Settlement Critics and Suggestions for updates.

Post » Mon Jan 18, 2016 12:05 am

Hi all, I've searched if this sort of thread is already on the forum but cant seem to find anything (maybe I svck at searching).


I was hoping to get a thread going about each players opinions on the settlement system and to possibly create various solutions (possibly via updates or DLC) for its future. I'd also like to gauge the player bases opinions as to whether or not this feature should see further implementation in all future Bethesda RPGs.



So have at it!


Sorry for adding loads of questions!



Gonna add some ideas suggested in the thread so far (Just a heads up these arent my ideas)...



Core Mechanics/Tweaks:


-Add possible physics-based build-mode toggle.


-Add skirting textures which go into the ground to avoid floating items.


-AI Improvements/NPC Spawns (Like not ending up ontop of roofs).


-Auto-assign idle settlers to any job, not just farming.


-Breakdown Junk mechanics.


-Build items in batches instead of individually.


-Cleansing tools (Scrap scrubs and dead bodies).


-Clear All functions attached to Workbenches to auto-remove everything, or all of a specific item, in the Settlement.


-Clearer instructions from Bethesda in how to deal with Settlements.


-Easier way to deal with Provisioners.


-Easier way to identify settler jobs/activities and their stats/preferences.


-Level 4 Vendors are glitchy and need fixing.


-Provisioners names stay as Provisioner even after re-assigning, needs fixing.


-Ring bell option for unassigned settlers only.


-Terminal/Pipboy Management Tools for all settlements.


-Toggle on/off auto-attach + add angles for auto-attach.


-Toggle on/off collision for items (to allow items to overlap).


-Zoom in/out further to better see object placement. Possibly include overhead Camera view for easier construction.



Immersion Tweaks/Additions:


-Adding Time Lapses to construction of certain items.


-More settler face variations.


-Names for settlers using random generators.


-Settler AI needs to be aware of surroundings and weather and react accordingly. Like going indoors during Radiation Storms.


-Settler behaviours should be added to make them unique and memorable.


-Settler variations dependent on Faction (e.g. Synths as settlers if Railroad friendly).


-Settler visual appearances depending on settlement, such as excess water resulting in cleaner faces.


-Story-elements added to settlers and settlements for every settlement.


-Wastelanders & Caravans visiting your settlements and trading with your locals.



Settlement Tweaks:


-Add Assignable Power Armour for settlers, raising that settlers happiness, and raising settlement defence values.


-Allow players to delay setting up a settlement and possibly outright refuse setting one up.


-Defence calculations modified according to placement of certain things.


-Fallout Shelter-like control system for Settlements.


-Further assignment of settlement resources to specific settlers such as furniture, allowing 'homes' for settlers essentially.


-Gates should not be opened by anyone, possibly include a gate-keeper'esque role for settlers.


-Increase the size of the smaller Settlements.


-Mark items/furniture for yourself so that they cannot be used by settlers.


-Raise Settlement Item Limit.


-Repair pre-existing buildings such as the Taffington Boathouse.



Requested Items:


-Alternatives to scavanging station which is more direct in what it brings in, e.g. Manufactories for steady supply of screws, springs, etc.


-Add Stretchable Bridges/Ropes similar to the wires.


-Crop plots using fertilizer, allowing you to plant crops in more urban settlement areas.


-Faction specific items (BoS walls).


-Local Leader Perk extension (Lvl3?) to Include transfer of Armours, Weapons and Aids to other workbenches.


-Posters and more decorations for walls.


-Preston Radiant Quests should be requested, not given.


-Refuge Point Item which directs settlers to an area when the settlement is under attack.


-More doorway variations.


-More wall variations.


-Non-junk aesthetic items, such as pre-war walls, or at least cleaner walls.


-Sinks to complete the Bathroom set.


-Support Poles.


-Windows.



Radiant Quest/Settlement Attack Related Tweaks/Additions:


-Attacks need to be re-worked to take place in phases (Scouting, Bombarding, Advancing, Attack).


-Delegation of tasks related to the Radiant Quests instead of having to do them directly.


-Easier way to deal with attacks which do not require that you are present.


-Ghoul invasions need to be closer to the Settlement, can otherwise result in uncompletable quest.


-Kidnapping tweaks: Less kidnappings, more mystery associated with them to make them interesting; paying kidnappers should potentially result in the death of the abducted; integrate mechanics relevant to the kidnapping faction to make each case feel more unique.


