Anyone else thinks FONV missions are really tedious?

I think the only quests that really are tedious are Bleed Me Dry and Return to Sender. The payoff for Return to Sender is so great though and "send the player to every corner of the map" is a reasonable design goal that I forgive it, but on playthroughs where I never fast travel it's a whole lot of walking.

I think everything about the Thorn though should have either been developed further or the whole idea should have been scrapped entirely. That's the one quest I basically never do, since by the time you can complete it you pretty much have access to riot shotguns so you'd never use Dinner Bell (plus it doesn't really mean much of anything.)
 
What's wrong with Bleed Me Dry?

Perfectly decent quest. It's cool that your killing mutated animals actually has some pay-off, especially if you get the mod that fixes the releasing animals issue.
 
What's wrong with Bleed Me Dry?

Perfectly decent quest. It's cool that your killing mutated animals actually has some pay-off, especially if you get the mod that fixes the releasing animals issue.

It takes forever to finish and it's not a quest that sends you after level appropriate enemies for the most part. That is, if you follow the suggested route to Vegas by the time you get to Westside mantises, radscorpions, and fire geckos really pose very little threat to you if you even bother to. Plus, if you don't have advanced knowledge that you'll want the eggs, you'll end up regretting selling all those mantis eggs.

Additionally the payoff for the quest is neither mechanically nor narratively satisfying. You get an okay unique gun and you impress one NPC of little significance and that's for a quest that sends you to six different places returning each time.
 
Lots of work.
For unimportant people.
With mediocre pay.
And no recognition for your achievements.

Sounds like a real life job.

I think that's why people prefer the escapism of Fallout 4. Wait...

Lots of work.
For unimportant people.
With mediocre pay.
And no recognition of your achievements.

Never mind!
 
I think that's why people prefer the escapism of Fallout 4. Wait...

Lots of work.
For unimportant people.
With mediocre pay.
And no recognition of your achievements.

Never mind!

Seeing as you do simple shoot-loot quests to determine the fate of the wasteland and get reputation and ridiculous superweapons for doing so, Fallout 4's quest structure and factions is geared more towards this...

Minimal work
For very important people
With much more pay than you earned
And more recognition than you deserved

I'm guessing Bethesda's leads are trying to figuratively represent themselves?

KILL
LOOT
RETURN

Do they have any self-awareness at all, or are they just mocking their fans at this point?
 
Some of them know exactly what they're doing, and made fun of it.

Assassin's Creed's current modern day subplot involved Abstergo Entertainment, who the faceless player character works for, being a video game company. They repeatedly release the same things again and again, and the executives apparently have no idea what makes a fun game, and tries fruitlessly to make the games appeal to the public.

Yes, the symbolism was as subtle as a brick, plus the brick had a contact incendiary grenade taped to both ends.
 
Assassin's Creed's current modern day subplot involved Abstergo Entertainment, who the faceless player character works for, being a video game company. They repeatedly release the same things again and again, and the executives apparently have no idea what makes a fun game, and tries fruitlessly to make the games appeal to the public.

Yes, the symbolism was as subtle as a brick, plus the brick had a contact incendiary grenade taped to both ends.
Sounds like every AAA company.
 
The thing they said

I basically agree with everything Shoe's said.

I've never been particularly bothered by the slow progression in New Vegas, it allowed for a great number of roleplaying opportunities. For example, with my latest character, a melee build (Which is fucking incredible to play when hopped up on ten different CAM drugs) I wasn't even planning to have a backstory; I had a vague idea that he grew up in a rough part of New Reno and later on wandered the wastes for whatever reason so I could justify his tag skills. However, as the game progressed, I found that the game was easying me into building one by offering me quests and questions where I'd have to fill in the motivation behind them. Why did Ben help the Followers of the Apocalypse when there was nothing in it for him? Because they were the people who got him off the streets when he was younger. Why did he decide to help Boone, the most unlikeable prick he ever met? Because he was an NCR deserter and he felt as if he could relate to his hatred for the Legion.

These kinds of things and more highlight to me why New Vegas is such a great game; it makes dialogue and world building a part of the gameplay like a good RPG should, rather than a hastily stapled feature.

That said, I do find that New Vegas benefits immensely from the fast travel feature; the only moments in the game I find somewhat tedious are the ones where I'm forced to hoof it between two or more locations repeatedly, such as the aforementioned Followers quests.
 
Every game is going to suffer from hoofing there and back. Hell Tolkien wrote a book on it (there and back again, I believe). The best developers can do is make it fun in some areas and the game well written in others.
 
Every game is going to suffer from hoofing there and back. Hell Tolkien wrote a book on it (there and back again, I believe). The best developers can do is make it fun in some areas and the game well written in others.

The only areas in New Vegas which suffered from this were parts where fast travel wasn't available, such as the Boomers', the Kings' or the Followers' questlines. As I said, New Vegas benefited immensely from fast travel, or the problem would have been a lot more widespread.
 
The only areas in New Vegas which suffered from this were parts where fast travel wasn't available, such as the Boomers', the Kings' or the Followers' questlines. As I said, New Vegas benefited immensely from fast travel, or the problem would have been a lot more widespread.
Agreed, however I wish it had realistic fast travel... transport and cars.
 
The only areas in New Vegas which suffered from this were parts where fast travel wasn't available, such as the Boomers', the Kings' or the Followers' questlines. As I said, New Vegas benefited immensely from fast travel, or the problem would have been a lot more widespread.
I find having more people in the party makes those long stretches a bit more bearable, keeping in mind Obsidian wanted the player to have 5 companions. Other things to make the 'trip' more fun would be the mod "Drugs' are bad MKay" and "Groovitron", Put Boone-Tang in a crazy dance and carry him over to where you want to go. You can make anything immersive if you want to. Or perhaps I am easily amused.

ECH no. The Highwayman was a bad choice in Fallout 2, let vehicles stay in the cesspool that is Fallout 4 where they belong.
To each their own, that was my favorite part of Fallout 2, cool thing is though Brivoo, you don't have to get it :) If there were vehicles you could drive in Fallout 4 Bethesda would force you to "enjoy it". I don't consider "verti-dragon mounts" to be a vehicle one can drive.
 
To each their own, that was my favorite part of Fallout 2, cool thing is though Brivoo, you don't have to get it :) If there were vehicles you could drive in Fallout 4 Bethesda would force you to "enjoy it". I don't consider "verti-dragon mounts" to be a vehicle one can drive.

Agreed, I really enjoyed the car. It made travelling faster (thank god!) and it had all these cool mods.
 
What? What's not to love about the highwayman? I loved that beast, made getting from place to place faster. Plus storing all the junk you've gathered on your journey into the trunk.
 
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