Randomization pls?

Post » Mon Jan 18, 2016 5:10 pm

I love the enemies and loot respawning feature. However, can we get a little bit more variety there? Having to shoot the same Super Mutant, sitting on the very same spawn point loses its charm after a few repetitions. Wouldn't it be nice to have a greater variation as to where enemies spawn in a building and how many?


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Kira! :)))
 
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Post » Mon Jan 18, 2016 8:03 pm

Sure, but why are you going back and shooting the same poor super over and over? That's just sadistic.



Some are random though. Take the car circle up in concord: you either get raiders, ghouls, a settler with digestive distress, some scavengers, wild dogs, a Doctor or a trader. There's another spot on the road to Lexington where you get pretty much the same thing going on too (except Supes in the mix too).



I'm guessing that you location isn't a random spawn point though, rather a set one.



What I want is more random LEVELED items in drops and containers. It's depressing coming out of a big fight and building at level 45 and ending up with a slew of 10pt Pipe Pistols and not much else. Oh well. Good copper though.

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Michelle Chau
 
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Post » Mon Jan 18, 2016 4:55 pm

Some places show a bit of variety, I agree. There are some hospitals though, that are real culprits as in my example.

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Jinx Sykes
 
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Post » Tue Jan 19, 2016 3:00 am

I was thinking this only today. I have encountered this same super mutant stronghold time & time again. So why not randomize the occupants. Raiders... Ghouls... Synths.. oh my! instead of just super mutants all of the time. It's realistic to think other factions wouldn't want to muscle in on someone else's territory.

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Jonathan Montero
 
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Post » Tue Jan 19, 2016 12:18 am

I dont understand how is that better...

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neil slattery
 
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Post » Mon Jan 18, 2016 11:47 pm


So Variety is for you something bad? I think the OP is right here. The Randomize-System is much more broke as in Skyrim. In my current Playthrought i getting many Vault Tec Suits. I got a few Times the same weapon, same mod and same legandary bonus. even the radiant Quests have the same broke randomize-System. Sometimes i got send 5 or 6 Times to the same Dungeon. 5 Times by Minuetemen to rescue a kdinapped person or BoS got 6 times to the same farm to get Food. This is not acceptable.



Sry for the offtopic, i just saw the word randomization. The Game feels in many Ways the same and those are a few big Reasons why.

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Sarah Evason
 
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Post » Mon Jan 18, 2016 6:02 pm

Actually, instead of simply blanket randomizing the spawns. Raiders replaced with ghouls replaced with Supermutants etc,



I'd like to see something a little similar, but different. Take the Corvega factory for example, there are two locations with ghoul spawns inside. After you clean out the raiders the first time, maybe the next visit, there are more ghouls and the weakened Raiders are struggling to hold them off.


If you leave without killing anything, the next visit the place is over run with ghouls.


If you kill the ghouls and leave some raiders intact, next time around the Raiders have secured the place.



Other possibilities. Attack a SM camp, next visit, the Gunners have struck at the weakened mutants and are pushing them back.



A ghoul location, BOS troops are there cleansing them.

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Quick Draw III
 
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Post » Tue Jan 19, 2016 3:45 am

It would be nice if these respawn locations just had a few different 'layouts.' One example is a group of super mutants by Faneuil Hall. Every time I walk up I know I have to kill the one in the lower courtyard and then the mutant hound that's with him. Then a suicider comes running out from the left and I have to kill him. Then I have to kill two of them on the exterior stairs, one of which has a rocket launcher. When I walk around the side of the building, another super mutant with a hound comes walking out from behind the building. It would be nice if this layout changed a bit. Instead of it being the exact some ones in the exact same places, they could switch it up a bit. Rotate between a few different distinct 'groups' of enemies. It doesn't even have to necessarily switch between raiders, mutants, and ghouls or anything like that...they just need to spawn in slightly different locations.

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Breanna Van Dijk
 
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Post » Tue Jan 19, 2016 7:20 am


yes, not this randomisation.. Pointless, without any purpose... Just for someone to have something else to shoot. Well, if it is fun for him to go to the same building again and again, how is it different to meet the same enemies there? It is boring from the very beginning...

