Radiant Quests make me wanna break something >.>

Post » Wed Jun 13, 2012 4:59 am

I hate radient quests. I hate them double as they're a substitute for propper, written quests.

Because Skyrim had none of those... :shakehead:

I don't think radiant quests have ever been presented as substitutes for proper quests. The idea was that they would fill the world out a bit more. Now, it may be that because of their nature they fail to do that. But what you're saying here is like saying you hate Ketchup because it's not Soup.

I like the idea. Sometimes they can feel a little "gamey", but if you're using them to get something you already know you'll get (as with the OP), then they're going to feel more like that. Sure, they could be improved - I'd like to see more ways into a house, for example, for thieving, so the stealth missions could be tackled in a variety of ways.
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Sandeep Khatkar
 
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Post » Wed Jun 13, 2012 3:55 pm

If your playing on PC you can use the mod Localized Guild Jobs on the Steam Workshop or Nexus Mods. You will then be able to choose which city you take a job in. Been using it a couple weeks now and it's great.

I actually had a negative number in the stats screen from quitting so many jobs. This mod prevented that as well.

*high five* :D

Well yeah.... its annoys me as well, no way around it unless you mod or reload.
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gemma
 
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Post » Wed Jun 13, 2012 6:16 pm

I just wish the random quests wouldn't give you conflicting things.

My latest character (who, in the interest of being different than the last, isn't a fighter and isn't planning to join the Companions) got the Shalidor's Insights quest from the Mage guild..... and the random dungeon it directs me to is one of the quest-locked ones. The one that you have to join the Companions to access. :down:
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Angelina Mayo
 
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Post » Wed Jun 13, 2012 9:20 am

I just wish the random quests wouldn't give you conflicting things.

My latest character (who, in the interest of being different than the last, isn't a fighter and isn't planning to join the Companions) got the Shalidor's Insights quest from the Mage guild..... and the random dungeon it directs me to is one of the quest-locked ones. The one that you have to join the Companions to access. :down:
OT: What patch are you on..? These things were supposed to be patched out (rndm quest items spwans in quest locations)
1.3 to be exact
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Makenna Nomad
 
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Post » Wed Jun 13, 2012 12:36 pm

If your playing on PC you can use the mod Localized Guild Jobs on the Steam Workshop or Nexus Mods. You will then be able to choose which city you take a job in. Been using it a couple weeks now and it's great.

I actually had a negative number in the stats screen from quitting so many jobs. This mod prevented that as well.
Thanks, I'll be getting this mod.
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brenden casey
 
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Post » Wed Jun 13, 2012 12:23 pm

Radiant quests are probably my biggest pet peeve in Skyrim. The fact that they thought they'd replace written out quests. Just bothers me to the fullest extent.
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Devils Cheek
 
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Post » Wed Jun 13, 2012 8:09 am

Radiant quests are amazing. They allow me to play forever. Well done Beth.
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marie breen
 
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Post » Wed Jun 13, 2012 10:29 am

OT: What patch are you on..? These things were supposed to be patched out (rndm quest items spwans in quest locations)
1.3 to be exact

On patch 1.5. And this is a character that I only started after 1.4 or 1.5.
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Jani Eayon
 
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Post » Wed Jun 13, 2012 10:10 am

It's true, a lot of them are pretty boring. I also don't like how they don't have a description in the journal, just super-vague instructions and sometimes no marker.

I have to find a Dwemer Puzzle Cube? How about telling me what ruin to look in!?

It is interesting to see this kind of response after reading 20,000 other rants about how the quest system/map "handholds you" to and through a quest.

Which is it? Too vague or too descriptive?
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Roisan Sweeney
 
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Post » Wed Jun 13, 2012 5:07 pm

Radiant quest targets could use a bit of work...

http://img133.imagevenue.com/img.php?image=61908_ScreenShot1858_122_458lo.jpg

http://img240.imagevenue.com/img.php?image=61911_ScreenShot1859_122_578lo.jpg

http://img258.imagevenue.com/img.php?image=61915_ScreenShot1860_122_16lo.jpg
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Nathan Maughan
 
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Post » Wed Jun 13, 2012 12:56 pm

It is interesting to see this kind of response after reading 20,000 other rants about how the quest system/map "handholds you" to and through a quest.

