Respowning svcks!

Post » Sun Nov 29, 2015 11:38 pm

Respowning in open wasteland is ok, but in buildings? locations on map? it svcks! I f i clear building i want to stay cleared! Thats ruining game immersion!

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Wane Peters
 
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Post » Mon Nov 30, 2015 1:31 am

...it's "unimmersive" for you, that people might move back in to an abandoned building? Wow.

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Tikarma Vodicka-McPherson
 
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Post » Mon Nov 30, 2015 1:24 am


Lol I thought so to, really op? Its "breaks" immersion that people move in?
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Veronica Martinez
 
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Post » Sun Nov 29, 2015 1:52 pm

I love the respawning. Fear not though, once mod tools are out, I'm sure someone will make a mod that disables it. I enjoy being able to loot certain locations again for valuable materials.

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Dominic Vaughan
 
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Post » Mon Nov 30, 2015 1:30 am

I have to disagree with this. I think it serious aids immersion.

One of the things I disliked about previous TES/FO games is that you would go through, clear out an area, and then it would remain clear for a magical number of days. Are you kidding me? If I started killing bandits, their friends would want to help them, right?

Take Corvega (which is freaking awesome, BTW). I start to clear it and leave a zone, I come back and guess what? Here's some more raiders that turned up. Maybe they were in another part of the building, they came to find out what the noise was about or whatever. This seems much more realistic to me than I kill four raiders and the place is empty ... for a set number of days.

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Claire Jackson
 
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Post » Mon Nov 30, 2015 4:06 am

Especially in a world where a catagory 5 hurricane is not even the most dangerous weather you can experience in summer.
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Petr Jordy Zugar
 
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Post » Sun Nov 29, 2015 10:52 pm

People can move in. But what's annoying and stupid is that it's the same exact people and they are standing at the same exact spots. Also they "move in" way too quickly.

"oh look there are 30 bodies gutted and exloded all over the place and it looks like it happened and hour ago, let's move in"

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Alan Cutler
 
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Post » Sun Nov 29, 2015 6:11 pm

Would be really boring to not have respawns. Besides, how are you gonna level up 300 times without enemies to kill lol

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cutiecute
 
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Post » Mon Nov 30, 2015 4:01 am

On mod nexus there's already a mod that negates re-spawning.. Obviously this doesn't help if you are on console but it might at some point once they bring the mods to console.

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IM NOT EASY
 
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Post » Mon Nov 30, 2015 12:22 am

Really? People and creatures of a wasteland occupying and sheltering up in a place you cleared out after however long it's been since you were last in it breaks your immersion?
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Andrew Perry
 
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Post » Sun Nov 29, 2015 3:40 pm

Well, for starters, you're not lol

If anyone legit levels past 60 I'd be amazed. I'm level 50 and have done ~mostly~ everything in the game. At least every side quest.

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Chad Holloway
 
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Post » Sun Nov 29, 2015 6:35 pm


Lol yeah great point really. I don't mind it respawning but as you said it should take more than a day...
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Floor Punch
 
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Post » Sun Nov 29, 2015 2:06 pm


Lol yeah great point really. I don't mind it respawning but as you said it should take more than a day...
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Oscar Vazquez
 
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Post » Sun Nov 29, 2015 5:15 pm

Whoops.. sorry my signal must have dropped.
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Princess Johnson
 
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Post » Sun Nov 29, 2015 7:30 pm

Let's see, of the groups that can move in, supermutants, feral and even normal ghouls, and raiders are known to be canibals,

They probably thought "oh look. Someone provided snax."
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NAtIVe GOddess
 
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Post » Sun Nov 29, 2015 2:52 pm

Respawning is necessary for the game to stay playable over long periods of time.

I HAVE always dreamed of a mod that let's you turn any cell (interior or exterior) into a "base" for your character, making it so nothing respawns and you can make it your own personal lair.

But in general respawning is good.

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Maria Garcia
 
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Post » Mon Nov 30, 2015 2:50 am


*shrugs* never revisited a location often enough for it to bother me.
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NAkeshIa BENNETT
 
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Post » Sun Nov 29, 2015 2:38 pm

just no, and haven't you already made a thread on this topic?

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Johnny
 
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Post » Sun Nov 29, 2015 2:09 pm

Moderation is key to create successful non-annoying NPC respawning mechanic. But moderation is not a thing they believe in in BGS.

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KIng James
 
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Post » Mon Nov 30, 2015 2:16 am

This was my point on another forum.

It just makes sense that empty buildings would repopulate.

It's something I didn't like about previous Fallouts.

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BRIANNA
 
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Post » Mon Nov 30, 2015 12:55 am

Yeah this kind of threw me for a loop once when a side-quest had me clear out a place, I did, and then the next side-quest sent me back to the same place. I'm thinking to myself "this should be easy I just cleared that spot". Nope, walked right in to a hail of gun fire.

Love the fact they do respawn, it just needs to take a day or two at least.

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Nomee
 
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Post » Sun Nov 29, 2015 7:13 pm

While I dis agree completely with the OP, sixyNexy makes a great point. It would be much more immersice if the type of NPC's that respawned was randomised (including occasionally non-violent settlers).

That way you'd never know what to expect when re-entering a building.

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Gisela Amaya
 
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Post » Sun Nov 29, 2015 4:49 pm

The problem with that is, if you are not the type to kill settlers, that eventually every single spot on the map would have nothing but settlers in it. Unless you want to add that occasionally the settlers are taken out by raiders and then raiders are there again ... but then you're right back were we are now. I guess if there was always a 25% chance that either raiders or synth or settlers or a trader's caravan was there it would be more interesting. As long as the settlers don't 'stick' there.

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Michelle Serenity Boss
 
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Post » Mon Nov 30, 2015 12:54 am

OP hasn't thought this through. In a game with no level cap, a lot of perk points to buy (and thus a lot of levels to earn), you want those respawns (of critters and loot). Otherwise, inevitably, your character development will grind to a halt once you've killed every single hostile in the wasteland and built all the things.

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Dominic Vaughan
 
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Post » Mon Nov 30, 2015 4:03 am

Plus settlers really wouldn't move into certain areas without some decent reasons.

Farm Land,
Defensible,
Trade Routes,
Baddies around the area,
things to hunt,
water,
structural integrity.
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Amber Ably
 
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