Your opinion on Radiant Quest stuff

0wing

Все умрут, а я волномут
I personally despise the execution of it in Fallout 4. It's even worse than Skyrim's radiant quests since in Skyrim you see some variety while in Failout 4 you only kill organic shit or get stuff from chests and it's written as is, without the story behind it, to make things worse.

But I don't think it's such a bad idea. Wanna see a proper example of repeated quests? Dig up Sega Genesis and play Shadowrun. 90% of the game is about the job of shadowrunners. And guess what, it has writing, have various types of quests and you can even plan your approach in corporation infiltration runs for example. Variety in a random quest? In a console RPG? Must be joking but I'm not.
 
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I think the main difference between Fallout 4's radiant quests and Skyrim's radiant quests is that, for the most part, in order to get radiant quests you had to basically beat the entire faction's questlines in order to get them. For example, the Dark Brotherhood. It has a big radiant quest line involving random assassinations, but you aren't able to get it until you've completed the storyline for the DB, which makes it essentially just an extension of the guild since you've already done everything else. It feels like it's there to give you more to do.

In Fallout 4 however, the radiant quests happen right from the get-go, and as a matter of fact they're pretty much the meat of every single faction. You can't even get some of the main quests for each faction until you've done like 5 radiant quests for them. I remember while working with the Railroad, in order to get this one mission where I help "save" a safehouse location, I had to run around and do 3 radiant quests I'd already done before just to start the mission. Everything's locked behind these radiant quests, and it's a stupid, stupid design choice.

Basically what I'm trying to say is, Fallout 4 forces you to do its radiant quests, while in Skyrim the radiant quests felt like they were just small add-ons tacked on to the end of the guild quests to give you more to do, such as "Dark Brotherhood Forever" and all the bandit/dragon hunting you can do for the Companions.
 
Ugh, forgot about the cancerous F4's locking entire quests behind radiant shite. Was shocked when Breston gave me the castle clearing quest after 3-5 of 'another settlement needs your HALP'. Even more shocked when it became a questline (of 2 quests lol) with return of Ronnie Shaw. The more depressing is MMO feel behind them really. Kinda looks like Bethesda feel their way to another MMORPG but in Fallout universe.
 
If we look at Skyrim and it's mages quest line the introduction of radiant quests would have been welcome seeing that it's way too short. Then we get to FO4 and, as stated above, they have become the crux of the factions, though I don't think that is the problem. Radiant quests need to be a means to an end, and after Oblivion guild ranks are nonexistent. What do we as players care about clearing a building for the BOS when we make sentinel whether we clear 1 or a 100, but if like guild duties in Morrowind our advancement was dependent on what we do for the faction, all of a sudden we care a little more, all of a sudden we feel more like we earned that rank instead of BGS circle jerking a 12yr old's god fantasies.
 
Hit the nail right on the head. In Fallout 4 the radiant quests are immediately shoved in your face and placed at the forefront of just about every faction. I'm not a huge fan of Skyrim's either but they were what radiant quests like this should be. Something small on the side to do after you've exhausted everything else. With Fallout 4 you can't walk ten feet without Peston Garvey telling you to go do the same generic shit you'll be doing 10 times in a row in order to just progress with the faction. I know that damned police HQ and RobCo Factory like the back of my hand I've been told to go clear it out so many time.
 
My reaction to FO4 Radiant Quests was 'and to think I hated RQs in Skyrim'.
Apart from what was mentioned, a pretty big problem with FO4s RQs is the fact that unlike Skyrim, the Commonwealth is not really that big. Not only do Radiant Quests painfuly spotlight how small the wasteland is (by sending you to between locations halfway across the map from each other, making you realise that 'halfway across the map' is really 5 minutes of light jog), but they often end up being completely screwed up by even the smallest amount of exploration on your own. If you go on a longer trip across FO4, clearing a bunch of ruins on the way, then you'll inevitably gonna start getting quests like 'clear the ruin you've just cleared' or 'save a synth from a ruin you've just cleared' or 'run across a now utterly deserted ruin to get some random piece of crap'.
 
Pointless fluff. Superficial illusion of business. Lazy quest design. Kill X, Retrieve X.
They should only be considered as a last resort, certainly not a first choice. Bethesda did well with Fallout 4 in tricking playing into thinking the quests were not radiant, but failed in that most people would chose to do non-radiant, not waste time on an event that repeats. Ultimately this deceptive move lead me and I am sure others to being offended by the majority of the quests in Fallout 4 as just mindless filler to make the game seem longer than it is.

