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

Post » Mon Jan 18, 2016 2:39 pm

first: i loved the game and was surprised at how well you guys polished the game and its added features. the things that i expected not to like, i did like. it was a massive improvement over anything that you've done before and i can't wait until the modding community makes it meaningful. however,


seriously. radiant is lame. it is absolutely the laziest way to add playability to a game and its the best way to make it generic and pointless. legendary enemies and loot? really? you created this vast and beautiful world to explore, the best that you've ever done, but ultimately, aside for crafting materials, there isn't much reason to do so. i love reading the journals and stories of the people who left them behind. i love seeing the teddy bear taking a crap with a newspaper and sunglasses and seeing the skeleton watching TV with his giddy-up, teddy, and moon monkey.


but that's not going to keep me interested in the game for more than, apparently, 300 hours, or in bethesda fan terms: 2 months. i didn't even finish all of the quests or explore all of the areas before i got tired of the monotony of it and i just don't have the excitement for a new game like i did with fallout 3 or new vegas.


i remember when people would say that fallout 3 was oblivion with guns. that was total BS. fallout 3, and especially new vegas, were both special, in part, because radiant either wasn't relevant or didn't exist. there was a very specific reason why i would never go near old olney, or red rock canyon, until i was well equipped. or why i *would* risk a trip into the deathclaw sanctuary, or why i should make a bee line for rivet city after leaving megaton.


but that isn't how this game plays, it really is just skyrim with guns.


the radiant system, and the way that you handled loot, completely destroyed my excitement for discovering new locations and it's ultimately the reason that i won't play the game again until the creation kit comes out. i'm not sure that i will buy your DLC unless a mod requires it.


i think that the developers need to consider why a fallout fan like myself got tired of the game and opted for a user-modded version of a game that they made 4 years ago opposed to the game that they released 2 months ago.

User avatar
Smokey
 
Posts: 3378
Joined: Mon May 07, 2007 11:35 pm

Post » Mon Jan 18, 2016 12:38 am

It is ultimately bland and our only hope is mods mods mods. Hang in there.

User avatar
Bonnie Clyde
 
Posts: 3409
Joined: Thu Jun 22, 2006 10:02 pm

Post » Mon Jan 18, 2016 6:39 am

I bet devs are super-responsive when people tell them their work is the result of "laziness."

User avatar
Marnesia Steele
 
Posts: 3398
Joined: Thu Aug 09, 2007 10:11 pm

Post » Mon Jan 18, 2016 4:28 am

Probably still better than other alternatives I could come up with...

User avatar
Sanctum
 
Posts: 3524
Joined: Sun Aug 20, 2006 8:29 am

Post » Sun Jan 17, 2016 11:53 pm

What is it about the loot that you do not like?

User avatar
Kelly John
 
Posts: 3413
Joined: Tue Jun 13, 2006 6:40 am

Post » Mon Jan 18, 2016 12:51 pm

I actually kind of like the radiant system. Most of the actual radiant quests are kind of bland, but I think they're supposed to represent "upkeep" tasks. The normal day-to-day hazards of each faction.



I think the mistake was in trying to present them as unique situations. The quest lines should have just been like: routine patrol, today's assignment is (location here). And some should happen less often (like the Minutemen ones) while others should be on a set schedule (like: daily or weekly).

User avatar
Adrian Powers
 
Posts: 3368
Joined: Fri Oct 26, 2007 4:44 pm

Post » Mon Jan 18, 2016 1:07 pm

So many quests! So many quests! I can't keep up! Help! Help!



Sheesh. There are so many quests on my list that I can't keep up with everything. Frankly, I'm getting a bit tired of the "talk to" this or that settlement thing and have to drop everything else and attend to it because it's timed. Oye!

User avatar
benjamin corsini
 
Posts: 3411
Joined: Tue Jul 31, 2007 11:32 pm

Post » Mon Jan 18, 2016 12:20 pm

I think the mistake was Bethesda's consistent reliance on radiant quests (and their design that can even be found in just normal quests) to the point of which there is an excessive amount of these dull experiences and not enough actual well designed side quests, or even main quests. Just actual quests. Radiant quests should be an optional activity to take up every so often on the way to an actual meaningful objective. Not have it as the entirety of content found in one of the factions in the game.

