Personally I think having them return would be nifty. They're fun little distractions from the more well-developed quests and give a character something to do.
Personally I think having them return would be nifty. They're fun little distractions from the more well-developed quests and give a character something to do.
I have no problem with them TBH.
Most of them were actually far more realistic, if not simple and dull, then most quests were get in RPGs, and they are usefull if you want to make an easy cap.
Honestly, I don't have any problems with them being in the game but I'll never use them if they're done like every single time they've been used so far. They're just "Go here, [simple action], come back". Some people are into that which is fun, but its personally not my cup of tea.
I'd be fine with it if they use it to it's full potential (to date possibly due to hardware restrictions it has barely been utilized it seems)
Radiant Quest had potential in Skyrim, but I feel it was poorly executed. If Fallout 4 can improve on it enough to fulfill said potential, then I'm down for it. Otherwise I'd rather not.
No. There's enough busywork already without. They add nothing really worthwhile and only help to scramble the leveling and economy systems with endless sources of XP and loot (as if those weren't even too readily available to begin with). And it felt really obnoxious and artificial in Skyrim.
Yes. Again, it's not just for dumb fetch quests! In Skyrim, it governed all of the world encounters, and random player actions could trigger other radiant quests. Like stealing from someone would get hired thugs sent after you, or getting caught assaulting someone would get you a letter requesting you do the same to an NPC's rival, or NPCs would react to you dropping loot, or you'd get a letter of inheritance if one of your "friends" died. http://uesp.net/wiki/Skyrim:World_Interactions
The banol quests like Dungeon Delving are so common in Skyrim because Bethesda only had to make the quest once, and then let Radiant Story fill in the blanks multiple times; they take very little away from the actual quest design.
I would like them to return, I liked them in skyrim even if they were a bit of choir; tbh I wouldn't discover some of the locations if it wasn't for them.
During Skyrims development it seems to me that there was a lot of experimentation on how to get the world to react to you in hard gameplay mechanic terms. Stuff like getting inheritances from friends who died, NPCs giving gifts to you, or sending thugs after you if you stole something of theirs. Each game plays like the prototype for the next, so just as there was Hearthfire turning into the building system I think there's going to be quite a lot of reactivity driven by that radiant system.
No they are the antichrist to me.. They ruined Skyrim and svcked any love I had for Bethesda away!! I don't mind some billboard thing here or there but NOT to the scale Skyrim had them. They are a failed experiment and its time to move back to hand-written quests only!!
I'm fine with them
i liked them in skyrim, they added unending things to do even if small
what skyrim did wrong with them was try to format stories around them, tried to pile too much weight on them
i remember the companions questline being like 90% radiant quests with small intros to each to try to hide the fact it was 'go here kill this' like normal radiant quests
(i know lots of non radiant quests follow that, but you know what i mean)
they're fun and nice on the edges as long as there's that good hand-made stuff as the main course
They fit well with an more unpredictable environment, stuff like settlements would fit well with them.
Sure, though too many of Skyrim's were lame. While the bounty quests worked well enough, quests like Aela's animal extermination jobs (there is a wolf in a lady's house in Solitude!) could and should have been done away with.
I'm sure some sort of 'radiant event' system will be in place for your settlements.
If the radiant quests had more variety and depth to them instead of having all the complexity of 1 + 1 = ?, then sure.
If their writers are decent enough, they could, with little difficulty, put together a formula a little more complexity than a straight line; Go to A, Do B, then C return for reward. An ABC formula like that can break the suspension of disbelief or verisimilitude by its shallow simplicity.
Formulaic quests generated by the game engine don't have to be so simplistic.
There is no question. They will return. Greater than before... such is the way with a sequel that took 5 years of development to make.
NNNNNNNNNOOOOOOOOOOOOOOOOOOO.
THEY WERE THE OPPOSITE OF RADIANT
The original plan for Skyrim's radiant quests was actually far more complex.
Originally, there was at least 258 different favors one could do for people, and these favors would often times chose NPCs you had befriended by doing favors for in the past as targets. It was at one point a giant web of interconnected NPC targeting. However, the vast majority of said favors got cut, and now only like 20 remain in the game.
This was even more integrated into Skyrim's normal quests as well. The Dark Brotherhood quest "with friends like these" originally had Astrid telling you to kill one of three NPCs, each of whom was an NPC in the game world you had helped by doing favors for, instead of the three NPCs we get in the quest, who exist nowhere in the game world before the quest begins.
Hopefully some more of what was originally made for Skyrim gets added into Fallout 4.
Sorry what? I can't hear you over the fact that you're wrong and I'm right.
Like let's see for a second...
Fallout 3
Fallout 4.
Obviously not a sequel.
That's nice to know.
Thank you.
The Civil War Overhaul Mod was quite nice in restoring some of the civil war action that was evidently suppose to happen with towns getting attacked on either side of the Imperial or Stormcloak conflict going on, but got cut from the game in favor of a static faux-civil war where it's all just dialogue options for the character.
Makes one wonder what Skyrim would have been like if Bethesda spent another few months on it before release.
Radiant may have been as you describe.
The Civil War may have been an actual hot on-going live-action town-wrecking back-and-forth struggle.
Ah, but, we can hope and keep our fingers X'd with F4.
I'm personally a little annoyed with the current culture of entertainment production where some products; games, movies, whatever are pressured to release versions of things, while technically "complete" and still great fun could have benefited vastly with just a little bit more time. Of course, there's the economic pressure to produce on a certain timescales for profitability, but, ah, we can't have everything we want at the level of personally subjective unrealistic expectation we all tend to expect from things we hang expectations on.
Actually, a great deal of the civil war content was cut due to unresolvable scripting errors, which is why the civil war cut content mod is known to script bomb saves like crazy.
Doubtful, much like the civil war cut content, the radiant quest system was likely cut due to similar unresolvable scripting problems. While we may have gotten a few more of the cut favors back, its unlike they would have ever gotten it working fully even if they had another year to finish it.
There is a point when you just have to cut your losses and accept its likely not going to be fixed and just scrap all the stuff that doesn't work.