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More settlement building garbage for DLC


Hexxagone

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The irony is that few would complain about a 'settler' DLC if it FIXED the biggest simple flaw with the game- the unthinkably awful AI system.

 

Today, with mods, one can build quite amazing settlement, but the 'residents' move and behave worse than any video game (of this form) I've ever seen. The 'spawn any viable place when the player isn't looking' system drives most descerning settlement builders up the wall. The 'busy' mode that has settlers sit for 2 seconds, then stand, then repeat is atrocious.

 

The inabilty of settlers to cluster in small groups and interact with one another makes me think I'm back 1996 (and even then games were more ambitious in this regard).

 

Instead, Beth exploits the fact that the CK doesn't contain crucial functionality- giving them near exclusive ability to craft certain concepts (especially advanced physics).

 

Truth be told- if Beth improved the CK, and improved the list of inbuilt functions with updates, modders would give players far BETTER options than this type of DLC

I would gladly pay to see improvements to npc a.i., pathfinding and settlement interaction. It is a buzzkill for me to spend countless hours working on my settlement to stand back and see one settler walking into a wall, another standing on a roof with his thumb up his arse and only the original 5 from Concord interacting with each other.

 

Any additional content of NPCs interacting with each other would be hugely appreciated. Even if it's only a handful of events.

 

I love the settlement system but, I wish they would work on stuff the modding community can't do themselves.

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As others have said I wish beth had stuck to the story and quests then left the settlement stuff to the modders.

 

Most of the stuff added for settlements could have been done by modders or was already anyway & the future DLC centered around settlements doesn't seem to be any different.

 

Yet they never did. I wonder what this nostalgic feelings over FO3s DLCs is about. Anchorage was pure shooter. There were only two real story based DLCs.

 

Even FNV, although done by Obsidian, had these junk DLCs, adding just a few weapons and outfits, which I never used since the modders created much better ones.

 

And let's be honest here, when did Beth ever create a real immersive story? FNV doesn't count, since it was done by Obsidian. And in my opinion it was the only one having a real storyline with different forks making a difference.

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when did Beth ever create a real immersive story?

Maybe the markearth quest in skyrim? It was good imo. but not really much yeah.

 

Imo, they should do more quests like the lab quest, make use of the world more to tell than writing per say, think portal 2 hidden rooms and wall art. With more gameplay in it. Think dark souls. They would do much better in it.

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I don't want workshop DLC, I don't want story DLC. For the love of god, just fix the cell reset bug, it's been almost 9 months. Human beings are created in less time than it will take them to fix this. Did they say ANYTHING at all about that in their press conference? or just in general?

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The irony is that few would complain about a 'settler' DLC if it FIXED the biggest simple flaw with the game- the unthinkably awful AI system.

 

Today, with mods, one can build quite amazing settlement, but the 'residents' move and behave worse than any video game (of this form) I've ever seen. The 'spawn any viable place when the player isn't looking' system drives most descerning settlement builders up the wall. The 'busy' mode that has settlers sit for 2 seconds, then stand, then repeat is atrocious.

 

The inabilty of settlers to cluster in small groups and interact with one another makes me think I'm back 1996 (and even then games were more ambitious in this regard).

 

Instead, Beth exploits the fact that the CK doesn't contain crucial functionality- giving them near exclusive ability to craft certain concepts (especially advanced physics).

 

Truth be told- if Beth improved the CK, and improved the list of inbuilt functions with updates, modders would give players far BETTER options than this type of DLC

"Especially advanced physics"

You mean Havok which costs $40,000-120,000? You really expect to be able to use that for free? The Skyrim modders are lucky they got the 32 bit version of the tools for a limited time.

Edited by noahdvs
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For the love of god, just fix the cell reset bug, it's been almost 9 months. Human beings are created in less time than it will take them to fix this. Did they say ANYTHING at all about that in their press conference? or just in general?

 

Which is especially tiresome when you've got something like spring cleaning installed and the Preston crew starts hammering away at thin air, since you scrapped that particular building. Or float in the air where a driveway has been, alternating with being stuck in concrete because there's a new foundation.

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I don't want workshop DLC, I don't want story DLC. For the love of god, just fix the cell reset bug, it's been almost 9 months. Human beings are created in less time than it will take them to fix this. Did they say ANYTHING at all about that in their press conference? or just in general?

Isn't that mod related? And there are mods to fix it.

 

 

 

Which is especially tiresome when you've got something like spring cleaning installed and the Preston crew starts hammering away at thin air, since you scrapped that particular building.

Actions done by the npcs like hammering, leaning on the wall, reading etc is nothing but markers that placed by hand that can't be seen by the player. You have to go in to the ck and remove them by hand.

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@boombro technically you're half right. It's a potentially game devastating problem built into the base game, but you can usually only see this problem once you have certain types of mods installed on your game. It's a mod type that is fully supported by the official Bethesda CK, unlike f4se mods, for example, which I could at least understand them not fixing. There are mods to work around the issue and creatively avoid some parts of it, but NOT to completely fix it.

 

So if someone can download a mod created with your official CK, from your official mod site, and installed through your in-game menu, that is otherwise completely functional, I think that's an issue they should probably take responsibility for.

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And beth has always sucked with story. Nothing new. Been playing since oblivion, nothing changed.

 

 

I don't think that's entirely true. Their stories have never been amazing, but they often contributed to the fun. Think of the thieves guild or dark brotherhood questline in oblivion, or the moira brown quests in Fallout 3. Fallout 4 has its moments--several at the general atomic galleria are fantastic--but it feels like you have to search for them.

 

But even aside from that, the story just feels like it could use some polish. Why as a railroad agent do I have to become the institute? And why having become the director--whether I'm working with the institute or not--do I not have more control over what they do? Why is there no quest to help strong find the milk of human kindness? Why doesn't Curie explode with joy of a thousand kittens when I bring to the men of science in the institute? Why, after I've found Shaun, do I still sometimes tell people my son is missing? It's become almost obligatory to mention combat zone and the race track. And the fact that the game rarely provides a "bad karma" outcome. Where's the option to betray the minutemen and join up with the gunners?

 

There are things Bethesda doesn't do well: write emotionally engaging stories or get great performances out of their actors. But fixing any of the things above wouldn't require great or emotionally engaging writing. Just add a few board meetings as director. Add an option to finish the railroad quest earlier. Give Strong a quest. Let me bet on the races. Let me fight in the combat zone. Add conditions to my getting different dialogue options. Even fleshing these out in the most obvious, dull, cliched ways would have put some meat on the bones of a world that felt lacking. And they could have easily done that by directing the manhours they spent on settlement building to quests.

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