Blake_
Captain Obvious
Sometime ago, I was witness to a conversation between @madmole and @Roland about the exploit of double clearing POIs. The community, as with many "gamey" choices is divided on this:
Ignore this following spoiler and skip to the detailed solution if not interested of if you already know all this stuff and/or don't care.
Fix with ALL the basic edge cases and solutions:
1. Take the quest at the trader : At that very same instant, the POI resets. Period.
EDGE CASE : What happens if there is already a player inside that POI, or if there are player-made structures built in that POI.
SOLUTION: You can reset it, with a warning for the quest taker of course. If a player is inside, it will catapult him/her to the outside of the POI like current traders do. Be aware this will be a rare Edge Case even in 4k maps and 8 players, THAT IS when the RWG and the quests function properly and sort themselves properly without repetition between players in RWG-multiplayer .
2.Go to the quest marker in the POI: Now you can activate the quest marker on the spot with the current A19 rules, but of course without the reseting and warnings, which they were given at the trader.
EDGE CASE: What happens if the quest is multiplayer and the other players are not there ?
SOLUTION: As it is now. The only difference is the described POI reset in point 1. The quest marker (flag) is there to be able to "start" the quest "finish" directive and to avoid multiPOI activation. If it's already finished due to emergent gameplay "clearing" then so be it and the quest gets instafinished. That instafinished edge case is detailed below, and it would only work with the "clear" directive. Free reward for an unforeseen event ? better than double clearing.
EDGE CASE: What happens if another player clears the POI and/or takes the secret stash or destroys the satchel before you get to the quest ?
-SOLUTION-
FETCH:
A non-quest player should not be able to destroy a questing player's satchel for fetch searchs. Only the player/s with that very same quest on that spot (must be the current activated one ) can destroy any and all the satchels.The non-quest player already cannot see the secret stash inside the satchel so one cannot "steal" a secret stash and therefore "jinx" the quest.
CLEAR:
The non-quest player can clear the Zombies on the POI within the timeframe of another player activating the quest and getting to the quest marker. If the questing player activates the marker and the Zombies are already killed, then so be it and the quests gets instafinished to that player or players doing it. Rare case though. There are many POIs in the game. This is emergent gameplay. You can't kill a guy that's already dead.
BURIED: Once activated, the area of the chest already has Zds there or bandits patrolling. They spawn when entering the chunk of course. If they are Zds, they should also be "patrolling" or even idle inside the area ( to avoid them wandering off the site) until the player gets within viewing distance.
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No timers. Too many edge cases with timers.
Ignore this following spoiler and skip to the detailed solution if not interested of if you already know all this stuff and/or don't care.
Arguments in favour:
Double the loot, u mad ?
Double the books if any, bye bye progression.
Double the experience, to hell with balance.
Multiplayer is crowded, empty and sad if we aren't allowed to double clear (come on, have we not infinite quests already?)
Arguments against:
Repetitive. Very repetitive. Fast loot with seldom any effort on lower quest tiers.
Unbalanced loot progression, I can have tons of what the POI has to offer and just do Tier 1 quests for efficiency.
Shortens the gameplay lifespan because an efficient player gets tired of clearing twice the same location .Yes, efficiency is common. For proof: It's what gameplay comments are all about also : you should do this, you should do that... but ey : You can decide not to do it twice then. Yeah, sure, ignore that big fat reinforced Tier 1 chest for free. Go against human nature for the sake of "playing it cool" and "restraining"... restraining what, exactly ? the game mechanics ? the "design"?
Double the loot, u mad ?
Double the books if any, bye bye progression.
Double the experience, to hell with balance.
Multiplayer is crowded, empty and sad if we aren't allowed to double clear (come on, have we not infinite quests already?)
Arguments against:
Repetitive. Very repetitive. Fast loot with seldom any effort on lower quest tiers.
Unbalanced loot progression, I can have tons of what the POI has to offer and just do Tier 1 quests for efficiency.
Shortens the gameplay lifespan because an efficient player gets tired of clearing twice the same location .Yes, efficiency is common. For proof: It's what gameplay comments are all about also : you should do this, you should do that... but ey : You can decide not to do it twice then. Yeah, sure, ignore that big fat reinforced Tier 1 chest for free. Go against human nature for the sake of "playing it cool" and "restraining"... restraining what, exactly ? the game mechanics ? the "design"?
Fix with ALL the basic edge cases and solutions:
1. Take the quest at the trader : At that very same instant, the POI resets. Period.
EDGE CASE : What happens if there is already a player inside that POI, or if there are player-made structures built in that POI.
SOLUTION: You can reset it, with a warning for the quest taker of course. If a player is inside, it will catapult him/her to the outside of the POI like current traders do. Be aware this will be a rare Edge Case even in 4k maps and 8 players, THAT IS when the RWG and the quests function properly and sort themselves properly without repetition between players in RWG-multiplayer .
2.Go to the quest marker in the POI: Now you can activate the quest marker on the spot with the current A19 rules, but of course without the reseting and warnings, which they were given at the trader.
EDGE CASE: What happens if the quest is multiplayer and the other players are not there ?
SOLUTION: As it is now. The only difference is the described POI reset in point 1. The quest marker (flag) is there to be able to "start" the quest "finish" directive and to avoid multiPOI activation. If it's already finished due to emergent gameplay "clearing" then so be it and the quest gets instafinished. That instafinished edge case is detailed below, and it would only work with the "clear" directive. Free reward for an unforeseen event ? better than double clearing.
EDGE CASE: What happens if another player clears the POI and/or takes the secret stash or destroys the satchel before you get to the quest ?
-SOLUTION-
FETCH:
A non-quest player should not be able to destroy a questing player's satchel for fetch searchs. Only the player/s with that very same quest on that spot (must be the current activated one ) can destroy any and all the satchels.The non-quest player already cannot see the secret stash inside the satchel so one cannot "steal" a secret stash and therefore "jinx" the quest.
CLEAR:
The non-quest player can clear the Zombies on the POI within the timeframe of another player activating the quest and getting to the quest marker. If the questing player activates the marker and the Zombies are already killed, then so be it and the quests gets instafinished to that player or players doing it. Rare case though. There are many POIs in the game. This is emergent gameplay. You can't kill a guy that's already dead.
BURIED: Once activated, the area of the chest already has Zds there or bandits patrolling. They spawn when entering the chunk of course. If they are Zds, they should also be "patrolling" or even idle inside the area ( to avoid them wandering off the site) until the player gets within viewing distance.
----------------------------------------------------------------------------------------------------------------
No timers. Too many edge cases with timers.