What do you guys think about loot respawning?

Post » Tue Jan 12, 2016 2:59 am



This happens anyway though. Settlements send me to clear out ghouls on the opposite side of the map from them all the time.
User avatar
Maria Garcia
 
Posts: 3358
Joined: Sat Jul 01, 2006 6:59 am

Post » Tue Jan 12, 2016 12:28 am

Even with no respawning most Bethesda games are like 200+ hour games to clear out every dungeon and complete every quest. I've gotten to level 60 something in this game and not seen tons of stuff, which makes sending me back to Corvega over and over even more silly.

I'm also not asking for no respawning. I'm asking for a way for the player to turn or slow down respawning or for them change scripts to prioritize dungeons you haven't been to yet. Call it "limited challenge" mode or something and let me go to town. I also have no issue with random encounters. I just think it's dumb that dungeons get repopulated with the exact same enemies and the exact same loot 3 days after I cleaned it out.
User avatar
Daniel Brown
 
Posts: 3463
Joined: Fri May 04, 2007 11:21 am

Post » Tue Jan 12, 2016 11:26 am

How often, honestly, do you revisit the same location?

With the exception of clearing out Thicket Excavations every time I have to go to TenPines, I don't think I've visited the same location twice if it wasn't quest related.

Wait... I lied. I do like to run through Concord when I'm up near Sanctuary just to slaughter the new set of raiders that ALWAYS spawns by the museum and inside it. Just for fun!

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

Post » Tue Jan 12, 2016 1:21 am



I'm on my third playthrough now. I haven't kept an official tally or anything, but I've been to the same locations multiple times in all of the playthroughs. Corvega is the worst. Dunwich Borers is another I've been sent to multiple times that is especially egregious. These two are especially bad because they are long, hard, complex dungeons that are super fun the first time and just tedious and frustrating the second.

I've also been sent to numerous smaller dungeons over and over. My first playthrough I got Fanuiel Hall for 3 different missions - one from Nick, one from Rhys, and one for a squire escort from Kells. Given I only did 1 of each of those quests, it's really stupid they all went to the same place. I've also been sent to Mass Pike Tunnel multiple times.
User avatar
Emmanuel Morales
 
Posts: 3433
Joined: Sat Oct 06, 2007 2:03 pm

Post » Mon Jan 11, 2016 7:15 pm

Ditto. Corvega is SUPER irritating because I ALWAYS seem to get lost in there. I've literally been sent there ten times during the Prime playthrough, but I did it last night for my new DiD toon and I still got flipping lost! For some unfathomable reason, I always have trouble finding the elevator to the main floor where Jared (or his replacement) lives. I've also done Dunwich 5 or 6 times, but that's all wide-open sniper practice.

Even though I know these are mostly technical limitations, it would be nice if at least the enemy locations were randomized somewhat. One thing this 2nd playthrough has made crystal clear is that knowing where the enemies are going to be is a HUGE advantage compared to going in blindly. And if nothing else. these repeating radiant quest to the same places over and over teach us to learn those places (except for Corvega's elevator for me, apparently.)

User avatar
Cheville Thompson
 
Posts: 3404
Joined: Sun Mar 25, 2007 2:33 pm

Post » Tue Jan 12, 2016 9:24 am

Linear games such as Dragon age and Witcher (I call them that) they have kind of none respawning elements in game (few elements do respawn, but that is little), you can empty large areas and the game become boring. You may restart the game again and again to see if you get better loot or do some quests in a different ways, but you end up as very powerfull player. You do MQ to the end and the game stops and the cast will scroll down the screen. I like DA and W very good indeed, but it's nothing like Bethesda's TES and FOs. Where you can mess around with editor, adding mods, free to do whatever you like and you don't need to follow MQ to level up. You can build stuffs, having companions and just explore the map and you can join factions which have different political points of view. The game doesn't tell exact what to do and when. You can play TES / FOs for several years. I call it "get something back" for the investment of buying the game. This sort needs some kind of respawning elements. I still play Skyrim. Very few games do offer the same kind of stuffs like Bethesda.

