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uber quests collab


ambionstitches

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https://www.change.org/p/todd-howard-bethesda-overhaul-fo4-quests-less-radiant-more-original

 

I don't care if it's a mod or a DLC but this bulls**t needs to be addressed. Are there a few modders who'd be up for this? I doubt it but one can only hope.

 

Prior to Fallout 4, Bethesda's open world games have been a resounding success despite bugs and glitches. This success is due to the awesome RPG adventure and stories.

Fallout 4 is a mockery of the format because of the laziness of padding the game out with "Radiant Quests", without bothering to write much actual content. It is unoriginal, boring and is not an acceptable substitute for unique quests. This petition calls for:

1- MORE UNIQUE CONTENT. MORE RANDOM ENCOUNTER QUESTS.
Not just 90% of buildings filled with enemies in the middle of a war zone. Aside from the main and faction questlines, there's next to nothing to do. Nothing that isn't settlements and repetitive "radiant" quests.

Fallout 4 is about 200 quests short of a proper RPG.

2- RADIANT QUESTS are not RPG-centric and should be made truly optional (especially in the case of The Minutemen) and marked as radiant so those of us who hate them can avoid them. Some people like radiant quests, so it would be inappropriate to ask for their complete removal, but WE SHOULD HAVE A WHOLE GAME'S WORTH OF QUESTING WITHOUT EVER HAVING TO TAKE ON A RADIANT QUEST. They are a completionist's nightmare. And we should be able to reach a high level on non-radiant quests alone. Radiant quests should be accessed through some guy "who always has jobs" who can easily be ignored. And no more whiny settlers. Radiant quests are NOT an innovation- they're a way to save writing costs. To be fair, it would not be too much to ask for a "radiant quests setting" in options: from "on" to "infrequent" to "once only" to "hell no".

3- SETTLEMENTS UPDATE.
To become more like towns with plenty of unique quests and stories.
You've got like what? THIRTY settlements to build up? We wanted a post apocalyptic RPG, NOT Post-Apocalyptic Sims/Minecraft.
Each settlement should have a number of location specific, unique NPC characters that turn up, ask for specific things to be built like shops, separate family homes, workshops, etc. Have them provide unique quests and stories.
Each settlement should have its own questline and side quests.
This way a settlement becomes more than just a place to build. And in each player-buildable settlement, you should be able to instruct the first NPC that shows up to manage its development. We don't ALL want to build THAT MANY settlements.
And is it too much to ask for settlers to run shops without being asked? Also, all settlement revenue should be brought to you by Preston Garvey instead of having to screw around going from settlement to settlement to collect it. You could at least make the guy useful. Generals don't do grunt work.
There should also be visitors to the settlements. Locals coming to buy and sell just so the settlement feels more like a living, breathing community. There could be bandits that show up at the outskirts asking for a chance to give up their brutal lives and be part of something. There should be the ability to build a hotel. Just a building with a hotel desk at the bottom to designate it a hotel. This unlocks a bar on the first floor.

4- Update the faction questlines, especially The Minuitemen, so that they have a decent amount of storyline and aren't so padded out with radiant quests. Some proper side quests isn't too much to ask.
Here are some ideas for a Minuiteman overhaul: quests to find and recruit/rescue former Minuitemen. Quests to capture lost assets. A STORY LINE, an actual story line. More minutemen patrols randomly on the road.

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simple way :

if settlement owned = no quest

if settlement not owned = quest

just like that right?

umm, no.

 

if settlement not owned, build settlement. Then unique NPC'S turn up to provide unique questlines and side quests. This repetitive "radiant" malarkey is an insult.

 

Nice troll

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