endless help the settlers at xyz?

Post » Mon Jan 18, 2016 8:17 am

Getting a bit tired of these quests.


Do they end?


Some locations I've now cleared 3 or more times FFS


That's called boring Bethesda!

User avatar
barbara belmonte
 
Posts: 3528
Joined: Fri Apr 06, 2007 6:12 pm

Post » Mon Jan 18, 2016 3:12 am

They are infinite "radiant" semi-randomized quests. If you want to stop doing them, just ignore them (or finish the ones you have, then just don't turn them in to Preston).

User avatar
alicia hillier
 
Posts: 3387
Joined: Tue Feb 06, 2007 2:57 am

Post » Mon Jan 18, 2016 5:50 am

Yeah , at first i started doing Preston's quests over and over thinking it was part of what i HAD to do for the minutemen...

User avatar
Jade
 
Posts: 3520
Joined: Mon Jul 10, 2006 6:42 am

Post » Sun Jan 17, 2016 11:54 pm

What I think the OP was saying was not just about the quests Preston was handing out, but also the endless quests that show up in Miscellaneous as well. "We're having a problem with Raiders that keep bothering us." "My friend has been kidnapped!" "Can you do something about these green-skins?" If you tune into Freedom Radio, that will often also trigger quests as well. Add in the endless settlement defense demands, and the the settlement building segment of FO4 can become a full-time job all by itself.



What kind of people are these settlers? Toddlers? Can't they do anything for themselves? Why is it that of the (eventual) hundreds of people involved, the Sole Survivor is the ONLY person capable of taking care of these chores? And why is the ONLY other alternative "Sorry,folks, I'm bored now, so I'm just going to abandon you to your fates where you will most likely die"?

User avatar
Emmi Coolahan
 
Posts: 3335
Joined: Wed Jan 24, 2007 9:14 pm

Post » Sun Jan 17, 2016 7:42 pm



You know there is infinite levels which kinda means their needs to be infinite content. Whatever weird logic your putting into the game. This is the logical answer and makes perfect sense. This isn't real life it's a game. So having everyone dependent on you doesn't need to make sense As long as it improves the game. Which it does as it can extend game time.


Sure it's not the most quality time but if your a sticklers to make a god character at 300 for all those perks this would make it more tolerable.
User avatar
Claire Jackson
 
Posts: 3422
Joined: Thu Jul 20, 2006 11:38 pm

Post » Sun Jan 17, 2016 8:50 pm

AGH NOW DOING dUNWICH BORE FOR 3RD TIME :(

User avatar
Jade Barnes-Mackey
 
Posts: 3418
Joined: Thu Jul 13, 2006 7:29 am

Post » Mon Jan 18, 2016 3:46 am

oh. ok i thought it was a quest line that might have an end i don't mind the quest too much just going over and over to same locations

User avatar
Rude_Bitch_420
 
Posts: 3429
Joined: Wed Aug 08, 2007 2:26 pm

Post » Mon Jan 18, 2016 1:48 am

yeah, those quest are just a means to gain perks. you can send preston to some settlement that you aren't likely to visit very often. so he won't be giving you more quests. the brotherhood has a similar quest line at the police station. this way is better than just roaming around looking for nasty to kill.

User avatar
Prisca Lacour
 
Posts: 3375
Joined: Thu Mar 15, 2007 9:25 am

Post » Mon Jan 18, 2016 2:07 am

They never end. The only way to stop them is to send Preston to a settlement that you rarely go to. Don't listen to Freedom Radio, and shut off the speakers at the Castle (with the blue breaker box at the base of the tower). Either fail whatever settlement quests you have logged now, or complete them and don't talk to Preston afterward.

User avatar
Tessa Mullins
 
Posts: 3354
Joined: Mon Oct 22, 2007 5:17 am

Post » Sun Jan 17, 2016 5:15 pm

I find them useful for farming affinity for the companions -with the exception of Cait, they all like it when you reassure the settlers when you take the mission (Creedy prefers the sarcastic responses though)- but other than that, I've not really bothered with them after doing them a few times.

