What is it with some of these POIs???

Funny how many people complain about the dungeon POIs taking choice/exploration out of the matter, but as soon as a POI doesn't hold your hand all the way through people also complain.
Having to step in the right spot to spawn zombies in is the problem. You're on rails the entire time and if you step off the rails the POI Quest is essentially broken.

If, for example, a zombie breaks a locked door and you enter the now broken door there's a chance you'll miss the trigger for an event, leaving you running around the entire POI trying to figure out what you missed.
 
It would be really nice to have some variation in the POI´s and not all of them being dungeon style. Give us, i don´t know, like 15% of non dungeon POI´s for a bit of variety. We can have that with compopack would prefer some in the base game also though, there is quite a few non dungeon POI´s in the compopack, but big ones with no path can be a pain.

It´s always extremes with TFP, someone needs to explain to them what middle ground means....
 
Having to step in the right spot to spawn zombies in is the problem. You're on rails the entire time and if you step off the rails the POI Quest is essentially broken.

If, for example, a zombie breaks a locked door and you enter the now broken door there's a chance you'll miss the trigger for an event, leaving you running around the entire POI trying to figure out what you missed.
You just have to cover all the ground. I don't think it's that hard to remember where I've been and where I haven't. People just wanna W key their way through and rush on to the next job.

Give us, i don´t know, like 15% of non dungeon POI´s for a bit of variety.
I'd think around 15% of the POIs on a map aren't dungeon style ones. The remnants and all those 0 skull POIs aren't technically dungeons.
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I don't, because I see options that fall between "obvious" and "confusing". What maybe be obvious for one person, might be just telegraphed enough for someone else, or not clear enough for another. There's nothing wrong with differing opinions and there is nothing wrong with disagreeing or even challenging someone else's opinion. But, I think its important that we not be dismissive of them and I see far too much of that on these boards.
I get that, but there's really no way to map out what the ideal POI build is for everyone. And even if you could, are you gonna just build every POI the same using that template? Would kill the variety. And you'd still have people on each extreme end fussing about them being too simple or too confusing. Trying to please everyone is just a waste of time.
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Sure; it has 0.01 value on a select arbitrary scale. Infinitely more than complaining about it, though ;)

Loop-de-loops thou...
Funny you keep replying while contributing nothing. Your posts are no more useful than the complaining you're posting about...
 
It would be really nice to have some variation in the POI´s and not all of them being dungeon style. Give us, i don´t know, like 15% of non dungeon POI´s for a bit of variety. We can have that with compopack would prefer some in the base game also though, there is quite a few non dungeon POI´s in the compopack, but big ones with no path can be a pain.

It´s always extremes with TFP, someone needs to explain to them what middle ground means....
I'd say that the new T5 pois Hybrid and Rockworks are not dungeon style POIs.

Both have a more or less obvious path that you can follow in order to make sure you get everything, but both make it trivial to subvert that path and don't break if you do them differently.
 
Funny how many people complain about the dungeon POIs taking choice/exploration out of the matter, but as soon as a POI doesn't hold your hand all the way through people also complain.
A lot depends on the situation. If I just went to a POI to loot, then there are no problems. But when I take a cleanup quest, then unworked scripts begin to pose a serious problem. Often sleeping zombies do not wake up and it is simply impossible to find them without a pointer. If such a place is the only one left, then the pointer will lead you there. But if there are several such places, then it can take a long time to find the right places.
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You just have to cover all the ground. I don't think it's that hard to remember where I've been and where I haven't. People just wanna W key their way through and rush on to the next job.
Not a fact. There is a POI that looks like a mountain with 4 towers around the perimeter, inside the mountain there is some kind of military facility. There is a place where 2 zombies jump out of the wall (they break through the wall). If the script did not work and you are clearing this place for the first time, then you can run for a very long time.
 
Uggh some of them are so needlessly complicated. A quest isn't fun when it takes forever because it's so hard to figure out where you need to go.

7 Days Suites got me ■■■■ed up bro where am I supposed to go here lol

I agree to some extent. There's certainly an element of personal taste in there. When I played MMORPGs, I was cool with the simple Everquest raids. I quit playing the MMORPGs when raids started including bizarre steps, such as "when the boss sneezes, everyone go hide in the corner."

If I'm remembering the "7 Days Suites" POI, and not confusing it with another POI, I recall losing the path pretty early, but I didn't really care as I don't really feel compelled to cling to the paths. In a later run I recall picking up on the path near the end and seeing a classic "just drop from above into an ambush" setup. There's no way I'm doing that.

