Тёмный

Using the PRSTN Model to Rank Settlements 

GGReactor - Good Gaming Channels
Подписаться 423
Просмотров 15 тыс.
50% 1

Join as we journey across the Commonwealth, Far Harbor, and Nuka World giving a rating to all of the settlements!
By using the PRSTN Scale, designed in honor of Mr. Preston Garvey, we will be determining how easy it is to make a settlement that is nice, and safe. This is done with a ten point rating scale, measuring Proximity, Radiance, Securities, Total Build Area, and Notable Elements.
This video was filmed after the next gen update
00:00 Introduction
00:20 What is the PRSTN Scale?
01:10 Abernathy Farm
01:55 Boston Airport
02:59 Bunker Hill
04:00 Coastal Cottage
04:48 County Crossing
05:39 Covenant
06:35 Croup Manor
07:30 Dalton farm
08:25 Echo Lake Lumber Mill
09:13 Egret Tour Marina
10:15 Finch Farm
11:13 Graygarden
12:20 Greentop Nursey
13:02 Hangmans Alley
13:59 Jamaica Plain
14:57 Kingsport Lighthouse
15:51 Longfellows Cabin
16:41 Murkwater Construction Site
17:28 Nordhagen Beach
18:20 Nuke World Red Rocket
19:25 Oberland Station
20:05 Outpost Zimonja
21:02 Red Rocket Truck Stop
21:50 Sanctuary Hills
23:00 Somerville Place
23:54 Spectacle Island
25:06 Starlight Drive In
26:03 Sunshine Tidings Co-op
26:55 Taffington Boathouse
27:52 Tenpines Bluff
28:42 The Castle
29:40 The Mechanists Lair
30:31 The Slog
31:27 Vault 88
32:23 Visitor Center (National Park Visitor Center)
33:22 Warwick Homestead
#fallout4 #fallout #falloutgame

Игры

Опубликовано:

 

30 июн 2024

Поделиться:

Ссылка:

Скачать:

Готовим ссылку...

Добавить в:

