Please stop forcing radiant on us. its lazy and anti-fallout

Post » Mon Jan 18, 2016 9:02 am

We had already passed that point about their sense and where at the point how to improve them for not to be so repeatedly and boring.

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hannaH
 
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Post » Sun Jan 17, 2016 11:41 pm

I use them to gather material, weapons, and armor for my settlements. Kill everyone, loot everything, and fast travel to the place I'm working on.
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RAww DInsaww
 
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Post » Mon Jan 18, 2016 6:11 am

My problem with the faction Radiant Quests is it sends me to the same locations. After going to the same location 3-4 times I gave up and started a new character. I've reached level 21 and so far I've avoided joining any factions. Much more fun this way...

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Myles
 
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Post » Mon Jan 18, 2016 2:05 pm

One thing about the repetition of the MM quests that isn't handled very smoothly IMO is the epidemic of amnesia concerning just who the SS is, and what s/he has been doing in these parts for the past several months.



On your fifth visit to Sanctuary Hills, you will stop at the same quest-giver you have visited four times before and he will say "Are you from the Minute Men?".


Words fail me; well, POLITE words fail me.



With the many tens of thousands of lines of dialog that were recorded for this game, I think the game could use a couple more.



It is my suggestion that the game experience would be improved slightly if, upon the second and subsequent times you meet someone and do them a "solid", THEY RECOGNIZE YOU...particularly if you turn out to be the leader of their own faction.



Likewise, when the SS clears out an attack of baddies at an EXISTING settlement, this should not be reported to P. Garvey as "...and they have decided to join our cause...". The settlement was already part of the cause; that is why the SS got the call.



These changes won't make the Minuteman quests fun, or redeem Preston Garvey in anyone's eyes. But it would help to keep the radiant MM quests from sounding odd.

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Neko Jenny
 
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Post » Mon Jan 18, 2016 2:01 am

Besides grinding they do nothing imo.

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Hope Greenhaw
 
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Post » Mon Jan 18, 2016 5:01 am

This I made a new character and decided to stay at red rocket and ignore every faction. Build my character a shack,bed and water pump just for him.

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Britney Lopez
 
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Post » Mon Jan 18, 2016 5:17 am

agree about the quests, but legendary enemies are awesome.reminds me Diablo II

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ruCkii
 
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Post » Mon Jan 18, 2016 6:11 am


I don't see why should they not exist in Fallout game. As for their current implementation, I agree that they could have being better. On the other hand, it's not easy to code radiant quests in a way which would make them extremely interesting and un-repetitive. They are also not intended to be one of the main features of the game, but rather something to supplement main quest and make game bit more random and thus repayable.

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Tracy Byworth
 
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Post » Mon Jan 18, 2016 3:07 am

its fine once you get used to caulk

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Emerald Dreams
 
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Post » Mon Jan 18, 2016 1:45 pm

The radiant quests need to continue to exist, but they also need to function like they do in Skyrim and Daggerfall where it is up to the player to talk to the NPC and request more work. Radiant quests should never be foisted onto an unwilling player, and that's the biggest issue I see with them in FO4. Yes, they also need to send the player to many different places and not to the same locations over and over. They also should not be the primary source of quests for a faction, but should be optional extras on top of a rich selection of unique quests.

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jeremey wisor
 
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Post » Mon Jan 18, 2016 12:13 am


I already posted some suggestions on the previous page like a memory for the quests for not to repeat them too often and a randomizer so different enemies could spawn at the radiant quest locations after they got first cleared from the mainquest.



Also, the settlement quests could be added stuff like "bring the harvest box back" and stuff like that.



Additionally the system could include enemies that are travelling (like the vertibird random spawns) so you don′t have to attack a specific location and move to a random point in the world. Or a ravaged caravan for example.

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Isabel Ruiz
 
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Post » Mon Jan 18, 2016 8:46 am

I rather like the loot system. Though the game could use some more quests, and I think there should be about two more major settlements, and not ones you have to build yourself.

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Klaire
 
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Post » Mon Jan 18, 2016 6:48 am

Radiant quests/ quests with radiant design should only be a small part of all quests instead they are by far the most common quests. They don't offer any closure and doing them is completly pointless because nothing ever changes in the world. They serve as a boring excuse to force players to explore even more locations and to grind. Stuff like this needs to stop. What is this? Some MMO or a Diablo or the next DOOM?


I honestly don't get what is so fun about slaughtering everything in my path and taking the loot.


It is not like we really have a choice with radiant quests or we have to stop playing after doing the few real quests.
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Charity Hughes
 
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Post » Mon Jan 18, 2016 7:42 am

I agree that radiant quests need to stay, and be part of the game, but they do need to be better.



First, as with Skyrim, they need to be really optional. Meaning they shouldn't be piled on without specifically asking for them.



