Settlement defense are completely useless

Post » Sat Jan 16, 2016 7:36 pm

First I like to say I am on PS4 so no mods or consolo commands


I [censored]in give up on settlement defense they are completely [censored]in useless unless ur there

I was building at another settlement then I fast travel to another with 999 defense and discover everything was broken I didn't know it was attack this game has a [censored] notification alert how is that a 999 defense settlement can't defense itself I got to [censored]in drop what I am doing just to travel to a settlement for the 999 defense in turrets to kill the attackers in less then half a second its [censored]in [censored]
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Sebrina Johnstone
 
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Post » Sun Jan 17, 2016 1:36 am

Yeah it's dumb and needs a fixin'.

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Alex Blacke
 
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Post » Sat Jan 16, 2016 8:25 pm

Don't get me started on the whole " Bed situation ". I have 16 settlers and 39 beds( all on ground level ), but apparently there aren't enough beds. Lmao, really Bethesda lol.
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Nicole Kraus
 
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Post » Sat Jan 16, 2016 7:32 pm

I might be able to help (maybe) with that. Check that the beds are spaced far enough apart for settlers to get to them easily.



After that destroy all TVs/jukeboxes, and remove any radio beacons except maybe leaving one or two at settlements you never go anywhere near (then never fast travel until you've completely run past a radio beacon signal).

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Sheeva
 
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Post » Sat Jan 16, 2016 11:57 am


The keyword being, unless you're there. See, I even spelled it out, since we're not on mobiles at the moment.



Someone at Bethesda obviously thought, it would be fun for the player to micromanage each and every attack personally. And that it would be even more fun, if the game punishes you for every time, you don't leg it there,



It's a nuisance, but the defenses aren't useless, since, if you are there, they do their job just fine.

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Alexander Lee
 
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Post » Sat Jan 16, 2016 10:14 am


Unless raiders spawn within your defenses.



There's that.

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Kristian Perez
 
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Post » Sat Jan 16, 2016 9:14 pm

They should really make it that settlements with "XXX" defense rating no longer need help, that raiders, ghouls, and supermutants can come but they'll be torn apart by the defenses there.



In general, respawning enemies in previously cleared places is incredibly annoying. When I cleared out The Fort and Cottonwood Cove, those places were abandoned.



I didn't have a settler asking me to kill Legate #564 every few minutes.

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leni
 
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Post » Sat Jan 16, 2016 5:16 pm

There also the glitch when the gunners or raiders are not hostile behind my defenses they walk around like they were settlers til I try to talk to them then they turn hostile basically a Trojan horse
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Robert Devlin
 
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Post » Sat Jan 16, 2016 7:11 pm

They really should make those "Help defend (settlement name)" notifications more noticeable. Those settlement defense quests have the shortest time limit too. http://www.gamesas.com/topic/1578388-how-long-are-the-time-limits-on-certain-quests/#entry24792122 that the time limit is only 15 in-game hours, just 45 minutes real time. That is VERY easy to miss, especially when the quest is BURIED in the miscellaneous quests. They should put up a big message like they do when a regular quest is announced. There are other timed quests that have a 15-day time limit (18 hours real time), which at least gives you time to catch them.

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Hannah Whitlock
 
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Post » Sat Jan 16, 2016 11:50 am

Since defending settlements is such a key feature, you'd think the game would provide a bit better warning, maybe in RED BOLDED, that they were under attack, instead of just another message that quickly vanishes.

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Meghan Terry
 
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Post » Sun Jan 17, 2016 12:22 am


Store all beds, and create 16, no more no less. This works for me.

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biiibi
 
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Post » Sat Jan 16, 2016 11:56 pm

also equip your settlers with good armor, weapons and ammo...once I gave my settlers all heavy combat armor and top tier weapons from gunners,raiders, synths and even BOS that I killed the fight did not last too long and never saw a settler killed after that....armor is defense also.

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Claire Vaux
 
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Post » Sat Jan 16, 2016 10:25 am


Yes, this would be nice. I've been repairing settlements more than defending them simply because I missed the message.

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Chris Ellis
 
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Post » Sat Jan 16, 2016 4:07 pm

if you wanted the settlement to stay small... sent people to other settlements, then at the "right" population, turn off the radio beacon... there, population control, you don't even have to kill anyone for it!