Мой плейлист
Посмотреть позже
Комментарии : 82   
@GGReactor
@GGReactor 9 дней назад
Which settlement rating was least accurate? *Thank you so much for over 400 subscribers!* Create, share, and make friends: discord.gg/zx6RmrzRcq
@saladbucket2528
@saladbucket2528 11 дней назад
The PRSTN Scale is a great idea here, but I think it’s interesting to see how it doesn’t necessarily line up with what folks consider the “best” settlements. I’ve got a theory as to why: 1. The PRSTN Scale values only scrappable resources. You can build all you want at the Mechanist’s Lair, for example, but there’s no way around its inability to provide food and water (due to a lack of dirt to place crops/pumps in). 2. Similar to resources, PRSTN is quantity-over-quality for build area. Coastal Cottage and Murkwater Construction are usually noted for the challenging terrain and normally-unscrappable objects (mods fix that). EDIT: I've got it! In addition to PRSTN, include: E (Ecosystem) - How much life can the settlement support? How much of the build area can be used to farm? Any pre-existing crops to start you on your way? What about bodies of water, since purifiers are more efficient than pumps? O (Obstacles) - How usable is the build area? Is the terrain relatively flat, or rocky and uneven? What unscrappable objects might stand in the way of your layout? With these two we've got a full PRESTON, and it might shore up some of the elements I think the 1.0 might've missed! Also, I think Hangman’s is a little low for security-if you never unchain or unlock two of the three doors in, it’s real easy to make a highly defensible choke point. Great video overall though!
@greenspiraldragon
@greenspiraldragon 9 дней назад
Actually there is a small dirt patch in mechanist lair. You can build the small ground water purification plants place an object next to them and move them to another location allowing you to build a good amount of water at the mechanist lair. Most people don't know this trick. The small dirt patch is in one of the rooms near one of the upper exits.
@veranicus6060
@veranicus6060 9 дней назад
Perfect comment. The E catogory is a fantastic idea.
@saladbucket2528
@saladbucket2528 9 дней назад
Putting an @GGReactor in the replies here to call attention to my new revelation in the edit
@GGReactor
@GGReactor 9 дней назад
I love this idea so much. I wanted to wait a while before remaking this, but with knowing it’s possible now (actually going to export and upload to RU-vid, have enough disk space, external hard drive and worries so much more) and reading this, I really want to move it forward some 😅 when it does get made all of the comments that contributed to it will be highlighted at the beginning and end of the video I haven’t set up it up really, but this makes me want to share the discord I’ve created: discord.gg/zx6RmrzRcq
@funki4896
@funki4896 5 дней назад
Fun fact: originally the S.P.E.C.I.A.L. system was called ACELIPS until somebody noticed the better arrangement
@thefleshyghost6327
@thefleshyghost6327 День назад
I miss gurps
@internationalstateofmind8566
@internationalstateofmind8566 12 дней назад
Awesome presentation! Love the PRSTN scale very fitting!
@GGReactor
@GGReactor 12 дней назад
Thank you so much, I appreciate it the kind words a lot! I will admit I didn’t have the presentation quite where I wanted but it was getting to the point I’d wait five-ten seconds inbetween key frames and at some point knew I had to export it lol. Reading that though, it definitely put a smile on my face, and I appreciate it a lot Also another settlement needs your help!
@JesusCheeseburger
@JesusCheeseburger 11 дней назад
I really like how you factored in proximity. When I play, I try to think of what's nearby when decorating, like Sanctuary will have an above average amount of vault furniture due to the proximity of Vault 111.
@GGReactor
@GGReactor 11 дней назад
This is what I wish I would have done, but I brought EVERYTHING to sanctuary for a museum 😂
@cerealman2751
@cerealman2751 11 дней назад
I've never thought of doing that with sanctuary. That's a great idea!
@rmartinson19
@rmartinson19 10 дней назад
Not gonna lie, when I do more of a role-playing run, I use this exact proximity as justification for using the Cheat Terminal mod to stash tons of every scrap resource at Sanctuary so I don't have to screw around looking for junk to break down. I mean, it is a full-sized vault in the lore (even if the game didn't really show that), and would have been stocked with tons of non-perishable resources. While you won't get any food items from there since the Vault personnel ate it all and starved, I don't think it's unreasonable to assume that there's just an absurd amount of resources meant for post-war rebuilding in Vault 111's long term storage areas. This is also my excuse for doing the same with Vault 88, on the assumption that they would actually have had enough stuff on-hand down there to build at least a good portion of the Vault. Same thing with the Mechanist's Lair. If there's enough resources in there for the Mechanist to build a seemingly endless army of robots with no end in sight when my character confronts them, then there's definitely enough to build whatever the hell I want on-site.
