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HOT TAKE, HQ is too much for casual players

Russ0612

Active Member
Messages
318
I thought adding the ASAM was meant to make me as a relatively casual and lore-focusing player a bit easier on building settlements to I have to build each wall. With a nice touch of having different and cool settlers in your settlement and with a well-made questline backing up the legitimacy of the ASAM.

Now with this GNN HQ design, it is 10 times more complicating than the vanilla game, I think this defiles the original purpose of this mod to the point all we see in this forum is basically players teaching others how to get some basic things with the HQ.
However I love the CPD concept added in though, it gives more quest and more interesting things happening in the Commonwealth indeed. I also still love chapter 2's story with the gunners making them not only just a "stronger" raider just like the super mutants.

But yes, my hot take please don't flame me too hard guys, what do you guys think both the player and the modders?
 
Oh I do love it. It’s an amazing mod. I started another fallout 4 play though just because of this update. Basically it’s a DLC. Does anyone know where or how to increase scrap logistics?
From what I could tell, it's a flat 500 more "Scrap Logistics" per day for each "trade agreement" thing you have set up. At least that's how it looked to me.
 
From what I could tell, it's a flat 500 more "Scrap Logistics" per day for each "trade agreement" thing you have set up. At least that's how it looked to me.
Thanks for the reply! I have 3 agreements with the ability make anymore ( bc option is grayed out) I have zero scrap logistics. Not sure what I’m doing wrong.
 
Thanks for the reply! I have 3 agreements with the ability make anymore ( bc option is grayed out) I have zero scrap logistics. Not sure what I’m doing wrong.
I've got no idea either. The reason I phrased my post how I did is that we're in this weird state right now where it's not even possible to tell what's a bug and what's a feature that nobody has figured out how we're meant to actually use yet.
 
I know I am in the minority here but I like HQ system. I can agree it is buggy and confusing.

I like it because I like figuring things out. I can concede that this is not how most people like to spend their free time.

It made more sense the second time. I had a better idea of what to do and it seems easier now. I am also taking my time and completing each quest and not skipping them.

The guide to ‘How to HQ’ is a good start but I think people need a better understanding of how the HQ system works. It can feel like just throwing mud at a wall and see what sticks.

I don’t know if it was intended to be this way or not but I am enjoying it.
 
I know I am in the minority here but I like HQ system. I can agree it is buggy and confusing.

I like it because I like figuring things out. I can concede that this is not how most people like to spend their free time.

It made more sense the second time. I had a better idea of what to do and it seems easier now. I am also taking my time and completing each quest and not skipping them.

The guide to ‘How to HQ’ is a good start but I think people need a better understanding of how the HQ system works. It can feel like just throwing mud at a wall and see what sticks.

I don’t know if it was intended to be this way or not but I am enjoying it.
I like the figuring out as well - like exploring. But not knowing if the command I entered is actually entered correctly - or if its a bug / or an intended aspect of HQ - well that does not work for me. ;)
 
I know I am in the minority here but I like HQ system. I can agree it is buggy and confusing.

I like it because I like figuring things out. I can concede that this is not how most people like to spend their free time.

It made more sense the second time. I had a better idea of what to do and it seems easier now. I am also taking my time and completing each quest and not skipping them.

The guide to ‘How to HQ’ is a good start but I think people need a better understanding of how the HQ system works. It can feel like just throwing mud at a wall and see what sticks.

I don’t know if it was intended to be this way or not but I am enjoying it.
I don't "hate" the HQ system.

Just the buggy and confusing me part killed my mood. :(
 
The purpose of HQ is to be an end-game place for us to have our characters set up shop as having them all cram into the hardware store seemed pretty anticlimactic... For the player its a way to spend all those settlement resources, and a really cool player base you could customize.

It does seem that with the many bugs and lack of interface options, its turning many folks off. I had already planned a dedicated major patch to expand on QoL, more features, and options to simplify and streamline the difficulty curve (or possibly even automate the entire thing).

