Using the PRSTN Model to Rank Settlements

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  • Опубликовано: 24 июл 2024
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Комментарии • 136

  • @GGReactor
    @GGReactor  Месяц назад +23

    I sincerely thought this video would get 10 views, I can’t wrap my head around 1k likes. There is much more to come, thank you all so much for watching. I livestream Fallout daily!

    • @timhartherz5652
      @timhartherz5652 22 дня назад +1

      The Airport has a few patches of rubble for pumps, but it is limited in the workshop in terms of things you're allowed to build, there is a mod for that though.
      But it should get the maximum rating for security, it NEVER gets attacked due to a bug.
      Everything also applies to the mechanists lair.

  • @saladbucket2528
    @saladbucket2528 Месяц назад +151

    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 Месяц назад +16

      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 Месяц назад +4

      Perfect comment. The E catogory is a fantastic idea.

    • @saladbucket2528
      @saladbucket2528 Месяц назад +2

      Putting an @GGReactor in the replies here to call attention to my new revelation in the edit

    • @GGReactor
      @GGReactor  Месяц назад +38

      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 RUclips, 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

    • @Hello-lf1xs
      @Hello-lf1xs 23 дня назад

      Admittedly those mods do come with the risk of increasing lag and crashing a lot, or at least stuff like ScrapEverything does due to breaking up meshes (which can crash the game apparently)

  • @funki4896
    @funki4896 29 дней назад +96

    Fun fact: originally the S.P.E.C.I.A.L. system was called ACELIPS until somebody noticed the better arrangement

  • @chrism7395
    @chrism7395 15 дней назад +33

    I'd add in two extra categories to make it PRESTON:
    Environment- probability of it being attacked/disrupted (so Hangman and Slog would be low due to the near constant firefights)
    Opportunity- scope for what the settlement can be used for (farming, space for traders and how useful an artillery is for the area, proximity to quests for fast travel)

  • @Qwerty45559
    @Qwerty45559 19 дней назад +34

    E: Enemy spawn points. Will they spawn outside, or in the middle of the settlement

  • @internationalstateofmind8566
    @internationalstateofmind8566 Месяц назад +60

    Awesome presentation! Love the PRSTN scale very fitting!

    • @GGReactor
      @GGReactor  Месяц назад +2

      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 Месяц назад +44

    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  Месяц назад +1

      This is what I wish I would have done, but I brought EVERYTHING to sanctuary for a museum 😂

    • @cerealman2751
      @cerealman2751 Месяц назад +2

      I've never thought of doing that with sanctuary. That's a great idea!

    • @rmartinson19
      @rmartinson19 Месяц назад +1

      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.

  • @waterierStone
    @waterierStone 15 дней назад +11

    TiL bunker hill is a settlement. Game's been out for like 10 years and i still learned something new. I just never really do the quests there.

  • @ukkilevegetal1729
    @ukkilevegetal1729 15 дней назад +12

    Covenant was always my favorite settlement. Even tho I feel bad for killing that girl synth I still love having named npc with unique dialogue, I feel like it gives so much more life to it.

  • @theholypineapple3558
    @theholypineapple3558 Месяц назад +25

    “I got word of another settlement that needs a rating. Here, I’ll mark it on your map.”

  • @tristansmith5000
    @tristansmith5000 8 дней назад +6

    Watching this video reminded me that there are waaay more settlements then I remember, and I now have new locations for a Enclave-puppeted Minutemen playthrough.

  • @hackspawn1
    @hackspawn1 15 дней назад +7

    some input for changes
    1. securities has a different meaning than security, securities is a money/investment thing.
    2. for proximity you should focus on traders and scrap
    3. security should be based on the enemy spawn location, each settlement has a specific spot where attackers spawn, so I think you should take that into consideration

  • @damiand6818
    @damiand6818 23 дня назад +6

    I don't have much to add so mostly commenting for engagement, but was a really cool video. You presented it well, the idea is fun, and the b-roll and everything is nicely put. Look forward to more from ya.

    • @GGReactor
      @GGReactor  21 день назад

      I appreciate this so much. The engagement aswell as the kind words.