@theholypineapple3558
@theholypineapple3558 8 дней назад
“I got word of another settlement that needs a rating. Here, I’ll mark it on your map.”
@BaseDeltaZero1972
@BaseDeltaZero1972 8 дней назад
Not much genuinely "new" FO4 content these days (pretty hard given the games age), but slapping "The PRSTN Scale" onto this and the way it was presented made all the difference IMO. Very enjoyable!
@henryneubert7798
@henryneubert7798 8 дней назад
Great idea. I will probably integrate the PRSTN model into my mods somehow, even if it's only a joke to mock Preston on a new note. I would alter the meaning of R from Radiance to Ressource Availability. This would give the Mechanists Lair a deserved heavy debuff, because there is no water source and agriculture is impossible. The PRSTN scale would then be used for how livable a settlement is for settlers, not for how good of a base for the player it is. The Radiance aspect can be integrated into the N aspect of Notable Structures, which I would rename to "Nice View And Features".
@GGReactor
@GGReactor 8 дней назад
I’m unfortunately not on PC yet, but if you do ps5 mods, I would love to see how you adapt it into a mod! I mean regardless I’d love to see it, even if I can’t use it! I really like the way you’re describing it
@henryneubert7798
@henryneubert7798 8 дней назад
​@@GGReactorI forgot to prevent my game and the Creation Kit from updating, so the new update caused problems with my CK. And sadly, scripting is still beyond my skill anyway. So I can't turn it into a real mechanic of the game. I would turn it into a concept that some Minutemen came up with to make their campaigns more efficient by helping them to direct their efforts towards the most important settlements. The guys who invented it knew a guy who was obsessed with settlements. Nobody took him serious. To make fun of him, they named it the PRESTON scale. On top of what you established in the video and the changes I made in my first comment, E stands for Environment (radiation, not-depr**sing view etc) and O stands for Obstacles (how easy it is to build, which is a destinct metric than building material abundance). These metrics are hierarchical. - Proximity is the most important aspect, because it doesn't make sense to care about a potential settlement on the Moon (despite what Preston might say) - If a settlement is within reach, resources are the most important aspect. It doesn't make sense to establish or even maintain a settlement that can't maintain itself. We have to focus on locations with farmable land, freshwater etc. - a healthy environment is the next thing we have to consider. It doesn't make sense to farm crops if storms or radiation k**l you or the view and isolation make you dep**ssed and k**l each other after a month. - Security is the aspect of Environment that takes living entities into consideration. If you can biologically live somewhere (resources and environment), then the next step is to secure the place from raiders and creatures. Does the settlement have building material to build defenses and does the prewar layout or nature help with fortification? - Now we have secured a settlement that provides any basic needs to the inhabitants and that is sustainable. Now we enter the area of luxury aspects. Total building area is the most important out of these 3, because it allows the settlement to thrive. - Next is the layout of the settlement. How easy will it be to build something and to realize our concepts without having to build around unusable prewar or natural structures? - And if everything else is somewhat equal, we might even take symbolic landmarks (Bunker Hill) or highly specialized machines (Mechanist Lair) into account. I would create a list of all settlements that the Minutemen might have known and give each of them a score made out of 2 values. The first is the Basic Needs Value (0-40), which consists of the first 4 aspects. Since the metrics are hierarchical, I can say that every of these 4 aspects must be over 3/10 to make them even care about the next metric. The last 3 make up the Luxury Needs Value. If the BNV of two settlements is somewhat equal, the LNV helps us prioritize which settlement we would claim and defend first if we have to choose.
@GGReactor
@GGReactor 5 дней назад
​@@henryneubert7798 I wish RU-vid notified me when there were comments on comments and not just new comments. We spoke about this a bit on the community post since, I'm here now pulling this alongside the community post text to start researching the next video
@1roman1738
@1roman1738 11 дней назад
