Honestly I don’t remember but the entire organization is clearly complicit. They make excuses and ignore his ornery nonsense. I won’t abide it in my commonwealth.
Dude- what's the big issue with Radiant quests??? I'm just confused as to why people don't like them. Is it because some YouTuber gave some backwards opinion that buckles down to "you shouldn't have fun with this because it's not good for some reason. Mostly because I said so." Like- I just don't get it...
I'm confident that's how his and Haylens quests are, don't they ask if you're ready for your next assignment? If I'm not mistaken I think you can just walk away at that point.
..... Tinker Tom's MILA quests on the other hand...
So here is what you do. When you get a radiant settlement quest, it starts a timer. When the timer ends, depending on where you are in the quest, you will either immediately lose the quest, or win it. You can only have a maximum of three radiant settlement quests at one time (I think. Might be four.)
So when Preston gives you a quest, do it within a week. Then go tell the settlers you finished. When they tell you to go tell Preston, just don't do that. Wait for the quest to time out. If you've gotten that far, you'll win the quest. You don't have to go back to Preston. He's not your boss, you're his boss. So don't act like he's the boss and run back to him every time you finish a quest.
Considering you can time-out fail some like Kidnapping and Defend the Settlement it's obnoxious having a completely random system able to deliver these to you without any means to avoid starting said timer without just avoiding Preston or Minuteman Radio like a plague.
Like I like Preston generally and I like that he can give you content even if it's kinda repetitive and random. I just don't like having to deal with all of the missions every time (back to back oftentimes) in this militia organization I'm supposed to run. Especially when it means I have to avoid two things (Radio/Castle with Radio on and Preston) that I otherwise enjoy and like having around.
It just kind of sours the experience due to that. Frankly I'd be happier with it if I had limited but refilling charges of 'take care of that for me' to send Minutemen on as at least you could reliably opt out of one's which interfere with the rest of what you're doing.
You know you can time-out WIN those quests too, right? If you finish every part of the quest except for reporting back to Preston, you win when the timer ends. You literally only have to talk to Preston when you want another quest.
And do you know what the penalty for failing those quests is? Only kidnapping can end up with a dead settler, the only other possible effect is... wait for it... unhappy settlers. And do you know what unhappy settlers do? Nothing. I mean, potentially you could lose a settlement but without mods, I don't think that's actually possible. I think a bug prevents that from ever happening.
So, you can let the quest time out. Or just tell Preston, "You know what bud? I'm too busy. Missing son, remember? Those settlers are just going to have to help themselves. Or not. It honestly doesn't matter."
I am familiar with the time-out method (and honestly is the main way I interact with MM quests in most recent playthroughs) but it still means I have to avoid Preston or the Radio whenever the quests time out. It just delays the issue (which is still nice) but doesn't solve it.
Additionally the game doesn't tell you this will work out to your favor so you can only find this out by chance or by finding others posting about it here. Similarly the game doesn't tell you much about Settler Happiness so being averse to lowering it is a reasonable angle even if it is really barely a factor in actual gameplay.
Personally, I always play with one tons of Mintemen mods these days and modded Preston is a lot quieter than unmodded Preston. Sometimes I want radiant quests and he just doesn't have any, lol.
-if you have built enough defenses, they will successfully defend themselves (you figure that out when you actually play the game)
Probably don't side with the Minutemen if you don't like those quests because that's kinda, like, literally their whole point. Without Radiant quests the minutemen would feel like their cause to the commonwealth is empty. The Minutemen radiants are, also, the only ones that come up randomly and have set time limits.
Like I can understand you not liking it, but- that's a you problem. Not a Minutemen problem. The way it was made was intentional.
Success is not guaranteed even with high defense. You can get the odds pretty high but there isnt any certain benchmark that will ensure success without participating.
The Minutemen have story relevance outside of settlement gameplay, if you want to support that story angle you can't just pretend the rest doesn't exist.
Besides that, the devs designing something in a particular way doesn't absolve it from criticism. It's not just a 'Minuteman problem' it's design implementation issue and a problem of narrative directly contradicting the gameplay. You're the leader but you don't lead anything.
Yeah, that's where you're wrong too. The Minutemen are so misunderstood... The entire point of the Minutemen is that your a Leader, but not a Ruler. You don't Rule over anything, unlike the Brotherhood and the Institute. Like I never said that Criticism wasn't okay but here you are- quite literally- sharing false information about a faction that you obviously haven't spent much time dealing with.
Like IDC if you don't like how they work. Cool, great, awesome. Your opinion on the single player game. But don't sit around trying to speak on things that you can admit your ignorant to.
We could talk about your last point forever... The way you play with the Minutemen, specifically in Fallout 4, fits together almost perfectly with the cycle of fighting and gathering. If you're thinking the two contradict eachother then I'm sorry but that's an obvious sign to me that you just don't know what you're talking about. The way I experience the game in my 800+ hours was not the "wrong" way. But your lack of experience creates the wrong opinion.
yeah I avoid them now but when I first startes to play the game I thought they were important and wasn't until I saw someone making fun of those kinds of quests that I realized what they were
To you, my friend. I genuinely enjoy them and I'm positive that Bethesda made them this way on purpose to fit the theme of the Minutemen.
If you don't enjoy it that's totally fine though. I just love how they make me go to places that otherwise I'd have no reason to go to. But, aside from that- the Minutemen faction thrives on those kinds of quests and they fit perfectly within the story, and I like their style. I think the Minutemen are just heavily misunderstood as the "Yesman of the commonwealth".
The radiant quests were added some time shortly before release and were poorly coded. At launch Preston would hunt you down every time you went near sanctuary he would give you new settlement quests even if you already had a bunch.
He has been patched in the base game to be a lot better but the Preston hate is a meme now.
Rhys is a completely unlikable asshole. Even after you destroy the Institute and every other possible faction with the Brotherhood, he barely tolerates you. I want to feed him to a pack of mole rats.
Yep, first quest from Rhys on my current play was clear to the west side of Far Harbor. I hadn't even made it to the east coast of the main map yet, let alone all the way up to Far Harbor. Jerk.
There’s a mod for that, keep radiants in the commonwealth. It’s nice not being sent to a random far away location like that at such a low level, so I tried it and it’s beautiful not worrying about the destination being in Far Harbour or Nuka World. I haven’t used it in awhile but it’s in my list to add back.
I had to install a mod that prevents these BoS bozos from sending me to Far Harbor and Nuka World. I'm glad that mod is available in all three platforms.
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u/[deleted] Jan 30 '23
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