Fallout 76 multiplayer

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 player character was a carefully chosen resident or child thereof of Vault 76, tasked with rebuilding North America.

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 settlements, 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 are 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)
 * Points added by apparel or aid items do not count toward perk card sharing
 * Points added by perks do not count toward perk card sharing
 * Points added by Roleplay public team do not count toward perk card sharing
 * Points added by Legendary Charisma do not count toward perk card sharing
 * 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.


 * 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 C.A.M.P. objects in one another's C.A.M.P., Shelter or Workshop.

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 been on the team for 5 minutes. The different public teams are as follows:

Player versus player
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 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, which grant access to valuable resource generators, or by participating in PvP "(versus)" events.

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.

Player characters can opt out of PVP combat by enabling a pacifist flag 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. Another option to avoid PVP is to fast travel away, granted that the character is not in nearby or in combat with enemies.