How is it I need to personally defend every settlement

Post » Fri Dec 11, 2015 5:14 pm

So help me understand. I can't be everywhere at once and I've designed my towns in a way where they are over protected. One town is at over 300 for defense. As I found sometimes hordes spawn inside my perimeter.

I understand some enemies known tunnel from underground it reminds me of Dragon Age 2 but okay so I built layer lines of defenses so no matter where anything spawns they are dead quick.

So how is it if I don't show up my settlement is lost? When I am there my defenses destroy everything in a heart beat but you expect me to believe me just being there changes everything? This needs to be fixed because it doesn't make sense
User avatar
lisa nuttall
 
Posts: 3277
Joined: Tue Jun 20, 2006 1:33 pm

Post » Fri Dec 11, 2015 4:04 pm

I feel the answer to this (as I have a similar experience) is that Bethesda took the building mode from fallout 3 (koodos to our community) and then just kinda didn't think to do much with it. They didn't want (I am assuming) to take away resources from the Adventure side. I believe this was a BIG mistake as the engine was already built, and to have an extra team just kinda work out the kinks for something as simple as a building apperatice should not have been this hard. Hell they could have hired one of the MOD teams in our community or a bunch of them at a discount to help refine and polish it. That and the lack being able to do simple things like remove dead bodies, what were talking about, size limitations, having no attacks for weeks then everything attacked at once, the non removal of some buildings, no way to polish a building from say a shack to something nicer (a fix it tool), etc. I could go on all day but the bottom line seems to be Adv first and building settlements meh. But I would say if allot of us keep posting stuff like this maybe they will get the hint.......but thats a big maybe.

User avatar
Philip Rua
 
Posts: 3348
Joined: Sun May 06, 2007 11:53 am

Post » Fri Dec 11, 2015 10:28 pm

Modern gamers apparently love busywork, so there you go. Settlements are nothing but that.

User avatar
Louise
 
Posts: 3407
Joined: Wed Nov 01, 2006 1:06 pm

Post » Fri Dec 11, 2015 9:48 pm

Settlements are a pain in the ass. Why do I have to drop what I am doing and save a place that has more firepower than the DeathStar? My settlers are better equipped than any enemy that attacks yet they break in and destroy stuff when I dont show up. It breaks the immersion for me.

User avatar
celebrity
 
Posts: 3522
Joined: Mon Jul 02, 2007 12:53 pm

Post » Fri Dec 11, 2015 7:43 pm

It is a daft setup, undeniably.
User avatar
Devils Cheek
 
Posts: 3561
Joined: Sun Aug 13, 2006 10:24 pm

Post » Fri Dec 11, 2015 12:56 pm

′cos you are the hero, if you do not do it, chaos prevails, endless days come, death and fear overcomes the land, beer gets hot and that kind of things that happens in games, you know... =D

User avatar
Christine Pane
 
Posts: 3306
Joined: Mon Apr 23, 2007 2:14 am

Post » Fri Dec 11, 2015 5:24 pm

It does seem a little boring, when something you do - doesn't last! But perhaps there are stories attached to the settlement attacks, quests, that need to be solved before the attacks stop!?

User avatar
Tracy Byworth
 
Posts: 3403
Joined: Sun Jul 02, 2006 10:09 pm

Post » Sat Dec 12, 2015 12:56 am

It's insane - got back to Red Rocket yesterday to find everything broken - no alert, no misc quest - just got back and the place had been smashed - cost me a small fortune in mats to repair.

The lesson I'm taking from this is "[censored] settlements".

Can't set them up to be self-defending.

Can't wall out attackers.

PATHETIC alert system means huge, expensive settlements can wipe out tons of mats in one shot with virtually no chance to stop it.

Marcy "The Eternal Ballbreaker" Long - really, Beth? The most annoying game character since Claptrap and you park her right next to my workshop? Yeah, thanks. Now I have to move.

The total lack of any ability to manage potentially hundreds of Settlers without individually assigning each one then remembering what they do.

And the list goes on. So much potential, so many missed opportunities.