-More Logical attack force, IE no more group of 3 or so Raiders in basic armour attacking but sizeable forces relevant to your defence level (with less frequent attacks as a result of higher defence).


-Pre-emptive attacks on potential attackers, reducing the frequency of defence missions.


-Raiders take over Settlements.


-Spawn locations for enemies need to be more logical.


-Tie attack location to attacking faction (Raiders attack high-income settlements, Gunners strategically positioned, etc.).


-Time sensitive missions need to be more prominently displayed on the HUD.



Novel Additions:


-Auto-buff tools for your settlers, like weapon/armour racks which they can borrow from and use in defensive scenarios.


-Add stats/preferences to settlers.


-Craftable mailboxes where any stored item is available from any other mailbox in other settlements.


-Develop certain settlements into full-quest hubs with interesting NPCs that are attracted to it.


-Dye/Paint Stations to personalise items and settlement colours.


-Guard mechanics expansion to include patrol routes.


-More Minutemen Control and Admin-type features (A create and control an army type add-on).


-Rank system and addition of administrators for settlements, with functions such as increased settler output.


-Settler controls, such as tracking chips. Possibly Vault-like experiments on own settlers.


-Settlers to add and build their own additions to the settlement via a policy-making element.


-Take the underpowered perks and give them settlement buffs/items. E.g. Robotics Expert giving you robots?


-Training mechanics for settlers to make them proficient at certain tasks. E.g. sending settlers to train at the Castle to become Minutemen.


-Tweak store mechanics so they have a more relevant effects on your settlement, e.g. Clinics preventing disease outbreaks.


-Unique Settlement Resources.



For Future Games (TES?):


-Create an alliance mechanic in place of an outright 'I am the leader' mechanic.


-Less but more unique settlements where your role makes sense.


-Tie the settlements into the main questline as an alternative pathway through buffer zone/ceasefire mechanics.



Requested Settlements:


-Concord


-Vault 111

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Danger Mouse
 
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Post » Sun Jan 17, 2016 5:03 pm

I'll add my critic in a different post (this one). I give 3/5.



-Settlement creation mechanics are clunky and difficult to use. Certain features should have utilized button prompts such as the auto-attach, whilst other mechanics should have been explained better (such as holding X to move the object around (PS4), or X and L1 to move it up and down). Furthermore, and I know some PC mods have done this, Bethesda should have allowed players to overlay certain items onto each other at the edges, or forcing it into the ground (I know stairs can do this). This would have been particularly useful in creating walls.


Suggestion - Make attaching a button-prompt; consider adding a hinging element to attachments to let you curve your walls or buildings; allow items to be overlayed onto others and into the ground at the edges of the items.



-Settlement management can also be a pain. Re-assigning provisioners becomes difficult as you have to wait for them to return to town before you can change their supply route. Similarly, it is near impossible to tell whether or not a settler has a job already, which can drive you insane. Furthermore, automatic bed-assignment is almost piss-poor in this game, I have run into many problems where I MUST assign beds manually as people have bed problems even though there are enough beds!


Suggestion - Make it so beds dont need to be assigned, just being present acts as a resource; create the option to re-assign provisioners via the pip-boy; create a job-listing post where you can re-assign settlers without every seeing them, and highlight the job underneath the 'Settler' bit over the persons head.


A little extra is to also create a random name generator for all settlers, so you can get to know them (or at least build a sense of attachment).



-Certain settlement locations svck. Jamaica Plains is horrendous with almost no soil for food; Covenant is wonky, a river is RIGHT infront (good for purification tools) but the settlement limited area does not allow you to use it; etc. etc.


Suggestion - Please expand the size of all smaller settlement locations, particularly to cover certain valuable resource which are only a few meters away. Add trade options for food and water wherever you are sending provisioners.



-No way to clean settlements. Certain settlements have corpses left from when I killed everyone 50 or so hours ago! Covenant suffers from this most where every heavy turret is still in its place. Furthermore, as some mods have already been able to do, please allow players to clear more than the larger twig/leaf-piles and trash found in settlements.


Suggestion - Allow more scrappable elements in settlements, including dead bodies.



-Settlements do not have a true purpose. I know a lot will disagree here saying it is unnecessary and that it is just an extra feature, but it would be great if they had an element to work towards.


Suggestion - Create a specialization option once you hit a certain happiness mark/head count. With each settlement having its own two specializations you have to choose between.


