Please remove respawning

Post » Sun Nov 29, 2015 6:44 am

I used

~

"set timescale to 6"

and it seems to have worked just like in Skyrim. This seems (anecdotally) to have sped up respawns.

I was scouting out around Diamond City in my nifty new Power Armor. Massacred some wretched raiders. Went back to the diamond to sell stuff, then fast traveled back to the location where I had been. Must've only been 10 minutes in real time.

To my surprise there was a gang of SuperMutants, and I spawned almost right on top of them! :ahhh: :gun: :rock: :flamethrower:

Lucky for me I play on Easy, so it was only a "close call" not "dead" or "an extremely close call." One leg and one arm component were trashed . . . Had I not been wearing Power Armor I would've definitely been blown to smithereens.

I had been sort of feeling a _tad_ bit of shame for making use of fast travel, and then this happened and I thought "Aha, so there IS a downside and some risk to it" ;)

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Amiee Kent
 
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Post » Sun Nov 29, 2015 3:54 pm

respawning need to stay

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Amy Cooper
 
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Post » Sun Nov 29, 2015 4:21 am

What i'd really like to see is respawning be more like S.T.A.L.K.E.R.

Enemies would not simply magically appear at a cleared place. They'd have to travel there. And on top of that, they might not be the only ones with that idea in mind...

Example: You clear thicket excavations. Then a few days later you encounter a band of raiders making their way towards it... you kill them all on the road, then you go there to see if any made it... Only to find that some super mutants got there first, and are duking it out with some minutemen.

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ILy- Forver
 
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Post » Sun Nov 29, 2015 3:00 pm

Survival difficulty should def have respawning of all non quest related things removed. All quest related peoples and items should respawn though.

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Euan
 
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Post » Sun Nov 29, 2015 8:47 am

Fun Fact, but I also noticed that the misc junk also respawns. Huh.

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Jay Baby
 
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Post » Sun Nov 29, 2015 2:27 pm

That does sound cool.

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djimi
 
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Post » Sun Nov 29, 2015 11:13 am


Agreed. Be nice if the respawn locations varied but still want respawns......
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Jessica Colville
 
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Post » Sun Nov 29, 2015 3:53 am

I like the idea of non hostiles having a low chance of re-spawning.....but how could you possibly think respawning enemies shouldn't be there at all? This isn't a "kill everything to complete the game" game. There's no such thing as 100% complete in a Bethesda RPG.

I've only been playing Beth games since Skyrim came out, and I couldn't imagine a game like these without respawns. Why spend 100's of hours on a character only to end up with nothing left to do?

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noa zarfati
 
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Post » Sun Nov 29, 2015 3:29 am

Would very much like this as an option, an option to disable item respawning except for quest related items which should respawn in case their lost sold or whatever. Would be nice to fine tune the game settings more so this would be nice to have so we can really immerse ourselves in FO4... also an option to turn on food water, sleep, need would be ten tons of awesome.

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GRAEME
 
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Post » Sun Nov 29, 2015 7:35 pm

To be honest by the time I spend hundreds of hours on a character and have cleared and done everything, I usually take a short break then replay it all over again that how I spent my 2050 hours on New Vegas, and 2200 hours on Fallout 3. I suppose I enjoy the 'sense of accomplishment' that I feel knowing I've cleared the Wasteland(Probably something to do with my OCD). However, I think that if respawns were done more diversely, such as how we've discussed, where the same loose objects lying around didn't come back and it wasn't the same enemies doing the same patrols in the same spots, then respawns would be more tolerable. If, as we talked about, different enemies appeared or as rylasasin stated multiple groups vying for control(hostiles and friendlies) where you could choose who would take over the spot afterwards, or even a low chance of friendlies taking over then respawns, to me, wouldn't be looked at as so much of grinding tedious busy-work.

@BridgetFisher I totally agree with you there, I would totally love to see Fine Tuning options for respawns and other game settings. I would also love to see needs brought back in, weird that they had them placed into hardcoe mode of New Vegas but then removed them in this game, needs were awesome and made game a whole lot more immersing.

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Chelsea Head
 
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Post » Sun Nov 29, 2015 3:12 am

The respawning in fallout 4 is horrendous. I like the idea that places get reoccupied by enemies but the way it is done borders on extremely lazy. The exact same enemies on the exact same positions...every time. Why not mix it up? Why not throw in the occasional neutral scavengers or a different hostile faction?