The quality on this video is crazy considering you only have 300 subs, and i found myself agreeing with the majority of your ratings. The PRSTN scale seems really good, but i feel like adding and O for "Objects" or "Obstructions" as a way to measure how many unscrappable objects/terrain features that might interfere with building might be cool. Really nice watch either way bro keep up this quality and you'll get huge no time
@GGReactor
@GGReactor 11 дней назад
This truly means so much. I am in agreement, and I love that there has been so much input on it. I definitely once I get a bit more comfortable with everything and feel I’ve leveled up my skills some and can actually optimize stuff in the editor etc to where it’s more workable, I would love to remake this taking in account everything everyone has contributed. Especially with like a little splash page starting it with everyone’s input screenshotted or something I was mid-editing when I saw this comment pop up and like it’s nice, I’ll have small lapses in my head where I feel like “no one’s gonna wanna watch this” and that’s how I felt with like 90% of this video I’m commenting on, but I see your comment alongside the others and it helps so much and just keeps me working.. until I come to comment 😂 W break time though
@7711Kam
@7711Kam 9 дней назад
@@GGReactorMaybe to complete the “PRSTN” scale you could also add a “E” that stands for environment. Environment is measured by the sustainability and how you can use water pumps and food. For example: Boston’s airport settlement has 1 or 2 very tiny dirt patches so it would get a 3 in environmental.
@babyatemydingo574
@babyatemydingo574 8 дней назад
"Another video needs your help. I'll mark the like and subscribe buttons on your map."
@lucasmetzger1154
@lucasmetzger1154 4 дня назад
Really awesome video! Super interesting to see how the settlements stack up against each other when we try to be empirical and assign values to the various elements of settlement building. Lots of unexpected overratings of settlements widely considering “bad” and some underratings of fandom favorites. Super fun concept!
@NonchalantBoyo7896
@NonchalantBoyo7896 12 дней назад
Finally some creative and original content, great job man!
@GGReactor
@GGReactor 12 дней назад
I appreciate finding it creative and original, truly though every time I open the inspiration tab in RU-vid studio I’m inspired by how creative the fallout 4 creators are, especially given the age of the game and how much unique content they’ve managed to make, they’ve gotten so much out of this game I could never imagine doing. I just like building 😅 and exploring a bit
@NonchalantBoyo7896
@NonchalantBoyo7896 12 дней назад
@@GGReactor I tried making some on a different channel and lost all motivation out of nowhere
@GGReactor
@GGReactor 11 дней назад
@@NonchalantBoyo7896 you should start again! What I found is helps a lot is having a plan. I didn’t prior to the PRSTN scale at all and now I have all sorts of ideas and sorts of deadlines that kind of keep things interesting. I’d be lying if I said I haven’t lost motivation many times, but I kind of account it to just needed to do something else for a little while and end up coming back. It definitely there’s some parts that are far more worky than others too but it really makes up for it in the end
@jameskalin3311
@jameskalin3311 7 дней назад
Great video I enjoyed it very much. One change I would make to the security rating is to take out consideration of available scrap because most people who care about settlements use supply lines. Then add in where enemy's spawn when a settlement is attacked. For example in Sanctuary enemy's spawn far away away from the center of the settlement while in Graygarden I have seen them spawn in the muitfruit field which makes repairing the settlement time consuming. Another change could be total settlement productivity which would be a measure of size, dirt for crops, and water for purifiers.
@ccrombles
@ccrombles 12 дней назад
Nice video man! Watched it then checked the comments and was surprised to see you're smalltime! Keep pumpin' em out killa! This is some real nice quality!
@GGReactor
@GGReactor 12 дней назад
I appreciate this so much! That also means so much about being surprised, I’m at a bit of a loss for words seeing this is getting views 😅
@zrobotics
@zrobotics 12 дней назад
My god, you did an excellent job on the visuals and editing, super professional. I'm shocked this is such a small channel, keep up with content like this and I'm sure you'll start growing. Definitely worth a subscribe.
@GGReactor
@GGReactor 12 дней назад
Super professional put a huge smile on my face 😅. I am far from it, if you lurk my channel back to “what really happens when you prestige” a decade ago, I’d be lying if I said I was new to adobe programs, but I probably have more hours in fallout than I do in adobe 😅. like maybe I have found something I actually am kind of good at. & reading this is very motivating to keep at it. Thank you a lot for the comment!
@cerealman2751
