I feel the exact opposite.
If anything they should remove the "cleared" flag.
I feel the exact opposite.
If anything they should remove the "cleared" flag.
The cleared flag is quite important. Else people could spend a lot of time ensuring they got all.
I don't mind respawning. I do mind the time it takes tho. It is way too fast, 48 to 72 hours for full respawn I think. Full respawn being all containers as well. I also dislike the fact, that safes and other locked containers, respawns locked. How did the new inhabitants come by a key? I doubt they reverse pick lock it just because, lol.
It can be exploited tho. There are certain areas, I have found, where the respawn spawn identical number of legendary npc's, so one could easily have such a place under grind, to get some of the powerful weapon/armour affixes. (there's a few places where you don't even have to kill them yourself) I think respawns shouldn't spawn new legendary npc's, that's just a tad too much imo.
A cleared place, should have at least a week, before respawning, and then I would like to see a random chance at that, that goes up as time passes by. And full strength number shouldn't be 100% everytime, but rather a number between 25%-100%. Same with containers. That way, it will encourage people to wander from place to place, instead of those urges to go revisit some particular places for one reason or another (legendary npc's, specific containers or resources etc.)
I wouldn't mind a on/off option for respawning. Should be easy to implement. Probably going to be a mod that does that.
Slightly off-topic, they should also prohibit safes that's been lockpicked, and which you can lock via a terminal, being lockpicked again and again. I've found a few places, where I could literally level up very fast by this method (I have an item that increases the sensitive area of lockpicking, making harder locks a cakewalk with slim chances of breaking picks) Might not be so important, but it is still cheesy.
I welcome differing opinions, which is why I made the post to begin with(that and to vent respawn frustrations), but it appears now that a few posters are decided to skim over 99% of the posts and are resorting to insulting now...sad when a post begins to degrade into that.
well no because one location may serve the purpose of several quests not to mention just going in for the sake of exploration, so for locations to remain empty the entire game doesn't always make sense, maybe some indoor or outdoor location [like how they do it already] but to just arbitrarily leave areas empty would defeat the purpose of a bethesda game, so it needs "filler", not everyone just does quests then quits lol, lots of people play hundreds of hours and do few quests, in a game where player choice and freedom is the top priority you can always choose not to go back to an area or building complex but for people who like that in order for them to have that option enemies have to respawn.
Like so many things that *aren't*, this should be a setting. An option.
with no level cap and a ton of new crafting / settlement building I am glad there are respawns look at it as a source of limitless loot
oh no, that would be awful! if anything respawns should be made more robust, changing the placement of enemies, changing enemy types, etc
all cleared means is you beat the boss of that area, no?
I think there are some areas that should remain clear permanently, at least in the sense that the same enemies aren't there again. Examples are Morvath's lair in Skyrim or Jakben's catacombs in Oblivion as you get an entire quest to clear those areas and in the in-game universe those areas are considered by people to be cleared of their denizens. It thus makes no sense for Morvath to respawn again.
In dungeons that are populated with wildlife, I think it would at least make some sense for it to be repopulated. Still I prefer dungeon spawns the way it was in Morrowind
Respawning is essentially very realistic, although the time frame could be better. In RL if you go shoot the bear in the cave, next year if you go back you might find the cave occupied by wolves or skunks... or another bear. In War, countries rebuild during times of "peace" and then the war starts again when everybody has rebuilt their military. To say that Germany for instance was "cleared" after WWI and there would be no more Germans in Germany since 1918 or so would be something of a mistake, eh?
Anybody remember Oscuro's Oblivion Overhaul? I loved that mod. Random respawns of friendlies and enemies everywhere made the game seem so vibrant and alive... Mods like that are amazingly popular throughout the Elder Scrolls series for a reason, and I suspect Fallout 4 will eventually benefit from them as well.
No respawns? I can just see the brave hero turning to home decorating as a replacement for combat, eh? "Damnable picture! Why will you not attach to the wall? WHY must my carefully placed plates and bottles fall through the table?!? Forget this, I wanna go shoot something!"
*Shudders at the thought of Interior Decorator turned Sandman Killer after not being able to place that Brahmin skull just right, donning the Pint-Sized Slasher mask*
I don't believe respawning is about grinding for loot. I think it's about being able to encounter an abundance of creatures and NPCs.
respawns are in all beth first party games
but they do need a longer timer on them.
ive literally fast travelled away from a location and then instantly back and the enemies had respawned again.
What i have noticed is that it takes somewhere around 12-18 real life hours for a respawn of a previously cleared area to happen ( not sure if you can just bed it 5-8 days in game)
Named Npcs do not respawn, fusion cores in power generators dont respawn, every other item is magically back in its place.
They should have been randomised thru some means after the inital layout Its always the same set of npcs which is a bit depressing, would be nice if you could get all kinds of different badguys taking over these locations
and different loot opportunities.
But i love this because sometimes i try to go to a new place and i get absolutely wrecked. but when i reran that bunker under the lonely church i could see the difference my 10 or so levels was having on my build and the creatures in there were much more tolerable than getting nuked as i followed some insane caravaners elsewhere.
It's true that respawning has been in the last 3 Fallout games since Bethesda took over, though only as the series has progressed does it seem like they've been trying to hard code it for some reason to keep one from completely removing it.
@Niamh That sounds great, if it stays possible to remove enemy and item respawning altogether that would be awesome for me. The only concern as I do my play-throughs is that Fallout 4 takes about 85% of the games coding and resources from Skyrim including what appears to be the equivalent of the radiant quests. I just wonder if messing with respawns will cause insta-fail for certain quests because of that(ie. quests to secure settlements that are at the same location as another quest that sends you there). Radiants were one thing I was hoping would not be carried over from Skyrim to Fallout, but it seems that fear has become reality and I just wonder if Bethesda will end up hard coding respawns to preserve this like they did in Skyrim(if they haven't already).
Respawning is absolutely correct in terms of immersion. Nobody ever setting foot and reclaiming a place that one kid cleared out is the part that isn't believable. I'm really glad they have moved some of the features of Skyrim across to Fallout 4. Excellent move!
Please _DO NOT_ remove respawning (from vanilla) . . . or if you do, make it toggleable in Options screen. I absolutely love that stuff respawns. The game would be ridiculous without.
YES, REMOVE ALL REPLAY VALUE, BETHESDA. RADIANT QUESTS R 4 L0000000000SERS.