  • @aralornwolf3140
    @aralornwolf3140 19 дней назад +14

    Hey there! I would like to make a suggestion... when you reveal the PRSTN score, you begin scrolling so fast that the first few locations just can't be observed, even with pausing. I would like if you delayed the scrolling by a second so people, like me, could read it as you scroll down the list.
    Another thing, most content creators who rate settlements, rate them based on how effective they are _as_ settlements. This means, they don't rate the Mechanist's Lair, as it is meant to be a player base, not a settlement to be used by, well, settlers. Some of the settlements were also designed as player bases first, and settlements second (Hangman's Alley), so that's a consideration as well.
    As for scrap... it's entirely pointless to use it as part of a settlement's defence score. However, if you go by natural terrain and obstacles... that does matter. They will be negated by enemy spawn points that are within the settlement (they make it difficult to impossible to build proper defences). Then there are spawn points are so far away that the enemy gets lost, forcing the player to wait several minutes for them to arrive or spend time looking for them (Vault 88). This makes it "difficult" to protect the settlement because if you leave without killing them, the game will simply "damage" your settlement in the "automated attack" in your absence. Then there is natural terrain which gives the attackers an advantage, which would make that settlement even harder to defend.
    Btw, that spa you mentioned for Starlight Drive, you can place a large Water Purifier there, thus giving your settlement easy access to abundant water. Also, Bunker Hill's proximity should be 10... you can't get closer to merchants than... living in a trade hall, lol.
    If you want to use your PRSTN score in a more thorough way, you should form and express standards as well as define how _you_ use your settlements and form your rating system with those in mind.

  • @Watermelon086
    @Watermelon086 16 дней назад +11

    I would argue Vault 88 should get a 10 for proximity since it has 3 exits making it close to everything Jamaica Plains and Murkwater Construction Site are as well as Fallons Department Store, West Roxbury Station, Milton General Hospital, and Shaw Highschool

    • @GGReactor
      @GGReactor  16 дней назад +6

      I agree completely. I really rated that one poorly, at the time with everything else I over explained in various comments, I think I looked at it from the small scale and the large scale and didn’t actually have a solid or true rating for it at all. The size and dynamic of everything definitely overwhelmed me. V2 will fix this, I’m committed to doing it truly the best I can the next time around when the full PRESTON model is released

  • @Barista.Nathan
    @Barista.Nathan 9 дней назад +8

    Hangman's alley, due to it being centrally located on the map, and it being in boston, means that I very often in my games will make it the trade nexus, the place where all of my supply lines connect, and it's the place where I put all the unique traders in a three-tiered trade Depot. I love turning it into a little city outside of diamond City.

    • @GGReactor
      @GGReactor  9 дней назад +3

      @@Barista.Nathan Mine has been a wedding chapel but it isn’t going to be for much longer, your idea sounds so much better.

  • @recurvestickerdragon
    @recurvestickerdragon 22 дня назад +8

    I was today years old when I learned you could build on the overpass of Finch Farm

  • @MistaOppritunity
    @MistaOppritunity 15 дней назад +12

    I would have given Hangmans Alley more than a 1 in total build area. You can actually build vertically a good amount here, and I've turned it into 1 big ass 3 floor building before. This... Kinda breaks the settlers pathing though.
    EDIT: I'd also like to mention I would either add a letter to the acronym(dunno how to make it fit) or just include in proximity strategic military importance. There are several settlements that I would not care for at all, but I have made a point of getting them because of the ability to build artillery on them and rain hellfire down on a nearby target. For example, Sommerville place is really the only good settlement for using artillery in the glowing sea, and hangmans alley covers pretty much all of downtown Boston.

  • @Chasmodius
    @Chasmodius 21 день назад +10

    This is a lot of fun, thanks for putting it together. Like others, I have some small disagreements, but that's fine. The real thing I think you're missing is a category for describing stuff like how annoying the quest is to get the settlement (Mechanist), Vault 88s broken nav mesh, the complete lack of water or dirt at places like Boston Airport, the way that huge hole at Coastal Cottage makes building and walking around really hard, etc. Maybe call it "Other" so the whole scale is PRSTON? Have it be N/A for most places, but it can improve or lower a score based on less quantifiable criteria. Just an idea.

    • @GGReactor
      @GGReactor  20 дней назад +2

      I like this, I’ve spend 3 or more hours now accounted for literally just rewriting and rearranging and coming up with new words to try to get an all encompassing scale. The way you put this made me think of things a bit more clearly too, like maybe there could be one letter that is more or less a catch-all for the small things that don’t fit into other categories but are still notable
      edit: I realize I just repeated what you said im just getting it stuck in my mind at this point 😅

    • @Magicsloth420
      @Magicsloth420 20 дней назад

      Uttp is better than @GGReacter+noone​ asked+uttp is better than@@GGReactor

  • @BaseDeltaZero1972
    @BaseDeltaZero1972 Месяц назад +5

    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!