User avatar
Matthew Warren
 
Posts: 3463
Joined: Fri Oct 19, 2007 11:37 pm

Post » Mon Jan 18, 2016 11:23 am

Radiant quests are fine, but yes, when they are used to much it gets annoying fast. No Preston, I don't care about that settlement! Die in a fire!

User avatar
IsAiah AkA figgy
 
Posts: 3398
Joined: Tue Oct 09, 2007 7:43 am

Post » Mon Jan 18, 2016 8:49 am

Yeh...nevermind
User avatar
Jon O
 
Posts: 3270
Joined: Wed Nov 28, 2007 9:48 pm

Post » Mon Jan 18, 2016 8:12 am

You lost me when you said it's "anti-Fallout" and then go on to say how much you love the childish teddy bear jokes. If you don't like it then fine, but using pointless subjective terms like "anti-Fallout" is a terrible way to get across an argument.



That being said, yes Bethesda relied way to much on radiant quests.

User avatar
ruCkii
 
Posts: 3360
Joined: Mon Mar 26, 2007 9:08 pm

Post » Mon Jan 18, 2016 6:44 am

The only radiant quests that really bug me is Preston's. Every time you walk pass him he'll give you a quest and he can give 3 at a time, IIRC. The other radiant quest givers (or at least the ones at the police station) let you tell them that you don't want one right now. Overall though, radiant quests feel like filler, IMO, so I'd be happy if Bethesda got rid of them in favor of putting in more side quests.

User avatar
Richus Dude
 
Posts: 3381
Joined: Fri Jun 16, 2006 1:17 am

Post » Mon Jan 18, 2016 12:17 pm


Yep. They could have fleshed out the radiants a tad. They played with the idea in skyrim thieves guild. Idea being you complete x number of quests and the guild gets a little something. They could easily have done something like that for the bos (or minutemen). Recover 25 pieces of tech and get a piece of Brotherhood gear. Or a room in the police station to sleep in. Or do x number of quests for preston, and get some guards for your settlements.

User avatar
Ludivine Poussineau
 
Posts: 3353
Joined: Fri Mar 30, 2007 2:49 pm

Post » Mon Jan 18, 2016 12:47 am


Aha, and the BoS ones with the child telling you all the time how great you are killing things until your ears bleed?


Or the BoS scribe quests who love to yolo forward into a group of gunrunners dying faster then you can do anything?



The radiants would be more interesting if the engine would have a memory for making them more random and not repeat that way often, and if the engine would allow them to be put all over the map and not depending on the questgivers location (for example, when preston is in sanctuary i only got radiant quests that lead me through the north side of the map. When i put him to summerville place he suddenly offered quests that only where in the center and south of the map). More cycle and a memory for not repeating.



It also would make sense if - after you have firstly cleared a place for the mainquest - the place gets unlocked for random enemy type spawn that gets dice-rolled when you get the quest, that means the engine clears a place at the moment you get a quest there and that it would be possible that suddenly supermutants spawn in the super duper marked and not always the same [censored] ghouls.

User avatar
Stephanie Nieves
 
Posts: 3407
Joined: Mon Apr 02, 2007 10:52 pm

Post » Mon Jan 18, 2016 3:34 pm

Preston just gave me three at the same time. All I did was walk near him, the one I had completed and he piled on more.


Guess what I wanted to do will have to wait... how 'fun'...
User avatar
Dale Johnson
 
Posts: 3352
Joined: Fri Aug 10, 2007 5:24 am

Post » Mon Jan 18, 2016 7:04 am

You don't have to do any of the radiant quests. No, not even the timed ones, which last for weeks.

User avatar
Sam Parker
 
Posts: 3358
Joined: Sat May 12, 2007 3:10 am

Post » Mon Jan 18, 2016 4:35 am

I dislike the radiant quests as well, there are all the same, make little sense (ie kill these ghouls on the other aide of the map for some reason) and offer little reward. The random loot is not good either, theres too much of it (ie guns everywhere), its just silly (a combat rifle on a radroach?) and it breaks lore all the time ( ie pipe pistols and an enclave armour found inside a sealed pre war bunker)
User avatar
TOYA toys
 
Posts: 3455
Joined: Sat Jan 13, 2007 4:22 am

Post » Mon Jan 18, 2016 10:13 am

thing is for me I just finished the main quest going with the BOS and after I finished I kinda felt underwhelmed. there not much room to breath in the main quest. the main quest isn't that much better.




