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

Ah okay. But then the LCB is the wrong template as the border is not shown all the time when you set down an LCB
Well, it is if you enable it. If he's saying that the "enable" option is clicking the quest marker, then that would be similar to the LCB. However, I don't think many people will enjoy seeing the boundary constantly during the quest. And if it's a game option, those people will disable it and still end up failing quests once in a while. Having 30 seconds to turn around and go back if you forget, or making it so Fetch doesn't require staying inside the boundary (the better option, I think) would solve the problem without making it always visible.
 
Well, it is if you enable it. If he's saying that the "enable" option is clicking the quest marker, then that would be similar to the LCB. However, I don't think many people will enjoy seeing the boundary constantly during the quest. And if it's a game option, those people will disable it and still end up failing quests once in a while. Having 30 seconds to turn around and go back if you forget, or making it so Fetch doesn't require staying inside the boundary (the better option, I think) would solve the problem without making it always visible.
The problem with the timer is that the bug that could happen causing an incomplete quest would be triggered as soon as you cross the threshold. The barrier is currently the absolute limit for where the conditions to potentially cause an uncompletable quest are. So we would have to have a much, much tighter barrier to make it so a player couldn't possibly cross that now unmarked threshold.

So even if they implemented a timer, the desync has already occurred and a bug could now be present.

It seems like no matter how you to try to tackle this you end up hitting some kind of barrier baked into Unity. The spawned sleeper problem, the kill count being dynamically generated, or chunk loading/unloading.
 
The problem with the timer is that the bug that could happen causing an incomplete quest would be triggered as soon as you cross the threshold. The barrier is currently the absolute limit for where the conditions to potentially cause an uncompletable quest are. So we would have to have a much, much tighter barrier to make it so a player couldn't possibly cross that now unmarked threshold.

So even if they implemented a timer, the desync has already occurred and a bug could now be present.

It seems like no matter how you to try to tackle this you end up hitting some kind of barrier baked into Unity. The spawned sleeper problem, the kill count being dynamically generated, or chunk loading/unloading.
Not sure what you're talking about here. Adding a timer doesn't remove the barrier. And if you're talking about spawns not respawning, that isn't triggered by the POI boundary. You can be inside the boundary and it can happen (unless it's already been fixed since I haven't seen that happen in a long time). It just increases the chance the longer you are away from the POI if it hasn't been fixed already. But 30 seconds won't make any difference for that.

And to be clear, the chunks the POI is in don't unload the second you leave the boundary of the POI.

Last, removing Fetch from the requirement to stay within the boundary wouldn't have the slightest impact on anything related to clearing zombies.
 
The problem with that is multiplayer. If you can simply leave and come back whenever you want, the POI is blocked as quest POI for others. That would mean that we need a timer again, otherwise people could simply block POIs.
POIs don't have to be permanently set as "started". They can be reset after x amount of time regardless if you complete or fail the quest. Also there are enough POIs to where this shouldn't be a real issue.

The issue for me anyway isn't a timer but an overt one that takes me out of the immersion and reminds me I am in a game with the large red barrier.

Again, for me it isn't a big deal but if I had the ability to wish it into existence then I would stick with no red barrier and use other ways to manage quests.
 
How is something you see only when pressing a button helping with **reminding** players of something they forget? Who is reminding them to press the button? :LOL:
OK i will try to simply the thought a little more.

When you place an LCB and hit activate, there is a big to the sky visible "Green" barrier.

When you start a quest there is a tripod that a player interacts with, if it uses the code
from the lcb. But uses the activate command, and applies it to the "Button" reference
on the tripod. That starts the quest.

The Perimeter color will appear and stay until deactivated, the same as if you activate an LCB. Kind of an in your face
color barrier. That only deactivates, and disappears if you complete the quest or die and fail.

Is that clearer? As to what my suggestion for using the lcb mechanic referred to.
 
