No it isn't. I don't find it ridiculous at all to shut down one faction, even if you never meet them. Or at the very least, if you start one, then meet the other, and decide to join that one instead, the the first one becomes shut down. You should not be able to be in both of those factions at the same time. Their agendas are directly set against one another. It would actually add to the game's replay value if it was like that.
Also, if the Brotherhood has you killing Synths, then the moment you even show up at the Railroad HQ they should flat out turn you down for membership. Or even just start attacking. Deacon is a good enough information gatherer to know if your up to that sort of thing. Or if the Brotherhood knows that you have been helping Synths, they should refuse to let you join. I know that you were talking about the spy vs spy angle earlier, but the game's story line just doesn't pull that off nearly well enough to justify being in both factions at the same time. I don't even like being in the Institute at the same time as either one of them, but the story pretty much necessitates that.
I never said it was likely that you would meet Deacon first, I just said it was more than possible. I had both quests in my log for quite some time before I decided to go and help clear out the police station. I'm pretty sure I was high enough level to do either one at the time, I just happened to choose to go to Danse first. I tend to explore a lot of the world in games like this before I really start to actively do the side missions.
And we're just gonna have to agree to disagree on the other stuff.
Except the settlement building. It absolutely is for me. It's just, like I said, not enough there for me to really feel I can sink my teeth into it.
It's ridiculous when you don't meet the factions anywhere near the same time. Even NV doesn't do that. (And even with NV NCR was clearly the superior option over the Legion and you meet either way before you meet House. More camps, more supplies, more quests. If helping the legion auto made the NCR hostile it wouldn't have been worth it either that's why you got warnings that you were pissing them off, not to mention I'd probably get stabbed on sight going to Nipton since there's quite a few NCR friendly quests you can do on the way there!). Also given the amount of people who replay games in the first place is minuscule locking content lock in that way for replay value is a losing proposition from the jump. What would actually be ridiculous is your plan. The player with no knowledge or reason says "yes" to Danse (yay for quests and XP) and all of of the Railroad is locked when they probably won't meet the railroad for another 10 hours? This is stupid for multiple reasons including the amount of people already doing the railroad is probably pretty low (33.7% vs 60.8 for Railroad vs BOS, quest completion drops off the longer into the game you go and look at their versions of the endgame quest completion it's 6% vs 10%) and this would just make it worse. The way they did it with a cutoff moment makes far more sense (the only issue really is the cutoff moment is too late. It should've been who you turned the tape into).
Also the Brotherhood doesn't have you killing innocent gen 3 Synths. DId you even play play the questlines you're complaining about? The only synths you have to kill in the BOS questline are the same ones the RR kill (and all of the Gen 3 synths are completely avoidable). Hostile gen 1 and 2s. And if the BOS has a way of detecting gen 3 synths that no one else has there would actually be a problem. As they don't...
You can kill the group of synths at Bunker Hill but you can do that as any faction.
Also the brotherhood learns the player helps synths? How? You think the synths are gonna tell them? (No one else other than RR members and the Institute are gonna know that person is a synth and neither of those groups would tell the BOS!) No just....no. I could maybe understand this if we meet them at the same time and it's a vs situation but that's not how it occurs. The only time this occurs is at Bunker Hill and I'm pretty sure you can just lie and say they escaped.
...more than possible = likely bro if you had just said possible that'd be one thing. Also you may have did it that way but the game literally herds you in a certain direction. (Look at how dog meat moves (the first companion you get) he herded you towards Concord and from there you're herded towards DC and on the way there you meet Danse. You can avoid this (I just did) but he's clearly going towards Concord every time you stop for a second. The game expects you to do things in a certain order (yes the game accommodates you doing things in different orders but you're herded in a certain direction. Like X6 can react to you joining the BOS.) 60.8% of players according to steam achevo stats joined the BS. 33.7% joined the RR. Now if the RR was locked once you joined the BOS that percentage would go down even further in all likelihood. Between the higher enemy levels and ridiculous of the RR quest to start (you have to follow a red trail through high lvl enemy groups) the chances of you meeting the RR first are not high.
Also if the Minutemen locked out anyone? 74.2%. It'd be ridiculous! Faction cutoffs only make sense when the factions start off hostile and you're given the chance to meet all of them before given the choice to join.
I feel it could use improvements but the base was fun (but I did mod the heck out of it. I have full wall windows! And my stores actually look like stores with stuff on the shelves
).
Also 10% of people haven't left the vault yet
So we're working from a 90% playerbase for everything.
Like I get the whole "you shouldn't be able to work with all of them." I get that. It's where you say "Oh that quest you did 10 hours ago should lock you out of content you had no way of knowing about now with a faction you haven't even heard of til 8 hours ago." Like...nah brah I shouldn't have to have a guide in front of me my first playthrough not to completely bork my first time.