Attackers should ONLY spawn OUTSIDE of the "building are

Post » Mon Jan 25, 2016 5:39 am


Youre not alone.

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mimi_lys
 
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Post » Mon Jan 25, 2016 2:50 pm

Since this is G D forum I can speak in general. As for myself it depends on which settlement got attacked. I always fasttravel asap when I get these "settlement under attack" messages. When I arrive, in some settlements, attackers are outside the settlement (sometimes they haven't started the attack yet), in other settlements the attackers always inside - middle of settlement area. It doesn't matter how far I fasttravel and even I'm close, it happens. I do have a chance to test, because when I get the "attack" message, I know the time/date and which settlement get attacked. I reloaded a saved game and make myself close - just before the message pops up.



I don't have any problems with these attacks, since I use missile turrets and they do the job, it just that other things in settlements get damage as well. Sometimes I arrive almost too late, there are only few hostiles left and I need to hurry, because if I cannot kill any - I will not get "thank you for defending" from settlers even task complete.


Cheers,


-Klevs

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Nicole Coucopoulos
 
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Post » Mon Jan 25, 2016 4:27 pm


Marketing made it a large selling point. In an interview a Bethesda staff member stated that the settlement feature was actually their burner feature (I am not sure if this is the right term, what he meant was that settlement building had the lowest priority for them and would have been the first being cut from the game in case that the game wouldn't have been finished in time). The settlement scripts confirm this (at least in version 1.2, still have to check the new beta version), they look as someone stopped working on them half-way through, there are full of of dead code (the dead code seems to be from features they wanted to implement but never finished) and easy to catch bugs.



Bethesda also seems to have been lazy on the spawn points and used the location edge markers as spawn points instead of using dedicated and reasonable placed spawn points. The location edge markers are placed, as the name indicates, right at the edges of the building area. For some settlements this may be ok, but for others this is not ok. E.g. In Sanctuary this means that the enemies are spawning on the island instead of the other side of the lake which would have been more realistic. The E3 settlement attack video is basically a big lie, as the enemies never run across the bridge (and also the mortar is never used the way they show in the video).

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Daniel Holgate
 
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Post » Mon Jan 25, 2016 12:40 pm


Do you have a link to this interview?

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Grace Francis
 
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Post » Mon Jan 25, 2016 10:34 am

I don't know why some users are denying that this happens. It does happen. Numerous people have complained about it. It's not some conspiracy.



I've seen Super Mutants spawn next to your old house in Sanctuary, exactly like Stubbs has said, rad scorpions spawn around the house of the Workshops in Sanctuary, Feral Ghouls spawn inside the Castle walls, etc.



I think there's a few factors at play depending on the ennemy and the location, but it does happen. And I agree that it is frustrating at first. I've learned not to bother with walls unless for looks... but mostly to just abandon settlements altogether. There's not much point, really. It's too bad because at first it was perhaps my favorite part of the game. Too many frustrating aspects linked to them.

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Lisha Boo
 
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Post » Mon Jan 25, 2016 4:45 am


Didn't save a link when I was reading it and was long not able to find it and gave up. Now I thought let's search for it again, and to my surprise I did find it: http://http//www.gameinformer.com/b/features/archive/2015/11/29/the-making-of-fallout-4.aspx?utm_source=twitter.com&utm_medium=Social&utm_campaign=11052015-PipBoy&hootPostID=29edc7735a6c14775333f7021df049bd&PostPageIndex=5.



After reading it again: They should have left the python compiler in the game, maybe we should petition Bethesda to add it again with an update.

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Katey Meyer
 
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Post » Mon Jan 25, 2016 6:18 pm


Personally, I don't feel that walls (working or not) are that big of a deal. I've played a number of characters, and some of them have built up walls and fortress settlements, but my last character built NO settlement and never joined the Minutemen. It was a relief not to have half a dozen Minuteman quests hanging, but in the end, I still had too many quests all at once because of the faction quests. Somehow I have to learn how to play just one faction... :) Anyway, even with characters that built settlements but didn't build walls, I never missed them.



