Do you want to see Radiant Quests return?

Post » Sat Nov 28, 2015 7:30 am

Isn't that what Bethesda games are anyways. Please don't kill me.

User avatar
Naazhe Perezz
 
Posts: 3393
Joined: Sat Aug 19, 2006 6:14 am

Post » Sat Nov 28, 2015 8:24 am


Haha yes, but, interesting hiking simulators
User avatar
Enny Labinjo
 
Posts: 3480
Joined: Tue Aug 01, 2006 3:04 pm

Post » Sat Nov 28, 2015 7:06 am

They should gradually and infinitely get more and more difficult over time. They should also have a way to track what level you are with that type of quest.

If it's a bounty quest, for example, the bounty should get more and more difficult until you eventually can no longer complete those quests. Then people can say I completed a "level 80" bounty quest etc. etc..

User avatar
Ana Torrecilla Cabeza
 
Posts: 3427
Joined: Wed Jun 28, 2006 6:15 pm

Post » Sat Nov 28, 2015 6:52 am

With more refinement, yes. In Skyrim, Radiant Quests tended to be rather dull and rewards seemed pointless.

But as a system, I believe they can bring more replayability. I really hope they can add depth and variety to Radiant Quests.

User avatar
k a t e
 
Posts: 3378
Joined: Fri Jan 19, 2007 9:00 am

Post » Sat Nov 28, 2015 6:23 am

Yes.

User avatar
MR.BIGG
 
Posts: 3373
Joined: Sat Sep 08, 2007 7:51 am

Post » Sat Nov 28, 2015 7:42 am

This gave me a good chuckle. It's exactly what they are.

But by god they're extraordinary hiking simulators. :thumbsup:

User avatar
Claire Lynham
 
Posts: 3432
Joined: Mon Feb 12, 2007 9:42 am

Post » Sat Nov 28, 2015 4:03 am

This

User avatar
Marguerite Dabrin
 
Posts: 3546
Joined: Tue Mar 20, 2007 11:33 am

Post » Fri Nov 27, 2015 8:48 pm

Eloquently put, you articulate bastard.

User avatar
Rhi Edwards
 
Posts: 3453
Joined: Fri Jul 28, 2006 1:42 am

Post » Fri Nov 27, 2015 6:21 pm

Radiant Story is more than randomized fetch quests. It's a major change to the way quests are set up under the hood. It enables developers and modders to do a lot of things we couldn't do before, or had to do through overly complex means.

The random encounter system in FO3 was a system so monstrously huge that it required two quest scripts to fit all the coding in. Radiant Story is that system formalized and expanded. Radiant AI in Oblivion was a formalization of the individually scripted behavior systems for Morrowind's NPCs.

User avatar
Elizabeth Lysons
 
Posts: 3474
Joined: Fri Feb 02, 2007 7:16 am

Post » Sat Nov 28, 2015 9:39 am

Sorry am a complete noob to this concept. What actually IS a Radiant Quest?

User avatar
Ricky Rayner
 
Posts: 3339
Joined: Fri Jul 13, 2007 2:13 am

Post » Fri Nov 27, 2015 8:18 pm

http://www.uesp.net/wiki/Skyrim:Radiant you go friend. UESP will do a much better job explaining that I could.

User avatar
JESSE
 
Posts: 3404
Joined: Mon Jul 16, 2007 4:55 am

Post » Fri Nov 27, 2015 10:57 pm

I'd much prefer it if Radiant Quests did not make an appearance. I'm all for content, but boring fetch quests that fill up your quest log? Not for me.

User avatar
john page
 
Posts: 3401
Joined: Thu May 31, 2007 10:52 pm

Post » Sat Nov 28, 2015 12:20 am

THis seems okay. I dont mind some of these now that I understand what they are. Too many could get annoying though and considering the world is so big, I dont mind one that makes me walk across the map because I might find other cool stuff on the way.

User avatar
Project
 
Posts: 3490
Joined: Fri May 04, 2007 7:58 am

Post » Sat Nov 28, 2015 7:51 am

They weren't bad, but I never really had a use for them.
User avatar
Avril Louise
 
Posts: 3408
Joined: Thu Jun 15, 2006 10:37 pm

Post » Sat Nov 28, 2015 5:01 am

it is a double edged sword

at one point it is a good concept that makes the game less linear , on the other side , if these are going to be all simple fetch this kill that quests kuje we had in skyrim i have my doubts

User avatar
keri seymour
 
Posts: 3361
Joined: Thu Oct 19, 2006 4:09 am

Post » Fri Nov 27, 2015 8:33 pm

If consoles get the console editor then sure. If not then no. Radiant quests don't mesh well with a not so radiant inventory system.

User avatar
Rachell Katherine
 
Posts: 3380
Joined: Wed Oct 11, 2006 5:21 pm

Post » Sat Nov 28, 2015 5:42 am

If they made them more varied, I might enjoy them. They were all basically just simple fetch quests in Skyrim.