Second, they need to be clearly labeled somehow, so you know you are getting a radiant quest.



Third, yes, we need more flavor and character development/interaction from the settlers but the radiant quests should not be timed.



Fourth, the quests locations and enemies need to be more random, not the same exact thing over and over.



Fifth, the quests themselves need to be fleshed out a little more. By which I mean there needs to be a bit of a "quest chain" or something. Not every time, but somewhat randomized, so that you go do the first quest, "save kidnapped settler from raiders", that pisses off the surviving raiders and then after some time goes by, you have to "defend the settlement from the raiders", so those two are somewhat tied together, then maybe some people get hurt or killed or something, and you have a little funeral or graveyard that gets a new headstone at that settlement, and a little later the final quest of that quest line is to "deliver so-and-so settlers knife to his son/daughter/wife" or whatever, and they come to the settlement to replace the settler you have lost. Now that is just an example, there are lots of options for developing/tying together quests a little better, and it gives more logic to the progression of a story. It also....



Sixth, have some kind of in-game consequence or change that happens to reflect that the SS has completed the quest. Make it so that it really feels like you are building up the minutemen, or a settlement, or at least progressing some sort of story so that there is an immersive reward for doing these quests, not just a ch-ching of xp and maybe some caps in your inventory. SHOW US that we are making a difference. For instance, maybe the remnants of the raiders you killed are tired of fighting and want to join your settlement? So you get some raiders who join up and become minutemen. Maybe one or more settlers are killed, so they are replaced with relatives as described above, maybe the kidnapped settler you rescued becomes infatuated with you, so whenever you are in town they fawn over you, and want to get married, or become your follower or something. Maybe when you rescue them there is a schematic for a flame-painted unique guard turret or some other piece of unique junk you can now build at that settlement only (like a "legendary" machine gun turret, shop, or something) Maybe your rewarded by recruiting a unique settler, like a preacher, or a mercenary. In short, tie the quests into real "progress" in the game to give each play through a unique feel and a bit of more random growth in story/character development.



Seventh, as some others have said, just have the people you are working for/with recognize what you have done and grow in character with the more you do, rather than acting like mindless drones that say the same things every time. I mean Connie Abernathy still tells me to keep my eyes off her daughter, and then alternatively acts real nice and thankful, I mean it just doesn't fit both ways, lets have some logic to whats going on here.



To sum up, I feel like with just some little tweaks to the radiant system it could be a really good feature, and could actually contribute to the immersion and replay-ability, but as it is now, it is just a grind, and it's pretty obvious and in-your-face about it. like getting slapped in the face with a cold fish then getting slapped in the face with another cold fish...etc...

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patricia kris
 
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Post » Mon Jan 18, 2016 7:18 am

1) Yes


2) Yes


3) YIKES!, but Yes. :)

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Heather M
 
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Post » Mon Jan 18, 2016 3:26 pm


This.



Nothing wrong with the idea... Just the execution.





Though, another idea... If you so happen start a radiant quest and don't want to do it. You should have the option to go to your quest menu and abandoned the quest (this is something you can do in Elder Scrolls Online with it's repeat-able quests).

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Ymani Hood
 
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Post » Mon Jan 18, 2016 8:04 am

This

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Gisela Amaya
 
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Post » Mon Jan 18, 2016 9:39 am

If you don't like it do what you say your going to do and don't play it and wait for mod Bethesda isn't going to change the game based on one person crying on the forums.

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stephanie eastwood
 
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Post » Mon Jan 18, 2016 12:13 am

Why are these quests called radiant by so many people? Off topic I know, but according to dictionary.com, the word radiant describes nothing, about game missions being repeated, over and over again. Can anyone enlighten me?

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Theodore Walling
 
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Post » Mon Jan 18, 2016 2:57 pm

I have no idea, but Beth games have always referred to them that way. Anyone remember the "Radiant Quests" that never ended in Skyrim.



Side-quests maybe, but radiant? Nah... :)

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Danel
 
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Post » Mon Jan 18, 2016 3:48 am


I think it may have something to with describing a certain system they used to program the quests, but my memories of way back then are really vague.

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Shannon Marie Jones
 
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Post » Mon Jan 18, 2016 8:15 am


I think it comes from Bethesda's "Radiant AI."



Personally, I call them "Mad Libs Quests." You go to (place) and kill the (noun).

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Mark Churchman
 
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Post » Mon Jan 18, 2016 12:38 am

Is that your answer to everything? Wow.
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Naomi Lastname
 
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Post » Mon Jan 18, 2016 8:53 am

Pretty much. And mine too.

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Crystal Clear
 
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Post » Mon Jan 18, 2016 8:44 am

It is ok to discuss on a forum what you like and don't like about the game. No one is going to agree 100%.
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louise hamilton
 
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