I've put hours and hours into 4 Settlements I've got, but this is it. Every place after this gets stripped and abandoned. Hell, I'll need the mats for repairs.
User avatar
Astargoth Rockin' Design
 
Posts: 3450
Joined: Mon Apr 02, 2007 2:51 pm

Post » Fri Dec 11, 2015 3:13 pm

If any of u are familier with the creation kit then you will recognise a lot of the building stuff from that, and yeah it does seem that all they have done is slot a slim down creation kit into the game without much thought. I actually had a rogue synth in a settlement who damaged everything before he was killed by my settlers so not sure if thats common, and I was not alerted so maybe theres stelath attacks.

I also think that Bethesda have left somethings undone on purpose, now that Mods will be available on consoles as well as Pc it seems to me that a lot of stuff has been left to the modders to do, as is the case already with certain things.

User avatar
Andres Lechuga
 
Posts: 3406
Joined: Sun Aug 12, 2007 8:47 pm

Post » Fri Dec 11, 2015 9:55 pm

Basics of morality, I guess.

User avatar
YO MAma
 
Posts: 3321
Joined: Thu Dec 21, 2006 8:24 am

Post » Fri Dec 11, 2015 10:42 am

I think there will be a lot of mods to address this. I hate the fact I can put 500 defense, literally a turret every few feet and somehow everything in my settlement gets broken. And I don't even get a notification about it the raid that must have happened! It's non-immersive and unrealistic.

User avatar
adam holden
 
Posts: 3339
Joined: Tue Jun 19, 2007 9:34 pm

Post » Fri Dec 11, 2015 3:59 pm

Their will be mods for all of this especially if skyrim mods are anything to go by, I can't even play skyrim now without certain mods added they improve it so much.

User avatar
lacy lake
 
Posts: 3450
Joined: Sun Dec 31, 2006 12:13 am

Post » Fri Dec 11, 2015 10:50 am

Nexus is pushing 40+ pages of mods for FO4 already and there isn't even a creation kit yet!

User avatar
Nathan Risch
 
Posts: 3313
Joined: Sun Aug 05, 2007 10:15 pm

Post » Fri Dec 11, 2015 7:59 pm

most of the mod are just quick changes for personal taste, that dont need a creation kit. Like UI change for dialogues or Power armor core spend timers. Different hair or eyes.

User avatar
SEXY QUEEN
 
Posts: 3417
Joined: Mon Aug 13, 2007 7:54 pm

Post » Fri Dec 11, 2015 1:22 pm

Hey, I'm the only guy that can defend a settlement...same as I'm the only guy that can plant a carrot, nail some tin sheeting to a post to make a wall, plug in a light bulb, and organise a barbecue. I'm the man out of time and apparently I'm the only dude that has any motivation...

User avatar
Marie
 
Posts: 3405
Joined: Thu Jun 29, 2006 12:05 am

Post » Sat Dec 12, 2015 2:15 am

Let them fall they heal themselves with time you dont need to use your resources and the people don't go anywhere. Also 300 defense is not needed just one or two missile turrets centrally located up high with protected power supplies. I put mine on a set of stars and a small floor piece placed on a roof. Heavy gun turrets around the perimeter or up on concrete foundations facing all directions... They just need to detect the enemies and the missile turrets do the rest. Don't go overboard with settlements... Just the basics to satisfy the game engine.
User avatar
Jade Payton
 
Posts: 3417
Joined: Mon Sep 11, 2006 1:01 pm

Post » Fri Dec 11, 2015 4:42 pm

I'm 20 hours in and wide eyed and thrilled about settlement, but I can't tell you disappointed I am to read this thread. No notification when settlements are attacked? Spawning within the settlement? Coming back to find everything destroyed? WHat?????? The wind has been knocked out of my sails. I will never understand working so hard to put out a great game and at the same time destroying the very thing you've created by just not thinking it through. I had shivers in the supermarket last night as ghouls tried to hunt me down, but if the settlements thing is going to take me right out of the game with a bunch of unrealistic nonsense, I'm not sure I can play the game. I've spent hours on my settlement.

User avatar
Scott
 
Posts: 3385
Joined: Fri Nov 30, 2007 2:59 am

Post » Fri Dec 11, 2015 8:10 pm

It does seem to remind me a little of "Niko! Let's go bowling!". Never mind, it's a small negative in an otherwise overwhelmingly positive experience, in my opinion.
User avatar
Ebony Lawson
 
Posts: 3504
Joined: Fri Feb 16, 2007 11:00 am

Post » Fri Dec 11, 2015 4:45 pm


Sorry but it gets disappointing
User avatar
rolanda h
 
Posts: 3314
Joined: Tue Mar 27, 2007 9:09 pm

Post » Fri Dec 11, 2015 11:36 pm

I said this before release and it's double true after release: I'm not doing any settlement stuff at all, ever. It's so not what this game should be about.

