There are several people with thousands of hours in the game, admitting to being able to make mistakes. If you were unable to, you'd ahve spelled correctly. (my typo left in intentionally, I ain't perfect )
There are several people with thousands of hours in the game, admitting to being able to make mistakes. If you were unable to, you'd ahve spelled correctly. (my typo left in intentionally, I ain't perfect )
There are several people with thousands of hours in the game, admitting to being able to make mistakes. If you were unable to, you'd ahve spelled correctly. (my typo left in intentionally, I ain't perfect )
Yes, im one of them. And im tellling you. The objectives of a mission cant be clearer as it is. The op states he "forgets" he is on a clear and fetch satchel objective. While its clearly stated in the mission objectives top right. Is that a game problem or a user problem? So he clears the area and drives off. While the fetch satchel mission objective is still not accomplished in top right mission objectives. Mission fails. What improvement is there to make for someone not reading objectives? With all my hours i NEVER failed a mission because i "forgot" what i was supposed to do in the first place. Mistakes happen, but are they to blame on the game or the user?
I think they should do it differently. Instead of any warning that you have not completed the quest, you should fail it if you try to turn it in with the trader. So if you forgot to pick up the satchel, trader Rekt would then informed you about not paying up for failing to deliver.
But I don't think a lot of players would find that enjoyable.
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Yes, im one of them. And im tellling you. The objectives of a mission cant be clearer as it is. The op states he "forgets" he is on a clear and fetch satchel objective. While its clearly stated in the mission objectives top right. Is that a game problem or a user problem? So he clears the area and drives off. While the fetch satchel mission objective is still not accomplished in top right mission objectives. Mission fails. What improvement is there to make for someone not reading objectives? With all my hours i NEVER failed a mission because i "forgot" what i was supposed to do in the first place. Mistakes happen, but are they to blame on the game or the user?
You're right, it shouldn't be part of the challenge. You shouldn't need the game throwing up a giant red wall to remind you what you even went to the POI for in the first place. You're only told several time from the point of reading/accepting the quest to completing it what the objective is. If you can't retain that info long enough to complete the quest then maybe it isn't a game issue.
Because 4-5 people on the forums struggle to read the HUD? Not really how that works. Even still, being the majority in a conversation between around 10 people or so certainly isn't proof enough that the game needs to change.
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Yes, im one of them. And im tellling you. The objectives of a mission cant be clearer as it is. The op states he "forgets" he is on a clear and fetch satchel objective. While its clearly stated in the mission objectives top right. Is that a game problem or a user problem? So he clears the area and drives off. While the fetch satchel mission objective is still not accomplished in top right mission objectives. Mission fails. What improvement is there to make for someone not reading objectives? With all my hours i NEVER failed a mission because i "forgot" what i was supposed to do in the first place. Mistakes happen, but are they to blame on the game or the user?
You're right, it shouldn't be part of the challenge. You shouldn't need the game throwing up a giant red wall to remind you what you even went to the POI for in the first place. You're only told several time from the point of reading/accepting the quest to completing it what the objective is. If you can't retain that info long enough to complete the quest then maybe it isn't a game issue.
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Because 4-5 people on the forums struggle to read the HUD? Not really how that works. Even still, being the majority in a conversation between around 10 people or so certainly isn't proof enough that the game needs to change.
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.
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.
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.
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).
You're right, it shouldn't be part of the challenge. You shouldn't need the game throwing up a giant red wall to remind you what you even went to the POI for in the first place. You're only told several time from the point of reading/accepting the quest to completing it what the objective is. If you can't retain that info long enough to complete the quest then maybe it isn't a game issue.
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Because 4-5 people on the forums struggle to read the HUD? Not really how that works. Even still, being the majority in a conversation between around 10 people or so certainly isn't proof enough that the game needs to change.
I have ADD and doctors don't want to get audited for prescribing medicine these days I also have some very minor dementia from an encounter with a stalker I used to have. I can't believe you unironically decided to go after my throat with how obvious I was baiting this type of response. Do you think you look like a badass talking to people that way?
I have ADD and doctors don't want to get audited for prescribing medicine these days I also have some very minor dementia from an encounter with a stalker I used to have. I can't believe you unironically decided to go after my throat with how obvious I was baiting this type of response. Do you think you look like a badass talking to people that way?
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".
No again. You are cherry picking. The OP doesnt meet mission objecttives (which are clearly stated in UI) and complains about mission failure when going off boundaries. This goes beyond some red wall. This is just about meeting cleary stated mission objectives. So again, what does any gui "improvent" add besides just fukkin read what you are supposed to do in the first place?
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.
I have ADD and doctors don't want to get audited for prescribing medicine these days I also have some very minor dementia from an encounter with a stalker I used to have. I can't believe you unironically decided to go after my throat with how obvious I was baiting this type of response. Do you think you look like a badass talking to people that way?