Bethesda do not release games each year either. You need to wait. Other game companies may release games every 2. year or so. Linear, very less respawning, no editor, no mods, no "free will", no open worldspace, no companions to choose and the game stops when you finish MQ. In another word, there are more games such as that than kind of Bethesda's to buy and that's why we want to defend the respawning things in TES and FOs. Of course Bethesda could add buttons at gamestart "press 1) Respawn 2) No respawn elements", but I doubt we going to get that option.

Cheers,

-Klevs

User avatar
Leonie Connor
 
Posts: 3434
Joined: Mon Mar 12, 2007 4:18 pm

Post » Tue Jan 12, 2016 5:20 am

My 14yr old daughter is STILL playing Oblivion to this day. She's played it, on and off, for 3 years or more - since I decided she was old enough to have access to it. (It's kind of funny, when I first let her play it was under the condition that she NOT play Dark Brotherhood quest lines.) I have her access to Skyrim last year and she played through once, then went back to Oblivion.

I'm going to make her wait another couple years for FO4, though.

User avatar
Marcia Renton
 
Posts: 3563
Joined: Fri Jan 26, 2007 5:15 am

Post » Tue Jan 12, 2016 8:21 am

So weird, I have NEVER, in ~500 hours of play, been into Thicket Excavations. Corvega, BackStreet, Fenueil, BADTFL, Johns Scrap, that along with a couple other locations are my most common 'recidivist radiant quest destinations.'

Ha! Same here :) But I look at it like this: practice makes perfect and it will be nice to eventually just go in any of the entrances and immediately know the optimum way to clear it out without getting turned around and confused.

User avatar
Farrah Barry
 
Posts: 3523
Joined: Mon Dec 04, 2006 4:00 pm

Post » Tue Jan 12, 2016 11:13 am

Ah.

I've only had to do it a few times. And they were all relatively "in the area". (Haven't had it happen enough to see this, I guess -- my defenses are just too strong! :disguise: )

User avatar
joeK
 
Posts: 3370
Joined: Tue Jul 10, 2007 10:22 am

Post » Mon Jan 11, 2016 9:47 pm


Every game will eventually get to this point without some arbitrary system granting enemies obscene levels of health or ridiculous new powers. I might be fun for someone to make a game like that, though -- in a way that makes aesthetic sense. You could call it: Max Level: 1M.

For most RPGs, games come to an end at one point or another. I've always preferred replay value to infinite length, anyway. I get bored playing one character for too long.


Wow...I've never had the museum bandits respawn. Every time I go through Concord, it's a ghost town. I'm, still on 1.01.3xx, though (the first patch). My PC can handle the graphics load of the shadows inside the Corvega plant and everything just fine. I did not appreciate what was done to the graphics. Plus, all of the bugs I was getting before 1.02, I continued to see after 1.02. Maybe something was done to add/fix/break spawn points in Concord.


You're missing nothing much. Basic loot...once in a while you can get a legendary drop from whatever boss at the bottom, but it's usually only "meh". Good place to go if you need any "mirelurk goods"!


I think it's the visual design of the all the catwalks. Look left, look right -- exactly the same. Look up, look down...damn it.


The first two Witcher titles offered limited respawning creatures, and only for certain quests. Wild Hunt respawns enemies all the time (if you haven't played it, it's absolutely brilliant). DA: Origins followed the Bioware system introduced in Knights of the Old Republic, and totally did not need respawns. No grinding necessary at all -- perfectly balanced games with only a few clunky encounters each. @#$%! DA2 with a dull chainsaw. DA: Inquisition does in fact have respawns. You can grind away at Fade Rifts as long as you run away and do not kill the final boss. It's a decent way to wrack up a little extra XP if you're - that close - to a new level. I wouldn't recommend doing it too much, though. You don't get a lot of XP, and the game has that polished Bioware pacing. Their recommended levels for missions are pretty much spot on for a challenging but fun ride.