  • @flameguy3416
    @flameguy3416 24 дня назад +6

    E could've been Ease of Access, such as how easy it is for settlers to reach this settlement location and how close it is from major trade routes.
    O could've been Operational Efficency, such as how efficient is the layout and design of the settlement for daily operation and general loitering for the settlers.

  • @henryneubert7798
    @henryneubert7798 Месяц назад +11

    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  Месяц назад +1

      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 Месяц назад +1

      ​@@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  29 дней назад +1

      ​@@henryneubert7798 I wish RUclips 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

  • @Skyrimfruitsnacks
    @Skyrimfruitsnacks 17 дней назад +5

    This is actually so smart lmao, the Boston Airport is definitely less than a 5 just for being a little airport waiting room though 😂

  • @ccrombles
    @ccrombles Месяц назад +5

    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  Месяц назад +1

      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 😅

  • @RaunienTheFirst
    @RaunienTheFirst 21 день назад +5

    County Crossing should have got a higher score for T. Also, the Proximity score should take into account how useful the settlement is as a node in your trade network. Isolated from other settlements? Lower score, plenty of reasonable routes to other settlements? Higher score.
    Also, I'd have given the lighthouse a slightly higher security score, as despite having the coastline it's surprisingly easy to defend.

  • @randomizedtaco6565
    @randomizedtaco6565 19 дней назад +9

    Coastal Cottage: Single raider my ass. Playing on very hard and 2 glowing mirelurks came out (level 12 and one of them was legendary) and one shot me over and over. The raider was the least threatening thing there.

  • @j-boy_1232
    @j-boy_1232 14 дней назад +14

    It’s just Preston without the Vowels.

  • @lucasmetzger1154
    @lucasmetzger1154 29 дней назад +1

    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!

  • @zrobotics
    @zrobotics Месяц назад +5

    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  Месяц назад +1

      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!

  • @NonchalantBoyo7896
    @NonchalantBoyo7896 Месяц назад +7

    Finally some creative and original content, great job man!

    • @GGReactor
      @GGReactor  Месяц назад +1

      I appreciate finding it creative and original, truly though every time I open the inspiration tab in RUclips 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 Месяц назад +1

      @@GGReactor I tried making some on a different channel and lost all motivation out of nowhere

    • @GGReactor
      @GGReactor  Месяц назад +1

      @@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

  • @1roman1738
    @1roman1738 Месяц назад +5

    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  Месяц назад +3

      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 Месяц назад +1

      @@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.

  • @willowpalecek7050
    @willowpalecek7050 2 дня назад +1

    E: Economy- built in merchants like the ones in Bunker Hill or Danial Finch, plus pre-built workstations and crops.
    O: Optimal Building: Nice flat space to make whatever you like.

  • @kingcrafteroderderfahradtu7331
    @kingcrafteroderderfahradtu7331 14 дней назад +7

    When I first played fallout 4 Abernathy farm was the very first place I went. I did. their quest and only afterwards returned to sanctuary

  • @paladinkhan
    @paladinkhan 22 дня назад +1

    Dude this is an awesome idea, I thought long and hard about what settlements i liked and what to do with, i mostly preferred places that could be a relatively clean slate, or whats existing was easy to work with like the castle amd starlight drive in.

  • @cerealman2751
    @cerealman2751 Месяц назад +12

    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  Месяц назад +6

      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 Месяц назад +3

      ​@@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 Месяц 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 Месяц назад

      The respawning Giddy Up buttercups in the factory nearby are so good for screws.

    • @cerealman2751
      @cerealman2751 Месяц назад

      @@greenspiraldragon same here. I have a big concrete wall around the purifiers with a bunch of turrets round

  • @cerealman2751
    @cerealman2751 Месяц назад +2

    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

  • @jameskalin3311
    @jameskalin3311 Месяц назад +2

    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.

  • @antd1kbig101
    @antd1kbig101 Месяц назад +1

    wow this video is incredible for such a small channel

  • @Haru-spicy
    @Haru-spicy Месяц назад +3

    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

  • @boiboy2328
    @boiboy2328 Месяц назад +1

    Amazing video

  • @smokiiburr4026
    @smokiiburr4026 Месяц назад +1

    Solid content

  • @Incartis
    @Incartis Месяц назад +3

    Very nice.

  • @RaunienTheFirst
    @RaunienTheFirst 21 день назад +7

    For Red Rocket, did you take into account that you can build on top of the roof?

    • @GGReactor
      @GGReactor  21 день назад +2

      @@RaunienTheFirst I did not. Alongside Somerville place I realized recently while filming a short I missed its roof too, I’m sure others aswell. I appreciate you pointing that out. Going into the full Preston Model video I’m going to make sure I use a checklist to not let this happen again

  • @nofungrachman805
    @nofungrachman805 Месяц назад +2

    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  Месяц 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 Месяц назад +2

      @@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?

