Fallout 4

Fallout 4

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basketcaseNZ Jun 26, 2024 @ 3:00pm
Terrible way the new quests start.
Hi everyone. I've just started a new game after installing the next gen update and no less than seven new quests start upon leaving the vault, in addition to the main one to go home. Think about that from a narrative or immersion perspective. There's this big moment where you leave the vault, carefully crafted by the devs to be as impactful as possible, your character is shielding their eyes as you take in this amazing site and suddenly all these missions pop up on your pipboy, with no context or background. Kill Pyro? Who the hell is that and why do I need to kill him?

Could they not come up with a better way to trigger these quests? Like you read a log on a terminal or someone comes up to you and asks you for help? Anything, literally anything would have been better. They have professional people and this is the best they can come up with?
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Showing 1-15 of 51 comments
Varanus Jun 26, 2024 @ 3:35pm 
Certainly is a bit of an unpleasant punch to face upon leaving the vault, for sure. They probably wanted to make sure people didnt miss them. But it really could have been handled better. I maybe, would have put a notice board, or something in diamond city. Maybe near Nicks, or Pipers. Some place you would have to pass by.
carl.wear Jun 26, 2024 @ 3:56pm 
A lot of the creation club content is quest related so thats why they all show up at the start.
Nitemares Jun 26, 2024 @ 4:51pm 
This is how they do it in fallout...
They did it this way in fallout 3
They did it this way in New Vega...

Might was well continue the immersion breaking trend in Fallout 4....
Mr. Bufferlow Jun 26, 2024 @ 4:55pm 
I seem to remember there is a way to turn off the DLC...but no one ever remembers to do that until it is too late. I agree with OP that it is a little overwhelming compared to when I first played the game when you played the main game and then purchased and played the DLC.
Azure Fang Jun 26, 2024 @ 6:04pm 
Originally posted by Nitemares:
This is how they do it in fallout...
They did it this way in fallout 3
They did it this way in New Vega...

Might was well continue the immersion breaking trend in Fallout 4....
And Oblivion. Bethesda's hasn't adapted or improved in almost 20 years. Leave character creation and a mail carrier shows up letting you know 17 family members died and all left you houses, bandits have attacked 5 different locations you've never heard of, and horse armor is now for sale.
-={LG}=- Jun 26, 2024 @ 6:06pm 
That's how it's always been with Bethesda games. I'm some criminal getting taunted by an elf in my prison cell, and five minutes later I'm suddenly the owner of four enviable dwellings and winning free armor for my horse ... just come get it. Oh, and speak with the nice steward who will help you furnish the whole place.

Asking Bethesda to come up with better narrative is as pointless as tilting at windmills. Their storytelling is about as bad as it gets in gaming. I mean seriously, this is a game where getting a lobotomy and a face transplant is considered personal liberation.

https://www.youtube.com/watch?v=ODV6mxVVRZk
Last edited by -={LG}=-; Jun 26, 2024 @ 6:50pm
wtiger27 Jun 26, 2024 @ 6:34pm 
I don't see it as a issue at all. You get the quest to "Go Home" when you step out of the Vault. Do you have to? No. :P

It's all optional. This is why it is called a Open World game. It's open for your char to go where you want, when you want and do some quests if you want or ignore some if you want.
15543641354361 Jun 26, 2024 @ 6:44pm 
All this crap comes from cc , get rid of cc and you no longer have the quests when exiting the vault.
stmpunk Jun 26, 2024 @ 7:01pm 
Originally posted by Varanus:
Certainly is a bit of an unpleasant punch to face upon leaving the vault, for sure. They probably wanted to make sure people didnt miss them. But it really could have been handled better. I maybe, would have put a notice board, or something in diamond city. Maybe near Nicks, or Pipers. Some place you would have to pass by.
it's not an "unpleasant punch to face when leaving the Vault" - it actually has the potential to generate a gigantic Script-Stack and completely destroy your save-file 10/20/30h later...

In Skyrim we used to have some less than average "modders" exclusively defecating their incompetence in CC, but they were very few and far-apart given actually talented modders joined it for a little while, in FO4 they make the majority, in fact I've not seen a single CC content in this game that's in fact good and polished. Everything from CC has issues or causes issues for subpar features - it's like trading 100 dollar bills for 1 dollar bills, they take more than they give... When not technical, they ruin the balancing by functioning as literal cheat-items... Harmless ones like "paint jobs" are thoroughly incomplete and never cover DLC items, if not playing on Normal that means you'll never use those cosmetic paid-mods given you'll need to strive for meta-gameplay leaving the only "useable" paid cosmetic being the pip-boy paints...

