Do the quest loops ever end? Dont post spoilers if possible

Post » Fri Dec 11, 2015 5:26 am

I was wondering if the quest loops - like the tech finding missions from the Brotherhood, or the DIA missions from the Railroad ever end? Man Bethesda seriously got lazy for a dev team that had 4 years and re-used all the art assets from the previous games. Ive done about a dozen of the quests mentioned and im kinda over it unless there is some endgame loot- wasting an hour for 90caps just isnt worth it tbh lol

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Mandy Muir
 
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Post » Fri Dec 11, 2015 6:45 am

Tech/extermination missions never end. DIA I believe do, but its a fair number of them to go through.

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Smokey
 
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Post » Fri Dec 11, 2015 4:47 am

i see , thanks

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Janette Segura
 
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Post » Thu Dec 10, 2015 7:40 pm

Some do, some don't, honestly they are just there to give the factions purpose until you done enough of the main story to allow the faction story to advance.
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Laura Elizabeth
 
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Post » Thu Dec 10, 2015 6:48 pm

They are a pain in the behind. I could tolerate them, if I could decide to speak to a given NPC and ask for more missions, or not. Right now, they just gets handed to you if close enough to a faction npc, whether you want'em or not.

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LuCY sCoTT
 
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Post » Thu Dec 10, 2015 11:59 pm

Spoiler
Vader is Luke's father.
Muhahaha!

In all seriousness, yes. That's the only way they can have no max level for the protagonist.

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Invasion's
 
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Post » Fri Dec 11, 2015 7:13 am

with no level cap how else are they supposed to give players a steady stream of xp? nobody is forcing you to keep doing the same mission over and over again, unless you have OCD and feel compelled to complete every active mission.

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Antonio Gigliotta
 
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Post » Fri Dec 11, 2015 2:16 am

lazy design choice IMO- things like this is why i want Bethesda to stick with Elder Scrolls and leave this game to Obsidian.

The only thing i dislike more about these quests are the settler missions that keep repeating- HOW MANY TIMES DOES THAT DAMN GIRL ON THE FARM SETTLEMENT KEEP GETTING KIDNAPPED???? Damn girl, just stay indoors or something. Idiot

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Nana Samboy
 
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Post » Fri Dec 11, 2015 4:07 am

no, as i stated i thought there would be a final quest with uber loot involved

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Hairul Hafis
 
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Post » Fri Dec 11, 2015 6:53 am

This is exactly I was going to ask. They had this system in Skyrim before, but it seems to me, that what worked with guilds doesn't work here.

Because in Skyrim, you had more wide options, but here, they force you to go to the very same building with every faction, so it could happen, you will have to go there like 3x times in 1 playthrough, which will cause you to start to dislike that building. That will lead to disliking the whole game.

In Skyrim it was different, because you have variability there made by different races and classes, but in Fallout there is nothing like that. So the only variability provided are very distinct factions, funny and almost scandelous, definitly non typical. As it was originaly meant in the series.

But in Fallout 4, they are different by name and starting quest, but after that, they made them similar and IMHO, that is what lowered value of the game. Also from all the funny small factions they made enemies. So again, nothing interesting.

Is that worthy for Bethesda to do this? I mean they try to have very original and funny hidden side quests that are hard to find and they then implemented, and in Fallout 4 fully developed, a system based on repeating simple tasks in factions that not only you cannot miss, but you will have to accomplish in every playthrough?

Why they keep so big attention to quests that are hard to find and give players something like that in quite large, and after the main quest, the most important part of the game, and they do not see where it will leads to?

I still do like the game, but I will be forced to skip faction because of that....

And also they will piss off players by implementing a feature into a singleplayer game, that is main for MMOs and that is the reason some players do not play MMOs

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Sunnii Bebiieh
 
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Post » Fri Dec 11, 2015 12:49 am

I'm pretty sure that the repeatable missions were put in to still have something to do when you are high level and have done most other missions. So you don't have to move around looking for areas that have respawned.

Edit: There are a lot of unlisted missions out in the wastes that don't have an immediately apparent quest starter. A lot of them have amusing events that lead to you discovering them.

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April
 
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Post » Fri Dec 11, 2015 11:08 am

Gamers lol.

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Dean Ashcroft
 
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Post » Fri Dec 11, 2015 10:50 am


I'm more worried about the guys doing the kidnapping.

"See that girl? Let's go grab her and ransom her for caps!"
"I don't think that's a good idea. She's been captured like twenty times now, and each time the gang that did the kidnapping was wiped out."
"Aw, c'mon! Just means that we can really up the ransom price! Someone with that kind of power must have a lot of caps to spare!"
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Eduardo Rosas
 
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Post » Thu Dec 10, 2015 11:00 pm

Besides DIA, what other quests that feel like never ending but are not?
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Hot
 
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Post » Fri Dec 11, 2015 7:01 am

I like radiant quests, some extra XP and caps and a hint of a location if you haven't explored it.

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Kat Lehmann
 
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Post » Fri Dec 11, 2015 10:19 am

Weather vane and the set up a settlement quest. Maybe more I only have 96 hours.
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Terry
 
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Post » Fri Dec 11, 2015 5:46 am


There are more BoS radiant quests on the airship, institute radiant quests also.
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Janine Rose
 
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Post » Fri Dec 11, 2015 9:54 am

Just do the active quests you have until you have to turn them into the faction contact but don't turn them into him. I think you can have three active quests like this at a time (at least for the Minutemen it is) and it won't give you new ones until they are finished. If you don't turn them in you can go a good while without having to accept a new one. It doesn't last forever, the mission will still time out like it normally would if you ignore it but as long as everything in the quest is done except turning it in then you should still get the mission complete when it does.

Like when I'm at the Castle and the radio mentions that a settlement needs help. I head to the settlement to find out their problem, go kill whatever the problem is, report back to the settler, and then leave it at that instead of talking to Preston. I found that you do have to do every part of it including telling the settlers it is done or it will count as mission failed even if you killed all the bad guys. I just never tell Preston how it went so the damn radio will leave me alone for a while.

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Prisca Lacour
 
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Post » Fri Dec 11, 2015 8:04 am

I was thinking about the way how it is different from Skyrim. And I think the locations were a bit more logic, so it would be ok, if the locations of sidequests would be something diverse, but what you would expect from that faction.

Like in Skyrim the Greybeards side quests let you discover world walls and not anything else, the miliatary faction would let you discover military camps or factories with interesting schematics - not randomly in random houses, but something, that would require more than 1 click.

Like finding a factory with a cool schematic, put together some parts there and construct that.

or for investigative faction not just finding data, but also decoding them and so on, as a side quest.

and the point is that being sent to the same location is not discovery anymore.

I'm glad I can skip those quests, but it would be cool if they could be something, that would make all the factions more different, so if they would be typical for the faction and interesting, I could really enjoy them. Some of them are good, but some of them are very generic.

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My blood
 
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