Another fail when using radiant is forced radiant. Skyrim suffers from this just like Fallout 4 does. If you walk by the Night Mother, Preston or Tinker, they will auto start another quest and you have already lost the choice of accepting the quest. This becomes embarrassing as a development choice when MILA is removed then added to the players inventory because of the events of the ending of the main story. Especially when Tinker is not present to take or give the new MILA. Also the fact that because of the events of the main story Tinker would have no reason to continue offer that radiant quest.
 
If they were more dynamic and different each time I wouldn't really mind but it's just mindless killing and looting like 75% of the main quest.
 
If we look at Skyrim and it's mages quest line the introduction of radiant quests would have been welcome seeing that it's way too short.
NO...no...no..don't even say that. Radiant quests should NEVER substitute for a lack of content or as normal content where better ideas for quests can be put in place. Radiant quests are fucking boring and add nothing but tedium to a game. I mean they're not even memorable in any good way. You want more content? Don't cheap out with laziness and add a good quest, of course I wouldn't ask of Bethesda, to partake in such a gigantic mental challenge.
 
It would have been fine if there were any actual, deliberately written quests in the game that didn't follow the exact same formula as the radiant quests.

The game is devoid of good writing and even the written quests that Bethesda intentionally put into it look the same as the radiant offline-MMO quests.

The comparison of the number of quests in Fallout 3, Skyrim, and New Vegas to those in Fallout 4 says all you really need to know. It is the most dumbed down, laziest Bethesda game ever made.
 
RQs in F4 from what can seen in the game is all about keeping development cost as low as possible because working on actual quests cost some money. Likewise with everything else dumbed down and "ir-radiant-ed." Is Bethesda still have that bankruptcy syndrome and they aftaid of going bust after possible failure of Fallout 4? Well, they kinda failed but in future perspective because reputation and popularity makes the money and not the opposite.
 
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As a bonus after a long questline they're fine. But when I saw how they were implemented in fallout 4... I'll try to make this as concise as possible:

Within two hours of dealing with them I was pretty much like:



Fo4 is a lesson in how not to use radiant quests.
 
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I'm ok with the radiant quests in Skyrim, kind of because they were there to make money. Using them to extend faction quests is good. It gives me money and something to do. But building the Minutemen around radiant quests was the laziest design for a main faction I have seen. Building settlements and doing the radiant quests should have led to a rivalry with the Gunners. This could have been a better addition to the story line, but no, that would require someone to think for more than 10 seconds. Also, the Gunners would have needed some more definition rather than just be raiders in different uniforms.
 
So, Skyrim got it somewhat right, an optional reward to continue doing Quests for a certain Faction.
Fallout 4 however...
Okay, here's my complaint where I now go ahead and criticise Bethesda's ideas for Game Design.
So they want to make their games so that people will keep playing that. That's fair enough.
But, their Quests are tedious.
Take New Vegas for example, I'll come back to it today to go though another Playthrough because I want to see what different actions will do to effect the game.
Fallout 4 has nothing to keep me coming back to. Just the same repetitive nonsense.
 
So, Skyrim got it somewhat right, an optional reward to continue doing Quests for a certain Faction.
I disagree, they were boring, repetitive and make you wish you could use a fast forward button in that game. Nothing rewarding about doing them, unless a reward is hitting your head on a computer desk over and over.
They were stupid and pointless in both games and will never compare to a well fleshed out quest.
 
I disagree, they were boring, repetitive and make you wish you could use a fast forward button in that game. Nothing rewarding about doing them, unless a reward is hitting your head on a computer desk over and over.
They were stupid and pointless in both games and will never compare to a well fleshed out quest.
That was the point, Radiant quests should act as a little bit of fluff after a well designed questline that can be repeated for XP and money. Fallout 4 and Skyrim both managed to fuck this up because their main quests were just as boring as the Radiant ones, if they had really well designed actual quests then I wouldn't give a flying fuck about the Radiant ones but as it stands the games are entirely Radiant and utterly boring.
 
Doing radiant quests worked only in Morrowind. A member of the Fighter's guild will not be going around saving the world.
 
That was the point, Radiant quests should act as a little bit of fluff after a well designed questline that can be repeated for XP and money. Fallout 4 and Skyrim both managed to fuck this up because their main quests were just as boring as the Radiant ones, if they had really well designed actual quests then I wouldn't give a flying fuck about the Radiant ones but as it stands the games are entirely Radiant and utterly boring.
But that shouldn't be the point, it should be fun and engaging not what we end up getting with radiant quests(a boring, tedious, slog of a chore). They add nothing and are utterly pointless, seriously who goes "Yes! Now I can do these radiant quests with no purpose and have slight variations in structure but are basically the same!".

I say if you're just going to stuff the game with radiant quests in place of good gameplay and/or quests then don't bother.
 
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