For example; Covenant can perform the GOAT test, catching out synths and taking them apart giving you unique Synth-armour schematics (can not do if allied with Railroad); or developed into a deezer specialisation where a trade route can be established with Diamond City, Bunker Hill and Good Neighbour where Deezers Lemonade can be sold for massive cap income whilst granting you a supply of advanced deezers lemonade.


Red Rocket can be specialised to attracting the Atom Cats as a second home, granting unique Power-Armour schematics and free power-armour repairs; or a mole-rat farm granting an endless supply of mole-rat meat and new mole-rat recipes for cooking.



-The minutemen suffer considerably from having a settlement system tied deeply into their quests. The radiant quests are especailly annoying.


Suggestion - Too late for the minutemen, however, please consider adding more variations for the radiant quests so they are at least not AS annoying.

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Brittany Abner
 
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Post » Sun Jan 17, 2016 8:26 pm

The settlements are a great add on but need a bit of fine tuning here & there & an overhaul in the interface attack notifications, supply lines Etc. I would like to see them expanded & improved upon possibly even given unique resources that go w/ their location such as sanctuary producing wood or hangman's ally producing concrete not

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Rhi Edwards
 
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Post » Sun Jan 17, 2016 11:09 pm

allot of the settlement management could be maintained by using terminals. Not the round ones, but the normal terminals. Each settlement could update the main terminal every few days or so and the pipboy would get updates if near any settlement thats already acquired.



not sure why no one at bethesda didn't think of that in the first place.

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Arrogant SId
 
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Post » Sun Jan 17, 2016 10:17 pm

Overall, I really rather enjoy it. It adds a sense of ownership and accomplishment in letting you have your own custom piece of the world.


There are things I've love to see improved, but I have relatively few gripes with it. The primary one is something I imagine is a common one: the way it handles defending settlements. You needing to show up in person to every one of them and talk to someone after kind of takes the fun and point out of setting up defenses.



Other than that, most of what I'd love to see in future are simple quality-of-life sort of improvements to the building mechanics and, of course, additional pieces for use. These, for me, would include:



  • Ability to toggle clipping prevention/collision on/off for pieces. Would especially make building apartment-type housing and perimeter junk-fences less of a pain in the ass.

  • Doors that do not require a door frame to snap to.

  • 'Stretchable' rope bridge pieces that use a similar system for deformation to the one power lines do based on distance between anchor points.

  • Toggle option for 'snap' system.

  • 'Break Down All of These' option within workbench inventory; as I understand it, when you consume an object that has more than one material while building, it only takes the resources it needs and discards the rest into the ether. Either this or simply a smarter system that adds unused material from objects to your Workbench inventory when items are consumed during construction.

  • Higher object count limit.

It's a damn good first run out for a huge new system like this, though, despite its flaws.

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chloe hampson
 
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Post » Sun Jan 17, 2016 9:36 pm

Settlement system is definitely a 3/5, good enough to be useable and fun, but definitely needs vast improvements as it's currently a chore to use at many time and limits the player heavily as well in areas.



I don't enjoy the Minutemen being associated with the Settlement system, Bethesda could have spent time creating an engaging story for them instead of relegating them to errand boy work rescuing princesses from raiders to get settlements. I completed the game with the Institute and I'd love to be able to populate my settlement with synths no matter what Generation they are.



I'd hate to see DLC's centered entirely around Settlements as that'd make them very limiting, however I'm all for more content being added to the Settlement system in DLC alongside the meat and potatoes of said DLC.



I voted for all the features listed above as I feel these would all equally vastly improve the settlement system and are all greatly needed.

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Julie Ann
 
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Post » Sun Jan 17, 2016 10:54 pm


I definately agree with the unique resources per settlement, would really give you a reason to build up different areas, especially if they have the potential to influence your abilities in the wastes.







I dunno, that sounds easier said than done. How do you use terminals to change settler jobs without seeing the resource itself? Unless they simply set it so resources dont have to be directly worked, instead a simple number of workers for farms or something along those lines...






Every one of those suggestions would make the settlement system less finiky and easier to build with.


Though I have heard that the breakdown of objects will eventually give you all the products it breakdowns into, its just delayed. Granted it was a youtube video that said so, and I cant find the link, so I could be wrong...




Definately agree with the minutemen thing, it ruined their potential as an otherwise fantastic faction. Quite surprised to see people voting to see more factions treated in the minutemen way...


