PC Which New A-21 Mission POI's are Overly Difficult for Their Level.

Silverjohn

New member
I know some of the old grognards have been asking for more of a challenge but I've noticed that a few of the new A 21 POI's seem unreasonably difficult for the mission tier they've been assigned.   (If you reply to the thread please keep in mind new players to the game may not have your level of experience and expertise and we don't want to drive off new players with unreasonable difficulty spikes between one POI and another;)

If anyone else has found this to be true as well please add to the list with the POI name and the reason why you think it's been incorrectly rated.  For example:

Camp Carwal

Tier 1

The last loot room requires you to drop through a one way hatch and automatically triggers two regular zombies and a lumberjack in an enclosed space.  I've had this happen on two different characters and even on Nomad difficulty.  A lumberjack is doable in a Tier 1 if you have room to kite it but penned in by the room clutter and two other zombies it's a quick death.

(Edited for spelling.)

 
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I know some of the old grognards have been asking for more of a challenge but I've noticed that a few of the new A 21 POI's seem unreasonably difficult for the mission tier they've been assigned.   (If you reply to the thread please keep in mind new players to the game may not have your level of experience and expertise and we don't want to drive off new players with unreasonable difficulty spikes between one POI and another;)

If anyone else has found this to be true as well please add to the list with the POI name and the reason why you think it's been incorrectly rated.  For example:

Camp Carwal

Tier 1

The last loot room requires you to drop through a one way hatch and automatically triggers two regular zombies and a lumberjack in an enclosed space.  I've had this happen on two different characters and even on Nomad difficulty.  A lumberjack is doable in a Tier 1 if you have room to kite it but penned in by the room clutter and two other zombies it's a quick death.

(Edited for spelling.)
I agree with you on that one.  It's not a good one for the first tier 1 quest of your game.

The balance of the POI tiers should really get some work.  There are some that are too hard for the tier when compared to most others in that tier and some that are too easy for their tier compared to most others.  I had a tier 5 infestation that felt like a tier 3 or tier 4 normal quest.  There is a tier 1 gas station that has only 2 or maybe 3 zombies in it (that should be a tier 0).  I think they are determining tier by the number of zombies but the number of zombies isn't really what makes it difficult or easy.  It's how many come at you at once and from what directions and whether or not there are escape paths or room to maneuver that really affects difficulty.

 
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There are a few tier-one POIs that have the player face off with a dog. That is almost certain death if you aren't ready for it. I think one is a bar that once clear the inside you step outside into a side yard and there is a dog and another is a house and the dog is in the bathroom. There was one more but I couldn't be sure it didn't just come in from outside like a dog wandering horde might have spawned while I was in the quest.

Navezgane Corrections. Feels like 99% of the place is "@%$# your stealth build lulz"


That one is tough but it is also marked Tier 5 and there has been a lot of feedback that the previous T5 pois while being long were not particularly challenging so if they did one new one that is particularly hard and all about triggered ambushes and parkour battling-- at least it is marked as "most difficult".

 
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The saving grace for Navezgane Corrections is there's plenty of room to move around/kite/etc., but it is very frustrating when you do everything you can to be as stealth as possible and the game's set up to just "Nah fam" you in some of the nastiest spots there are.  Aside from that, the difficulty of that POI is spot on; I've cleared it multiple times (mostly with 1-2 friends along with me) as a T6 infestation and still managed to come out of it with more ammo than I spent, heh.

As for the OP's question, I'd say any T1s having a guaranteed dog spawn are pretty much a death sentence for many players within the first 7 days.

 
Navezgane Corrections. Feels like 99% of the place is "@%$# your stealth build lulz"
I had a buddy that went to go do it solo with a stealth build, and he came back twice with his tail between his legs.   Although he had not said it out loud, he respecc'd almost right away and I suspect he had plenty of reasons to do so.

