Isn't that what Bethesda games are anyways. Please don't kill me.
Isn't that what Bethesda games are anyways. Please don't kill me.
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..
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.
This gave me a good chuckle. It's exactly what they are.
But by god they're extraordinary hiking simulators.
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.
Sorry am a complete noob to this concept. What actually IS a Radiant Quest?
http://www.uesp.net/wiki/Skyrim:Radiant you go friend. UESP will do a much better job explaining that I could.
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.
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.
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
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.
If they made them more varied, I might enjoy them. They were all basically just simple fetch quests in Skyrim.
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.
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 ? 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.
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........
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.
It is always better to have them than not have them IMO
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.