Your least hated Fo3 quests.

naossano

So Old I'm Losing Radiation Signs
Acting as the opposite of this thread.
http://www.nma-fallout.com/showthread.php?200900-Your-least-favorite-FO3-quest

It could be mixed quests, but i would really be interested in quest that you considered great.

On a more personnal note, i was wondering what were the quests in which you didn't ask yourself "Why should i care ?"
For instance, in Mothership Zeta, i am a prisoner that needs to escape, and try to learn a few things about the ship & crew in order to do so. I am not wondering why my character should do it. I am more concerned with quest like the chinese spy in Point Lookout or the Moira Brown as i keep wondering why someone with common sense would accept those quests, that are not only far too dangerous for what they worth, but also have no stake in it, nothing personnal, nothing for the greater good, nothing that enhance a faction or allow a settlement to survive, or involve huge ammount of money.

Beside Mothership Zeta, i have hard times to remind myself of quests that are not only justified, but justify the involvement of my character as well. Not wanting to bash the game this time. I would be happily convinced that there could be quests like that in the game.
 
I might have actually enjoyed the Arefu quest without "vampires". My god, who ever thought that was a good idea should hang themselves (just exaggerating). So much stupidity put into this game... the only quest that I actually play through without gaining headaches is the one where you have clear out the Lincoln Monument of mercenaries so the wasteland settlers can move to that area.
 
Well I think it can't be ANY of the DLC quests, because the FO3 DLC insisted on them isolating the player in an environment from which they cannot escape, and so the quests became mandatory as a result. Oh sure, they offered a few optional choices, like becoming the Pitt's champion, rescuing whatshisface's squad members.... Yeah, actually they didn't offer much of any optional choices, but there were a few. For the most part, however, they were mandatory, and confining me to a space and telling me "you have to do this" is just not acceptable for me, and loses much of if not all standing in personal liking from me for this.

But even then? Eh, I suppose the Replicated Man is my least hated. Not because I think the Synthetics add much to the story, or that the Underground Railroad isn't ridiculous, or that it's particular fun at all. Really, it's an encapsulated quest confined to a single area, yet I can complete it or ignore it at my leisure, it's begun with clear monetary incentive that anyone would be keen to jump at, and leaves you with a moral choice before you finish you (albeit, a really simplistic one). So, all in all I guess that's why I don't hate the Replicated Man much compared to the rest.
 
I think the dialogs weren't worked on enought, but i liked the outline around Oasis.

It has been a real while, (one of the very first i did) but i think the "those" quest was nice too. (at least before putting the Wilks kid on endless hold)

I liked the Crowley's quest concept. The guy ask you to kill bigots in the head. If you don't dig up, you might end up killing "innocents" while not necessary aware. Also, you don't necessary consider the guy as evil as he was betrayed. On the other hand it meet you make that silly Dukov, (funny guy, but why the hell is he there ?!) and you don't know why he wants the armor. It lacked polishing on that last part.

I also liked the quest in which you go into a Museum with Sidney (or not) to get the Constitution from a Button robot.
Pure mercenary job, but the buyer has proper reasons, there is fight, entertainment, alternative path, and you meet a character that will come back later.

As for repeatable quest(i believe they are called radiant now), the outcasts one was nice. They are buying high level tech, which is normal considering their ideology. They could confiscate Outcast tech, which forces you to pay attention. And if you sold them enough tech, you will gain reputation. (unfortunately, it is the only faction in which you have a very basic system of reputation)
 
I can only remember that Moira thing with the stick and the rats. It, too, was annoying, though.
 
The Guns of Anchorage

Paving the Way ---> The DLC felt like another game, that was unpolluted by the abomination that Bethesda made. All of that, however, was ruined when I discovered that the Sim was tampered with by Gen. Chase, and it's not real.

Operation: Anchorage!
_____________________

Tenpenny Tower ---> I liked how both options are evil. That was the only quest in the vanilla game like that though.
 
Have to agree with Cyberfiend. Reilly's Rangers was OK, although far fetched considering it remains in your quest log indefinitely. Would be better if after a certain time, they would all die.
 
Have to agree with Cyberfiend. Reilly's Rangers was OK, although far fetched considering it remains in your quest log indefinitely. Would be better if after a certain time, they would all die.
The same could be said of EVERY quest, though. Each of them has time constraints that the game refuses to acknowledge. You can find Big Town in its plight and opt to not do much about it for an extended period of time, and the Super Mutants won't mount their raid on the town until you've dealt with their pressing issues and either prepared them for the upcoming assault or acknowledged it and told them they're on their own. No matter how long ago it was you walked up that ramp in Arefu and accepted the "guard"'s task with making sure everyone's alright, even if you decide to take him up on it and just walk away and come back weeks later, the murder scene will have remained perfectly preserved and the NPCs will still treat the mysterious disappearance as the events of a single night. Reilly's Rangers is just among the more obvious situations where time elapsed should surely be MUCH more dire than the game actually depicts...

