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Clear Quest Bug?


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EDIT: Nvm.  I missed an area and when I went there the red dots appeared on the HUD.

 

I'm on a tier 4 clear quest (Cathedral) and I've killed all the zombies.  There's no red or yellow dot on my HUD and yet it says I still have to clear the area.  There's no zombies left.

 

Is there a way to complete the quest using the console?  I'm running my own dedicated server and have access to all commands.

Edited by PinkLed5
Obvious, isn't it? (see edit history)
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14 hours ago, PinkLed5 said:

EDIT: Nvm.  I missed an area and when I went there the red dots appeared on the HUD.

 

I'm on a tier 4 clear quest (Cathedral) and I've killed all the zombies.  There's no red or yellow dot on my HUD and yet it says I still have to clear the area.  There's no zombies left.

 

Is there a way to complete the quest using the console?  I'm running my own dedicated server and have access to all commands.

I already got this issue with quest 4 and 5.

 

Sometimes zombies not appear in yellow or red, so need to check all area again, and sometimes no work so I use directly the command killall, and that's work.

 

so try command -> killall   at different level of the cathedral ;)

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On 12/25/2020 at 1:15 PM, PinkLed5 said:

EDIT: Nvm.  I missed an area and when I went there the red dots appeared on the HUD.

One thing I've been known to do,  usually at a factory, is to run around with no silencer firing off my AK or other loud weapon, trying to wake up the sleepers.

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27 minutes ago, Spiked_Coffee said:

One thing I've been known to do,  usually at a factory, is to run around with no silencer firing off my AK or other loud weapon, trying to wake up the sleepers.

This doesn't always work. You can not wake up anything that is not yet spawned. For example, the zombies in the trap room in the apartment building only spawn when the player is very close.

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  • 1 month later...

Happens to me all of the time 😕

Usually, 3/4th of the time, it's because something hasn't spawned into place yet... often it's one of the thunder chickens, so double-check the roofs for the flappy f*cks

Half the time I just had to fail the quest and do another one :(

 

7d2d does need a console command to complete a current quest

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4 hours ago, Lumpus said:

7d2d does need a console command to complete a current quest

 

On 12/25/2020 at 10:15 AM, PinkLed5 said:

 

Is there a way to complete the quest using the console?  I'm running my own dedicated server and have access to all commands.

 

But....you failed it. There is already a user interface command to cancel a quest and/or you can just leave to fail it. Why does there need to be a console command to complete the quest you didn't.....complete? In almost all cases, yes, it is because something hasn't spawned yet but if you search through you often find it. OP is case in point. What is the benefit of having a console command that completes it anyway? Are you wanting it to then send you back to the trader to get your reward?

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no there is no command to complete a quest.

as others have stated and you found out that if you miss an area there will not be an indicator unless the xml tag has been met...

EG:

<property name="ShowQuestClearCount" value="3" /> the number simply means the remaining yellow dots wont show unless you have reached the number (in this example - 3) are still alive/not killed |(so if you missed more then that number you shouldnt see an indicator and if you stepped into the volume you will get the red dots.

 

on my pois i set that number to match the tier number of the poi.

 

as roland says... you can just ignore it if it failed and grab it again when/if available.

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On 2/19/2021 at 8:44 PM, Roland said:

But....you failed it. There is already a user interface command to cancel a quest and/or you can just leave to fail it. Why does there need to be a console command to complete the quest you didn't.....complete?

On 2/19/2021 at 8:44 PM, Roland said:

In almost all cases, yes, it is because something hasn't spawned yet

 

And this is a problem.  All of them should spawn as soon as you start the quest.  Otherwise, what's the point of having a yellow indicator in the first place if it's not going to tell you where the remaining Z's are at? 

 

Even if you do happen to miss 1 small room in a huge POI like the deshong tower for example, the indicator should tell you that.  It's what it was designed for, correct?

 

That sounds like a game problem....not a user problem.  Users shouldn't have to resort to willingly cancel a quest just because a function of the game isn't working properly.

 

You are not "failing" the quest willingly.  You are not walking out of the area and/or failing to grab the satchel.  You are failing it because a part of a game function is not working like it was supposed to. 

