Do you want to see Radiant Quests return?

Post » Sat Nov 28, 2015 3:17 am

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.

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Anna Kyselova
 
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Post » Fri Nov 27, 2015 6:47 pm

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.

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Tanya Parra
 
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Post » Sat Nov 28, 2015 1:46 am

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.

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Genevieve
 
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Post » Sat Nov 28, 2015 6:22 am

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)

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chinadoll
 
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Post » Fri Nov 27, 2015 8:59 pm

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.

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D LOpez
 
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Post » Sat Nov 28, 2015 4:42 am

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.

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claire ley
 
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Post » Sat Nov 28, 2015 9:27 am

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.

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Bethany Short
 
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Post » Sat Nov 28, 2015 12:48 am

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.

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Eileen Collinson
 
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Post » Fri Nov 27, 2015 5:35 pm

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.

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Katey Meyer
 
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Post » Fri Nov 27, 2015 10:07 pm

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!!

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NEGRO
 
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Post » Fri Nov 27, 2015 11:58 pm

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

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[ becca ]
 
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Post » Sat Nov 28, 2015 2:27 am

They fit well with an more unpredictable environment, stuff like settlements would fit well with them.

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Bitter End
 
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Post » Sat Nov 28, 2015 5:33 am

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.

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Penny Wills
 
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Post » Sat Nov 28, 2015 8:55 am

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.

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TRIsha FEnnesse
 
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Post » Sat Nov 28, 2015 5:49 am

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.

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Kari Depp
 
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Post » Sat Nov 28, 2015 8:37 am

NNNNNNNNNOOOOOOOOOOOOOOOOOOO.

THEY WERE THE OPPOSITE OF RADIANT

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Russell Davies
 
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Post » Fri Nov 27, 2015 5:57 pm


It's not really a sequel... when the game doesn't really take place directly after the first game....
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Neko Jenny
 
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Post » Sat Nov 28, 2015 12:57 am

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.

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Joe Alvarado
 
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Post » Sat Nov 28, 2015 8:02 am

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.

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Dawn Farrell
 
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Post » Sat Nov 28, 2015 5:04 am


There's no need to get hostile. In the literal sense of the word of course Fallout 4 is a sequel, I believe he was referring to how Fallout 4 is a completely new setting, in which his point is valid.

Fallout 4 is just as much of a sequel as Fallout New Vegas was to 3. Mass effect 4, in an entirely new Galaxy, is still a literal sequel to 3, but its not quite directly related.
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Maria Leon
 
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Post » Sat Nov 28, 2015 5:53 am

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. :)

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Kat Lehmann
 
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Post » Sat Nov 28, 2015 9:50 am

More is better. . . And I want to have enough stuff to do so I can play this game for a long time
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Mark Churchman
 
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Post » Fri Nov 27, 2015 9:40 pm


That's a decent enough idea but the problem with that is Quantity often =\= Quality.

Idk if you've played Dragon Age inquisition , but in my opinion its a prime example. There's what feels like ENDLESS tasks in the game, and approximately only 30 percent of it is not interesting. Most tasks are mundane and uninspired. I wouldn't want gamesas to do something like that with Fallout, not that they ever would.
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Sista Sila
 
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Post » Sat Nov 28, 2015 5:41 am

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.

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Lawrence Armijo
 
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Post » Sat Nov 28, 2015 9:08 am

No, god no. Pointless quests for pointless rewards imo. Not that this isn't quantifying all video games, but Skyrim felt like it was chiefly comprised of game length padding quests. I'd rather have a shorter much more in depth range of quests than ones that respawn with no other purpose than to engage in hiking simulator.

No offense to those who enjoyed it though, seriously I understand, Lol I play destiny for heavens sake! :)
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CArlos BArrera
 
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