@cerealman2751 11 дней назад
Personally, I think murkwater gets a 1 in security. I love murkwater construnction site because it has lots of water and the mirelurk queen respawns there. I always turn it into a water producing bunker tho. It is not suitable for a settlement because the mirelurk queen respawns. Its a great source of loot, but really eliminates any points of security. A few heavy turrets auto kill her, but thats not a resonable expectation for a population. The loot she gives and the amount of junk in the terrain isn't enough to make up for her respawning.
@GGReactor
@GGReactor 11 дней назад
I don’t wanna say it but I’ve spent so little time at murkwater I never realized she respawned (my 300ish hour save has a barn attached to that shell of a workshop and that’s it), I thought it was just on the new save I made because I didn’t claim the workbench. This is extremely notable and good to know and would have changed how this settlement was rated drastically
@cerealman2751
@cerealman2751 11 дней назад
​@@GGReactorYep. It's one of those things that I personally think makes it a very good settlement, but with this rating system I'm not too sure. Perhaps a higher notable elements rating. I personally find it appealing aesthetically, but radiance is fairly subjective.
@greenspiraldragon
@greenspiraldragon 9 дней назад
I put a few walls around my purifier to stop stray bullets from damaging them set up a bunch of turrets and the mirelurk queen dies almost instantly upon respawning.
@furrycow9263
@furrycow9263 6 дней назад
The respawning Giddy Up buttercups in the factory nearby are so good for screws.
@cerealman2751
@cerealman2751 6 дней назад
@@greenspiraldragon same here. I have a big concrete wall around the purifiers with a bunch of turrets round
@cameron571
@cameron571 7 дней назад
Abernathy farm first makes sense - that is an absolute peak settlement location. I'm not sure if it has the *highest* build limit of all the options, because Spectacle island is pretty big and ( *slaps roof of island* ) you can fit a lot of cages in that thing. But it definitely has by far the densest build area, even compared to the island. I don't think you can fill any space in the game quite as much as you can fill Abernathy Farm. Also, fun fact I noticed recently: the Nordhagen settlement might have been founded by descendants of a vault 111 scientist who didn't make it to work on time and got caught in the blast. Just a theory, but there are terminal entries about the absence of a researcher name Nordhagen in vault 111, and it just seems like a huge coincidence that one of the furthest settlements from the vault (which would explain his tardiness if he lived near there) shares the name of a scientist described in a terminal entry as living in the area and not making it into the vault. These are all family farms you take over, for the most part, so it tracks that if he survived and somehow established a farm that soon after the blast (FAR from the glowing sea, where most of the nukes presumably fell - and probably with the advantage of having a pip boy and an advanced understanding of radiation). My theory as to how the institute gained access to the vault is that they acquired that old pip boy owned by the tardy scientist and used it to open the door - then probably looted all the pip boys left in the vault, and left that one for the vault dweller to find (hence why it's the only one and looks kind of beat up for a pip boy that was safe in a vault all this time). Feel free to make a video on that or something. I'm not a RU-vidr, I don't want credit lmfao.
@GGReactor
@GGReactor 7 дней назад
For how much people want RU-vid lore videos I wish I could get you to make this into a RU-vid video. I don’t have the mind for lore at all, I enjoy it so much but things like this always go over my head. I mean I’m 1000% for using this idea and gathering the video to make it a presentation of sorts, but I imagine this isn’t the only thing you’ve noticed. In less words, if you truly don’t want to make it yourself and post it, im sure at some point ill make it and this comment will be screenshotted to it, but realistically I’d like to see you outgrow my channel because that’s the content people want, and I’m more than willing to help with editing and stuff in the discord
@GGReactor
@GGReactor 7 дней назад
also the slaps roof of island got a laugh out of me 😂 there’s a lot more I’m gonna have to take into perspective when it comes to the future more confident version this video lol. I haven’t thought about the entirety of buildable volume essentially, I think it may have been mentioned in other comments but it’s just now hitting me the actual concept of measuring every settlement’s entire build limits vertically too
@cerealman2751
@cerealman2751 11 дней назад