 

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5 hours ago, Sal said:

Otherwise, what's the point of having a yellow indicator in the first place if it's not going to tell you where the remaining Z's are at? 

The yellow marker shows you the last place you haven't looked, not every zed. In bigger POIs, it will show you the "last 3" or so. You don't need the markers to complete a clear at all, you just need to check everywhere. That's what clearing is, you check Everything.

 

If you aren't getting the yellow markers at a place that shows them at 3, you're missing at least four areas. I wouldn't call that a clear, I would call that lazy ;) The trader wants to house people there safely, having 4 rooms full or surprises is going to be a bad day for a lot of them. (sure, that's a little storytelling, mostly to make the difference between a "clear" and a "checkpoint run")

 

It might make for an interesting mechanic for the trader to accept an incomplete clear and then become hostile later when it's revealed you messed up that bad. Maybe difficult to make, but still.

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6 hours ago, Sal said:

 

And this is a problem.  All of them should spawn as soon as you start the quest.  Otherwise, what's the point of having a yellow indicator in the first place if it's not going to tell you where the remaining Z's are at? 

 

Even if you do happen to miss 1 small room in a huge POI like the deshong tower for example, the indicator should tell you that.  It's what it was designed for, correct?

 

That sounds like a game problem....not a user problem.  Users shouldn't have to resort to willingly cancel a quest just because a function of the game isn't working properly.

 

You are not "failing" the quest willingly.  You are not walking out of the area and/or failing to grab the satchel.  You are failing it because a part of a game function is not working like it was supposed to. 

 

 

If a boss kills me in a fight, I also don't die willingly, I still fail.

 

Now granted, a trap room where you don't fall into the trap should not lead to a situation where you are worse off than someone who fell in. And this problem was acknowledged by TFP and a fix "promised". The fix will be that those zombies won't count for finishing the quest. Unless TFP forgot (and we have to remind them) I expect this to be in A20 among numerous smaller fixes.

 

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12 hours ago, Sal said:

 

And this is a problem.  All of them should spawn as soon as you start the quest.  Otherwise, what's the point of having a yellow indicator in the first place if it's not going to tell you where the remaining Z's are at? 

 

 

Sorry but that is a tech limitation that will never change. Zombies will only spawn as you get near to their spawn volume. Therefore, they will never all spawn as soon as you start the quest.

 

It means that you must methodically search through larger POI's so you don't miss anything. The blips are meant to be a guide once you are close to zeds after approaching an area of the POI you haven't encountered before and not meant to be a crutch. The yellow blip is meant to communicate you have just one area left to search and guides you to that final area. If you want all the zeds to show up on radar at the beginning so you can just follow blips around and not have to do any actual searching then you are using it as a crutch and not the guide it is intended to be.

 

The game is meant to be played with you interacting with the open 3d world and not meant for you to simply play a radar blip user interface minigame. You should be able to search a building completely without the use of any radar and succeed. So if you are still failing with the radar blips that we have then-- no, you definitely aren't entitled to a console command that counts it as a win and lets you go back to the trader for your loot.

 

The OP admitted that what he thought was a bug turned out to be not a bug once he searched again and found the area he missed. That is how you turn a fail into a success. You don't just assume that the game glitched and THAT'S why you couldn't succeed and then console command it as a win. 

Edited by Roland (see edit history)
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All the quest poi’s are linear beginning to end. If you follow the designers linear pathway and don’t break down doors/walls to make your own path, you will clear any poi completely. Once you stray off the designed path you run the risk of missing some zombies. 

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38 minutes ago, Star69 said:

All the quest poi’s are linear beginning to end. If you follow the designers linear pathway and don’t break down doors/walls to make your own path, you will clear any poi completely. Once you stray off the designed path you run the risk of missing some zombies. 

This doesn't apply to some of the high tier quests, the factories and such have some rooms you have to either trigger accidentally or otherwise actively seek out.

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The designer created pathway is meant to serve as a gauntlet to the treasure room period. It doesn’t apply to a clear quest where you are supposed scour the entire POI and clear it of all enemies. It also doesn’t lead you to the hidden parcel. 
 

The key to clearing a POI is to do it methodically. Just following the light trail will lead you to the final loot but not to every corner of the POI. 

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