While I do play the Tier 5 POIs, I don't usually do them as part of a quest. It isn't that I can't. Most of the time it works out fine. But, since I stealth POIs, those larger POIs take a significant time to complete and I don't really want to be confined to the POI. I want to be able to leave and come back.
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It would be really nice to have some variation in the POI´s and not all of them being dungeon style. Give us, i don´t know, like 15% of non dungeon POI´s for a bit of variety.

I happen to know a modlet with 250+ POIs and only around 5 of them have designed paths... (I'm too lazy to build those paths.)
 
Uggh some of them are so needlessly complicated. A quest isn't fun when it takes forever because it's so hard to figure out where you need to go.

7 Days Suites got me ■■■■ed up bro where am I supposed to go here lol

Some of them may be but not all of them. It's good to have a variety and if 7 Days Suites is too convoluted for your taste, it is someone else's favorite. As you play, you'll learn which POIs you will want to avoid and which are your own favorites to play out. Asking them to rework POIs that you don't enjoy instead of you choosing to just avoid those is going to infringe on someone else's preference for those very POIs.

Unless you are of the opinion that they are all too convoluted and confusing? But if not, and there are just a few that rub you the wrong way, then nothing should be changed if there are others who love those particular POIs.
 
Personally, I like POI that aren't so easy to navigate. They aren't so straightforward and I like that. Open concept is okay, but only for a small number of POI. If most were that way, I'd get tired of having to just do what amounts to arena style POI all the time. You get some variation, but they tend to be the same wide open area over and over. The dungeon style POI offer far more variety, imo. I have no issue with them adding more open area POI, but I wouldn't want them to move entirely away from the dungeon style POI.

As far as triggers, I have done a LOT of quests in this game and the only times I've run into problems with triggers were when some buttons were broken in (I believe) 1.0. Other than that, I haven't had any triggers that didn't work. But I don't go through blasting holes through everything, so I'm not destroying doors without opening them except certain doors that are locked and clearly intended to be broken to get to a room that has no other way in.
 
You just have to cover all the ground. I don't think it's that hard to remember where I've been and where I haven't. People just wanna W key their way through and rush on to the next job.
They essentially broke stealth, so yes—you’re right. By design, they want you to rush through the POI.
 
They essentially broke stealth, so yes—you’re right. By design, they want you to rush through the POI.
They made it less OP, but I wouldn't call it broken. Most people don't realize that when you hit a trigger volume it does spawn zombies and they can come towards you, but they don't immediately know where you are. Now if it is an attack volume I think it does give them your location, but if you have stealth perks maxed they forget about you in no time. Stealth just requires some planning and thought instead of just standing in a corner and nothing being able to see you.

And just because it doesn't work as well doesn't mean you have to run through. That sounds like min/maxing logic. I play the game how I feel like playing it.
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A lot depends on the situation. If I just went to a POI to loot, then there are no problems. But when I take a cleanup quest, then unworked scripts begin to pose a serious problem. Often sleeping zombies do not wake up and it is simply impossible to find them without a pointer. If such a place is the only one left, then the pointer will lead you there. But if there are several such places, then it can take a long time to find the right places.
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Not a fact. There is a POI that looks like a mountain with 4 towers around the perimeter, inside the mountain there is some kind of military facility. There is a place where 2 zombies jump out of the wall (they break through the wall). If the script did not work and you are clearing this place for the first time, then you can run for a very long time.
And you are describing a bug. Maybe report it?
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Hey, you found the meta! Now apply it ;)
Difference being I'm actually trying to debate and have conversation. You're just criticizing and being a ■■■■■■. Not the same thing.
 
They made it less OP, but I wouldn't call it broken. Most people don't realize that when you hit a trigger volume it does spawn zombies and they can come towards you, but they don't immediately know where you are. Now if it is an attack volume I think it does give them your location, but if you have stealth perks maxed they forget about you in no time. Stealth just requires some planning and thought instead of just standing in a corner and nothing being able to see you.
I agree that stealth used to be powerful a long time ago but that was because you could sprint in stealth. If they removed that it wouldn't be bad.

I always considered the tradeoff that stealth provided, safety, was offset by the time it took to properly complete the quest or loot. Time is a resource in this game.

That being said there are tons of times where opening a door in stealth and walking in triggers a zombie behind a desk that instantly aggros.

Stealth is largely outclassed due to recent buffs to damage mitigation and melee weapons.
And just because it doesn't work as well doesn't mean you have to run through. That sounds like min/maxing logic. I play the game how I feel like playing it.
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I agree, but with time being an important resource (before the 7 days) it's encouraged by the game to do things efficiently.

Plus it's a downside of sleepers. The plus side is that it's challenging and better on performance so it's a give and take.
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They essentially broke stealth, so yes—you’re right. By design, they want you to rush through the POI.
It's not broken. It's just not as good and stealth doesn't mean it has to be for the entirety of the POI. I do think a few tweaks could make the path more enticing.
 
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