had a militia, schools, medical centres, research facilities, manufacturing facilities...they were doing OK and they were reaching further and further afield to help survivors. They were also working on hashing out diplomatic relations with other factions in the area, with varying degrees of success. They were also starting to make headway against the local raider gangs...until the most power local raider leader blew up a dam upriver of the main settlement and killed almost all of the Responders and almost all of the other people who'd settled in the area.

Not long after that, the Scorched started to appear. The Responders first heard of them from the Brotherhood of Steel, who were trying to contain the Scorched. Relations between the groups deteriorated a bit as the BoS demanded more supplies from the Responders...then Scorched started appearing in the Responders area and they started a research project to learn more about the Scorched and how to stop them, while trying to maintain defence. The BoS fell, the Scorched grew in number all the time and the research project made some progress but not enough quickly enough. They found out that it was a disease and they found a good lead on a vaccine, but not the source and not a cure. Everyone died. The last acts of the lead researcher, now isolated in a basement lab with the area being overrun by Scorched, came close to a vaccine but she lacked the necessary equipment and samples and couldn't get them. They programmed the lab computer to do the necessary work before they died, but couldn't make any more progress without the samples and equipment.

So along you come and there's the start of the main quest - follow the trail of the records of the Responders to discover the above story, then discover the research they were doing and then complete it. Now you have a vaccine, which protects you and is a first step. Along the way, you'll find clues to other factions and after making the vaccine the main quest will move to another faction. What did the Brotherhood of Steel find out about the Scorched? Do they have some weapons or armour that would be useful? What about the Free States people you read about on your travels? Or the local raiders? They were fighting the Scorched as well. Were there other factions in the area? Yes, there were. You find evidence of them as you complete the other factions' parts of the main quest, which eventually leads to a better understanding of what the Scorched plague is, how it started and how it spreads and how to contain and them eliminate it.

The main quest in FO76 is a much better story than the main quest in FO4, although that's not saying much.



Whereas I find the need to eat and drink a lot every 5 minutes to be much more irritating than not being able to run and teleport while carrying hundreds of kilos of stuff. You can still carry hundreds of kilos of stuff, even lliterally tonnes of stuff, you just can't run or teleport when carrying more than your carry limit (which starts at ~70Kg and increases from there).

What you can't do is access only food or only drink in your inventory. It all gets lumped in with many other things under "Aid", so every few minutes you have to open your inventory, scroll through to find food, eat, scroll through to find drink, drink. Repeat ad nauseam.

Managing what you're carrying requires a different approach to FO4.

In FO4, you had infinite warehousing and were building towns. You picked up everything, regardless of whether you needed it then or soon or even ever because you might need hundreds of kilos of glass for...something, some day, maybe. With the right perk, you could teleport with any weight. I was often wandering around carrying several tonnes of scav until I got around to teleporting to a settlement to drop it off.

In FO76, you are surviving, not building. You have no permanent structures, just temporary camps. No infinite warehouses, just one smallish safe hiding place for your stuff. You carry only what you need and store only what you know you will need. You scrap stuff at every opportunity, every workbench you come across (and there are a lot of them all over the place). For example, you pick up every desk fan you come across, but you only carry the whole fan until you come across a workbench to strip it down to the bits you actually want, which is mainly just the screw. You pick up weapons only to scrap them to learn how they work and how to modify them more effectively and how to make them from parts. Once you've learned that, you leave them. They're just pointless weight. It's all about immediate or very short range need.



That I completely agree with.



There is a proper story. You just have to follow it, which you have chosen not to do. As for a point, it's the same as previous Fallout games - saving the world. If you don't at least contain the plague, it will spread and that's the end of any chance of human survival. Within the context of the Fallout world, it's a more important story than filtering the water in one small part of the world (FO3), deciding what to do with a small area being fought over by two major powers (FONV) and at least on a par with dealing with an organisation on a path that would end up with replacing all humans with synths (FO4).

As for the rest, yes, I agree. But personally I think that the partial game buried in the mess is just about worth my time.

Facinating thanks, may have to get this, so its more of a survival setting as they introduced to f4?
 
Facinating thanks, may have to get this, so its more of a survival setting as they introduced to f4?