Which is it? Too vague or too descriptive?
The game provides markers and compass that lead you directly to the target, no room for failure, no feeling of having found it yourself. If you turn off the markers it does not provide you with enough description to get on with it. Morrowind did, and allowed room for failure, and success. When you found something in Morrowind, you felt like you had done something. In Skyrim, if you leave the markers on, you feel like your hand is being held, if you turn them off, you are given no description of where to find it. That is why it is both too vague and too descriptive.
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JaNnatul Naimah
 
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Post » Wed Jun 13, 2012 3:19 pm

Because Skyrim had none of those... :shakehead:

I don't think radiant quests have ever been presented as substitutes for proper quests. The idea was that they would fill the world out a bit more. Now, it may be that because of their nature they fail to do that. But what you're saying here is like saying you hate Ketchup because it's not Soup.

I like the idea. Sometimes they can feel a little "gamey", but if you're using them to get something you already know you'll get (as with the OP), then they're going to feel more like that. Sure, they could be improved - I'd like to see more ways into a house, for example, for thieving, so the stealth missions could be tackled in a variety of ways.

*ahem* they were presented as substitutes for proper quests, they tried to make every guild quest in the game radient and failed at the last second so they had to remake them (least ways, thats what i heard on the forum and it would explain a bit), that is why the guilds are so unbelievably short and skip most of the parts of a good story (intorduction, building suspense, climix, falling action and resolution, whiel skyrim does have all o them most of them are only 1 or 2 quests long when they shoud make up a very large part of he story)
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Brooke Turner
 
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Post » Wed Jun 13, 2012 6:19 am

It is interesting to see this kind of response after reading 20,000 other rants about how the quest system/map "handholds you" to and through a quest.

Which is it? Too vague or too descriptive?

The answer is: perpetually unhappy.
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Jessica Lloyd
 
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Post » Wed Jun 13, 2012 10:02 am

The answer is: perpetually unhappy.

No, the answer is that the quest descriptions are too vague, which means you have to use the absolutely accurate quest arrow to complete quests.
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Tom Flanagan
 
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Post » Wed Jun 13, 2012 7:23 am

I hate radient quests. I hate them double as they're a substitute for propper, written quests.

I love radiant quests. There is absolutely nothing like killing the person you killed two quests ago that was resurrected where you left their corpse rotting or stealing the jeweled goblet for the fifteenth time. They become super spectacularly awesome when you are sent to slaughter a dungeon full of bandits that were already slaughtered breaking the scripted quest line.
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Campbell
 
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Post » Wed Jun 13, 2012 10:30 am

Everything about the questlines and structure in Skyrim is broken.

It would have to be one of the LEAST rewarding games to play through. There is no development in any questline and even less sense of fulfillment.
Seriously, I got more sense of accomplishment watching Martin fight Mehrunes Dagon then I did killing the world eater in four hits at level 12.

WTF is going on with that?
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Hayley O'Gara
 
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Post » Wed Jun 13, 2012 1:14 pm

On patch 1.5. And this is a character that I only started after 1.4 or 1.5.
Anyone else have this issue... This should really have been patched and certainly should not happen anymore...
(I have heard others having this issue as well, me myself never have encountered "this specific bug")
Sorry I don't have a solution.
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Clea Jamerson
 
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Post » Wed Jun 13, 2012 5:51 am

Anyone else have this issue... This should really have been patched and certainly should not happen anymore...
(I have heard others having this issue as well, me myself never have encountered "this specific bug")
Sorry I don't have a solution.

Yep, I got sent to that Dwemer ruin that you can only enter duing the TG quest, was supposed to kill a heap of bandits. Pitty for some spastic reason they were also counting bandits INSIDE the ruin....
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JLG
 
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Post » Wed Jun 13, 2012 8:57 am

I just quicksave before asking for a job, and load if it's the wrong location. Bu i agree, i've never "finished" the Thieves Guild just because of that.

