Building bases are a nightmare.

Post » Sat Jan 09, 2016 1:32 pm

This settlements tools are soo weak.

Some times there are invisible stuff that you cant work around.

And wirering what the f-? Its plain stupid, the wire are so short, cant drag them anywere, even with the biggest wire tower I cant get very far.

And be able to fall and die while dragging those bloody wires. Devs this is the clunkiest the mods for Fo3 where much better.

Why cant I simple get a birds view while in construction mode.

And bloody dogmeat who tought him to open doors?

And died while almost finished with a base, about 5 hrs tinkering.

F-this

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ANaIs GRelot
 
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Post » Sun Jan 10, 2016 12:16 am

Why can't you get a birds-eye view in construction mode?

Because it would be too complicated for console users. No offense console users, but it's been pretty much proven that devs make questionable design/gameplay choices due to their perception of console gamers, even though that perception may be false and also annoys console gamers themselves.

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Dj Matty P
 
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Post » Sat Jan 09, 2016 4:57 pm

Free camera would be nice, yes. If you're on PC, the console command 'tcl' lets you levitate around the place. Attaching wires gets harder though.

We've all experienced that, in one form or other. Saving often and to multiple slots is the only way to prevent that.

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Rachel Briere
 
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Post » Sat Jan 09, 2016 6:13 pm

I agree, it is kinda a hassle not having an bird's eye view. I believe you were refering to how there will be a small mount of dirt not even ankle high and you can't build anything around it correct?

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Chris Cross Cabaret Man
 
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Post » Sat Jan 09, 2016 6:54 pm

Only beef I have is the AI pathing when it come to them walking up some stairs, some not all
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Esther Fernandez
 
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Post » Sun Jan 10, 2016 1:52 am

A single quicksave would have saved you so much pain. :)

For me, settlement building is immensely fun. And yes, workshop tools are really crude and working with them sometimes feel like an excessive waste of time. They feel like a lousy console-to-PC port. No decent way to toggle snapping or change rotation speed (or even toggle that "smooth" rotation) without restarting the game. What about tilting the objects? Those seem like totally obvious things that were neglected. Hopefully Fallout 4 Script Extender will address those issues but it shouldn't be the community's job in the first place. :(

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Fam Mughal
 
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Post » Sat Jan 09, 2016 3:42 pm

I just don't understand why this was even added to the game. It is so out of place.

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Wane Peters
 
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Post » Sun Jan 10, 2016 3:25 am

It could be a really cool game-within-a-game, but it seems vastly underdeveloped in every way.

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ZzZz
 
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Post » Sat Jan 09, 2016 2:07 pm

I've really enjoyed it. Yes it can be annoying at times but overall I've found it fun.
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JUan Martinez
 
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Post » Sat Jan 09, 2016 10:15 pm


That's the problem, I think most FO players want FO. Not a shoddy attempt at a sim.

I can only imagine how much better the content would be if settlements weren't on the board.

It's obvious it wasn't fleshed out...
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Brandon Bernardi
 
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Post » Sun Jan 10, 2016 2:44 am

heh the worse part is the settlers and assigning them to task. I have no real idea who's doing what. Whats worse is trying to assign them in the first place. Sometimes it can take several trys just to assign one settlers to a task.

Also address the wiring issue the more copper you have the farther the wire will go. not to mention the pylons work wonders in conserving resources.

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Laurenn Doylee
 
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Post » Sat Jan 09, 2016 9:21 pm

I for one like the idea. Not the building so much, but the settlement management. Which is pretty nonexistent.

I never would have even considered it until I played MGSV. I had a lot of fun managing Mother Base between shooting things.

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Samantha Jane Adams
 
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Post » Sun Jan 10, 2016 4:22 am


I think it fits pretty good. In all other FO games you find settlements. Now you actually get to build them. I think some people go overboard, spending 10's of hours building a single base, but to each their own. Afterall, its completely optional
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Ysabelle
 
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Post » Sat Jan 09, 2016 11:18 pm

I don't think it's that as much as it's just something they added in. I don't think it was meant to be a core part of the game
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Georgine Lee
 
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Post » Sun Jan 10, 2016 3:46 am


That's part of the problem too I think, open till the game released that is all people were talking about. For the most part, and I definitely think a lot of players were thinking it would be someamazing system. It pretty much turned out exactly how I thought it would be.
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Sierra Ritsuka
 
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Post » Sat Jan 09, 2016 9:56 pm

This is why we cant have nice things.

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Taylor Tifany
 
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Post » Sat Jan 09, 2016 6:08 pm


I agree. Was never designed to be on par wit- a simulation game. Some people who are into those games set their expectations too high
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Sammykins
 
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Post » Sat Jan 09, 2016 7:57 pm


Yup, for some reason I'm having this idea in my head that the wonky settlement Implementation might cost them game of the year... At this moment the game doesn't deserve it...
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Kelvin Diaz
 
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Post » Sat Jan 09, 2016 7:03 pm

All notes below relate from PC player perspective.

I've burnt possibly half of my 60 plus hours of playtime on Settlement related what not stuff.

I"ve enjoyed it but the system is what appears to be a early concept that the developers wanted and plugged in only to be left unmatured

and fully thought out at later stage of development. IT seems at some point the lead directors just told the crew to move on to other things and

what they had was 'good enough' for release.

I disagree with that of course.

