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Infinite quests - Same locations over and over again


Nefiji

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It's more a matter of the fact that they decided to focus more on the whole settlement thing instead of actually develop areas to be unique and interesting.

 

That can't be the case if you consider how god awful the whole Settlement Building aspect of the game is and how much work it needs. If that IS the case than jesus christ that's some top tier incompetence.

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In the same manner, Ms Abernathy has been kidnapped twice by raiders in my game. Now I'm too lazy, I just give them the ransom money.

Yeah, have heared this story before. Apparently there's no end to this kidnapping or fetch quests of Preston Garvey, so prepared to be annoyed.

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It's more a matter of the fact that they decided to focus more on the whole settlement thing instead of actually develop areas to be unique and interesting.

 

That can't be the case if you consider how god awful the whole Settlement Building aspect of the game is and how much work it needs. If that IS the case than jesus christ that's some top tier incompetence.

 

Some of the god-awful building is because they're essentially forcing a building system into an engine that doesn't really support it very well. And unlike the FO3/NV settlers mods, they don't have the benefits of FOSE or the ability to script things without too much concern with how the rest of the game functions. Compared to what they have done previously in Hearthfire, the system they have is a very huge improvement in terms of flexibility. It's buggy and very limited, but what they've managed to do is still a rather large feat all things considered.

 

The other big part is because they needed to make all of it work with a controller interface. They couldn't add in useful things like snap toggles, complex menus, ect. With consoles they also had to be more stringent in terms of resource usage, textures, processing, ect. While also leaving enough room in the system for DLC. For example, all of the little menus we have for building components have an actual limit on the number of objects that can be assigned into each section. I'm not sure if this is a hardcoded limit, but it does seem to exist. My guess is that either components were not ready enough at the time of release to have more variety, or that they just wanted to leave room for more building components to be added with DLC.

 

The feeling of things being incomplete could simply be because alot of it wasn't really completed before time ran out. They planned more for the system, marked several parts of the world to be related to the system, but didn't have the time to complete alot of the things they wanted to do. This often happens with development, they get something past a point of no return, get it mostly working, then have to decide if they're going to push out more features or just try and get the ones they have working before everything ships off to QC. Given how much of it actually works before patching, I'm guessing that they took the safe approach and tried to get as much working as possible in the time they had left.

 

 

Stuff like the issue with the quests seems like just some bug with the quest scripts. The same quests are likely being repeated because the logic can't find other locations that fit a set of criteria, Meanwhile the main system behind the quests is designed to be endless to keep the player with busywork as well as allow a means to advance relationships with companions when all else has been done. It's up to you if you want to keep doing them over and over or not.

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