Much more so in some ways. FO76 has been described as "survival light" because of how common food and water and meds are in the game, but the general approach to the game is survival, not rebuilding. In that sense, FO76 is much more about survival than survival mode in FO4 despite survival mode in FO4 being harder and more focused on the immediate mechanics of survival, i.e. food, water, sleep and disease. In FO76, people outside the vault had got survival quite well established and were working on rebuilding but the Scorched plague forced them back into survival, which they failed in and either died or fled the area. As the player, you need to survive in order to restore the possibility of rebuilding but the rebuilding would be afterwards and not covered by FO76. FO76 is completely focussed on survival in terms of approach, if not in terms of mechanics. For example, in FO4 when you scavved a desk fan you stripped it down later and stored all the parts in your infinitely large invisible warehouses. In FO76, when you scav a desk fan you strip it down as soon as you find a workbench, keep the screw and probably drop the rest. The screw is something you need soon. The rest probably isn't. If you don't need it soon, it's unimportant. Even the nomenclature in the game reflects that. You don't have a settlement. You don't have a player home. You have a camp, which can be moved and probably will be moved. At it's most elaborate, your main camp structure will be a small cabin and it may well just be a tent. Expect to abandon it and build another temporary camp somewhere else, somewhere more convenient as you explore different parts of the area. It's not home. It's a camp. You're not rebuilding. You're surviving.

I found the game less bad when I realised that despite the "survival light" label and the abundance of food, drink and meds FO76 really is a survival game and not a rebuilding game. It's a very different style of game to previous Fallout games, which were about rebuilding - even if you didn't do it yourself, you were in an environment in which rebuilding had happened and was continuing to happen. In FO76, you're not. It's all only about survival.

As an aside, it also explains why there's still so much scav >200 years after the war (in addition to the huge amount of stuff before the war and the hugely reduced population). Until a certain level of rebuilding is achieved, most things are worthless so they would be ignored.
 
I absolutely love fallout, and ive heard players complain about weight restrictions. And we all used to walk around with tons of junk in previous games. I love building settlements, and you could return without them being ruined. Bethesda were kind to settlement building. Theres a lot to consider here, interacting with other players and for what purpose.
Thanks Angilion. Brilliant hearing your thoughts
 
I absolutely love fallout,

So do I. I bought all of them apart from Tactics and Shelter, plus some DLC for 3, all the DLC for NV and all the DLC for 4.

and ive heard players complain about weight restrictions. And we all used to walk around with tons of junk in previous games. I love building settlements, and you could return without them being ruined. Bethesda were kind to settlement building.

I used a mod to remove settlement attacks in 4. The game mechanics were silly - any defence above 150 didn't count at all. So my 1000+ defence walled cities with 24 heavily armed settlers could be defeated by 6 raiders with pipe guns. Time to mod that nonsense away.

I did complain about weight restrictions in 76 until I realised I was looking at it incorrectly, treating it as a rebuilding game and not a survival game. For example, I've just realised that I can't sustain using a full auto combat rifle as my main weapon. I can't scav enough lead to make enough .45 bullets. It's not sustainable. That's a rebuilding way of looking at it, not a survival way of looking at it. In a rebuilding version of 76, I would be lead mining and steel mining and farming and stockpiling huge quantities of lead, steel, acid and cloth and I would be able to develop my manufacturing capacity to sustain a high enough supply of .45 ammo. I'd also be using some of my vast wealth (I currently have ~200,000 spare caps in FO4 after spending at least another couple of hundred thousand at shops for ammo and building supplies). I'd have 10,000 rounds lying around and materials for 10,000 more. At least. In FO76 as a survival game, I see that my carefully scavved supply of ~1100 rounds is down to ~600 after a couple of hours, realise that I can't scav at that rate and will stop using full auto because that's necessary for survival. Nor is buying enough possible, as caps are far harder to come by and vendor bots only restock once every 24 real world hours.

Theres a lot to consider here, interacting with other players and for what purpose.

I wouldn't consider that much. The game is so unpopular that other players are uncommon. Since hardly anyone wanted a multiplayer Fallout, almost all of the few players on the game want to ignore every other player anyway. Most people go straight into settings and turn voice chat off immediately.

In all the hours I have played FO76, my total interactions with other players have been:

Being shot when I took an item from a chest in an area I hadn't realised had been claimed by another player (there are some workshop areas you can temporarily lay claim to.
Ignoring 2 trade requests and 1 team join request.
Waving at a couple of players as we passed by each other.
Dropping a fully modded L1 pipe rifle and some ammo for it in front of a new player, waving at them and walking away.
Giving a thumbs up to a player who joined an event I'd entered and helped me complete it as part of completing it themself.

Quite often realising that an area was emptier than it should be because a player had cleared it and it hadn't respawned yet.

So MP is just a minor inconvenience.

Thanks Angilion. Brilliant hearing your thoughts

No worries. The game has grown on me a bit since I realised that it's fundamentally different to previous FO games not because it's MP but because it's at heart a survival game and not a rebuilding game.
 
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