User avatar
JeSsy ArEllano
 
Posts: 3369
Joined: Fri Oct 20, 2006 10:51 am

Post » Sun Jan 17, 2016 6:11 pm


If you're playing this on PC I think you might enjoy this mod:


http://www.nexusmods.com/fallout4/mods/3456



It, basically, turns off most of the punitive/pre-emptive strike missions as well as most of the rescue missions. Much as I love the whole rescue fantasy, it needs a bit more work in order to make sense to me and pre-emptive strikes ordered by people who are trying to just get on and stay out of harm's way? Something doesn't quite make sense for me with that one either. In any case, these still pop out of the woodwork - just a lot less often. The settlement defense missions also seem to be less frequent but sometimes I still get a surprising number of these. Once, I had three or four all pop in the same few minutes and what was I to do? Send my left arm to Taffington, my right arm to County Crossing, my left leg to Tenpines and will the rest of me be enough for Abernathy? Thank Sheogorath for fast-travel! I was able to attend all of the fireworks without a single amputation! :)



I've made http://www.gamesas.com/topic/1576198-settlement-system-some-suggestions/. I mean, sometimes it is fun to run around watching the settlements chew out the raiders (and make the legendary ones do legendary tap-dances) and sometimes one would prefer to be doing something else without major interruption. Of course, there's no telling what a player is up for on a given day so the kind of suggestion I have in mind concerns the player's authority as "General" of the Minutemen: Delegate!



I think it would be spectacular if, as General of the Minutemen, the player could delegate any radiant Minuteman quest to a squad or section of Minutemen whenever too busy - without having to worry about it or, if some milestone is reached (i.e. 25+ linked settlements or total Minutemen force at Company size or above) to be able to leave a subordinate in charge ('ah, Preston, now that your my Lieutenant how about you keep all that "paperwork" off my desk while I'm gallavanting around the countryside?').



:D



Fingers crossed, eh? In the meantime, http://www.nexusmods.com/fallout4/mods/3456's made some improvement to the situation for me - without being too extreme about it. There's another http://www.nexusmods.com/fallout4/mods/4106. That one's also improved my in-game experience. Anyway, I hope some of this might help...

User avatar
Dan Scott
 
Posts: 3373
Joined: Sun Nov 11, 2007 3:45 am

Post » Mon Jan 18, 2016 2:14 am

I would think once you've got the group leader perk, and have established a HQ base, you should be able to send a lieutenant (companion) to answer the challenge. Either they can handle it and report success along with some loot, or they get pinned down and you receive a notice to come help. Don't respond and they limp back eventually, but are unable to help you for several in game days while they recover...

User avatar
W E I R D
 
Posts: 3496
Joined: Tue Mar 20, 2007 10:08 am

Post » Mon Jan 18, 2016 4:06 am


I found that it doesn't matter if you don't "turn them in to Preston." I have completed the quests and ignored going back only to discover I end up failing them over time. If you go to the Castle or run into Preston and I think even just the MM themselves, you will get new quests. And sometimes just going to various settlements and run into the wrong settler they will start talking to you and thus another quest.



But yeah if you don't listen to the radio and don't go to the Castle then you can avoid having so many quests thrown at you all the time. If you ignore the quests to defend settlements, they will end up getting destroyed over time. The Castle seems to always have requests for me to go back which means more "hey settlement needs help" assigned again. Even with settlements having insane amount of protection, I have found with a lot of damage after ignoring a request for help.

User avatar
Alister Scott
 
Posts: 3441
Joined: Sun Jul 29, 2007 2:56 am

Post » Sun Jan 17, 2016 7:08 pm

I blame most of my "failures" on the anemic notification system. There are sooooo many informational postings in the same area of the HUD that it is quite easy to miss the "Help defend ______" message that is on screen for all of 10-15 seconds. Especially if at the time, I am deeply involved with an infiltration mission at an enemy base. When I'm constantly looking for indications of enemy sentries or patrols, having a warning appear in the same place, using the same font, with the same degree of emphasis as "Your Companion likes that" generally does NOT catch my attention. Then when I exit that location, I get the message "failed _____ defense quest" I'm saying, "When did that happen?"

User avatar
Lil'.KiiDD
 
Posts: 3566
Joined: Mon Nov 26, 2007 11:41 am

Post » Sun Jan 17, 2016 9:24 pm

Most of the time not all the location resets it's a great way of getting mats needed for building / modding stuff it can & does get boring but it's a hell of a lot cheaper than buying mats from vendors

User avatar
vicki kitterman
 
Posts: 3494
Joined: Mon Aug 07, 2006 11:58 am


Return to Fallout 4