The synth idea would be cool, but I dont think I would like to come home to murderous Gen 1 synths :P

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Bad News Rogers
 
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Post » Sun Jan 17, 2016 7:48 pm

I'd like it if enemies could take over your settlement and you have to get it back (if you were weak enough to lose it in the first place).
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Horror- Puppe
 
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Post » Mon Jan 18, 2016 5:38 am

I'd hugely prefer actual dev-made settlements with non-generic NPCs instead of this "build your own wasteland" nonsense.



Additionally, instead of building a settlement in a series where being a leader or settled down or something just doesn't fit, I'd much prefer something like the http://www.nexusmods.com/newvegas/mods/37884/? mod.

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Alyna
 
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Post » Sun Jan 17, 2016 10:57 pm

Hmm, what I voted for is the vote of the majority. That does not happen that often. Bethesda should make the mechanic better, then settlements well be a fine feature.

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kelly thomson
 
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Post » Sun Jan 17, 2016 11:57 pm

3/5
Settlements are a good concept just need a bit of love and attention.

It's a shame the areas can't be expanded, having been down to Spectacle Island I can't help but wonder what the maximum area allowed might be?
I would like the ability to scrap more elements within the settlement area, basic ground clearance of scrub and corpses is a no brainer.
I think the basic items are the least and possible and would like to see a vast expansion of options, but only if they also manage to get a better placement mechanic. Fed up of gaps in fencing and floating fences because the ground slopes.
It's a shame that settlement occupation wasn't unique to the factions. Side with the Brotherhood of Steel and get to build their military style walls, vertibird landing pads and guard posts. Side with the Railroad and have the option of synths as settlers (although I suspect that many settlers are actually synths anyway! )

Some sort of terminal to assign settlers equipment, tasks, names, etc would be nice rather than ringing a bell and hoping you can get all of your changes made before they wander away. Even harder to upgrade a Provisioner once you've set their supply route.

It would be really nice to have a bit more work done on the background simulation for settlement defence. The auto-fail if you are not in attendance feels a bit lame after awhile, as does the kidnapping of settlers that outgun the kidnappers.

Settlements have been an interesting diversion but going forward I can't see myself doing much with them till either the GECK (where I presume I'll be able to change cells completely and have full access to assets) is released or the ingame systems are expanded and improved upon.
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Kaylee Campbell
 
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Post » Sun Jan 17, 2016 11:15 pm

I need to get rid of bodies....corpse litter is by far the worst. All of Covenants inhabitants lay in the road in front of the town....they never go away.


Corpses that I move and toss in a ravine magically show back up in the same location......aaaarrrrgggghhhh!

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Dagan Wilkin
 
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Post » Mon Jan 18, 2016 1:44 am

Settlements need a few changes to make them more enjoyable but overall they are one of my favorite things (besides exploring) in this game.



1. If you build a wall, or fence around a settlement, raiders should not be able to just spawn inside.



2. There should be an easier way to keep track of what settlers are doing. As it is, you have to place them in certain clothes to identify them as farmhands, guards or shopkeepers.



3. The holes in stuff have got to go. Let us assign a settler to the task of fixing things and another to the task of cleaning up. Like burning all those corpses!



4. Why did you let us build a toilet and a bathtub but not a sink?



5. Building things can sometimes get clunky. Let us zoom out further so we can see where we are setting stuff instead of having to build it, set it down, then pick it up over and over 20 times until it is in the right spot.



6. I've collected a zillion empty bottles of crap, why can't I make glass windows?

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brandon frier
 
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Post » Sun Jan 17, 2016 7:45 pm

I'd like to see an option added where upon opening the/a workbench for the first time you're asked if you wish to open this settlement 'Now' or 'At a later date'. Allowing you not to take on the settlement if you don't wish to. As not all settlement allocations are from Minutemen quests, so you don't see the settlement allocation coming.
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KIng James
 
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Post » Sun Jan 17, 2016 8:59 pm

Thought I'd bump this since its receiving a lot of the same requests...


So far I'm seeing that settlement clearance in particular is a big request.






Hehe, the gates outside Covenant are littered with bodies, and the walls still covered in the Heavy Machine Gun Turrets, some of which are still on fire... Drives me insane! Especially since it's my project area number three (Sanctuary being No.1 and Greentop Nursery being No.2).