Great video! I just finished it. I agree with most of these overall ratings, though I might have moved around some scores. Overall, good job finding a way to breakdown settlements haha. I like the inclusion of radiance, but I think it might be a bit too subjective. While all of this is subjective, I think radiance is something that would change drastically for each person. I like how someone else suggested adding 'E' for environment. That would add more to considering the viability of the settlement. It could also take into account how much of a build area is usable, since many large settlements have unscrappable objects that can restrict building. I also feel like security and resources could be seperate? I like the idea of them being together, but I also feel like it could be more thorough if you added an 'O' for objcts or somrthing, just to keep the scrap separate. Or even merging resources with proximity, since the starting junk would contribute to its proximuty to resources. Even replacing Radiance with Resources, or something. All just ideas I had while watching the video, no serious suggestions here. The PRSTN is a great idea. I enjoy it a lot. Very fun way of rating settlements
@Haru-spicy
@Haru-spicy 6 дней назад
as someone who has lived in Taffington Boathouse, I wouldn't put Radiance higher than 4. A lot of the grime and fungus doesn't come off the walls, and even with the bloodbugs gone i feel like there's some big-ass insect around every corner
@nofungrachman805
@nofungrachman805 9 дней назад
Longfellow Cabin's proximity is crimally underrated, it's just next to the harbor and literally the first settlement you can set up on the island. Meanwhile you need to go through a lots of missions in order to access the other three.
@GGReactor
@GGReactor 9 дней назад
That is something I want to find a way to recalculate in the future. My idea for proximity was based just on how easily you can run from the settlement to acquire loot so the islands did poorly, but I could have figured in swimming better than using islands at the baseline for low proximity. I don’t like that there’s no rating for difficulty to obtain them and I’m realizing that now
@nofungrachman805
@nofungrachman805 9 дней назад
@@GGReactor Then Essential and Obtainable is needed, you got a full P.R.E.S.T.O.N. ranking Essential - some settlements really help you to explore the map; some are useless Obtainable - is it easy to obtain?
@tarrisfairbroke6899
@tarrisfairbroke6899 5 дней назад
You can build a way to access the rooftops in Hangman's Alley but given the Parkour requirement to reach the rooftops once it is set up, I would say the rating is accurate.
@GGReactor
@GGReactor 5 дней назад
This is good to know, I just saw another comment mentioning Oxhorn doing this, I’m gonna have to check it out! I’ve built up to where the stairs are and love the view from up there. I’m confused on if there’s anywhere to build up there though now 😅
@johnwiebe8581
@johnwiebe8581 9 дней назад
An interesting scaling system. I think there should have been a rating for immediate usability through the presence of crafting benches & shops or vendors (E=economy). Also a rating of vulnerability for proximity to raiders, mutants, creatures (O=opponents). This would fill out the scale with Preston's full name.
@Incartis
@Incartis 12 дней назад
Very nice.
@boiboy2328
@boiboy2328 10 дней назад
Amazing video
@Ackbars
@Ackbars 5 дней назад
Incredible
@smokiiburr4026
@smokiiburr4026 11 дней назад
Solid content
@antd1kbig101
@antd1kbig101 11 дней назад
wow this video is incredible for such a small channel
@cameron571
@cameron571 8 дней назад
I really like this
@kevinmad0959
@kevinmad0959 9 дней назад
great video :)
@greenspiraldragon
@greenspiraldragon 9 дней назад
Not how I would have rated them, but it's a matter of personal preference which settlements you like. I don't factor in proximity at all since the ability to fast travel anywhere on the map. The only proximity I factor in is closeness to an enemy location as you will get attacked more.
@sic996
@sic996 4 дня назад
Disagree with the scale. Imo most of it is useless. I have a more practical scale, especially for survival. Here is the methodology: Definition of settlement: a place were you can satisfy your needs (producing food and water and being able to sleep, all in a consistent way), which is linkable with supply lines. So we are excluding places like home plate and maybe Boston airport, which I'm fine with. Proximity: how close it is to points of interest, how easy it is to reach (eg hangman's alley top tier since it's close to diamond city, institute teleporter, etc, spectacle island is in a very bad spot). Radius: how large is the settlement, in the top tier we may have spectacle Island in width, Abernathy in height. Safety: the settlement is in a bad spot in which you risk your life when close to it? Sanctuary hill is fine, hangman's kind of since it's close to the city, but with the institute is very safe and slog is on low part of the tier because is surrounded by gunners and raiders. Terrain: with radius you can see how much you can build, with terrain you see how easy it is to build. Star lite drive in is top tier because it is big enough and it is literally a 2d area. Very easy to build on. Negotiation: how much do you need to do to get that settlement? You just get there and get the place or do you have an entire quest that sends you to the other side of the map to let you freely use the settlement? Looking at slog... Fucking buttercup. In my opinion, this scale, trying to maintain the letters, is more useful for the survival gameplay experience.