User avatar
Isabel Ruiz
 
Posts: 3447
Joined: Sat Nov 04, 2006 4:39 am

Post » Mon Jan 11, 2016 11:19 pm

Wouldn't swear to it, but I believe you have to go there on your own first, (possible

Spoiler
fix some stuff, then later you will get a settlement mission to go there.
)

I kinda like stuff respawning, though I wish more enemies would respawn with something different. Anyway, I like it because it gives me reason to back to places I found interesting the first time through, or had locks I couldn't pick, terminals I couldn't hack. I hate to slog around in a big dungeon seeking one or two terminals and the rest of the place bare.

User avatar
Javier Borjas
 
Posts: 3392
Joined: Tue Nov 13, 2007 6:34 pm

Post » Tue Jan 12, 2016 9:34 am

Spoiler

I think this is correct as well. It doesn't become a Raider camp until after you do some things.

User avatar
latrina
 
Posts: 3440
Joined: Mon Aug 20, 2007 4:31 pm

Post » Mon Jan 11, 2016 11:24 pm




I can 100% confirm this is correct. Great way to bypass the issue completely if the area bugs you!
User avatar
Ashley Hill
 
Posts: 3516
Joined: Tue Jul 04, 2006 5:27 am

Post » Mon Jan 11, 2016 9:07 pm

I think that we should recognize that loot found in a container isn't EVERYTHING that was in the container. It's actually the worthwhile stuff the searcher finds while rummaging around in someone's "junk drawer", this time. How many times have you found yourself looking in the exact same places for something or other several times, until finally the item turns up? It obviously was where it was all along, just hidden under or behind the other useless contents held in the container. In game, for whatever reason, the other contents were ignored or overlooked. A closer examination at a later date may easily produce something else worth taking.

Which is where I think FO4 falls down on the job. Quite often, restocks of containers consist of the exact same thing(s) found initially. I think Bethesda needs to make restocks quite a bit more random, both as to which containers have items this time and as to what those items are.

User avatar
Ells
 
Posts: 3430
Joined: Thu Aug 10, 2006 9:03 pm

Post » Tue Jan 12, 2016 6:24 am

I like respawns although I wish that it was randomized. I like it because at thebeginning of the game when your still struggling for components and ammo but possibly too weak for a lot of new areas its nice to go back to a previously cleared out place and regather needed goods.


Doesit make sense? Not particularly. Do I care though? Nope, it's a video game so not everything has to make sense; and the entire premise of Falliut is ridiculous to me anyways so minor things like a respawning world are the least of my logical concerns.
User avatar
Mark Churchman
 
Posts: 3363
Joined: Sun Aug 05, 2007 5:58 am

Post » Mon Jan 11, 2016 10:39 pm

This. If enemies respawn then of course they would have loot with them.

User avatar
Mélida Brunet
 
Posts: 3440
Joined: Thu Mar 29, 2007 2:45 am

Post » Tue Jan 12, 2016 6:24 am

But does it really have to be the same loot found in the same containers located in the same locations?

User avatar
Enie van Bied
 
Posts: 3350
Joined: Sun Apr 22, 2007 11:47 pm

Post » Mon Jan 11, 2016 8:05 pm

Its that drifter and the dead dog outside of Sactuary....I loot them and throw their corpses in the river. I come back and some asshat....probably Preston, has pulled them out of the river, dressed him and added a pistol and some caps.....

User avatar
Aaron Clark
 
Posts: 3439
Joined: Fri Oct 26, 2007 2:23 pm

Post » Tue Jan 12, 2016 8:19 am

Thanks everyone. There are some valid arguments either way.

I feel better about it after reading this.

User avatar
lolly13
 
Posts: 3349
Joined: Tue Jul 25, 2006 11:36 am

Previous

Return to Fallout 4