Agreed with pretty much all your post, but this idea in particular sounds pretty cool. You do get the flags but thats about it, and I always just use the US flag even though I'm not from the US. Would have been cool to been able to use those BoS barricades they placed around Cambridge Police Station.





Honestly surprised to not see more people voting against more Settlement work. That being said, Bethesda have recently begun recruiting a much larger dev-base with a new office in Montreal. Surely a handful continuing work on Settlements cant hurt?






That would be useful, I hate that some missions require that you turn on a recruitment beacon, and then you end up with two really unhappy settlers who you dont have time to improve things for... Makes the game a chore at times.






Agree with everything, but 2 is a great idea. Just spent a little time buying clothing of the clothing shop you can build and started doing that, will help me tremendously! Thanks for the idea!


And I never noticed 4 :P






Agreed, seems most users on this forum (sadly I doubt this forum represents a good sample from Fallouts player base) are enjoying the mechanic to some extent!





I think that would be a horrible variant of the radiant quests. Only way I can see it working is if it acts as some sort of retaliation from a raider group you just attacked as part of a quest, and only if you get all your settlers and stuff back. Otherwise I think it would piss more people off than would enjoy it.

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Neliel Kudoh
 
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Post » Sun Jan 17, 2016 8:43 pm


My guess is that that is a technical studio - a new engine or updating of Gamebryo/Creation/whatever the call it nowadays.

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Cody Banks
 
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Post » Mon Jan 18, 2016 12:39 am


I hope so. Bethesda own iDTech and was hoping to god that we'd see an iD engine used instead of this creation one. It is essentially the major bottlecap for the game, and needs to go!

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Princess Johnson
 
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Post » Sun Jan 17, 2016 5:48 pm

Posters and decorations for walls!!! I need jangles the moon monkey & silver shroud on my wall!!

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Niisha
 
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Post » Sun Jan 17, 2016 9:33 pm


id Tech 5 is a massive pain to work with though, it's very unfriendly to modding. Not only is the SDK (at least RAGE's) undocumented unintuitive mess, but the texture streaming makes it all even worse to grasp. This could change with id Tech 6 the new Doom is supposed to have, but I don't expect it being as mod-friendly as Gamebryo or Creation.

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Lucky Boy
 
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Post » Sun Jan 17, 2016 10:31 pm

Deffinately needs better mechanics, I want to break down everything including houses and ugly buildings and random junk on the ground. I also want to place walls and floors wherever I want and not have them snap to where it thinks I want it to go if I'm anywhere near another wall and I should be able to go inside the ground especially on walls and stairs so it will be at the height I want and not at where the ground is.
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Ells
 
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Post » Mon Jan 18, 2016 7:17 am



Really? I dont dev so I honestly wouldnt know, but I've always seen them as one of the innovators? Maybe I'm looking at things from a dated perspective :P


Then again, I guess another argument is that Bethesda now control them, and as harsh as it sounds, if I owned something I would want to make sure I can get something useable and marketable out of them, IE I would make them to update it to being more user friendly. When I originally heard of the iDtech purchase I thought Bethesda wanted to enter the races with Unreal, Crytek and Unity (though I wasnt expecting them to do anything successful).






Was surprised to not see these available to begin with. Certain places like the Memory Lounge look pretty awesome with the torn up posters hanged up everywhere.





Definately agree, the snapping functions drive me insane. Would have been nicer as an activated mechanic rather than it doing it automatically, IE press a button to snap.

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Khamaji Taylor
 
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Post » Mon Jan 18, 2016 12:46 am

I would like to see some type of stats for each settler. Nothing to crazy just what they are good at or enjoy. This way you can assign to specific jobs which could help or hurt your happiness.


When placing pieces I would like a better way of seeing if the piece is straight. The first piece can be a pain in the butt to line up.


Settler assigned to the scrap bench I wish he would search for stuff that you have tagged.
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saxon
 
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Post » Sun Jan 17, 2016 10:44 pm

I dont think the settlers have stats? Unless that is your suggestion itself. It'd be interesting to see an MGS5'esque stat system for settlers.



PS. Merry Christmas!

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Alyce Argabright
 
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Post » Sun Jan 17, 2016 8:15 pm

I absolutely LOVE it, but it needs SOOO much work.



The "snap-in-place" objects are WAY too finnicky, and the settler A.I. is simply terrible. Start with those.

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Siobhan Wallis-McRobert
 
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Post » Mon Jan 18, 2016 1:31 am

You missed rework of Settler AI.

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Nadia Nad
 
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