User avatar
Lauren Denman
 
Posts: 3382
Joined: Fri Jun 16, 2006 10:29 am

Post » Sat Nov 28, 2015 8:11 am

That's not all they were in Skyrim, though. Radiant Story is what made Skyrim's world actually reactive.

Like, I can get the disdain for fetch/bounty quests, but you could take all of that away and Radiant Story would still have a very important purpose. Hopefully Bethesda ramped up the reactivity for Fallout 4, so that we have more radiant scenarios triggered by player actions, and variables that fill in differently based on how we completed larger quests; and some of the faction repeatable quests like Rescue Mission, Animal Extermination, or the Thieves Guild quests were really cleverly done. Dawnguard had even better radiant quests.

User avatar
JESSE
 
Posts: 3404
Joined: Mon Jul 16, 2007 4:55 am

Post » Fri Nov 27, 2015 11:29 pm

I'm not against radiant quests in principle, but the problem I had with them in Skyrim was that the way the quests were generated often made no sense at all. I remember one quest where a crew of a ship got drunk and lost some alchemical ingredients in a cave. Then when you follow the quest marker you find that it leads you to an ancient Nord crypt crawling with draugr that looks like no one set foot in it for centuries and the ingredients are right at the end of that crypt, just past a draugr overlord of death or whatever they're called. I mean, just how drunk did these guys get :blink: ? It works if you don't really think about or pay any attention to what the NPC questgivers are saying and just follow the quesmarkers and kill everything along the way, but not everyone plays the game that way.

User avatar
Matt Gammond
 
Posts: 3410
Joined: Mon Jul 02, 2007 2:38 pm

Post » Fri Nov 27, 2015 7:07 pm

It's all in the execution and most importantly variety within the options randomly chosen from. Thieves guild in skyrim really blows because it was total wash, rinse, repeat ad nauseum. Radiant story quests would require several branches, like 4-6 steps before completion, that are randomly put together before the sameness was muted out. Not sure it could be done without some scripting conflicts getting past QA. IF radiant quests are in the game , they better be much improved, or BGS will be seen as simply padding the game content with blah........

User avatar
amhain
 
Posts: 3506
Joined: Sun Jan 07, 2007 12:31 pm

Post » Sat Nov 28, 2015 7:30 am

Some could work well.

Just something to keep it all going when you have completed the game.

Wars between your built settlements and raider bases maybe?
User avatar
Ana
 
Posts: 3445
Joined: Sat Jul 01, 2006 4:29 am

Post » Sat Nov 28, 2015 1:52 am

Yes, it should make some more sense, had it been an bandit lair you had to get the item from after they was robbed it would make perfect sense.

Or just variation, remember thinking of radiant quest like systems then playing Morrowind, most of the guild quests in Morrowind could just as well be radiant, they was just kill or fetch quests to build reputation.

Now mix this with more story based quests and you have an good guild quest line. The companions in Skyrim could benefit a lot of this as the quest chain was far to short and having to do some random kill monster stuff between had felt natural.

User avatar
Yama Pi
 
Posts: 3384
Joined: Wed Apr 18, 2007 3:51 am

Post » Fri Nov 27, 2015 7:26 pm

It is always better to have them than not have them IMO

User avatar
Lucky Boy
 
Posts: 3378
Joined: Wed Jun 06, 2007 6:26 pm

Post » Fri Nov 27, 2015 7:47 pm

I don't mind so long as there is plenty of real content in the game, and the radiant quests are not forced on us. Hopefully the quest count is more akin to New Vegas rather than Fallout 3, which was actually pretty sparse with quests. Reactivity and procedural content can be great, and depending on the kind of character you're playing can be extremely appropriate.

User avatar
Lily Evans
 
Posts: 3401
Joined: Thu Aug 31, 2006 11:10 am

Post » Sat Nov 28, 2015 12:52 am


Pretty sure we will see this. My guess is that the whole building "minigame" will run on the radiant story system, or an improved derivative of it. It could handle all kinds of stuff from simple fetch quests (for resources, materials, stock of merchants), to raider/Mutant/Ghoul/Enclave attacks, automatic settlement growth and rebuilds, new settlers moving in or out, setting up your own caravan trades (that influence available stock in individual settings, think one on fertile soil, the other near or with an ammunition factory), settlers/caravans getting lost or being kidnapped by raiders (or others), Recurring celebrations or days of mourning in your settlement for the deeds you have done/actions that happened in the game. the list goes on, you name it. all this is stuff that the system at it's core would have already been able to in skyrim.

so, do I want to see it make a return? hell yes!
User avatar
Yvonne
 
Posts: 3577
Joined: Sat Sep 23, 2006 3:05 am

PreviousNext

Return to Fallout 4