I've done this POI three times with my group (numbering 5) and twice solo.  I did it once in the forest biome, once in the desert, and twice in the snow biome.  I'm split on how I feel about it for two reasons:

I find this particular POI to be a tremendous resource and time sink for the value of the return rewards.   The loot inside the POI was abysmal compared to sheer amount of resources that went into the mission itself, and even the trader reward was doled out like any other mission of the same tier.   I can tell you with complete honesty that not only was it a logistical nightmare to clear, but the sheer scale of it was a massive stew of similar looking rooms and hallways that it's very easy to get lost in.  The walls, despite being quite sturdy as one would expect in a prison, are basically paper in vanilla settings and the various hordes can collectively chew through it in record time.  I understand that this is technically a feature of infestation missions (which i think are interesting) but I gotta say it is not particularly inspiring in any special way other than it being a virtual death trap.  Unless you're doing it for bragging rights, there's really no incentive to ever enter it.  I can't even fathom how terrifying it would be to complete in the Wasteland biome.   As a base structure I can't recommend it at all for the same reasons.

But, for those folks looking for a REALLY tough challenge this place is for you.   It's a sweaty mass of &#@% coming at you from nearly every angle.  I won't spoil it here how this unfolds so I really recommend you try it out for yourself.   I had a blast running it both in groups and in solo, but that is pretty much its only redeeming quality.

 
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That one is tough but it is also marked Tier 5 and there has been a lot of feedback that the previous T5 pois while being long were not particularly challenging so if they did one new one that is particularly hard and all about triggered ambushes and parkour battling-- at least it is marked as "most difficult".


I don't know about the parkour battling, but it's definitely all about triggered ambushes. I'm surprised I was able to solo it at all. Next time, I'm going in with a backpack full of ammo and medical supplies.

 
County Jail. The end room is a death trap. You have some room to maneuver but the Feral Wight in the jail cells in the upper ring reach through the bars and immediately make you bleed so you have no visibility. That is the worst. To keep the zombies under control you need grenades or something else explosive.

 
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Navezgane Corrections. Feels like 99% of the place is "@%$# your stealth build lulz"
In Prison 1 I was lucky I had brought a 2nd stack of SMG ammo with me and I got it done.

There are a 134 (I mean... a bunch) of those POI now. Unfortunately there is no way to know which ones you pretty much HAVE TO go loud with.

I mean there is if you happened to search for SleeperVolumeTriggeredBy across all files and unique/sort it but who would do that?


Bumrush Counter


POI


File


3


Aldos Cabinet


countrytown_business_04


1


Animal Hospital


farm_04


2


Appliance Co.


countrytown_business_02


1


Atlas Metal Co.