It is woefully lacking in key areas.

As all know, object placement is far too picky and the snap system seems at times totally brain dead. SOmetimes snaps work as they should, other times

one can't get the orientation of the object to behave at all, despite any player camera aspect one uses.

I've had to resort to using TLC to go to no clip to try to address the above issues , which works well enough but should not be needed if the system had

been implemented better.

Settler management is a mess, yes. Another obvious thing to fix. Could it have been that hard to allow us to name settlers or in game toggle them

to be Farmer, Soldier, Shop Keeper, etc type titles? I would prefer custom names and come up with my own naming scheme.

That would have been the simpler means to know who was assigned to what sort of tasks, and to know for sure if some new comer was

not assigned or if it was just a assigned old timer just standing around goofing off for a bit. Simpler than saying, some other means of

tracking , I can think of over the top UI means but one just needs naming really.

New settlers would just be named Settler. Assigned ones

would have the custom names we created per settler. How daft to not just plug that in rather than making us wait for a mod maker to do it in one afternoon

after he/she gets the toolkit in hand?

Variety of objects already being addressed by mod community, as is quality of textures and variety. However I'm avoiding most of those

until it can be done right using ToolKit means.

I find it very sad that I have no choice of using better quality roofs and walls on buildings if I choose to do so.

Why not include both total rustic beat down crap (default) and cleaner higher quality roofs and walls that don't look like leaky sieves built

by total knaves who have no skill at anything.

There should be room for both in the game, player discretion and player budget allowed.

In other words, want better quality and better looking kit?

Scrounge a lot more cause it will cost you.

Tthe raiding system so far seems it needs work. Great idea, not done well. The entire player

settlement provisioner system would benefit greatly by removing the GD Brahmans. Everyone notes how often those beasts get stuck someplace?

Now the game has far more of them due to the settlement caravans. Total chaos can ensue in settlements when multiple caravans arrive.

The issue with the brahman cows is exactly the same as it was in FO3, and FONV. Bethesda took 7 years to not even think about

fixing that. Seven fraking years. One boggles as to how that could happen.

I could go on, this is too long already./

All that said, I'm enjoying the game, and doing best I can to enjoy the Settlement system.

As with all Bethesda games, it will take mods to fix this up. Which is something Bethesda knows they can rely on so .. we end up with

Brahmans unchanged in 7 years. .. .. .. ... .. ..

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Nikki Hype
 
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Post » Sat Jan 09, 2016 4:32 pm

Your 980Ti must absolutely crush at that resolution, Uzi.

OT, this is one feature of FO4 I have not tinkered with, except when forced to during that one quest at the drive-in movie theater.

And from what I understand, it might not be worth my time.

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Ellie English
 
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Post » Sat Jan 09, 2016 10:51 pm

Glad i dont have any major construction projects and feel better about not getting local leader. I wanted to build something but i know it's going to take time and it wont give me any real benefit other than having a power armor museum.

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Felix Walde
 
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Post » Sat Jan 09, 2016 12:34 pm

I have decided to ignore this for a while. It sounded cool, but the reality of it I just found tedious. After I had the fence about 1/2 way around a settlement the fun was pretty much gone.

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stevie critchley
 
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Post » Sat Jan 09, 2016 2:21 pm

Because it's so much fun...

(and no you don't need to fence your settlements, a few big guns will suffice)

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Curveballs On Phoenix
 
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Post » Sat Jan 09, 2016 6:55 pm

wiring is pretty easy once you get the hang of it

basically an easy way is to build the pylon/connector/whatever attach the wire to it then pick up the pylon/whatever and drag it that way you will see the range of them.

also if the wire will clip through something then it cannot be placed, this can make it look like you have really short range.

i dont believe the different pylons have greater range just that they get the wires up higher, which can stop them from clipping, especially on the prebuilt housing from before the war sa they have some really annoying roofs.

i have a set of floor stairs in my workshop that i can place when needed to use to get get up on roofs when wanting to place power

all my buildings in sanctuary are powered, was relatively easy and didnt actually use that much copper by being efficient, looks good too

i mainly use the small pylons along the roofs, connectors along sides (especially on corners placing them on a 45 degree angle on corners allows to string around entire structure) and the large pylons when i want to string across a road or something. Also the connectors cost the least copper so if theres somewhere in the house that isnt getting any power from the roof pylons i will use a connector to get the power closer if i can get away with it.

i really like been able to build up a settlement but yeah unfortunately it is badly implemented, even worse explained and for some insane reason there is no settler UI at all!

need a simple little interface, say in pip boy, that shows what all your settlers are doing in particular settlement. They all need a name too, maybe you could name them but i would be happy if they were just called settler1, settle2, settler3 etc etc etc instead of all "settler"

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Rachel Briere
 
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Post » Sun Jan 10, 2016 1:28 am

I have been liking the settlement building but it does have it's problems. Grass poking up through the floors and there's no even ground to build on for some of the smaller settlements. Uneven ground can make it difficult and sometimes impossible to build a decent looking fence.

Assigning settlers to tasks can be a bit of a guessing game. I would have liked it if they had a plot of land highlighted so you could assign that plot, and whatever was planted in it, to one person.

The power options have me really scratching my head. I don't understand how the connectors and switches and all of that fit together. Is it even possible to get inside lights and electric to appliances so that they work?

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gandalf
 
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