Radiant quests are much better for Roleplaying imo...

Post » Wed Jan 01, 2014 12:18 am

Scripted quests sort of dictate the tone of the quest.. ie if its an urgent task you must drop all else and get to it. But radiant quests sort of leave you to your own devices, and because of the scant narratives involved, I find I can think up my own backstory as to why Im fetching X for Y. Radiant quests will be dull if you fast travel or do them for the paltry reward. They're really more about the journey imo.

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Adrian Morales
 
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Post » Wed Jan 01, 2014 12:55 am

I think having a healthy mix of scripted and radiant quests is important. Helps hold together a narrative while still giving the player a sense of agency.

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Gavin Roberts
 
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Post » Tue Dec 31, 2013 6:37 pm

The problem is that eventually there is so much overlap that it makes one sometimes think, "WTF? I was just here," or it causes issues if you've already cleared certain areas.

If they can perfect the blend of fixed and radiant quests in ES6 it will be great.

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Nicole Coucopoulos
 
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Post » Tue Dec 31, 2013 9:25 pm

Yes they are better for roleplaying but it is annoying being sent to the same cave 8 times in 1 real day.
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Nicole Kraus
 
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Post » Tue Dec 31, 2013 11:42 am

I think a good blend of scripted quests and radiant is good for RP if your doing a questline. But I have had a couple characters only do radiant quests, usually those given by Jarls, stewards or Innkeepers.

My werewolf mercenary started the companions, to become a werewolf, then stopped that line. After that all he did was explore and do radiant quests for Whiterun and Morthal. 150 hr's of mostly radiant quests. It was alot of fun.

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christelle047
 
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Post » Tue Dec 31, 2013 11:02 am

There's also the weird things like being sent to marks with "Protected" or "Empty" Shadowmarks. We're either stealing from people we're explicitly told not to steal from, or from people we're explicitly told don't have anything worth stealing.

Edit: Also, the scripted quests give you some measure about how to react to things without being in complete control, and provide some measure of freedom, though not nearly enough. A lot of the Radiant Quests are just "Do this or don't" in regards to choice, and you really have no control over it whatsoever. This is worst in the Guild Radiant quests, when you don't get to select the region you want to do the job in, or you don't find out the target until you agree to do it. Both of those things are annoying.

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LuBiE LoU
 
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Post » Tue Dec 31, 2013 10:29 pm

I never actually thought of that, haha.

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Karine laverre
 
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Post » Tue Dec 31, 2013 1:00 pm


What? Shadowmarks?
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Amanda Furtado
 
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Post » Tue Dec 31, 2013 7:12 pm

I don't mind radiant quests though they can be repetitive and like Dovahkin mentioned, but I DO mind scripted fixed quests/events Brunjolf accusing all of my characters of being thieves for the millionth time. While not forced there should be a way of declining quests, so they DONT bog up the quest log.

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Solène We
 
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Post » Tue Dec 31, 2013 6:24 pm

I like radiant quests for RP reasons BUT only if I'm not being sent to do the same thing over and over.

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Lifee Mccaslin
 
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Post » Tue Dec 31, 2013 11:19 pm

Google.

http://www.uesp.net/wiki/Skyrim:Shadowmarks_(Thieves_Guild)

There's also a book about it.
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Stephanie Nieves
 
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Post » Tue Dec 31, 2013 5:54 pm

I think having simple things like the Bounty quests is a nice idea to implement as an addition to the game, something to do when you feel like RPing or just find a random place to explore and clear out. I think fully written and scripted quests are more important though.

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Ricky Meehan
 
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Post » Wed Jan 01, 2014 2:25 am

Part of this problem, in my mind, is that all the guilds are centered in one location. There is no Markarth branch of the Companions, no Solitude hideout for the thieves guild, no "campus" for the Mages College in Falkreath, etc. Having this, and focusing each "branch's" quest in a given hold would have helped.

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Symone Velez
 
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