Bro, yall need to give us a ■■■■ timer already

The quest objective and giant red wall isn't enough? Don't blame the game because you aren't paying attention to anything.
Not really. On foot, yes. On a vehicle, no. Especially if it's a motorcycle. I may forget that it's a fetch quest and hop on my motorcycle and start driving away and when I see the red barrier pop up, there's no possible way to stop in time to not fail. Having 30 seconds to stop and turn around would be very helpful and making that red barrier more visible since it can be very easy to not notice would be helpful to a lot of people. The timer doesn't need to be visible or can be a UI option.

The area indicator for the "stay within area" for quest activity is really poorly indicated.

It's just a word that slowly changes color as you get closer, I play on a 21:9 monitor and I HARDLY see the text in the corner. Why not just put down a glowing ring like a treasure dig, but for the entire area. Sure it's not immersive, but it's also already in place, just need to add it to the logic for that quest boundary.
There's a red wall that appears when you leave the area. You don't have to watch for text. But it can be easy to not notice.

It's too late by the time you notice it if you're on a motorcycle or a mini bike. A 3 minute timer would be ideal.
3 minutes is extreme, imo. 30 seconds is plenty. All you need is enough time to stop and turn around and get back into the boundary.

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I think removing the stay within requirement would be fine. It does provide a challenge if you're under-geared and getting overwhelmed because you have to stay within the area, but that's minor. I think the biggest issue is that zombies disappear after a while, so if you leave and come back, you have to make sure the player can still kill every enemy. There have been times when zombies (mainly vultures) would leave the area and then not return and not respawn, making it so you can't complete a quest. Having that be a problem anytime you leave the area and come back later would be a serious issue so they'd have to fix that so it never happens. Maybe it's already been fixed since I haven't seen that happen in recent versions, but it's still something that would have to be considered. It can also make it possibly easy to cheese stuff, such as causing a lot of zombies to spawn at once and stringing them along down a road as you kill them rather than having to worry about walls and doors and furniture and such. I'm sure there are other similar concerns. Even so, I think it would be fine and it could easily just be a sandbox option.

The alternative is to have some kind of delay before you fail the quest so you can return if you accidentally leave the area as the OP suggested.
 
The quest objective and giant red wall isn't enough? Don't blame the game because you aren't paying attention to anything.
It's already been stated, but just to back it up, the red wall is easy to spot enough on foot, but at speed on a vehicle it's nearly impossible. Even if you see it, there is not enough time to stop the vehicle. If the red wall appeared sooner, that would be something, but I can see how that would get annoying constantly seeing a red wall if you're near the bounds of the POI. A timer is a better solution.
Honestly, no timer please the less clutter on the HUD the better. Just make the wall visible earlier or like suggested by @theFlu once you enter a vehicle.
We're talking about a small UI element that would appear in certain circumstances. Not something that would be onscreen the whole time. If you're complaining about the UI, I'd argue a small timer in the lower center of the screen would be far less intrusive than red wall, which appears all the time if you're close to the POI border.
It's too late by the time you notice it if you're on a motorcycle or a mini bike. A 3 minute timer would be ideal.
I like the idea of a timer, but 3 minutes? That's absurdly generous. The whole point of the quest boundary is to prevent players from cheesing the quest by stringing the zombies out away from the POI. I'd say a good 20 seconds is plenty of time to recognize that you've left the bounds and to turn around and return. I'd be in favor of getting rid of the red wall altogether.
 
It's too late by the time you notice it if you're on a motorcycle or a mini bike. A 3 minute timer would be ideal.

5000 hours in the game and i still drive out of bounds far more often than i would like!
Right, not at 5000 hours because I'm on Xbox but I do have 2000. its always the fetch/clear missions. I clear the place and forget there are supplies because the mission indicator is so small and leave and by then its too late
 
A timer is a better solution.
Eh, if you say so. I'd say the best solution is players who pay attention to what they are doing. But that seems to be asking a lot these days. In all my time playing I've never accidentally failed a POI quest, only one or two buried supplies because I got chased too far away and didn't wanna die so I failed. And even then I didn't get mad at the game, just at myself for not paying enough attention to how far I moved. Guess most people would rather blame the game than themselves.
 