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CYCO JO-NATE
 
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Post » Tue Jan 19, 2016 4:13 am


Many People do the Radiant Quests and you get many Time send to the same Dungeon. The whole System in here is strange and the OP just gave an Solution and i think its not bad at all. Of course the Mainproblem is to get send to other Dungeons to have more Variety. But atm there are no Fixes in sight. I just heard that the whole Asian Area dont get any Patches from Bethesda. They still playing on 1.0. So we should be lucky to have the 8 Fixes we got.

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TIhIsmc L Griot
 
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Post » Mon Jan 18, 2016 9:42 pm


That makes absolutely no sense to me. Why would you want it to be the same every single time you visit a given location? What is the challenge in this? This isn't a Call of Duty game.



It's different because when enemies are in the exact some locations every time, you know exactly where they'll be. There's no element of surprise when you pop around a corner and someone is right in your face. You don't have to constantly watch your back...because you KNOW from past experience that there is nothing behind you. When I go through an area and have to kill the same 5 super mutants in the same 5 locations time and time again, it's just a task that must be done. It's not a new encounter.



You might not want it, but it is absolutely incorrect to say that it's pointless or without purpose.

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Tanya Parra
 
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Post » Tue Jan 19, 2016 1:16 am

OK, I can see your point now. Thanks for clarfying that :)



My problem was, that it just makes no sense -



Let's say there are 5 buildings next to each other, that look quite similar, but there are different groups in each of them.


According to this discussion, you want that groups to move from one building to another one according to how you cleared them already? I'm sorry I cannot imagine how it could make sense... Wouldn't be the same result you want if they would have 5 types of combat behaviours instead and mix that?



Well I would prefer on my 2nd visit to enter an empy building, but I can see now there are some reasons behind this for some types of players :P



The perfect solution would be to have system behind, some story, but I guess I would want too much.



I prefer to skip radiant quests.

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Conor Byrne
 
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Post » Tue Jan 19, 2016 8:51 am


Because games are not about "challenge" particularly RPGs?



Challenge is only one of many possible elements of game design and for many games, it is unimportant or even undesired, to the point where including it actually undermines the quality of the game. People who are hung up on "challenge" for gaming need to play games where challenge is key such as time-based games (e.g., puzzles, racing, etc.) or fighting/competition types of games (e.g., sports of various kinds). Story-focused games should have little to no challenge as challenge only interferes with telling the story and presenting characters.



Having variety for spawns is most certainly pointless for many people because you are still tasked with simply killing the spawns. That's not variety, it's the same repetition people here claim they want to change. It doesn't matter if you are killing a Raider or killing a Deathclaw, you're still just fighting something to the death. Might as well be in an arena (e.g., fighting games). Same thing.



In many instances, it doesn't make sense, anyway, as the reason for certain entities to be present is due to environmental factors. You'd have to change the context for it to make sense.



We do have some variety of encounters where it makes sense to do so, as has already been mentioned.



People might also consider that doing this for everywhere is simply impossible, at least if you want a large game world. It would take enormous resources to offer such variations in encounters everywhere due to different coding and assets for each variation. Not practical... but people could try to do it with their own game and discover this on their own, of course.



Why not assume that Bethesda, as an experienced team of senior developers, has tried to do what they can within modern technical limitations and stuff that isn't there simply could not be done? Makes a whole lot more sense, really.

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Bee Baby
 
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Post » Tue Jan 19, 2016 5:27 am

Maybe another solution would be that the game could remember how many times you entered the building and make the enemies more tough/or upload 2nd type of combat? There could be 5 types in total - each of them harder to fight.


Let's say that they could call for enforcement or if they are feral, they mutated into something worse - in that case it would be still interesting to enter the building for 2nd time, it would make sense and it wouldn't be hard to implement that?

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David John Hunter
 
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Post » Mon Jan 18, 2016 11:19 pm


I couldn't disagree more. Video games are absolutely about challenge. Why play them if there's no challenge to completing them? You can just console command yourself through the entire game and call it a job well done if you're not looking for a challenge. I don't think it's too unreasonable to give scripted foes some type of element of randomization.



It's not pointless to have a bit of variety for spawns. Countless people on this board and elsewhere have agreed with me that mixing up the scripted spawns a bit would make the game a lot more enjoyable. That fact alone is enough to demonstrated that there is indeed a point to it.

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Lloyd Muldowney
 
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Post » Tue Jan 19, 2016 5:06 am

I imagine if it's at all possible a modder will expand the spread of dungeons we get sent to and make them far more random...instead of getting sent to Medford Memorial Hospital or Corvega for the millionth time in a row.

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Ellie English
 
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