Originally posted by carl.wear:
A lot of the creation club content is quest related so thats why they all show up at the start.

None of them are "quest-related" they are simply shoehorned as quests for no logical reason what-so-ever... "Want Halloween decorations? Gonna have to go through this quest that came out of me bottom's!!!!" - the only quest that could be somewhat "passable" due to 6/10 writing is the punch-keyboard weapon CR-74L that gives a totally unrelated story to a cheat-weapon through boring "travel to X spot fiddle with menus and read" - Nothing other than the weapon itself comes out of it, and even than the weapon's also incomplete with no way to speed up reloading times nor options to make it into a proper rifle, for no reason... Fact's that even the "useful" quest this weapon shoehorns basically forces us to travel to certain spots forcing us to a railed playthrough to get questionably arbitrary mods - of which only 2 are actual upgrades while the rest's arbitrary walling nonsense, so it can't even be excused as "progression"...

Most of them wind up working as spam on the game's mini-map, on the Quest tab and when you get out of the Vault. Worst offender being those ridiculous "Dog Rescue" where we have to fetch the dogs, and it's not even a "rescuing", the dogs aren't in danger at all, just NPCing around empty zones...
Last edited by stmpunk; Jun 26, 2024 @ 7:26pm
Originally posted by basketcaseNZ:
Hi everyone. I've just started a new game after installing the next gen update and no less than seven new quests start upon leaving the vault, in addition to the main one to go home. Think about that from a narrative or immersion perspective. There's this big moment where you leave the vault, carefully crafted by the devs to be as impactful as possible, your character is shielding their eyes as you take in this amazing site and suddenly all these missions pop up on your pipboy, with no context or background. Kill Pyro? Who the hell is that and why do I need to kill him?

Could they not come up with a better way to trigger these quests? Like you read a log on a terminal or someone comes up to you and asks you for help? Anything, literally anything would have been better. They have professional people and this is the best they can come up with?

The very first time I started FO4 (Less than a year ago, I'm very, very late to the game),I was totally gobsmacked by how the game takes you on this journey of discovery and the immediate need to fight off giant bugs while still inside 111, and yes, that moment the sun hits your char's eyes for the first time in 200 years. Then investigating around the vault entrance and find your direction, get home.

I loved that part of the game, your char is confused, disorientated, scared and nervous, overwhelmed.

Yea, they ruined it.
Zes Jun 26, 2024 @ 8:53pm 
"There's this big moment where you leave the vault, carefully crafted by the devs to be as impactful as possible, your character is shielding their eyes as you take in this amazing site and suddenly all these missions pop up on your pipboy, with no context or background."

it's the intro, they show those scenes in E3.. you buy an Ad, rest is just your luck.
stmpunk Jun 27, 2024 @ 4:57pm 
Originally posted by Zes:
"There's this big moment where you leave the vault, carefully crafted by the devs to be as impactful as possible, your character is shielding their eyes as you take in this amazing site and suddenly all these missions pop up on your pipboy, with no context or background."

it's the intro, they show those scenes in E3.. you buy an Ad, rest is just your luck.
lol - pretty much how Triple A devs work
basketcaseNZ Jun 28, 2024 @ 7:25pm 
Originally posted by Varanus:
Certainly is a bit of an unpleasant punch to face upon leaving the vault, for sure. They probably wanted to make sure people didnt miss them. But it really could have been handled better. I maybe, would have put a notice board, or something in diamond city. Maybe near Nicks, or Pipers. Some place you would have to pass by.

There, this. You just proved you have more imagination than anyone who worked on the update at Bethesda. There already is a notice board in DC in the town square! There is only ever one notice on it, to kill the ferals in one of the metro stations.
basketcaseNZ Jun 28, 2024 @ 7:26pm 
Originally posted by Nitemares:
This is how they do it in fallout...
They did it this way in fallout 3
They did it this way in New Vega...

Might was well continue the immersion breaking trend in Fallout 4....

Oh you're right. I forgot all about that.
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Date Posted: Jun 26, 2024 @ 3:00pm
Posts: 51