To me, the primary reason to create anything resembling a settlement is for the crops and things you can make with the crops. Oh, and purified water of course, but you don't need a settlement for that. On this last playthrough (just finished it matter of fact) I had my house at Red Rocket but no settlers. I had water purifiers at the drive-in, but again no settlers, no defenses, no food. Sanctuary had it's starting crew, and I built them each a bed, put in 2 water pumps, planted a lot of mutfruit, corn, and tatos, then I added in turrets to protect my crops. That was the whole extent of my settlement building.



For the whole playthrough, I had one call to go defend a settlement, and somehow it was the Warwick Homestead where I had built absolutely nothing...



I have issues with the last parts of the main quest (Railroad) but settlements were not an issue at all.

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Justin
 
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Post » Mon Jan 25, 2016 11:26 am


Thanks for the link. The idea is great and settlement building is definitely fun. I do hope they add more upgrades to it with up and coming DLC's. Things like brick, concrete block, stone and log walls with and without windows would make a nice addition for different settlement types. I think they could also solve some problems with enemy auto-pathing through objects, in this case the settlement fences by making destructable walls for settlements. Instead of trying to path around them they could be forced to attack and destroy them to get through. For larger concrete walls maybe they could introduce something like brahmin pulled artillery. Seeing a horde of supermutants with a couple of those approaching my settlement would make me a little nervous. There is definitely a ton of cool things they could do with this.

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Sharra Llenos
 
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Post » Mon Jan 25, 2016 3:26 pm

Well, in some of my settlements, the walls are to keep the attackers in the kill zone :)



Seriously, though, I think this is possibly one area that's going to get a lot of attention from modders once GECKv4 is out.

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joannARRGH
 
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Post » Mon Jan 25, 2016 8:44 am

On my current playthrough, 2 raiders like to spawn right inside the castle hallway. Happened many times when i was present.

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James Smart
 
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Post » Mon Jan 25, 2016 6:27 pm

I agree, was at my house in Starlight Drive in. I had fast traveled there and started out looking at the shed that contains the workshop and then turned to my house in the middle of my parking lot. Thats when i see strong and piper go for there guns, I turn and what do i see?


A super mutant and hound spanwed five [censored] feet from me.


Its ridiculous, ive had the problem outside of settlements before too. There are a lot of enemies that hide in game, but also a lot just spawn immediatly once youre a few feet away.


I use walls and fences to surround and protect compound in Sancutary, but in consists soley of two blank house plots in the cul-de-sac. i have a few outlying buildings and sheds and farm land which is worked and guarded though.
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Jaki Birch
 
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Post » Mon Jan 25, 2016 10:16 am


I can confirm first-hand (and have plenty of video of) enemies spawning directly inside the building area, often inside of the walls that I have built in a circle (with no openings.) This occurs both when the attack begins if I am there, and if it begins after a notification.



I assume you have either been absurdly lucky, or you haven't noticed, but enemy spawn points for many settlements are inside the building area.

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Nathan Hunter
 
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Post » Mon Jan 25, 2016 4:32 am


ANother chimp agrees with you.


I"m hoping this aspect of game can be done more right by modders once the tools arrive.


It is a sad thing to hope for, one we have to hope the tools allow for what needs to be done, two we have to hope a sufficiently skilled and thoughtful modder


comes along to do what needs doing.


But, it is a thing to hope for.




It is a pity Bethesda just can't be bothered to do more due diligence on this sort of thing.



I've been playing from launch but for past few weeks not so much as I am now just keeping tabs on mods at Nexus and updating what I have installed


mod wise and keeping tabs on new mods incoming that I might like.



In all fairness, I had a similar pattern with Skyrim, Fallout 3, and Fallout NV. All those had to be 'fixed' by proper mods for me to be fully satisfied.



Is there a pattern here?

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X(S.a.R.a.H)X
 
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Post » Mon Jan 25, 2016 6:45 am

I've only ever seen this happen when I fast-travel directly to the attack's location. Never seen it occur if I travel overland.

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Jynx Anthropic
 
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