country_junkyard_02


1


Ballzstrike Bowling


bowling_alley_02


1


Beavers Restaurant


fastfood_05


1


Bell Lake


rural_outdoor_wedding_01


1


Bert's Brewery


oldwest_strip_03


1


Bill Gearz Place


house_old_modular_02


1


Boe's Market


store_grocery_05


1


Bombshell News


downtown_building_05


1


Butcher Pete's


countrytown_business_05


1


COC Chemicals


warehouse_07


4


Coleman's Drive-In


rural_drive_in_01


1


Crotalus Rest Area


rest_area_03


1


Departure Plaza


departure_city_blk_plaza


2


Don Vittorio Spagetto Residence


house_modern_18


1


Downtown Evacuation Point


downtown_parking_lot_01


3


Downtown Marketplace


downtown_strip_05


1


Downtown Post Office


post_office_01


8


Dr. Karen Higashi Residence


house_modern_23


1


Ecotrash Recycling Center


junkyard_01


2


Fiery Farms


farm_05


1


Fit Box


downtown_filler_11


2


Flushing Rule Palace


downtown_strip_01


1


Fort Bags


army_camp_02


1


Fort Camo


army_camp_01


3


Fort Choppa


army_camp_05


1


Fort Quonset


army_camp_03


2


Fort Razor


army_camp_04


4


Garage 1st Construction


house_construction_03


1


Gonuts Donuts


downtown_filler_22


1


Good Life Apartments


apartments_01


1


Happy Sleep Motel


motel_03


1


Higashi Pharmaceutical


skyscraper_03


1


Historic Office Suites


office_03


1


HNN Bank


downtown_filler_23


1


Hog Foot Village


survivor_site_06


2


Hotel Zombona


hotel_01


3


Housing Development


housing_development_01


3


Hybrid Energy


utility_electric_co_02


2


Hybrid Energy Substation #1


utility_substation_01


1


Hybrid Energy Substation #2


utility_substation_02


1


Hybrid Energy Substation #3


utility_substation_03


2


Jack's Lumber Mill


sawmill_01


4


Jeffelon Zuckergates Estate


house_modern_24


1


Jim & Tim's Bullets and Booze


countrytown_business_12


5


Joe's Junction


downtown_strip_04


3


Johnson's Warehouses


warehouse_08


1


Journey's End


lodge_01


2


KZL Radio Station


radio_station_01


1


Le Spank


downtown_filler_02


1


Luigi's Pizza


downtown_filler_13


1


Ma Baker & Sons Bakery


store_bakery_01


1


Maggie's Corner Cafe


countrytown_business_07


3


Mercy Point Camp


survivor_site_05


2


Mobile Field Hospital


parking_lot_02


12


Navezgane Corrections


prison_01


11


Navezgane County Jail


prison_02


1


Navezgane Falls Diner


diner_07


4


Navezgane General Hospital


hospital_01


6


NDC Checkpoint Five


roadside_checkpoint_05


4


NDC Checkpoint Four


roadside_checkpoint_04


1


NDC Checkpoint One


roadside_checkpoint_01


2


NDC Checkpoint Three


roadside_checkpoint_03


2


NDC Checkpoint Two


roadside_checkpoint_02


3


NFD Downtown HQ


downtown_strip_12


2


NFD Engine 4


fire_station_04


2


NPD 3rd Div.


police_station_03


2


Olgiddy & Brother Advertising


city_center_01


1


Our Best Moments


cabin_18


1


P&B Machining Co.


industrial_business_08


3


Pantelli Residence


house_modern_28


2


Pass-N-Gas Plaza


roadside_truckstop_01


1


Pass-N-Gas Refinery


utility_refinery_01


7


Pass-N-Gas Store #05


gas_station_05


1


Perishton Tunnel North


perishton_tunnel_02


1


Pete's Outlet


downtown_strip_03


1


Piggy Bank


bank_01


1


Pop-N-Pills


store_pharmacy_02


5


Pop-N-Pills Factory


factory_03


1


Pop-N-Pills Mini-Mart


store_pharmacy_01


2


Pop's Pawn & Bel's Bakery


downtown_strip_09


2


Post Office #2


post_office_02


1


Pristine Healthcare


remnant_waste_18


1


Pump Substation


wilderness_filler_11


1


R. Thornbury Residence


house_old_tudor_04


1


Radio Outpost


survivor_site_03


7


Ranger Station Alpha


ranger_station_01


2


Ranger Station Charlie


ranger_station_03


3


Ranger Station Delta


ranger_station_04


1


Ranger Station Echo


ranger_station_06


1


Ranger Station Foxtrot


ranger_station_05


1


Ranger Station Golf


ranger_station_07


5


Red Mesa Compound


installation_red_mesa


1


Richard Munchz Plaza


downtown_strip_02


2


Rise Realty


office_02


1


Rosilyn Residence


house_modern_25


1


Scarecrow Fields


farm_02


1


Schittz Law


downtown_filler_03


3


Shady Woods Amphitheatre


field_concert_01


11


Shamway Factory


factory_01


8


Shotgun Messiah Factory


factory_02


2


Shotgun Messiah Range


store_gun_01


1


Spark's Place


house_old_modular_07


2


Stand Tower


downtown_building_03


3


The Bend Apartments


apartments_03


1


The Bennett Residence


house_modern_14


1


The Burgcaneer


fastfood_06


1


The Engall’s Residence


cabin_17


2


The Gladue Residence


cabin_13


1


The Goldsmith Residence


house_old_ranch_03


1


The Harrison Residence


cabin_03


2


The Last Party House


house_modern_26


3


The Last Sunset Nursing Home


nursing_home_01


1


The McElveen Residence


house_old_pyramid_02


3


The Paciotti Residence


house_burnt_02


1


The Purser Residence


house_old_modular_01


1


The Smokehouse


survivor_site_02


1


The TJ Morales Residence


cabin_07


1


The Wagner Residence


house_old_modular_04


3


The Wright Residence


house_old_mansard_07


1


Three Dollar Store


store_discount_01


2


Tower Construction Site


skyscraper_04


1


Town Square Apartments


downtown_filler_12


3


Tri-Med Group


office_05


1


Uninhabited Mansion


house_construction_05


9


Vanity Tower


apartments_02


1


Vick Garrison's Pedipawn


commercial_strip_03


1


Weston Weigh Station


weigh_station_01


2


Working Stiff Superstore


store_hardware_02


1


Working Stiff Tools


store_hardware_01


1


Working Stiff Tools Warehouse


warehouse_05


1


ZMB Radio Station


radio_station_02


Do NOT confuse this with a threat rating. I think Butcher Pete's killed me twice while the prisons did not.
A lot depends on the quality of execution, not the quantity of triggers.

