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

A timer? I assume from your screenshot that it was failed because you left the area without getting the supplies. Do you mean so you have a certain amount of time after leaving the POI to return? That's not a bad option if so. It still requires you to notice that you passed through the red border, but it can help when you do notice that.
Exactly
 
The quest objective and giant red wall isn't enough? Don't blame the game because you aren't paying attention to anything.
To be fair, the giant red wall isn't going to stop you if you're on a vehicle. By the time it shows up, you're going to be far enough outside the area that the quest will fail before you can reasonably stop.

Personally, I think the "stay in the area" part of quests is dumb, and wouldn't mind the ability to get rid of it.
 
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.
 
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.
I just think that it needs to be a timer if you leave the quest area instead of an instant failure. All vehicles above the bike go too fast to change course if you barely notice the red indicator, and by then its too late.
 
I'm not really convinced the "stay inside the quest area" restriction is necessary at all from a gameplay perspective. I can see it as a "lets make sure players aren't trivializing by running off to get more supplies" if we didn't have vehicles with massive storage, but we do. By the time that restriction would make any sense the player could just park their gyro within bounds packed with ammo (and some first aid).

So that leaves the mechanical concern that a player not have multiple active missions all at once, which seems like it could be handled at the Start Quest flags
 
I'm not really convinced the "stay inside the quest area" restriction is necessary at all from a gameplay perspective.
Hmm, it's not strictly necessary, of course. There's three things I can think it's doing:
- server maintenance by keeping "ongoing" quests to a minimum
- providing a challenge (I have fled a quest or two, rather than die ... I've forgot way more satchels thou :) )
- preventing "prebuilding", you're forced to quest in the area that gets reset. Otherwise you could just build a suitable "horde base" at any quest and just cheese them. You still can, but it's a lot more restricted at least.

None of those alone are strictly necessary, but I'd say it's overall a useful mechanic.
 
server maintenance by keeping "ongoing" quests to a minimum

This is a solid concern, but I think the existing "quest deactivates when you log out" does the real heavy lifting here.


providing a challenge (I have fled a quest or two, rather than die ... I've forgot way more satchels thou :) )

To be completely honest, that happens to me occasionally in early game when I'm a lot more squishy and not able to bring in much survival gear. But, because it's early game (no vehicle) and running to get a new quest and then running to a new quest location is such a steep penalty I'll typically log out, log back in, and then run away.

Cheesy, but I make peace with it because the "don't leave the area" feels very gamey. From an internal consistency perspective, why would the trader give a ■■■■ that I stepped away for a moment in order to not die and actually be able to complete the mission?

Past that point if I have to run away to survive it is trivial to run away while staying within the POI because the POIs are so large.
 
From an internal consistency perspective, why would the trader give a ■■■■ that I stepped away for a moment in order to not die and actually be able to complete the mission?
Yeh, doesn't make any sense lore-wise; you also have "clears" with areas you don't have to clear. Explain that to the 6 year old they left roaming free after the clear .. :P
 
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