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About Double clearing POIs and how to fix it

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6 hours ago, dxbydy said:

I remember when they first added the quest system and I turned up to my first quest and put all my belongings in the car outside (plus my minibike) to make space to do the quest. Began the quest and it reset everything, even the car, making all my belongings disappear!!

 

That is certainly a good argument for stopping the resets. Imagine how many new players are caught out doing that...

But I bet you never did that again...

11 hours ago, Tehnomaag said:

If the problem is the yellow floating "!" mark. That is a relatively easy to handle by just inserting there some kind of "quest start container" or box or pole which seems more fitting. Say, for example, bright colored "Beware of zombies" sign in front of POI to press "E" against to start the quest. 

Double clearing as such, as others have noted several times already in this thread already, is not a "problem" in my opinion, because you are "doing" the POI the same way, basically, like you could do any POI in the world. Be it then killing everything or nerd-poling straight for the roof. In fact, it is probably more efficient to just pick another quest considering how good the quest rewards currently are. 

In vanilla settings the POI's are supposed to be done over and over and over again. Because in vanilla settings there is a loot respawn in POI's turned on after a certain time interval. And - if someone is after a particularly harsh playthrough - one has always option to enforce no traders on the map and turn off the loot respawn and opt to not mine resources - for that true scavenger of the apocalypse feel. 

Because a sign or box or container could be destroyed. Making them indestructible isn't a good solution either.  Interesting point about the vanilla loot respawn. In single player I turn it to 30 days or off to force myself to get out and about more. I have found myself double-looting the closer POIs because of that, although as others I am coming to the conclusion it still isn't worth the time/effort vs doing another quest.

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I could see where they might want "Quest Only" loot objects that are only available once a quest has been started.

 

Otherwise, I don't mind double looting, specially if we're talking mostly about mundane things like salvaging doorknobs and looking through cabinets.

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Posted (edited)

pls dont listen to this guys. Double looting is no problem at all! Most servers have rules to not destroy any loot containers and thats good for reason!

To repsawn the POI gives you the opportunity to destroy lootcontainers without ruining the world for other players.

 

Pls dont "fix" this. There is no fix needed. When anybody dont wanna play the POI 2 times, they are not forced to do so.

 

It doesnt matter if double looted or just make the next quest, no difference.

 

ps. exept for retarrrr dudes who nerdpole their way to the final loot and straight to the best containers. For this players, they can play the way they wanna play, there is no solution anyways and i am happy to see it more and more in serverrules they ban this nerdpole looting.

Edited by playlessNamer
i forgott some players (see edit history)
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I have engaged in this and have mixed feelings about it. My only suggestion:

 

IF a new system is implemented to deter/prevent/eliminate double looting, then it absolutely MUST! have an easy-to-use option toggle in the singleplayer game settings pane and of course for server config too.

 

It is the DEPTH of bad business for a game developer to (a) Give a Reward in a game, then (b) Take that reward away. This has nothing to do with any particular philosophy of game design or "good user experience," it has to do with good COMMUNITY MANAGEMENT. Any time you "nerf" something which a segment of your user base regard as "canon" and which they have incorporated into their habitus for playing the game, they are going to whine about it like a Screamer at that time of month and avoiding that kind of thing is clearly a good motive.

 

I wouldn't be surprised if this game (and EVERY game pretty much) is available on one or another "Pirate Bay" type of site, and I say that not to condone it, but simply to point out: it is IMPOSSIBLE to control the way the world uses your game. When you've given them a particular "exploity" method for using your game, it is best to never truly "take it away" and simply turn it off by default but allow them to turn it on with a ready line in a config file or even an option toggle . . . Option toggles shut up the drama queens . . .

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33 minutes ago, Diche_Bach said:

Option toggles shut up the drama queens . . .

Madmole, print this line out, and frame it on your desk.

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1 hour ago, Diche_Bach said:

It is the DEPTH of bad business for a game developer to (a) Give a Reward in a game, then (b) Take that reward away.

I would agree with you if this were not an early access game.   As such, you need to expect that changes will occur and sometimes those changes remove something that people wouldn't want removed.  A perfect example (not to open a can of worms) but we used to be able to craft quality 6 items.   

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1 hour ago, Kalen said:

A perfect example (not to open a can of worms) but we used to be able to craft quality 6 items.

triggering intensifies] - Breathing Intensifies | Meme Generator

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