User avatar
Eilidh Brian
 
Posts: 3504
Joined: Mon Jun 19, 2006 10:45 am

Post » Fri Dec 11, 2015 6:31 pm

Been watching the mods for few simple changes. Nothing yet.

Still hoping for:

- Settler assignment. What are you tasked with atm? Provisioner headed where?

- Better raid notification. How about an audible alarm and HUD timer with location?

- Turret range circles. What area does that turret cover?

This is simple stuff that SHOULD have been put in the game to begin with. Anyone seen any of these mods yet?

User avatar
Matt Bigelow
 
Posts: 3350
Joined: Sun Sep 30, 2007 6:36 pm

Post » Sat Dec 12, 2015 1:37 am

Then allow me to huff and puff and restore them.

What the OP failed to mention is settlement destruction only happens at higher levels, and if you think about it, that makes sense. The majority of defense turrets are low-leveled. Taking out Raiders is easy. Taking out Raider Pyschos isn't. Settlements near the north generally won't get destroyed. Only settlements to the south, as that's where the stronger enemies are.

Even with the knowledge some settlements can have damage, it's more realistic this way. Sure, you're not there to defend, so it's a crap shoot. I had a settlement warning pop up today, and when I got there, the wave was already dead and I see two dead Raiders next to a machine gun turret that's still working, telling me they were trying to take it out.

I'll say this now: if you want to protect your settlements, protect the settlers first. Give them stronger weapons and armor, and yes, they will defend when you're not there. People always forget this part. That's why those Raiders were dead. Both those settlers (there are only two so far) are packed with combat armor and powerful 10mm weapons.

As for the "spawn in the compound", there are tactics at play here. Since you know this is to be true, then you need to be more critical in how you set up those defenses. Putting a large wall around a compound with a few turrets inside is piss-poor planning. Here are a few tips on this (and protect your turrets in the meantime, even if they can't one-shot kill stronger enemies):

-Use the cement block and raise it just high enough NPCs can't climb it. Place a generator and a laser/missile/shotgun turret. Yes, they will point down, but be sure they have line of fire where the block edge won't interfere. For BEST results, place them within a prefab surrounded by 3 walls.

-Make sure you protect the generator! They go down fast and easy, and once the generator is out, so is the weapon.

-Position walls within walls. If a team swarms inside the compound, make them "maze" to get out, and strategically place turrets pointing down the "hallways". Not only will this keep them busy, but your settlers can also wipe them out. The idea here is to bottleneck them.

-Give your settlers access to high platforms by placing the low-height defense station on top. When attacked, the settlers you assign will take those posts. Higher ground > on the ground.

Those are just a few tips, and they'll make a difference. Time to think like a general, general! ;)

User avatar
City Swagga
 
Posts: 3498
Joined: Sat May 12, 2007 1:04 am

Post » Fri Dec 11, 2015 10:00 pm


Thanks to the negative reviews on the settlements I won't be investing much time or resources into them.
User avatar
Ellie English
 
Posts: 3457
Joined: Tue Jul 11, 2006 4:47 pm

Post » Fri Dec 11, 2015 9:30 pm

I had supermutants spawn on the south end of Red Rocket so higher level stuff doesn't necessarily stay to the south. It was interesting to watch my rocket turrets from both Sanctuary and Red Rocket both shooting at the supermutants at the same time. They have quite a long range when aggroed with clear LOS.

A mod to be able to place settlement items anywhere would be interesting. Forget the settlements, I just want to set up rocket turrets all over the wasteland.

User avatar
Breanna Van Dijk
 
Posts: 3384
Joined: Mon Mar 12, 2007 2:18 pm

Post » Fri Dec 11, 2015 10:54 pm

The radiant quests associated with the minute men/settlements drive me nuts.

Other things that would be cool-settlers acknowledge when you give them gear. Even if it's eff this raider junk.

The brahmin should go towards food resources. Or am I missing something with those?

User avatar
Louise Dennis
 
Posts: 3489
Joined: Fri Mar 02, 2007 9:23 pm

Next

Return to Fallout 4