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.
ExactlyA 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.
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.The quest objective and giant red wall isn't enough? Don't blame the game because you aren't paying attention to anything.
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.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'm with you on the quest tracker; but the giant red wall is implemented to help, it just doesn't fill the purpose vs a vehicle. Maybe making the red wall pop up when you enter any vehicle in the area?The quest objective and giant red wall isn't enough? Don't blame the game because you aren't paying attention to anything.
In the only legitimate case where the game wants you to fail a quest like that, that'll just get you killed.They should change it to where we are automatically yoinked back to the questing area like a bad dog being yeeted back to their owner after running too far.
Then don’t run out of bounds until you’ve completed your questIn the only legitimate case where the game wants you to fail a quest like that, that'll just get you killed.
Is it a great experience to get killed by an invisible wall? Or would you rather the quest just fails?Then don’t run out of bounds until you’ve completed your quest![]()
It’s a joke.Is it a great experience to get killed by an invisible wall? Or would you rather the quest just fails?
Hmm, it's not strictly necessary, of course. There's three things I can think it's doing:I'm not really convinced the "stay inside the quest area" restriction is necessary at all from a gameplay perspective.
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)
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 ..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?