Eh, if you say so. I'd say the best solution is players who pay attention to what they are doing. But that seems to be asking a lot these days. In all my time playing I've never accidentally failed a POI quest, only one or two buried supplies because I got chased too far away and didn't wanna die so I failed. And even then I didn't get mad at the game, just at myself for not paying enough attention to how far I moved. Guess most people would rather blame the game than themselves.
I wish I could say the same :cautious: It's so easy to get carried away with killing zombies and collecting loot that I forget about the hidden supplies. I take the L though since I know I need to pay better attention.
 
Right, not at 5000 hours because I'm on Xbox but I do have 2000. its always the fetch/clear missions. I clear the place and forget there are supplies because the mission indicator is so small and leave and by then its too late
The absence of green checkmark for finding supplies doesnt ring a bell? This is just a pebkac asking to be compensated.

-edit- a npc asks you you to bring a red and a blue bottle. You get a blue bottle and start heading back with a stay within rule. Then you complain that the mission fails. Really?
 
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There's a red wall that appears when you leave the area. You don't have to watch for text. But it can be easy to not notice.
When was this added? I have nearly left areas in 3.0 clearing a POI and I never saw a wall. When do you see it? Is is before or after? My text was orange and I turned around.
 
I have nearly left areas in 3.0 clearing a POI and I never saw a wall.
It's there, for a couple meters before you cross it. Literally something like 2-5 blocks thou. The "yellow markers" -area seems larger nowadays, maybe you haven't been close enough. When it was first implemented, it was quite transparent; it was hard to react to. But last I saw it, it was pretty solid .. might've changed again, who knows .. :P
 
I am also not perfect and therefore worthy of disdain for wanting my quality of life improved by equity. I don't consider remembering what I'm doing to be a meaningful part of the challenge. I've also accidentally backpedaled out of the zone while fighting a wandering horde on more than one occasion.
 
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There are several people with thousands of hours in the game, admitting to being able to make mistakes. If you were unable to, you'd ahve spelled correctly. (my typo left in intentionally, I ain't perfect ;) )
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Yes, im one of them. And im tellling you. The objectives of a mission cant be clearer as it is. The op states he "forgets" he is on a clear and fetch satchel objective. While its clearly stated in the mission objectives top right. Is that a game problem or a user problem? So he clears the area and drives off. While the fetch satchel mission objective is still not accomplished in top right mission objectives. Mission fails. What improvement is there to make for someone not reading objectives? With all my hours i NEVER failed a mission because i "forgot" what i was supposed to do in the first place. Mistakes happen, but are they to blame on the game or the user?
 
I think they should do it differently. Instead of any warning that you have not completed the quest, you should fail it if you try to turn it in with the trader. So if you forgot to pick up the satchel, trader Rekt would then informed you about not paying up for failing to deliver.

But I don't think a lot of players would find that enjoyable.
 
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Yes, im one of them. And im tellling you. The objectives of a mission cant be clearer as it is. The op states he "forgets" he is on a clear and fetch satchel objective. While its clearly stated in the mission objectives top right. Is that a game problem or a user problem? So he clears the area and drives off. While the fetch satchel mission objective is still not accomplished in top right mission objectives. Mission fails. What improvement is there to make for someone not reading objectives? With all my hours i NEVER failed a mission because i "forgot" what i was supposed to do in the first place. Mistakes happen, but are they to blame on the game or the user?
Insane, but impressive.
 
I don't consider remembering what I'm doing to be a meaningful part of the challenge.
You're right, it shouldn't be part of the challenge. You shouldn't need the game throwing up a giant red wall to remind you what you even went to the POI for in the first place. You're only told several time from the point of reading/accepting the quest to completing it what the objective is. If you can't retain that info long enough to complete the quest then maybe it isn't a game issue.
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You are in the minority GFYS
Because 4-5 people on the forums struggle to read the HUD? Not really how that works. Even still, being the majority in a conversation between around 10 people or so certainly isn't proof enough that the game needs to change.
 
Mistakes happen, but are they to blame on the game or the user?
Good design makes mistakes harder to make. The fact that by stepping on the wrong block, you can negate an entire mission is already questionable - in the sense that it's not an obviously necessary feature. Guns have safeties, which are entirely unnecessary if you use them correctly. They're bloody handy though.

You're still doubling down on "skill issue" against "the UI could be better". This is proving to be a skill issue - the two aren't really even related.
 
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