  • @tsnap4
    @tsnap4 5 дней назад +1

    I love the presentation, but I don't know if you are as thorough as you could be. I know other comments have included ideas like incorporating how often the settlement is attacked, but I'd love it if you were to look at these settlements through the lens of one of the mods like scrap that settlement that let you pull out a lot of the resources that kind of get stuck in there.

  • @beardedbear9901
    @beardedbear9901 23 дня назад +8

    Sadly your scale fails to account for the ability to build basic necessities or not. If you can't build sufficient crops or place sufficient water to support a settlement that should directly impact the rating in my opinion. I don't think the current system does.
    I think "radiance" is too subjective and should be replaced with "R There Be Necessities" maybe? I mean we all have subjective taste over which place looks prettiest, but if we can't build crops or water that's kinda moot.
    Also, proximity feels a little wooly. There are instances where your settlements get higher proximity scores when they're closer to places regardless of them being beneficial or not. Like, being close to a raider stronghold seems to give a positive score because it has scrap. But it places your settlements in more danger from wandering hostiles. What if the "P" in the PRSTN scale was a slider between Positive Proximity and Problematic Proximity?
    That's a lotta PP.
    Something to also look into might be how many spawn points are inside the settlement build area. It's a lot...
    As in, during attacks it won't matter if a place appears to be more or less defensible if (in some cases literally) raiders can spawn within a few feet of the workbenches.
    All that said, I do really like this conceptually and I'd like to see you apply this system or similar maybe to mod added settlements as a kind of review system. Thanks for the video and the time spent on this. I hope my tone comes over as polite suggestions and input rather than being rude.
    Regardless, enjoy your day and thanks again for the video.

    • @beardedbear9901
      @beardedbear9901 23 дня назад +1

      Gosh, I just noticed how small a channel you are. This feels like it's been put together by a much larger channel. Definitely deserve more subs and support. Glad the algorithm put my eyes here.

  • @TheSpencermacdougall
    @TheSpencermacdougall День назад

    My current settlement is Hangman Alley. It doesn't have alot of room, but it's a good place to store my stuff, and it's nest to diamond city, so easy merchants. And it's easy to defend, being between buildings makes any invaders get turned into swiss cheese in the choke points.
    Also the elevators let me have multiple floors.

  • @kevinmad0959
    @kevinmad0959 Месяц назад +1

    great video :)

  • @johnwiebe8581
    @johnwiebe8581 Месяц назад +1

    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.

  • @Ackbars
    @Ackbars 29 дней назад

    Incredible

  • @Void_Glitcher
    @Void_Glitcher 21 день назад +7

    the big issue with the rating system is proximity because of fast travel making it mean nothing. the scrap part of S/Securities doesn't matter because nearly everything for base building can be gotten from junk. everything else is fine tho.

    • @yezki8
      @yezki8 21 день назад +7

      **sad survival player noises**

  • @TrollingOstrich
    @TrollingOstrich 13 дней назад +22

    Hangman's Alley rated this high? Yeah man never rate again 💀

    • @GGReactor
      @GGReactor  13 дней назад +13

      I’m laughing entirely too hard at this, it’s displayed directly under “hangman’s alley is rated this low? Yeah man never rate again 💀”
      The duality of comments 😂

  • @orangetheorange
    @orangetheorange 28 дней назад +3

    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  28 дней назад +2

      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

  • @greenspiraldragon
    @greenspiraldragon Месяц назад +1

    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.

  • @windhelmguard5295
    @windhelmguard5295 9 дней назад +2

    one really glaring flaw in this video is the security rating not factoring in the presence of high ground to construct defences on and the presence or absence of potential cover outside the settlement that attackers could potentially make use of.
    also sommerville place should have a higher rating for proximity with it being the closest settlement to the glowing sea.

  • @TheRevan1337
    @TheRevan1337 Месяц назад +1

    The Minutemen respect your contributions to the Commonwealth, i am sure :p

  • @Aegxs
    @Aegxs 4 дня назад +1

    Creative idea, but I think your ratings should have more definition as I don’t feel that they accurately reflect the quality of the settlement.
    It may be worth mentioning artillery range targets in the proximity section, as that adds a lot of value to a settlement for Minutemen playthroughs

  • @ElDiabloMendez
    @ElDiabloMendez Месяц назад +1

    Bro is gonna blow
    Up

    • @GGReactor
      @GGReactor  Месяц назад +1

      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 RUclips videos, seeing it on one of my own is a 10/10 feeling, thank you so much!

