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

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.
Again. No skill issue. You are grasping. Mission says do x and y, clearly stating that in UI. You do x not y and drive off. Mission fails. Tell me what is there to improve?
 
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.
But it isn't like the game doesn't make it insanely obvious which blocks you shouldn't step on. Maybe they should make the red wall solid? That way you can't leave till you either complete the quest or delete it from your list. Basically idiot-proof then. Sound good? I'm sorry but this just isn't a game issue, it's an oblivious player issue. Some people pay attention, some don't. In this case, those who don't suffer more. Still not a reason for change. You keep bringing up "skill issue" but...that's exactly what it is.
 
Tell me what is there to improve?
The OP seems to suggest a timer to prevent the failure of driving on the wrong block.
You seem to be annoyed about the tone of his post and trying to "put him to his place".

I'll pick the side with the frustrated suggestion over the "git gud, scrub" any day.

Basically idiot-proof then. Sound good?
Not to me, no; that would make the quest area a death trap, pointlessly. It'd be worse than the current state.
it's an oblivious player issue.
Absolutely. Some people are more forgetful/distractable than others. There's no good reason to punish the distracted in this case / way. It doesn't exactly make for a fun mechanic.

Whether a change would be worth the dev time, I dunno. That's why I suggested the red wall popping up when entering a vehicle - no new mechanics needed, just a detection for the vehicle state (might not be trivial either, but feels simpler at least).
 
Why are people arguing about a suggestion to improve the UI? Yes, you can read the quest type. And yes, it is very easy to forget that it's a fetch quest. Or to think you've killed everything in a clear quest only to realize that there was something you missed. In most cases, you notice the quest text. But it can easily be missed once in a while. There is no value in failing a quest the instant someone leaves the area. Better to give a clear warning and give them a short time (30 seconds or so) to return. So why is this even an argument?

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.
It has been there a long time. Perhaps around 1.0, though I don't remember exactly. It's very easy to miss when using a vehicle, but easier to notice on foot. It appears near the edge of the POI boundary if you try to leave with an active, unfinished quest.
 
For the record I feel like there are a ton of games these days that remove the quest area concept and don't have issues. You would just need to make the appropriate adjustments to the quest design. So I prefer an actual open world design to games.

Granted I don't think it's a big deal so this would be low on the importance factor for me but generally speaking I dislike Ubisoft style games with warning icons, etc. While I don't think we can go with Dark Souls levels of information or lack thereof I don't like everything to be so explicit after the tutorial.
 
Seems to me that this is akin to wanting an "extra life" in case you might die which the game already provides. I don't see anything wrong with a timer, or a more visible wall for people moving at vehicle speeds but I also don't see anything wrong with "ironman" mode for quests where if you make a mistake like leave before it's done you fail for that mistake.

It should be an option so people can configure quests to their liking. I failed a few quests for leaving the area a couple times when quests first were introduced but I learned the lesson and I haven't made that mistake in years. Same with pressing E while flying a gyrocopter. Did it once and never again.

Wait....should there be a timer before exiting a vehicle after pressing E to give players time to undo their exit....?
 
The issue with the toggle idea is that at this rate the toggle screen in the settings menu will be massively bloated. At some point the devs have to pull some triggers and say this is just how it is on smaller issues.
 
Wait....should there be a timer before exiting a vehicle after pressing E to give players time to undo their exit....?
(I assume you recall, but) I think a seat belt mod has been suggested (several times...). Just to make the exiting take a sec or two, holding the button. Rather similar, althou the accidental exit is prolly more of a "misplaced hand" than a lapse of focus thing.

I'd assume there's a better design to be found without adding settings .. but it's not like a page of UI-toggles is terrible either.
 
The issue with the toggle idea is that at this rate the toggle screen in the settings menu will be massively bloated. At some point the devs have to pull some triggers and say this is just how it is on smaller issues.

Genie is out of the bottle on that one at this point. They already have a section for quests and making quest failure more or less forgiving is entirely in line with all the other options in this game.

I don't like hand-holding and adding a timer and/or making a distinctive red wall is definitely in the category of hand-holding to me. Make it an option and I don't have a problem with it. I want people to be able to have fun and if they want some hand-holding to prevent them from suffering the consequences of their lapse of concentration-- then I'm all for that. But I would for sure turn off walls and timers for myself and not blame anyone but myself if I forgot to stay in the area.
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(I assume you recall, but) I think a seat belt mod has been suggested (several times...). Just to make the exiting take a sec or two, holding the button. Rather similar, althou the accidental exit is prolly more of a "misplaced hand" than a lapse of focus thing.

I'd assume there's a better design to be found without adding settings .. but it's not like a page of UI-toggles is terrible either.

I was just joking about the E button trying to lighten the mood. I'm all for seatbelts. Click It or Ticket!!!!
 
I was just joking about the E button trying to lighten the mood. I'm all for seatbelts. Click It or Ticket!!!!
Heh, ye. That one I'd kinda like as a vehicle mod, instead of a setting, just because .. it's kinda silly to fix a UI issue with a game item? But somehow in this case it'd just fit nicely :) And well,

Make it an option and I don't have a problem with it.
I might be in a tiny group, but I can't say I like too many settings. UI ones are fine for me, but detailed loot settings, "select your vendor prices, crafting costs, damage in and out" etc etc, having those kinda destroys the identity of the game for me. Any annoyance I run into in a game, I'm tempted to just switch off since "it's just a setting". CM at least is "obviously cheating", but settings are meant to be messed with.

Even starting a new run is a little daunting, as picking my skill point rate is already a massive choice that I'm just forced to make myself; and there's plenty more just as big. Can I complain if I pick wrong? Will I have fun? Who knows .. not me! :)
 
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