Stupidest quests/outcomes

Post » Sat May 28, 2011 9:18 am

Granted there are some very enjoyable quests and some pertty interesting things to do ingame but then something happens thats just a 'huge' turn off. I usually just shrug when something odd happens in a quest but on this last playthru I somehow convinced Pres Eden to destroy the Enclave/Raven Rock. This was totally unexpected and pretty much came out as: Me: 'Say why don't you disregard your machine logic and destroy the very thing you've devoted your entire existence to creating?'. President Eden: "Uh, ok" Kabooom!. There was no debate at all. Made no sense. I just sat there blinking.
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Stephy Beck
 
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Post » Fri May 27, 2011 10:28 pm

I really hated the survival guide quests those were dumb, yes you did get good rewards liked the Shady Hat but the most part its boring.
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BlackaneseB
 
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Post » Sat May 28, 2011 6:20 am

I found The Superhuman Gambit to bit a bit silly. I didn't really enjoy this one at all, it just didn't fit in with the Fallout 3 theme and seemed a bit pointless. :huh:
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gemma
 
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Post » Sat May 28, 2011 7:25 am

I agree that it should have been much harder to make Eden self-destruct. Of course, it makes no sense that he trusts you with his secret in the first place. Even if you've been killing Enclave camps right and left.

Marked Quests I'm not too wild about:
Tenpenny Tower - The "good karma" solution gets all the residents slaughtered. I mean, WTF?
Strictly Business - I just don't like slavers.
Oasis - The real problem is finding the place.
Tranquility Lane - Virtual mass-murder or actual mass-murder? Ughhh!
Blood Ties - Just gives me the willies.

And a few of the unmarked ones...
The Kid-Kidnapper - If this one doesn't chill your blood, there's something wrong with you.
Right Wedding - Hmmm... provide a teenage girl with the 2277 equivalent of a date-[censored] drug, sentence the only mainstream church in the wasteland to eventual oblivion, and get good karma for it.
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Saul C
 
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Post » Sat May 28, 2011 1:10 am

I found it pretty sweet. Finally something happens the way I wanted to, without any [censored] interrupting!
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Alexis Acevedo
 
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Post » Fri May 27, 2011 7:24 pm

I really hated the survival guide quests those were dumb, yes you did get good rewards liked the Shady Hat but the most part its boring.


Those were some of my favourites. I usually take care of most of those quests before I go on to find the GNR station. The ones I didn't like were the Tenpenny Tower Ghoul quest and Tranquility Lane. I don't even bother with the Tenpenny quest anymore, it has too much of a damned if you do, damned if you don't outcome.
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Alex [AK]
 
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Post » Sat May 28, 2011 6:16 am

I really hated the survival guide quests those were dumb, yes you did get good rewards liked the Shady Hat but the most part its boring.


Too bad they're like half the quests in the whole game.
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CHANONE
 
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Post » Sat May 28, 2011 8:15 am

Tenpenny Tower - The "good karma" solution gets all the residents slaughtered. I mean, WTF?

That's the whole point of it. The "good" solution is a big posthumous "told ya!" by Tenpenny Tower's inhabitants. You trusted that a bitter, bigoted psycho could live with people who loathe him and who he loathes. Really? Roy made it perfectly clear that he wants the humans dead and he made it clear that it was the same to him if you get him quietly through the front door or by zombie apocalypse. Whatever the means, once he got in he'd pay back the wrongs he feels he's suffered.
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Claudz
 
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Post » Sat May 28, 2011 12:50 am

That's the whole point of it. The "good" solution is a big posthumous "told ya!" by Tenpenny Tower's inhabitants. You trusted that a bitter, bigoted psycho could live with people who loathe him and who he loathes. Really? Roy made it perfectly clear that he wants the humans dead and he made it clear that it was the same to him if you get him quietly through the front door or by zombie apocalypse. Whatever the means, once he got in he'd pay back the wrongs he feels he's suffered.


Yeah, its one of my least favorite quests. You have to kill Roy, no problem, but his followers too? I understand the moral choice you have to make, but I don't have to like it.
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Cody Banks
 
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Post » Sat May 28, 2011 8:29 am

I found The Superhuman Gambit to bit a bit silly. I didn't really enjoy this one at all, it just didn't fit in with the Fallout 3 theme and seemed a bit pointless. :huh:

I remember someone saying how they completed that quest quick-smart, without having to chase after one or the other. I did that in this play through as I never want to do that quest as it's just silly.
Basically as they are yelling at each other I wandered up and lobbed a couple of grenades at the ant side, killing the Antagonizer almost straight away before she could run off. The other guy took off, I didn't chase him.
Uncle Roe was most surprised and happy that I'd fixed their problem so fast. He has dialogue for that, which is different, so I didn't screw anything up.

Tranquility Lane is another that I try and put off for as long as possible, when I start a game from the Vault, which is rare now. Even though I can be in and out within minutes.
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Stacey Mason
 
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Post » Fri May 27, 2011 9:20 pm

QUOTE: I remember someone saying how they completed that quest quick-smart, without having to chase after one or the other. I did that in this play through as I never want to do that quest as it's just silly.
Basically as they are yelling at each other I wandered up and lobbed a couple of grenades at the ant side, killing the Antagonizer almost straight away before she could run off. The other guy took off, I didn't chase him.
Uncle Roe was most surprised and happy that I'd fixed their problem so fast. He has dialogue for that, which is different, so I didn't screw anything up.


I tried that, but the Antagonizer was rated as essential until she reached her lair. I threw everything but the kitchen sink at her, but she kept right on walking.


Yeah, its one of my least favorite quests. You have to kill Roy, no problem, but his followers too? I understand the moral choice you have to make, but I don't have to like it.

Well, technically you can just put Roy down right there at the Tower, then don't do the quest. Lose 300 XP, big deal. If you kill Roy and then snuff all ther ferals in the tunnel, it's reasonable to assume that the ghouls will pose no further threat.
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Melung Chan
 
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