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Mr. Allen
 
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Post » Sat Jan 16, 2016 2:26 pm

I kind of get the impression the need to be there to defend them was intentional. It kind of makes sense too. They obviously wanted you to be involved in them, not just set them on autopilot and do nothing but reap the benefits. Seems to me they wanted there to be a coat for the caps and purified water you reap
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Aman Bhattal
 
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Post » Sat Jan 16, 2016 11:17 am



I thought that was just me. I had 38 beds and 18 settlers and one told me that they needed more beds. I made about 3 or 4 and the happiness started going up again. I now have 3 beds for every settler.
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Far'ed K.G.h.m
 
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Post » Sat Jan 16, 2016 11:44 pm

Settlers are a whiny lot, which is why I am hoping for Vault-Tec DLC where we get to join their cause and make our own little experiments on settlers :)

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Claire Vaux
 
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Post » Sat Jan 16, 2016 7:40 pm

I have noticed with settlements that have pre-existing beds, the ones that you can't scrap and meant for use by named settlers, you get complaints about the bed situation and people having to sleep in shifts.


With those settlements I supply additional beds to the pre existing ones and the complaints go away.


It must be an oversight by the game writers because the settlers still sleep in the pre-existing beds.

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OJY
 
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Post » Sun Jan 17, 2016 12:18 am



mmm.. Settlers are "Protected". That means that only you can kill them, they wont ever die from an attack. Even with their crappy weopons they will eventually kill whoever is attacking because they are all immortal joes..

Yup talk about disappointing :/

If you're on PC, there is already a mod for it though (ofcourse there is! It's a Bethesda game after all !)


The only punishment you get from failing to defend them is spending some junk on repairs.
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krystal sowten
 
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Post » Sat Jan 16, 2016 11:45 pm

not so...I have had several die...my favorite was a lady ghoul in "the Slog" who was only wearing a red sequin dress who was killed by a mutant right in front of me...some of the major settlers may be immune but better safe than sorry...I am on PS4...us console players play harder...lol

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Sarah MacLeod
 
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Post » Sat Jan 16, 2016 4:45 pm

A real garbage indeed. Its amazing, Bethesda can't do a damn thing right.
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Rich O'Brien
 
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Post » Sat Jan 16, 2016 7:37 pm

the turrets will fire inward if they can, I tend to set up interlocked fields of fire. Put them high an have them scan in different directions. In an fight they will fire if they have line of sight.


Exception is the missile turrets who you need to block so they don't fire into areas where settlers live or work.

Fences is just to have enemies running around,

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Prisca Lacour
 
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Post » Sat Jan 16, 2016 3:39 pm


Sure, but they don't go down at the first shot, if they wear combat armor. It helps to muster some more firepower if they last longer.

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Dan Stevens
 
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Post » Sat Jan 16, 2016 1:21 pm

The bed problem is when you don't put the beds on a floor you built. For instance, in Sanctuary, if you build the beds in the houses the settlers will complain about the beds situation. However, if you build a wood floor in the houses and put the beds on the wood floor that problem goes away.

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Killer McCracken
 
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Post » Sat Jan 16, 2016 8:03 pm


As I posted elsewhere, these things have nothing to do with the issue, as a general rule. They might have seemed to do something for your game, but they have nothing to do with many people's games.



Spacing beds does nothing at all because the issue isn't really bed spacing as much as it is problems the AIs have with pathing to reach the beds and/or use them once they reach them. If they don't get to use them for any reason, they think the beds are not there even though they are. The AI gets glitched fairly often (understandable with such a dynamic environment to navigate) and cannot perform the necessary tasks.



The solution for BGS is simple: remove this particular check entirely as it cannot work consistently and the erroneous performance causes great difficulty is role playing characters who wish to be intelligent and focus on rebuilding, alliances, etc.



@Monthar: No, see my explanation above. It has nothing to do with beds being on a wood floor or any other floor, but rather the AI being able to properly navigate to and use any beds that are available, including not glitching out while attempting to move from one place to another in an almost infinitely variable dynamic environment. It simply DOES NOT WORK (to counter what Todd claimed during the E3 presentation).



Todd, take this particular check out of the code because it simply does not work due to the complex nature of the environment and associated complexity of the AI routines. It is causing your game to fail to be playable for characters where this feature (i.e., settlement building and management, alliance forming, etc) are THE game, not simple combat against hostiles.



Edit:


Settlers are not immortal and can certainly be killed, very easily in fact. I have had to dispose of bodies of slain settlers after various attacks.

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BRAD MONTGOMERY
 
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