I cancelled the quests instead of reloading a save, so I have -17 in Thieves Guild quests.

Failing a quest gives you -1 in quests completeted? What a miss from Beth!

I thought it was stupid how that was the requirement for becoming Guild Leader. It wasn't even explained. And the way it worked was really bad. The Thieve's Guild quest line was great up to that point. The whole radiant quest deal is a total failure as far as I'm concerned. They are so repetitive that I never do any of them except that time where I was forced to if I wanted to be Guild leader.
Agree, it was awful to have to do 5 of these boring quests in each city before the real Guild Leader-requirement quests became available.

And to make it worse, it wasn't explained at all. I discovered it first after having read about it on UESP wiki.

Something else about the thieves guild that really grinds my gears, they all constantly gripe and complain about doing jobs to make them more coin, yet you're the ONLY member of the guild actually doing anything while they sit on their asses 24/7 in the flaggon doing nothing while ONE member of the guild does ALL the work.
I'd be okay with that if they had stopped after you become Guild Leader - but no, you still "better not make trouble", should know that "these jobs aren't going to finish themselves" and must be reminded that "it's one thing to say you've got the skills to be a thief - it's another to actually use them".
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Robert Devlin
 
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Post » Wed Jun 13, 2012 3:38 am

Love the radiant quest. Keeps the game alive. The Thives Guild part takes a litte time but that just adds to the RP of returning the guild to its glory through hard work.
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April
 
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Post » Wed Jun 13, 2012 4:42 am

Love the radiant quest. Keeps the game alive. The Thives Guild part takes a litte time but that just adds to the RP of returning the guild to its glory through hard work.

so you like generic, cut and paste, unintelligent, uncreative, repetitive, meaningless tasks?

i'll take no radiants, less quests and more meaningful, 'handcrafted' quests.
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teeny
 
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Post » Wed Jun 13, 2012 10:09 am

I don't recall any Daggerfall radiant quests being dependant on a set number per location to advance in a guild. Which apparently skyrim has, so while the intention was to give players something to do, it seems to have it's flaws.

Constantly reloading to get a location so you can progress is a valid complaint, so is reloading because of an inaccessible location, as is having your figures screwed up if you decide to decline instead of reloading because of these reasons.

They're not amatuers, there is no excuse for this type of thing. They're doing great with building worlds they just need to lift their game with quests. I wish all of their quests could have been of the same standard as the Dark Brotherhood quest in Oblivion, which is one of the best I've ever played through. Although there was that werewolf cure one from Daggerfall which for it's time was pretty mean.

I love their games but I keep hoping they'll do better with the next one.
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lilmissparty
 
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Post » Wed Jun 13, 2012 1:41 pm

I've just completed all the radiant quests for Thieves' Guild and done all the special missions from Delvin. I didn't find it too boring or time consuming really. If you don't get the city you want, you can either reload a save and speak to Vex or Delvin again for a different result, or you can simply tell them you want to quit the quest they gave you, then request a new one. Rinse and repeat until you get the city you want. Also, to save time I would take a burglary or heist quest from Vex, then take a bedlam job from Delvin in the same city. Once you complete Vex's requirement, Delvins objective will automatically complete at the same time. 2 birds, 1 stone.

Also, although I haven't tested this extensively, I think that the initial dialogue you hear when being offered the quest is unique to the city where the quest is located. This should allow you to either accept or turn down the mission according to what Vex or Delvin say when you enquire about it.
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barbara belmonte
 
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Post » Wed Jun 13, 2012 9:33 am

Not rly the Radiant Quest fault.. More of Luck's fault.

I personally love Radiant Quests.
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Suzy Santana
 
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Post » Wed Jun 13, 2012 4:02 am

Radiant quests are probably my biggest pet peeve in Skyrim. The fact that they thought they'd replace written out quests. Just bothers me to the fullest extent.

You do know that they added Radiant Quests? They didn't replace anything. There are still a lot of written out quests in Skyrim.
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matt white
 
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