Due to the problem some folks are having with the cell resetting, I'm avoiding any timelines - as until we figure out why that happens to some players, I don't want to put more resources into it.

In the meantime, I'll hopefully be able to clarify a lot of it in my live stream when we get there!
 
The purpose of HQ is to be an end-game place for us to have our characters set up shop as having them all cram into the hardware store seemed pretty anticlimactic... For the player its a way to spend all those settlement resources, and a really cool player base you could customize.

It does seem that with the many bugs and lack of interface options, its turning many folks off. I had already planned a dedicated major patch to expand on QoL, more features, and options to simplify and streamline the difficulty curve (or possibly even automate the entire thing).

Due to the problem some folks are having with the cell resetting, I'm avoiding any timelines - as until we figure out why that happens to some players, I don't want to put more resources into it.

In the meantime, I'll hopefully be able to clarify a lot of it in my live stream when we get there!
Awesome what you and your team continue to do with SSc1,c2 yada. Primary frustration with HQ is -- not knowing if the command I entered is actually entered correctly. The response (if I actually 'see' any) > is command entered correctly? or a bug? or an intended aspect of HQ? Yada. The uncertainty I feel at all levels is difficult.
Twice I succeeded in taking the HQ and getting Cedric to accept administrator post. Just couldn't get past cleaning the first room.
Also, why keep all the convoluted, disconnected, roundabout, hallway passages inherited from the gunners' layout? Fix it so it's easy to walk from one place to another in the HQ - without getting lost, taking wrong turns. Sometimes feels like I'm navigating a maze.
 
Also, why keep all the convoluted, disconnected, roundabout, hallway passages inherited from the gunners' layout? Fix it so it's easy to walk from one place to another in the HQ - without getting lost, taking wrong turns. Sometimes feels like I'm navigating a maze.
We added the spiral staircase to give more access, but our goal wasn't to transform the interior at the start. We wanted it to feel like you were taking THE gunner's plaza.

Part of the QoL, will be things to help folks navigate. You definitely get used to the layout over time though!
 
To Kinggath and team.
What you have done has been great. I have found a new love for a game I already loved.
The HQ issue is understood. Honestly I love the idea and can see the greater picture of how you can build on it.

IMO, what you have all done to this point, built on an engine that is glitchy as h3ll, is amazing that you got this to work at all.
Thank you for all the hard work and I can't wait to see where it goes from here.
 
The purpose of HQ is to be an end-game place for us to have our characters set up shop as having them all cram into the hardware store seemed pretty anticlimactic... For the player its a way to spend all those settlement resources, and a really cool player base you could customize.

It does seem that with the many bugs and lack of interface options, its turning many folks off. I had already planned a dedicated major patch to expand on QoL, more features, and options to simplify and streamline the difficulty curve (or possibly even automate the entire thing).

Due to the problem some folks are having with the cell resetting, I'm avoiding any timelines - as until we figure out why that happens to some players, I don't want to put more resources into it.

In the meantime, I'll hopefully be able to clarify a lot of it in my live stream when we get there!
Wait what??? You actually read these forums!!! :agree:

I'm not quote on quote "hating" on the HQ system, just a bit complex and time-consuming that's it. I mean for me being a chill player I wasn't expecting this to be that grindy and since we can skip quests now I'm totally fine by skipping all requires building the HQ so no worries.:cool:

I love the mod though!!!
 
just a bit complex and time-consuming that's it. I mean for me being a chill player I wasn't expecting this to be that grindy
There's a setting in the options to make the HQ actions take about 1 minute to build instead of 24 hours. More stuff like that will be added so everyone can customize the ruleset to their liking.
 
yes all of the rooms are also being built, until the last quest which you need to build a power distribution room that that quest you cannot skip as I tried
I have had minimal success with this. I tried a clean save and skipping to the end quest - I couldn't build anything as Mansfield's office didn't get built. Then I tried just skipping to "How to HQ" still couldn't build Mansfields office. I then skipped to "End of the Beginning" and everything worked out.

Save before you skip and if you don't have Mansfield's office, try again or go back further.
 
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