I personally can't stand that quest because it scales "with" the player (meaning it's next-to-impossible to get the rangers out safely, the later you attempt it, unless you clear out the bottom level of the hotel before coming to their rescue) so what should be a desperate escape UNLESS you resupply them which should lead to a pretty epic firefight just comes off as a pointless slaughter. Few games are as mind-numbingly frustrating with respect to AI stupidity / suicidal behavior when they've been temporarily transformed into the recipients of babysitting quests.
 
No matter how long ago it was you walked up that ramp in Arefu and accepted the "guard"'s task with making sure everyone's alright, even if you decide to take him up on it and just walk away and come back weeks later, the murder scene will have remained perfectly preserved and the NPCs will still treat the mysterious disappearance as the events of a single night.

But didn't New Vegas do that too? I remember that quest for Pvt. Morales where her husband's body was being used as a trap for NCR troops and I think you can take as long as you like for that quest. Although, I guess the NCR would have a hard time getting his body so it might take that long.

I guess a better example would be Return to Sender, you can take as long as you want delivering those codes even though Reyes tells you to be quick about it.

I personally can't stand that quest because it scales "with" the player (meaning it's next-to-impossible to get the rangers out safely, the later you attempt it, unless you clear out the bottom level of the hotel before coming to their rescue) so what should be a desperate escape UNLESS you resupply them which should lead to a pretty epic firefight just comes off as a pointless slaughter.

I have no idea about that. I didn't have a problem getting them out of there, but I guess everyone experiences different things.
 
But didn't New Vegas do that too?
New Vegas was also forced to use Gamebryo and be a full game from scratch to completed development in 18 months, which is incomprehensible as far as proper game development goes, to say the least. Besides, the simple fact that "New Vegas did it" does not pardon that FO3 did it. In fact, if anything, it condemns it even further, because it merely stands as sorrowful reminder that FO3 "started the trend".
 
What I do find odd though is the fact that both FO3 AND F0:NV both don't have time limits on things, but TES: Olblivion also had time limits in certain quests. I have no idea why they just didn't implement that stuff if they already had it.

But whatever, I really don't feel like derailing a thread today, so...
 
But whatever, I really don't feel like derailing a thread today, so...
It's not derailing a thread if that's the direction the conversation goes. It's one thing to just completely ignore a threads topic or talk about something totally unrelated, it's something entirely different to discuss something that was brought up while addressing the topic (which is okay).

But I agree, it's just weird to NOT have implemented time limits in quests where it would have been more than appropriate when previous work from the same developer demonstrated that they've implemented it before.
 
The same could be said of EVERY quest, though. Each of them has time constraints that the game refuses to acknowledge. You can find Big Town in its plight and opt to not do much about it for an extended period of time, and the Super Mutants won't mount their raid on the town until you've dealt with their pressing issues and either prepared them for the upcoming assault or acknowledged it and told them they're on their own.

Although it was kinda cool when you find merchants delivering supplies relevant to how you saved them and looters if they got destroyed. Although where they got the money to buy a shipment of stealthboys/guns/mines/old wet matchsticks is beyond me (or if there is actually anything to loot)
 
Helping the old woman to find the Soil Stradivarius violin was certainly a personal favourite of mine. In addition to rewarding you with a hauntingly beautiful music station for your radio, it was a quest that was quite humbling in its conclusion. Point it fact, it reminded me of a quest in Arcanum, in which you're asked by an old dwarf from the Wheel Clan to search the deeper caverns of his home in search of a lost family heirloom (which is, to your later surprise, just a toy wooden train). When you returned it to him, he would remind you of the significance of the smallest things, which is a message that resonates at the end of the violin quest in Fallout 3, as well. Personally, if the entire premise of Fallout 3 was just to find the Stradivarius, I imagine it would be a far better game (with a far better plot, too).
 
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The atomic bomb quest was an interesting idea, but due to the fact that it was so easy to complete and the reasons for destroying the town were never explained beyond deranged millionaire is tired of eyesore which is town made of junk.

It felt like there was a good idea hidden in there somewhere, but the execution never happened, however giving the player the power of an atomic weapon was a rather interesting plot twist when all is said and done.
 
Future Imperfect because I get to take the infamous G.O.A.T. exam.
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