Expand Hideout Boundaries for Improved Decorations Placement/Creation Freedom (example images)
|
Updated - Added an example of a lack of 'pathing' for certain objects/decos that have stairs or entryways to them.
____________________________________ Expanding the boundaries in Hideouts that do not allow object placement will provide players with significantly more creative freedom, allowing us to place objects/decorations almost anywhere. A prime example of the current limitation(s) is the Shoreline Hideout, where 'Settlement Buildings' cannot be placed deep into the overgrown sections—even though these areas would eventually be obscured by decorations, anyway. I have frequently tried to place trees in such 'inaccessible' zones to add depth, only to be blocked by the current limits... Players should therefore have more flexibility within the Hideouts they unlock via on the Atlas Map or purchase directly from the Shop (especially). There is no good reason to not allow players to decorate pretty much wherever they want so long as their cursor can reach the objects/decos to reclaim them. Below are examples of where objects/decorations cannot be placed at all: ![]() And this is another example when it comes to not being able to place buildings, etc. further into overgrown areas. ![]() And the biggest thing that makes the least amount of sense? There is a general lack of 'pathing' when placing certain objects (like the 'Ornate Gazebo') that obstructs player characters from being able to walk through them. Pathing for certain Hideout objects is also something that needs improvement. It just makes a Hideout feel artificially 'crammed' when it shouldn't be. ![]() Thank you for your team's time :) HeavyMetalGear When game developers ignore the criticism that would improve their game, the game fails. Just because a game receives a great amount of praise vs. only a small amount of criticism does not mean to call it a day and make a foolish misplaced assumption that it is perfect. (me) Last edited by HeavyMetalGear#2712 on Mar 3, 2026, 9:57:25 PM Last bumped on Mar 3, 2026, 9:56:39 PM
|
|
|
bump
When game developers ignore the criticism that would improve their game, the game fails.
Just because a game receives a great amount of praise vs. only a small amount of criticism does not mean to call it a day and make a foolish misplaced assumption that it is perfect. (me) |
|

























