Your least favorite FO3 quest.

FalloutTroll

Mfw no snow
It can be from DLC or the game also

Mine is probably the Oasis it took long and was fairly boring even tho it had interesting features
 
FalloutTroll said:
It can be from DLC or the game also

Mine is probably the Oasis it took long and was fairly boring even tho it had interesting features

All of "point lookout", and I must agree with Oasis, it's a boring-ass quest, and it has a dreadfully unmotivating "moral choise" -.-
 
Every quest that about moral choices and mainquest. storys are sucks, don't give decent gameplay,etc.
 
Akratus said:
Second place is probably the vampire one.

Ahah, yes, it was one of the first quests I did, when exploring FO3 for the first time. I was actually excited! The disaster of a vault-escape shitquest was being puuushed out of my mind, "Nope. Didn't just live through that. Still hope!"

Yes, so - I ventured the perilous road on to Arefu, where the map symbols (which to this day make no further sense to me) seemed to indicate a proper city awaiting me!

:)
 
Yes, the vampire quest was very anticlimactic. It had a great beginning, though, as I think Arefu was a decent settlement (one of the most logical in FO3, that is - as far as logic goes in that game), but ended really poorly.

But yeah, the main quest was the most annoying, though it did have its moments, but after that one, the ant quest, sharing the spot with Oasis, definitely. Whenever I'd meet that scientist" down in the metro and start a conversation with him I'd feel an urge to punch through my screen.
 
Atomkilla said:
Whenever I'd meet that scientist" down in the metro and start a conversation with him I'd feel an urge to punch through my screen.

Oh god, yes, you mean professor Farnsworth? -.-
Why oh goddamn why did they give him a voice and speech mannerism like that??
Why didn't they just make him go "Good neeews everyone!" while they were at it?

(Not to mention the illogical crap of him having a lab in the metro in the first place, etc. Seriously, let's not ever mention it o.-)
 
Oh wow, this is a very compelling and difficult question. (In that sense, very well done! =D) Least favorite FO3 quest? I dunno, they all kinda blend together into a blur of dullness, whereas I can at least recall hating "Return to Sender" in FONV because of how damn long and tedious it was (even if it had perhaps the most climatic ending of any single quest) because every quest was so different. I hated how you had to get a letter to a family in Arefu from Megaton and then track down a metro and go back and forth some more. I hated how you'd find a garden zealously guarded by lunatics by mere chance and that the ensuing encounter would reunite fans with a beloved character that they'd callously kill off (I mean in spirit, not that he's canonically killed), and then be free to walk away from this "secluded paradise" where your intervention was the deciding factor of whether it would spread or not- as if your ability to talk has no affect on word of it getting out. I hated how a feared organization conscripts me to capture some people by walking up to them alone with a space-age gun, knocking them out, then telling them to walk back to their imprisonment, rather than go with a pack of them to kick some serious ass and then walk away from a scene of assholes beating up defenseless bastards and tying them up with the mere hint of what's to come like the originals did it.

Every quests stands out as rubbing me the wrong way in some fashion or form, so none of them really end up standing out at all as my least favorite.
 
zegh8578 said:
Atomkilla said:
Whenever I'd meet that scientist" down in the metro and start a conversation with him I'd feel an urge to punch through my screen.

Oh god, yes, you mean professor Farnsworth? -.-
Why oh goddamn why did they give him a voice and speech mannerism like that??
Why didn't they just make him go "Good neeews everyone!" while they were at it?


Not only that, the pseudo-scientific manner in which the whole conversation with him is written makes the rest of FO3's writing shine brightly.
 
The quest you get at Little Lamplight. I forget exactly what it involved, freeing some saves I think, but the upshot was that you had to leave Little Lamplight and then come back. That's an awful thing to ask me to do.

I didn't like the vampire one because it pointed me to three locations, there was nothing there, and then that was it until I stumbled onto the right place. I dunno, maybe they gave you a scrap of paper to find which hinted that the vampires were living in the subway and i just missed it.
 
Oh god, such a hard choice. As SnapSlav said almost every quest in FO3 has some retadred elements, choosing the worst isn't easy. I'd say that the worst two for me were:

-The Arefu quest. So you track down this bunch of loonatics that terrorized the small settlment, killed their brhamins (not a small loss) and, as far as the Arefu inhabitants know, killed the West family. You talk with them and their leader tells you that they have this condition that comples them to eat human flesh but he managed to convert it into simply drinking blood. So now you have three options.
A)Kill them all. This is treated by the game AS A BAD THING! Killing a group of weirdos that harm innocent people in an lawless eye-for-an-eye society is bad? And to top it off the option is bugged and it can cause the inhabitants of Arefu to attack you for killing the people they wanted dead!
B)Tell them that it's their problem and should leave Arefu alone otherwise you'll kill them all, and if they really wanted blood so bad they could chase raiders instead of settling for the easy target. Oh wait, no. This option makes too much sense so it's not in the game.
C)You tell them to leave Arefu alone but they say they can't and Arefu has to give them blood to help them otherwise no dice. And this is treated as the good option! Oh, sure, you can sweeten the deal by having them provide security for the settlement but that they have the guts to pretend help from a settlement they harmed and terrorized and this being treated as the good option is mind boggling. Even more absurd is that Arefu accept their conditions! Again, the "vampires" terrorized them, made a woman go insane, killed their stock, killed the West family and abducted Ian (the truth was never revelaed to them on this). And they are totally fine with it.

If there was a "happy ending" quest with a surprise twist it should have been this one, not the Tenpenny one with the ghouls. You should have returned a few days later to Arefu to find all the "vamipres" slaughtered in a trap by the Arefu citizens. But I guess it would have ended being unnoticxed since you don't have any real reason to return to Arefu once you complete this quest. :roll:

Oh, and the final kicker: if you return to Lucy West (which was sooooo worried for her family and brother) she doesn't ask anything and you can't say anything of what happened. Fantastic!

-The android quest. So this android-needs-surgery thing gets your attention and you manage to find the surgeon. After knowing all the details, knowing that the andorid chose of his own will to forget everything but that his past memories are still within him you choose to make him remember who he really is. Wait, what? How does this make ANY sense? The only reason given is "you would want to know if you were an android". Did the Lone Wanderer forget that he chose it himself to forget? And, with people searching for him, he is actually more safe not knowing? Regardless, your idiot character meets with the android and says the password that unlocks his past memories. After a painful-to-watch scene (the animation is horrible here) the andorid rightfully asks why you made him remember his painful past and rewards you by giving you his best Plasma rifle. WAIT, WHAT!?
 
What to choose, what to choose... That would be Superhuman Gambit. Followed closely by main quest from Point Lookout. I hated tribals and it was overall boring.
 
Akratus said:
android quest
Kalasanty11 said:
Superhuman Gambit.

These are quests so shitty I wouldn't think of them if told to list quests I can remember...


Another totally unmemorable moment is the stupid nuka cola quest.
Yeah, thanks for letting nuka cola stay a subtle little joke in the game :(
 
2house2fly said:
The quest you get at Little Lamplight. I forget exactly what it involved, freeing some saves I think, but the upshot was that you had to leave Little Lamplight and then come back. That's an awful thing to ask me to do.

I didn't like the vampire one because it pointed me to three locations, there was nothing there, and then that was it until I stumbled onto the right place. I dunno, maybe they gave you a scrap of paper to find which hinted that the vampires were living in the subway and i just missed it.

If you have a high enough medicine skill you can find out where they are by examin the bodies in Arefu ;)

And the worst 2 quests are obviosly Those! And the vampire quest.. Fucking ants and fucking good guy vampires! :evil:
 
I have so much trouble remembering quests from that game... it's all subjective, of course, but I think it would have to be a toss-up between the Meresti vampires, the android at Rivet City, and the Tenpenny ghoul quest. The first two added things to the setting that I, along with many others, personally felt had no place there. The latter was more of a personal peeve-- I've got kind of a good guy errand boy complex, and the fact that you can't throw down for human-ghoul relations without causing a massacre really pissed me off. Assassinating Roy Phillips works, and it's morally justifiable even before you know what he's planned, but it automagically aggros the named ghouls (i.e. the shopkeepers, I.e. the only reason to ever go back to that blasted place again). There are a lot of quests I thought could have been done better, but the Phillips thing is the only one that left such a bad taste in my mouth that I never repeated it in subsequent playthroughs.
 
The bomb quest in Megaton. Way to trivialize something that should be a big world changing event in any setting, let alone a post apocalyptic one, the complete destruction of a big settlement with a NUKE, one of the things thagt left the world as it is. For doing the quest you either get a room, or get another room. Choice and consequences at it's finest, amirite?
 
Walpknut said:
The bomb quest in Megaton. Way to trivialize something that should be a big world changing event in any setting, let alone a post apocalyptic one, the complete destruction of a big settlement with a NUKE, one of the things thagt left the world as it is. For doing the quest you either get a room, or get another room. Choice and consequences at it's finest, amirite?
Exactly. No single fuck was given that day. Even by noble knights in shining armors. They are too incompetent to deal with anything: sm, raiders or Enclave so they ignore everything you do as long as you are willing to solve their problems for them.
But the most shining example of abysmal writing is reaction of Moira Brown. Fact, that this PoS 2 won Best Writing at Game Developers Choice Award is the best testimony to how dark 2008 was for rpg genre.
 
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