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Kay O'Hara
 
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Post » Sun Nov 29, 2015 11:09 am

This would be super awesome if the respawns were random, not just rinse repeat the same thing over and over and over..... anyone who logs hundreds of hours we should be listening to because its boring if its the same over and over... oh whats over there.... why its the same thing again... and again... and again... wow boring.... kick that up a notch bethesda with a creature table like a loot table after the default enemies are waxed maybe?

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Harry Hearing
 
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Post » Sun Nov 29, 2015 7:08 pm

No please don't, I do not want an empty map after a week of play which is what would happen. This request is like asking Bethesda to please remove longevity from the game. Maybe if this is something people really would want, offer it as a part of a realistic difficulty setting.

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Josephine Gowing
 
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Post » Sun Nov 29, 2015 12:58 pm


Yes, although its kind of janky, i have had items respawn in 1/2 a cleared area a full cleared area and not at all.

I have also had items respawn before raiders and raiders before items.

Sometimes no respawn at all.
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Brandon Wilson
 
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Post » Sun Nov 29, 2015 10:16 am

I think of it as farming. The containers all respawn as well. So if you find a location that has a lot of containers in it, return every time you need a few more crafting supplies. The Ration Stockpile is a great example of this, especially if you have the hippy farm as one of your locations.

I am sure there are some exclusions to the container respawn, I don't think I've found any relocked safes.

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Heather beauchamp
 
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Post » Sun Nov 29, 2015 3:26 pm

You now what? For people like the OP.

There will be mods coming for this sort of thing.

To tune to your desire.

For the rest of us, or speaking for myself. I'm happy enough as it is by default.

If I see a need to fuss about it weeks or months from now, I know how to fix it, by finding the mod I will need on Nexus and using it out of the box, or tweaking

said mod to suit my hearts desire.

I really don't see the problem.

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Margarita Diaz
 
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Post » Sun Nov 29, 2015 3:50 am

Totaly agree .... i started a new game some day ago, doing the first hours with main quest, save people from concord and come back in sanctuary, and then after some building, let's go to explore, go back to concord and ... WTF ? the Book on the desk where saved people was have repop ? wtf ? same for all item in the museum ! and of course enemies too in the same position ... i clean everything, go away and explore around concord.

Back in sanctuary, salvage, building, crafting, go back to explore and because i play without fast travel i pass trhoug concord ... and ... enemies again, well, ok, they move after all and not waiting me on a spot but ... why did they repop on exactly the same spot when i came the first time ?

And ... WHY ?!!! Why every container, box etc and item are all repop on the exactly same position as before ? line 3 day or close too ? i can understand people let item behind in there travel and that make a random repop but ... 3 time in the market on the left corner when you exsit the museum, every time the worker hat and paperglue etc ... exactly ne the same postion.

That totaly break imersion ... i play in survival and ... there is no difficulty, i just have to come back in concord every 3 day to take 10 stimpack ... what an hard game woot !

Hop geck for fallout 5 and tool will release soon and fast because there is too mush anoying things ...

Good game , nice graphics, but bethesda .. comon, are you so anoying to make the survival difficulty interesting ? you know casual player will not play with it, just try to do something really interesting ... same for the enemies lvl scaling ... wtf ... there is no restricted area so, because of scaling ...

Ps: i will not talk about the lockpicking and hacking minigame who are exactly the same in F3, NV and in F4 ... No effort of innovation at all. And you know there is mod in fallout 3 and NV who give idea, like using little explosive for lockpicking or craft hacking tool etc , idea are many and you still give us something totaly boring, uninteresting and outdated ! ... the lockpicking is the same in skyrim ! comon !!! you have no more idea ? lassy to devs games ?

@Uzibeatle : The problem is : Devs rest too mush on the modders community, of course they know the game will be hard modded. But it is a reason to not work on little thing like that ? and btw console player maybe cant mod the game as they want like on PC (i don't know) and there is still player who doesn't want or know or have the time to learn and understand how to mods game. For those who know modding universe, that seems easy now, but remember the first time you tried ... i know many player give up and don't mod there game.

And again, the fact that modders will give fix for this and that isn't a reason to not innovation ? i don't think so. And i really wanted to wait 2016 and many mods etc finished before playing Fallout 4, i realy regrets to haven't waiting now because of things like this who ruin immersion, fun, and interest.

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Siobhan Wallis-McRobert
 
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