Fallout 3: Quests

DocConrad said:
Yeah, this guy is kind of an asshole. Tenpenny Towers was one of the very few quests in Fallout 3 that even approximated the moral ambiguity of the first Fallouts.

i thought his point was that it ISN'T really morally ambiguous in that it sort of paints the Tenpenny residents as assholes who "deserve" what's coming to them.
 
The problem with the quest is that there is no reason for it.

What motivates Tenpenny to do it? I couldn't tell you. The idiot on the radio thinks it's because "he's had his eye on that piece of real-estate for years!". Excuse me? It's a fucking wasteland. Without the citizens, what exactly would he need the real-estate for? Aren't there enough barren patches of land he could take if he really wanted to?

As the article pointed out. The people who live in Tenpenny Tower are supposedly rich. Rich? What exactly have they done to make them rich in the wasteland?

There is also the problem that the town would be ok with a guy sitting in their local saloon asking every stranger who wanders in to town to blow the place up.

The problem with the Tenpenny/Megaton quest is that there is no logical reason given for him wanting the town to be nuked, and the man who gives you the quest really doesn't do any sort of job convincing you. "Hey you, new guy, will you blow this place up?"

It just doesn't make any deamn sense.

Another thing that was utterly disappointing is that aside from Rivet City, Megaton was the only true town in the game! After I blew up megaton I thought for sure I'd wander into another actual town. Aerfu? Please, that's like 4 shacks on an overpass, and it doesn't even make sense why anyone would live there!

Fallout 3 has no logical structure for its wasteland. After 200 years Megaton was the only city to spring up in that entire area? I just don't buy it.
 
Tenpenny Tower is at least a "true" a town as Megaton.

Also, as for real estate: if I have my eye on a piece of real estate, I wouldn't consider nuking it a good way of getting it. Y'know, it kinda becomes a radioactive hole in the ground, vis-a-vis valuable property.
 
Actually Tenpenny tower is not a town at all. There is no quests there at all other than the ghouls.

By town I mean a real town that serves as a quest hub. When I blew up Megaton I thought the logical thing would be that now I'd get a bunch of quests from the residents of Tenpenny Towers. There isn't any. Just deal with the ghouls.
 
The problem with the quest is that there is no reason for it.

We were talking about the Tenpenny Tower quest, which is about ghouls wanting to live in TT, and which is one of the best quests in the game. Not about The Power of the Atom, which is about nuking Megaton, and is one of the silliest. Young does trash them both, though.
 
Beelzebud said:
Actually Tenpenny tower is not a town at all. There is no quests there at all other than the ghouls.

By town I mean a real town that serves as a quest hub.

Megaton does not fit that definition any more than Tenpenny Tower or Underworld do. Rivet City would be the only location that even remotely fits that definition, as it has more freeform quests.

But not by much. Each of these locations has a major quest tied to it (Gotta Shoot 'em in the head for Underworld, in case you forgot), but a very limited number of freeforms: 5 for Rivet City, 2 for Megaton, 1 for Tenpenny Tower. 4 for Little Lamplight and 2 for Paradise Falls and 2 for the Citadel if you want to factor this one in.

Fact is: Megaton gives more of an illusion of being an actual town. In actual structure, NPC count and stuff to do, it's not much bigger than Underworld or Tenpenny Tower

In reality, Rivet City is the only location in the game that could be counted as major, being the source of two major quests (versus one for most other locations or none for the MQ locations (Lamplight, Citadel)) and 5 freeforms.
 
Megaton has The Power of the Atom and The Wasteland Survival Guide, as well as part of the main quest (Following in His Footsteps), and Blood Ties starts there, even if the rest of it takes place elsewhere.
 
Oh yeah. Ok I guess that nudges Megaton slightly above the other locations. Not by much, tho', not to mention Wasteland Survival Guide's success is independent of how you finish Power of the Atom - another great showing of Bethesda just not getting it when it comes to choice and consequence

PS: SHUT UP SHUT UP SHUT UP
 
Compare those numbers with ANY of the cities/towns in the original Fallouts, and you will see clearly one the aspects of Fallout 3 that I hated the most, there aren't any real towns.

Remember how huge your pipboy status page got for big cities like New Reno?
 
It's the major thing that kills the game. There is literally not much to do besides wander around and scavenge your 500th stealth boy or assault rifle.

There are places I never even bothered to explore because after having been to dozens of other buildings and locales that are exactly the same, i just knew it would be a waste of time with no real reward for doing anything.

That is about the time I stopped playing and uninstalled the game to free up HDD space for better things.
 
That's part of an optional quest. I did not double list freeform quests that were directly tied to optional quests.

Nor should one, conceptually. 's a bit silly. The Prima game guide counts a lot of shit as optional quests that we just ignored.
 
Yeah, I'd hardly call decorating your house or talking to Kodiak to hear about the Brotherhood's razing of the Pitt a quest. And Leo's Drug Habit is tied pretty loosely with The Power of The Atom, so IMHO it's a borderline case.
 
jamesmcm said:
I hate the leveling enemies system though, it makes it too easy and removes a lot of the planning and challenge from, say, Morrowind where tackling the tougher enemies required thought. The Karma system sucks too - they should've ditched it and used a system where only witnessed actions count - like Oblivion.

http://www.fallout3nexus.com/downloads/file.php?id=1687

Might want to try this. Mod makes it so that enemies of all levels are wandering around irregardless of your status. Might run into folks much weaker, far stronger, or various points in-between.
 
Beelzebud said:
There is also the problem that the town would be ok with a guy sitting in their local saloon asking every stranger who wanders in to town to blow the place up.

Ugh- I hate to be on the defensive side, but: Mr. Burke didn't ask everyone. He was waiting for a stranger to walk in to town; someone who had no connections to the town itself. Someone in a vault suit would seem like an obvious choice, which is why he asks the player.

I can't remember if it's Burke or Tenpenny that states this (which is pretty bad when trying to make an argument), but it is said.
 
Doesn't make it any less silly to ask a complete stranger to do this in the middle of the town you want to blow up.

This quest would be at least a bit less silly if it was given to you at Tenpenny Tower.
 
What is weird about the conversation is that it is within earshot of everyone in the bar. You walk up to him, and immediately he offers you to blow up the town, but there would certainly be people hearing this and pounce on him.
 
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