Can we not clear some locations? does everything Respawn?

Post » Sun Nov 29, 2015 4:52 pm

I can't seem to clear a few places like concord / museum and i go back to places i've 100% looted and everything is back like ammo, objects to loot ect? is this normal?

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Baylea Isaacs
 
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Post » Sun Nov 29, 2015 3:54 pm

bump

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Lucie H
 
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Post » Sun Nov 29, 2015 6:14 am

Places that can be cleared normally say on the map...

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Amiee Kent
 
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Post » Sun Nov 29, 2015 1:13 pm

i dont see this on any of the places on my map i've not started yet?

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Ally Chimienti
 
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Post » Sun Nov 29, 2015 6:17 am

Once you've cleared clearable locations it will say on the map... Places with workshops can be cleared...

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X(S.a.R.a.H)X
 
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Post » Sun Nov 29, 2015 11:38 am

but how do i see if lets say the cemetery can be cleared? or museum of freedom?

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Barbequtie
 
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Post » Sun Nov 29, 2015 1:39 pm

by clearing it... As far as I can see the only clearable places are potential settlements... But I maybe wrong as I've not done much exploring yet... But I've cleared a couple of places just by going to a location and killing the enemies there...

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Adam Porter
 
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Post » Sun Nov 29, 2015 4:29 am

I got the same thing for some reason Concord doesn't say Cleared on the map nor the museum, they both respawn loot and raiders, thank god not the deathclaw (only corpse that stays) but all other building you actually transition into (speakeasy, wharehouse ruin and sewers) don't have respawns. The main quest isn't broken, got coords to the next settlement.

Maybe because of the 2safes with master locks or is this a bug and a temp bandaid so the main quest isn't broken, I saw a few posts with people not being able to advance past Concord?

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Jason Rice
 
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Post » Sun Nov 29, 2015 9:06 am

Just a little thing I noticed. Locations that are marked as "Cleared" seem to respawn again as well after roughly 3 in-game weeks and lose the "Cleared" status. Bedford Station and the Corvega Plant both lost the "Cleared" status in my game shortly after I had the raiders in Concord respawn (I cleared the locations shortly after visiting Concord for the first time).

I'm not quite sure what exactly respawns in these locations. Enemies and loot inside crates definitely respawn (maybe not the exact items, but you'll find stuff there again) and I've seen the RobCo magazine in the Museum of Freedom respawn as well, so other items in the environment might respawn as well. Bobbleheads and the like don't respawn though.

Not sure if all of this is really intended though. I won't complain however, helped me refill my ammo stock quite a bit...

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Agnieszka Bak
 
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Post » Sun Nov 29, 2015 4:31 pm

Haven't played that long so thanks for confirming that other respawn/no longer show Cleared, yeah was nice to get ammo and craft gear from Concord again, skill book too but at least for the skill book seems like cheating + Concord never showed cleared for me, only 1 that didn't and even ran around there for at least an hour yesterday when I found out it had respawned but only in museum and town proper none of the areas you transition into *shrugs*

Why am wondering as well ;) actually enjoyed running into town heading to my base (gas station) right into a raider as I rounded a corner with a foggy night as bacground then sneaking around for 5mins silencing them...then I remembered the deathclaw and tightened my sphincter untill I found the dead body on the ground LoL.

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Emzy Baby!
 
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Post » Sun Nov 29, 2015 4:58 pm

Concord didn't show Cleared for me either. But in the end it really doesn't seem to matter.

As for the skill books, they still give you the same thing. They're basically the same item, all you get is the caps for selling them. So you won't get a new game if you pick up a respawned RobCo magazine.

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Julia Schwalbe
 
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Post » Sun Nov 29, 2015 9:16 am

I hope there will be a mod that severely reduces respawning before I decide to re-buy the game.

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Khamaji Taylor
 
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Post » Sun Nov 29, 2015 9:33 am

Sorry, did you mean you won't get an extra point in skills (new gain) or something else...didn't get.

@Aoyagi

The respawn aren't immediate, I went from base to quarry to train station to settlement to the N to Junkyard then went back threw Concord and ran into raiders.

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Nicholas C
 
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Post » Sun Nov 29, 2015 5:03 pm

I get why they have respawning for people who are trying to level up through combat, but I've always found respawning to be a bit of an immersion-breaker. The raiders near the Citadel in FO3 are a good example - why, of all places, would raiders continually try to set up shop right nearby the Brotherhood's HQ, especially when previous raider gangs have been wiped out in the same location? Or the Jackals and Vipers in FONV - are there hundreds of these people hiding in the mountains, with new groups of 4-5 periodically taking over the exact same buildings and locations where previous gangs were killed?

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Alexis Estrada
 
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Post » Sun Nov 29, 2015 8:50 am

I now Bethesda's respawns. They're annoying - like any other respawns that occur more often than once a week or so.

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naomi
 
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Post » Sun Nov 29, 2015 9:28 am

that would break radiant quests that use the cleared locations.
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Julie Ann
 
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Post » Sun Nov 29, 2015 8:32 pm

Well, for example, if you find a Robo magazine, you'll get a new game for your pip-boy. If you wait some in-game weeks for it to respawn and you pick it up again, you won't get anything. I assume it works like that with the rest as well, so it's not really cheating since all you could possibly gain is the caps you get when selling the magazine to a merchant. And bobbleheads don't respawn at all.
Cheating as such only works with Dogmeat's duplication glitch as far as I know, but that's another story.

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Quick Draw III
 
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Post » Sun Nov 29, 2015 5:13 pm

Oh, the horror...

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Breanna Van Dijk
 
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Post » Sun Nov 29, 2015 5:38 pm

there is no longer a level cap, so if you want to get to high levels, youll need enemies to keep coming back id guess. and why wouldn't they come back in cities and stuff? it would be a little weird to live in a world that once everyone in a city is killed, no one ever goes there again. just an opinion I guess.

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Rodney C
 
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Post » Sun Nov 29, 2015 6:02 am

You can set spawn time in a bash patch. Having a spawn option setup like Morrowind Comes Alive for these games would be nice. An alternative to respawning villains could be settlers/military taking over cleared locations. Roads unblocked = more travellers and caravans. More npcs in towns. More stores with better inventory. Better reception from the locals. The player making a diference across the land.

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tegan fiamengo
 
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Post » Sun Nov 29, 2015 3:49 pm

Yes! Waiting a month in Skyrim for bandits to respawn was annoying! This? Not so. Pansy.

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Eric Hayes
 
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Post » Sun Nov 29, 2015 11:57 am

My questions are how long does respawning take?

How long before the enemy respawns. The random loot the junk items and also the plants. I would like to know how long for all these things.
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Taylor Tifany
 
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Post » Sun Nov 29, 2015 8:23 am

I always felt that there's too many people in this supposed post-apocalyptic setting. Makes perfect sense that you'd be killing off the last survivors and that it would be a long time before a new generation of raiders would be around.

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Shelby Huffman
 
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Post » Sun Nov 29, 2015 12:05 pm

Tbh I like it. Makes the game feel alive. If i had killed 99% of the map it would feel a bit meh to scavenge for other secrets :P

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Jennifer May
 
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Post » Sun Nov 29, 2015 1:59 pm

Ok cool it doesn't add more bonus point for a magazine that's a respawn, was afraid it did (cheating bit) and thanks for comfirming that magazines are the new light weight barter item :yes:

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Emmie Cate
 
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