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This Radiant Quests bizz


GoodfellowGoodspring

  

22 members have voted

  1. 1. What do you think of the system?

    • Great addition to the game
      4
    • Flawed in places but good to have
      16
    • Would rather not have it
      2
    • All quests should be Radiant
      0


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Examples of Radiant Quests i have come across:

 

- Man runs past and passes you <stolen> object telling you he will return for it later, seconds later a other characters runs past asking if you saw the guy you saw.

 

- Woman asks to wipe out bandit camp? (I cant actually remember even though it was a few hours ago because it wasnt even important enough to remember)

 

Both these times the event has occurred in the wilderness, meaning i am either scouting or being attacking by creatures during the conversation which means i take damage or the person creating the quest is killed before i can help them. This is annoying seeing as the quests seem to spawn at inappropriate times, what if i attack somebody running towards me thinking they are an enemy? Do i get a bounty then?!

 

Do these happen in cities aswell? Because so far i tend to be getting a lot of the same ones, they all die and are pointless anyway seeing as im traveling in the opposite direction :(

Edited by GoodfellowGoodspring
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well, these quests don't have to be brilliantly done or anything of that sort

in fact, they need to be the opposite of that

 

these quests should be short, spontaneous, and should appear absolutely random

 

it would make sense to find people wandering around in the wild, and even these could ask for your help, they don't all have to be lonesome hunters or bandits

 

so these quests, as far from perfect as they may be, are still a nice addition to the game, and even though they don't make traveling better than fast traveling, they still supply some fun and a bit of extra realism

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My point was that they interrupted gameplay/traveling more then anything and should run when you arnt fighting etc. I dont think ive even done a quest where the quest giver survives the conversation! Edited by GoodfellowGoodspring
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My point was that they interrupted gameplay/traveling more then anything and should run when you arnt fighting etc. I dont think ive even done a quest where the quest giver survives the conversation!

 

That's a problem you could run in with the Fallouts also. Some bloke or child running up to you and starting a happy conversation whilst you were busy fighting off whatever crossed your path. They couldn't die, but you certainly could.

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they are definitely and obviously not random and it appears they activate at spawn points. so you can have new mobs activated as well as quest npcs and even a dragon. I actually found a spot near riften that bugged out and just kept spewing activations until my game blew up and ctd

they do not have their own activation point and spawn. they are very un-optimized and do not do checks in any detailed way.

they can also bug out and repeat themselves like the one after you finish sanguine rose and the guy keeps popping up saying he wants 10k for a hat he stole

 

the best ones that seem to make sense and work on a different routine are couriers

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