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Ability to fail a quest when you die or leave the game


FuriousRamsay

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At the moment the only way to have a quest fail is if you use the StayWithin objective and somehow leave the area.

 

There has to be more ways to fail quests, especially when you aren't interacting with a POI.

 

It would be good to include another type to the <requirement/> object that would allow the ability to check if the player is still alive or active in the game.

 

The game is dearly lacking in terms of content and this would help create a lot more content.

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39 minutes ago, FuriousRamsay said:

At the moment the only way to have a quest fail is if you use the StayWithin objective and somehow leave the area.

 

There has to be more ways to fail quests, especially when you aren't interacting with a POI.

 

It would be good to include another type to the <requirement/> object that would allow the ability to check if the player is still alive or active in the game.

 

The game is dearly lacking in terms of content and this would help create a lot more content.

If you die, you also fail the quest........

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If you are talking about modding, which I assume you are with the wording, setting the difficulty to insane will cause the quest to fail if you die, period. I haven't messed with difficulties between veryeasy and insane, but veryeasy doesn't fail if you die... Insane does.

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Very easy does fail if you die. All quests fail if you die before completing them. Except maybe buried supply quests... i don't know if they fail on any difficulty.

 

Don't take my word for it. Start an ez mode nav game, pick up a fetch or clear quest, and intentionally let the zombies kill you or eat glass.

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2 hours ago, katarynna said:

Very easy does fail if you die. All quests fail if you die before completing them. Except maybe buried supply quests... i don't know if they fail on any difficulty.

 

Don't take my word for it. Start an ez mode nav game, pick up a fetch or clear quest, and intentionally let the zombies kill you or eat glass.

According to the xmls, all fetch and clear quests are defined as medium+, not veryeasy. The starter quest is veryeasy and if you die during it, you won't lose it.

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Ok so you are both right and wrong.

 

Yes the quest will fail on insane difficulty if you are in a scenario where there was a rally point. If there is no rally point, there is no way to fail the quest at a given phase.

 

In the example below I ate glass during the Time objective, respawned and the quest (and timer) was still going.

Waited for the timer to lapse, ate glass, died and was still going after.

Activated the rally point, died and then it failed.

 

I would want the ability to specify at which phase you could fail a quest when you die or leave the game. Would give the flexibility to only have certain stages where you could fail, not based on the type of objective basked into the code but based on choice.

 

In the case below I would like it to fail so long as the Timer is active.

 

        <quest id="challenge_FailQuest">
            <property name="name_key" value="challenge_FailQuest_name"/>
            <property name="subtitle_key" value="challenge_FailQuest_subtitle"/>
            <property name="description_key" value="challenge_FailQuest_description"/>
            <property name="icon" value="ui_game_symbol_quest"/>
            <property name="repeatable" value="true"/>
            <property name="shareable" value="true"/>
            <property name="category_key" value="challenge"/>
            <property name="difficulty" value="insane"/>
            <property name="difficulty_tier" value="1"/>
            <property name="offer_key" value="challenge_FailQuest_offer"/>

            <property name="completiontype" value="AutoComplete"/>

            <objective type="Time" value="80" phase="1"/>

            <action type="SpawnEnemy" id="zombieBoe" value="1" phase="1">
                <property name="delay" value="1"/>
            </action>
            <action type="SpawnEnemy" id="zombieJoe" value="1" phase="1">
                <property name="delay" value="3"/>
            </action>
            <action type="SpawnEnemy" id="zombieFemaleFat" value="1" phase="1">
                <property name="delay" value="5"/>
            </action>
            <action type="SpawnEnemy" id="zombieJanitor" value="1" phase="1">
                <property name="delay" value="7"/>
            </action>
            <action type="SpawnEnemy" id="zombieMoe" value="1" phase="1">
                <property name="delay" value="9"/>
            </action>
            <action type="SpawnEnemy" id="zombieLab" value="1" phase="1">
                <property name="delay" value="11"/>
            </action>
            <action type="SpawnEnemy" id="zombieArlene" value="1" phase="1">
                <property name="delay" value="16"/>
            </action>

            <objective type="RandomPOIGoto">
                <property name="phase" value="2"/>
                <property name="biome_filter_type" value="ExcludeBiome" />
                <property name="biome_filter" value="wasteland" />
                <property name="nav_object" value="quest" />
            </objective>

            <objective type="RallyPoint">
                <property name="phase" value="3"/>
                <property name="nav_object" value="rally" />
            </objective>

            <objective type="FetchFromContainer">
                <property name="phase" value="4"/>
                <property name="quest_item_ID" value="91"/>
                <property name="item_count" value="1"/>
                <property name="default_container" value="cntFetchQuestSatchel"/>
                <property name="fetch_mode" value="Standard"/>
                <property name="nav_object" value="fetch_container" />
            </objective>

            <objective type="ReturnToNPC">
                <property name="phase" value="5"/>
                <property name="nav_object" value="return_to_trader" />
            </objective>

            <objective type="InteractWithNPC">
                <property name="phase" value="5"/>
                <property name="nav_object" value="return_to_trader" />
            </objective>

        </quest>

 

I even tried using the RandomGoTo rally point and that doesn't fail the quest either.

Seems very specific to going to POIs and having a clear or fetch objective, nothing else.

 

           <objective type="RandomGoto" value="200-300" phase="1">
                <property name="completion_distance" value="50"/>
                <property name="nav_object" value="quest" />
            </objective>
            
            <objective type="RallyPoint">
                <property name="start_mode" value="Create"/>
                <property name="phase" value="2"/>
                <property name="nav_object" value="rally" />
            </objective>

Edited by FuriousRamsay (see edit history)
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