If done right they can be fun, and they often promote exploration.
I want them to return because they're a very powerful tool.
I 100% agree I also want a even more powerful tool for creating quests than ever before. I just hate bring me 10 Mammoth Tusks fetch quests.
Fetch quests can be handwritten too, they don't need radiant for that. I think both radiant and handwritten quests can be good and bad individually, but the system of an endless quest source is an achievement in itself, it just needs to be improved.
I know. I still prefer hand written quests without the bring me 10 Mammoth Tusks fetch types of quests. I write my own quests anyways so I don't have to worry about that much. I just hate seeing the fetch quests in the video games.
The thief guild did radiant quests pretty well, it was used to build reputation, as it should be. Look on how faction quests in Morrowind was done, Much the same way and lots of the initial guild quests in Morrowind and for that sake Oblivion could just as well be radiant, yes Oblivion did ad an story to most of them and it should not only be radiant ones. This has the benefit that you can fail some of the quests.
For fallout 4 it should be done the same way to build reputation and perhaps other stuff like connected to build settlement to attract people.
I'm willing to bet Fallout 4 will have the radiant quests system have your Player Character (PC) pick up quests for building settlements.
Notes on a notice board? Sure.
But don't put them in a major questline as required quests. Jesus Christ. Don't even present them as quests. They should be presented as the mindless tasks they are. Even if they are improved, I don't want to be confused with them and the handwritten quests that can potentially change something in the game, except just the amount of gold in my pocket.
Yeah, I hate them. Those radiant quests required to become a Master of Thieves Guild? No.
Quests to sabotage "rival" caravans and "ruin a settlement's economy" chain of radiant quests!
Also defend your turf random quests like in GTA
They are no harm, In Skyrim I did a few but once I learned all the typical event triggers I started avoiding them just to keep my quest log empty.
I don't like the idea of adding infinite quests into a game like this. It means the game has to be balanced around them and that means it becomes necessary to actually do those quests.
In no bethesda game there are "necessary" or forced quests. Heck you can even skip the main quest altogether. Then again, single player games are not actually balanced. The numbers are there but they don't spend too much time into tweaking them. As long as the character progression is tangible then they nailed it.
I voted yes to radiant quest because they're a good addition to the engine and this can also be re-used by mods and script extenders.
I don't mean necessary as in narrative. I meant that those quests might become the only reliable way of making money or getting exp.
Most reliable way of making money is to hit targets with lots of expensive loot, this pays far more than the quest payout, and will pretty much always do. That is why I recommended them for building reputation.
Yes this might also become an needed at least if you manages to become unfriendly with too many other factions.
That very depends on how you want to play your game. Of course If you want to min-max it then you need all the possible income. Since this is not the most popular approach I would not use it as the base to select which features to accomodate.
I am not sure i agree with everything the radiant system stands for, but i wouldn't mind some amount of repeatable side quests, as long as it doesn't mean less unique well written side quests.
Some quests that would work as repeatable :
- Bounty hunter
- Caravan protection
- Bribes
- Slave runs
- Collecting ressources
- Jobs like in New Reno
- Menial tasks like brahmin shovelling, crate carrying, etc...
Radiant quests are fine for misc bounty hunting jobs or whatever, I really didn't have a problem with that side of them in Skyrim.
What was a problem was them being in guild storylines. That was not OK. At all.
Sure, I enjoy the radiant quests. As long as they're side quests and don't take away from actual story quests, they're fun to run from time to time.
That said, I'm sure the game will have them. They're a Bethesda staple, and have existed since TES I: Arena.
I like that the quests are there so if I want to do them I can, but I can also ignore them if I don't want to do them. So, absolutely no harm in them being there. I would like more variation in them than what Skyrim had.
I would like them but slightly less generic that was an issue in Skyrim.
Last but not the least, Fallout games also have some repeatable quests. It is not like they would TESify Fallout even more.
No way in hell.
Radiant quests in Skyrim were very poorly implemented - they were such obviously copy-paste things put in to bulk up the game without having to expend too much development effort. The end result was that you were just doing the same quest over and over and over again - only the location and the McGuffin changed. And they were half broken to boot.
I had several instances where the thing I was supposed to take or the creature I was supposed to kill never spawned - I'd follow the quest marker to find it pointing at nothing. No choice but to use the PC console to set the quest stage and go back for the reward. If I were on a console I'd have to go back, turn down the job, get another and do it all over again, and then have a failed quest show up in my journal.
The Thieves Guild had you go out on a bunch of them to steal things or forge business ledgers in the major cities - you had to do four or five jobs in each city to do a "reputation" job there so you could advance in the guild. So you'd go to the quest givers and have five quests already done in Windhelm, for example, only to get another job in Windhelm where you didn't need it. You ended up saving the game right before talking to them, and reloading repeatedly until you got a job in a city where you did need one. At that point you're not roleplaying - you're metagaming and exploiting game mechanics. If you had Dragonborn installed it opened the possibility of being sent to Raven Rock on these jobs, where they weren't needed at all. Plus at least one of them had a script bug that made it impossible to complete the quest there. There were two quest givers at the guild, but you could only have one job active between them at a time.
The Companions quests were infamous for sending you, as a Level 5 or 6 character, into some cave filled with Falmer or other high level enemies that you had no business facing so early in the game. Again, you had multiple quest givers, but could only have one job active at a time between all of them.
There were cases where you could get sent to a location that was part of another quest, and then break the other quest without knowing it.
Radiant quests were very highly touted as a major selling point for Skyrim, but the way they ended up being used just reeked of sloppy and lazy quest design. I have no interest whatsoever in seeing that mess return in Fallout 4; either scrap the system entirely or rebuild it from the ground up.