@TheRevan1337
@TheRevan1337 11 дней назад
The Minutemen respect your contributions to the Commonwealth, i am sure :p
@AaronBurns-qm6zu
@AaronBurns-qm6zu 9 дней назад
Hangman's alley you can build on the building's it is a little hard to get up there but you can
@GGReactor
@GGReactor 9 дней назад
If you’re referring to the one with the square hole glass roof that you fall through and up some, I definitely love these spots, I really just didn’t include them because of the weirdness of that roof’s collision. Am I missing somewhere even higher though? I haven’t actually tried on top up high on the other side
@AaronBurns-qm6zu
@AaronBurns-qm6zu 9 дней назад
@GGReactor a youtuber name oxhorn do it in his hangman's alley
@GGReactor
@GGReactor 5 дней назад
@@AaronBurns-qm6zuI’ll definitely check this out
@orangetheorange
@orangetheorange 4 дня назад
Prstn? You forgot two stats! E for economy (loose term) (based on how much material you can get from scrapping things found only inside the settlement) And O for occupancy (how many settlers the place can hold without being cramped) So thats the P.R.E.S.T.O.N scale.
@GGReactor
@GGReactor 4 дня назад
Definitely added to the feedback for the PRESTON model, which is slowly in progress! I plan on making a post announcing its progress with everyone’s feedback officially soon
@DragonMasta99
@DragonMasta99 9 дней назад
Or you can neutralize the residents. That killed me. 😂😂
@theidajawho
@theidajawho 6 дней назад
I will have to call out The Mechanist Lair rating, with no dirt or water how can it have a 10 in securities. If rating for a Settlement then food and water has to come into play, if we are rating it for a player home then yeah.
@ElDiabloMendez
@ElDiabloMendez 11 дней назад
Bro is gonna blow Up
@GGReactor
@GGReactor 11 дней назад
If it’s the video and not me I’m all for it 😂 on a serious note this is one of my favorite comments to see on RU-vid videos, seeing it on one of my own is a 10/10 feeling, thank you so much!
@JUNIsLuke
@JUNIsLuke 12 дней назад
Absolutely w
@Halo_Legend
@Halo_Legend 8 дней назад
Sanctuary is somewhere around 2/10 for me. In the corner of the map, only weak enemies, worldspace known to bits, island too big for a start, too specific in the long run and it has those Preston refugees at start, which are annoying (Marcy Long). I never build anything interesting there.
@GGReactor
@GGReactor 8 дней назад
I very rarely dislike things enough to like, really really dislike them, but Marcy Long 😔 I’m pretty sure I still got her in caravan duty 😂
@JohnletsLopez
@JohnletsLopez 7 дней назад
hangmans alley rated this low? yeah man never rate again 💀
@GGReactor
@GGReactor 7 дней назад
Unfortunately yeah, it’s one of my favorite settlements but that’s where it ended up with the scale in mind. Hopefully the next version of this will give it some more points!
@JohnletsLopez
@JohnletsLopez 7 дней назад
@@GGReactor nah man i was just joking, i do agree with the scale. it may be small in terms of build space but it definitely brings out your creativity in tryna figure out how youre going to design and fit everything 😂
@furrycow9263
@furrycow9263 6 дней назад
@@JohnletsLopezYou only have half of the available build space because settlers can’t path to half of the alley.
@BenC23
@BenC23 12 дней назад
Good video, way off on security tho imo
@GGReactor
@GGReactor 12 дней назад
Which stood out the most to you? I was definitely conflicted on some of them myself. My goal was to balance them using 5/10 for surroundings and 5/10 for junk, but some were altered a bit from that and I maybe should have stuck to it the initial way 😅 I appreciate the feedback!
@BenC23
@BenC23 12 дней назад
​@@GGReactori feel like you didnt see some really good defensive potential for some places
Далее
Building a Settlement City in Fallout 4 Survival Mode
14:35
Where does the power come from in Fallout?
25:39
Просмотров 1,2 млн
BABYMONSTER - ‘FOREVER’ M/V
03:54
Просмотров 10 млн
He turned a baseball into a stylish shoe😱
00:59
Просмотров 939 тыс.
Fallout 4 - Rebuilding Red Rocket (No Mods)
19:48
Просмотров 105 тыс.
Tenpines Makeover! ⚒️ Fallout 4 No Mods Shop Class
19:28
How to build a HIDDEN bunker in Fallout 4
16:59
Просмотров 53 тыс.
4 Ways to Do Supply Lines - Fallout 4 Settlements
14:35
Fallout 4 - How to build a better house
24:01
Просмотров 296 тыс.
NOT STOPPING TIL NEW WORLD RECORD
10:55:53
Просмотров 2,9 млн
Animation vs. Geometry
9:17
Просмотров 3,7 млн