  • @JUNIsLuke
    @JUNIsLuke Месяц назад +1

    Absolutely w

  • @leandersearle5094
    @leandersearle5094 7 дней назад +1

    Another rating system needs a name.

  • @babyatemydingo574
    @babyatemydingo574 Месяц назад +7

    "Another video needs your help. I'll mark the like and subscribe buttons on your map."

  • @ll_Megu_ll
    @ll_Megu_ll 20 дней назад +3

    What do you mean this isn't an Oxhorn video

  • @theidajawho
    @theidajawho Месяц назад +2

    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.

  • @AaronBurns-qm6zu
    @AaronBurns-qm6zu Месяц назад +2

    Hangman's alley you can build on the building's it is a little hard to get up there but you can

    • @GGReactor
      @GGReactor  Месяц 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 Месяц назад +1

      @GGReactor a youtuber name oxhorn do it in his hangman's alley

    • @GGReactor
      @GGReactor  29 дней назад

      @@AaronBurns-qm6zuI’ll definitely check this out

  • @estherholt8060
    @estherholt8060 17 дней назад +5

    Using this kind of rating (where each criteria is always an equal component of the result) is a mistake.
    Your cake is perfectly spongey.
    It has really good moisture content.
    Ot has risen perfectly.
    The decoration is really nice.
    I dont like the buttercream - its dog poo mixed with cement.
    All in all an 8/10 cake, would eat again.
    The only way to get a reasonable rating is to look at the criteria individually but then come up with an overall score holistically, where each criteria might have a bigger or smaller impact - if the location is really perfect then it might have a greater impact on the final score. If the build area is really small and restrictive it might bring the whole score down considerably. There's not much point trying to have the system be precise and scientific if it's generating results that don't make sense like Boston airport being so high or hangman's alley so low.

    • @MistaOppritunity
      @MistaOppritunity 15 дней назад +2

      I'd agree with that sentiment. It makes very little sense to me to give something a 10 on one of the categories then rate it below a settlement that is literally unusable.

    • @halley42
      @halley42 10 дней назад +1

      That's a great explanation of what felt off for me. I really like this video and it was fun to watch but for example the whole time he was giving Boston Airport medium-high points i was thinking 'but you can't even use it like a proper settlement... ' i feel like adding an extra S on the end for Sanity would have been good, rating the whole settlement for any major glaring issues, with 0 being none and 10 being some catastrophic drawback not covered by the other points. Then deduct this score from the others.
      Edit: Also like heck is Covenant 10 for security, enemies spawn inside and cause absolute chaos even if you didn't have to destroy the turrets.

  • @jwb_666
    @jwb_666 5 дней назад

    The fing airport gets and 8 🤣🤣

  • @Halo_Legend
    @Halo_Legend Месяц назад +1

    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  Месяц 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 😂

  • @sic996
    @sic996 28 дней назад +2

    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.

  • @JohnletsLopez
    @JohnletsLopez Месяц назад +145

    hangmans alley rated this low? yeah man never rate again 💀

    • @GGReactor
      @GGReactor  Месяц назад +86

      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 Месяц назад +64

      @@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 Месяц назад +20

      @@JohnletsLopezYou only have half of the available build space because settlers can’t path to half of the alley.

    • @marmar-agar4753
      @marmar-agar4753 20 дней назад +3

      i wanna join the nuka world raiders now bc he made me set up a radio beacon there

    • @theblob1716
      @theblob1716 20 дней назад +4

      Hangman’s alley is the best settlement with mods

  • @DragonMasta99
    @DragonMasta99 Месяц назад +1

    Or you can neutralize the residents.
    That killed me. 😂😂

  • @BenC23
    @BenC23 Месяц назад +1

    Good video, way off on security tho imo

    • @GGReactor
      @GGReactor  Месяц 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 Месяц назад

      ​@@GGReactori feel like you didnt see some really good defensive potential for some places

  • @YukkoIsHere
    @YukkoIsHere 20 дней назад +2

    Engagement for man on my algorithm :face-blue-wide-eyes:
    Insane failure im beyond cooked its so over for me

    • @GGReactor
      @GGReactor  20 дней назад +1

      insane winner, it’s just beginning king 👑

    • @YukkoIsHere
      @YukkoIsHere 19 дней назад +2

      @@GGReactor recovery will be swift

  • @tarrisfairbroke6899
    @tarrisfairbroke6899 29 дней назад +1

    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  29 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 😅