In regard to people not wanting to see the boundary continuously, the game
has occluders, can allow it to appear as you get closer to the boundary. If it is
red or the alt color then the quest is not finished. Red usually has been taught
as stop. The only difference is semantics, visual vs time, both are a reminder, and
both can either be acknowledged or ignored.

If it is not there then the quest is done and it has turned off.

If a timer is added but no auditory or visual Queues are added to it, then unless
you suddenly hear "beat the clock" playing in the background, what is the reminder
that the timer has started. The trader dialog, that is both auditory and visual, unless
you muted traders also, and people already complain about inconvenience for distance.
 
Last edited:
In regard to people not wanting to see the boundary continuously, the game
has occluders, can allow it to appear as you get closer to the boundary. If it is
red or the alt color then the quest is not finished. Red usually has been taught
as stop. The only difference is semantics, visual vs time, but are a reminder, and
both can either be acknowledged or ignored.

If it is not there then the quest is done and it has turned off.
That already exists. It's just that it shows up too late if you're in a vehicle that you can't stop before failing the quest. I don't want a constant box that would potentially obscure my view outside of it, because I'd like to be able to see (and shoot) any wandering hordes/screamers that may be coming from the outside.

Removing the "stay in the area" from fetch quests would 100% work for me. I've never failed a clear (or the clear portion of a fetch/clear) from leaving the area, it's just the satchel that I on occasion forget.

As for a timer breaking things, I played with a mod that added a timer instead of the instant fail, and while I think I only triggered it once or twice, it never messed anything up, though again, it was always the fetch part that I forgot to do.
 
Instead of a verticle color, the plane could be horizontal, at ground level, or
just applied to objects or the atlas objects, it keeps distance visibility, but is
there before you even engage the timer. If the ground has a shader color
that is on the ground or grass or shrubs, and there is an option to adjust that
color for players with CVD, then, until the quest is done the color is there. If
the quest is completed the ground shader is deactivated,
 
OK i will try to simply the thought a little more.

When you place an LCB and hit activate, there is a big to the sky visible "Green" barrier.

When you start a quest there is a tripod that a player interacts with, if it uses the code
from the lcb. But uses the activate command, and applies it to the "Button" reference
on the tripod. That starts the quest.

The Perimeter color will appear and stay until deactivated, the same as if you activate an LCB. Kind of an in your face
color barrier. That only deactivates, and disappears if you complete the quest or die and fail.

Is that clearer? As to what my suggestion for using the lcb mechanic referred to.

Yes. I remembered about seeing the barrier whenever taking up a workstation for a short time but forgot that there was a switch on the LCB to activate it.
 
The problem with the timer is that the bug that could happen...
I also share concerns that the inclusion of a timer and the ability to go out of bounds seems to invite more potential bugs that may need ironing out. In addition to that, I think being confined to the quest location is an intended part of the challenge and even a brief timer could be abused to make the quest easier by taking fights off premise to areas that are prepared before the quest is started- like placing traps along the road.
I can also see potential for aggravation in multiplayer if one player is attempting to start a quest but another left their satchel there and plans to come back later when it's more convenient.
When you place an LCB and hit activate, there is a big to the sky visible "Green" barrier.
I think that effect would be the perfect fit for this application.
I feel like it could be set to only appear when you're driving and then most players would rarely even see it unless they're in danger of driving away early.
 
I also share concerns that the inclusion of a timer and the ability to go out of bounds seems to invite more potential bugs that may need ironing out. In addition to that, I think being confined to the quest location is an intended part of the challenge and even a brief timer could be abused to make the quest easier by taking fights off premise to areas that are prepared before the quest is started- like placing traps along the road.
I can also see potential for aggravation in multiplayer if one player is attempting to start a quest but another left their satchel there and plans to come back later when it's more convenient.

I think that effect would be the perfect fit for this application.
I feel like it could be set to only appear when you're driving and then most players would rarely even see it unless they're in danger of driving away early.
They added the option to remove zombie digging. I don't think such a random thing as being able to leave the area for a few extra seconds matters.
 
Back
Top