(The @%$# who designed Pete's knows what I'm talking about! =P)

 
The Wagner Residence. A T2 POI. Not a real to dangerous type more of a "Seriously? You want to be that cheap just to kill me?" issue. 

IF you have the clear quest and you use the exit the game gives you after clearing it out, you run into a dog that isn´t part of the quest and instantly triggered as soon as i set a foot outside the door. Ofc i was encumbered, not at full health and not paying any attention because i just did a clear quest. And yes, the dog is  within the boundaries of the POI.

That kind of cheap "challenge" is what drives new players away.

 
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I will say it like this:
dont play full stealth. Its just not worth it or fun to play.

Instead, use it as a secondary attribute.
Most stealthweapons are strong enough to oneshot appropriate level Z's and you still have your main attribute for these stupid rooms.
Is that good design? F*** no! But at least this way you can still play stealtharcher, even if it is far less exciting than the alphas without auto wakeups.
Since TFPs are known for redesigning @%$# they worked on for quite some time... maybe we get lucky and they scrap the system again... although past events do not paint a pretty picture for the redo... it is most likely something like "every Z' wakes up if you can see it. Once you turn around, it instantly teleports back to its spawn so that you can not kite it!" honestly wouldnt be surprised if they implemented something like this... Because it would "increase the tention and force the player to engage with the enemies instead of boringly trying to find ways to play intelligently."

 
Navezgane Corrections. Feels like 99% of the place is "@%$# your stealth build lulz"
Stealth may not work but exploding crossbow bolts seem to be very effective in this POI when used in combination with the fences and prison doors.
 

 
I know some of the old grognards have been asking for more of a challenge but I've noticed that a few of the new A 21 POI's seem unreasonably difficult for the mission tier they've been assigned.   (If you reply to the thread please keep in mind new players to the game may not have your level of experience and expertise and we don't want to drive off new players with unreasonable difficulty spikes between one POI and another;)

If anyone else has found this to be true as well please add to the list with the POI name and the reason why you think it's been incorrectly rated.  For example:

Camp Carwal

Tier 1

The last loot room requires you to drop through a one way hatch and automatically triggers two regular zombies and a lumberjack in an enclosed space.  I've had this happen on two different characters and even on Nomad difficulty.  A lumberjack is doable in a Tier 1 if you have room to kite it but penned in by the room clutter and two other zombies it's a quick death.

(Edited for spelling.)


Thanks for the feedback on camp carwhal.  Will share it with the designer. 

 
I just mean that the open areas are designed for running around avoiding zombies as you battle them. But, yes, plenty of ammo and plenty of medkits are a must.


That is correct.  In the jail, there are alot of things in the environment to take advantage of to even the odds.  You can even run and hide in dark places in some of the triggered volume setups to regain stealth and continue silent killing if your willing to invest the time and effort.

It would be cool if there was an item / perk / effect to make the zombies have a harder time finding you (e.g. shooting out a light, etc.) 🤔

 
That is correct.  In the jail, there are alot of things in the environment to take advantage of to even the odds.
But that seems to be missing in the end room of the Navezgane County Jail or I am missing something. I know that there is an door that can be opened in an office in the upper area, but you have to know that first. Otherwise I don't see anything that gives me a break or an opportunity to reload. It is very easy for the zombies to push you into a corner in this room and because you bleed so easily in A21, you can hardly see anything. And since you enter the room through a hole in the ceiling, there is no way back.

In Navzegane Correction, on the other hand, you can make very good use of the prison doors and fences to give yourself a bit of breathing space and so that groups of zombies form which you can then fight effectively with grenades, pipe bombs or exploding arrows/crossbolts.

 
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It would be cool if there was an item / perk / effect to make the zombies have a harder time finding you (e.g. shooting out a light, etc.) 🤔
That would be cool! If it worked. They follow so closely there, there's no time to try and hide, and getting 15-20 rad zombies and ferals thrown at you doesn't really give you time to think about shooting out lights (they still see you anyway).

 
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