Gonna see what it's like with minutemen quest line, then going full institute. railroad needs to die no matter what. I have a feeling allot of the problems with synths were because of them reprogramming the synths.

User avatar
Emma louise Wendelk
 
Posts: 3385
Joined: Sat Dec 09, 2006 9:31 pm

Post » Mon Jan 18, 2016 8:00 am


That's apparently a bug, I had that happen and had to use console commands to get him to stop. It's something to do with castle so they'll probably fix it with patches.
User avatar
Cayal
 
Posts: 3398
Joined: Tue Jan 30, 2007 6:24 pm

Post » Mon Jan 18, 2016 6:47 am

I love having radiant quests because it helps to keep me busy and it keeps the game going for longer. I do feel like the Minutemen radiant quests in particular (and really the whole Minutemen faction) could have been done much better. In my opinion, the way of fixing them would be to implement a ranking system into the Minutemen. Allow me to appoint people (possibly inactive companions) to some command positions below General. When I get a radiant quest for the MM, I can have the option of ordering one of my Minutemen officers to assemble a group to go handle the problem. Some type of gamble could be implemented into this. I could run the risk of losing some of the generic settlers/Minutemen. They might get overrun and have a need to call me on the radio for backup, in which case I could come in for an assist. Maybe they could get kidnapped and I'd have to organize a rescue for them.



I feel like some kind of system like this would eliminate most of the problems that people have with the radiant Minutemen quests, and ultimately make the Minutemen a much more immersive and 'real' faction. As they stand currently, the Minutemen doesn't feel as developed as the BoS, the Railroad, or the Institute. Realistically there are only three members of the Minutemen that have any kind of significance in the game, Preston, Ronnie Shaw, and Sturges. Compare this to the other factions, and the MM are incredibly underdeveloped.

User avatar
Sarah Bishop
 
Posts: 3387
Joined: Wed Oct 04, 2006 9:59 pm

Post » Sun Jan 17, 2016 11:25 pm


Yes, BoS in general seem to use the radiant quest system the best, same with the Institute.
User avatar
Spooky Angel
 
Posts: 3500
Joined: Thu Aug 10, 2006 5:41 pm

Post » Sun Jan 17, 2016 11:46 pm

Stop? You are not forced anything. You are free to ignore radiant quests altogether. I love when players force themselves to do something, just because it's in game and then blame developers that they gave them actually some choices.



There is absolutely nothing you are forced to do in the game except passing the character creation part involving beginning of the war. Once you out of cryo capsule, you are free to do or ignore what ever you wish.



That you refuse to play game just because you can't keep yourself from doing something yo don't like in game, that's beyond absurd.

User avatar
Nicole M
 
Posts: 3501
Joined: Thu Jun 15, 2006 6:31 am

Post » Mon Jan 18, 2016 9:12 am


Yes, there is a very big distinction in how the radiant quests are handled. The radiant quest sources in the BoS actually ask you if you're ready for another one. You can tell them that you're not. With Preston, this isn't an option. He just basically tells you "hey, you need to go do this."



Really though, it's easy to avoid these quests aside from a few points in the game where Preston plays a central part. Send him to a settlement that you don't frequently go to, don't listen to Radio Freedom, and turn off the speakers at the Castle (blue breaker box at the base of the tower). Done. You won't receive any of them unless you specifically seek them out.

User avatar
Chloe Mayo
 
Posts: 3404
Joined: Wed Jun 21, 2006 11:59 pm

Post » Mon Jan 18, 2016 2:04 am


"Forced" was a bit misleading i think.



And actually the discussion is more about the quality/design of these radiant quests and their pure existence in a fallout type game.

User avatar
Alberto Aguilera
 
Posts: 3472
Joined: Wed Aug 29, 2007 12:42 am

Post » Mon Jan 18, 2016 3:15 pm

No, please continue using radiant quests. It's a good post-ending content to keep players stay on objectives to do.



As said earlier, it's so easy to avoid.


1. Exile Preston if you are bothered so much by him


2. Plug off power source for Freedom Radio


3. Don't like Settler talking to you? Accept the quest, tell him to go away, then secretly kill him



Each of the points above doesn't even take 5 minutes to do and very much Fallout. Never had a game that allows me to sabotage a mission from the root.



Don't be lazy.

User avatar
OTTO
 
Posts: 3367
Joined: Thu May 17, 2007 6:22 pm

Next

Return to Fallout 4