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This is good because after you acquire all the items of fetch quests instead of backtracking through swamps and rivers you can simply quit out to return to the quest giver to receive your reward.
After you get all the items in a fetch quest you can warp back to your quest giver upon loading back the save after quitting instead of backtracking in-game.
No matter. Actually, I'm glad I didn't know. That's why I'm 89% done with the game and at level 63 with weapon skills of 10 in everything except melee. Besides, I probably got much more for my money not using this feature. It's the journey, you know. Not the destination. Ha ha ha!
The problem is if you get killed w/o having the specific quest you're doing selected. Then if you die, you sometimes spawn at a "save point" for a completely unrelated quest.
I was wondering why I would sometimes die and respawn in a competely separate area from where I was just at; and it was because I didn't have that actual quest highlighted in the quests menu.
Doesn't seem very intuitive
To make matters worse, I also discovered that when you go into a deadzone (or any separate map, like Sylvia's parents house) your quest gets reset back to whatever *main* quest you have in your queue. I once led my wife all the way through Henderson before realizing we weren't going to the sidequest as we planned.
But I wouldn't call this an exploit, because an exploit is taking advantage of a game's behavior that was unintentional on the part of the game designer.
To be honest, I can see them making this decision. I remember playing Far Cry 3, which has the exact same gameplay in the sense of:
1. Travel to quest
2. Do quest
3. Travel to turn in quest
4. Get new quest
5. Rinse, repeat.
That #3 can be really frustrating. In Far Cry 3 it was UNBEARABLE. I'm one of the only people out of all my friends that actually finished that horrendous game, but don't get me wrong. I wanted to shoot the game designer.
It wasn't so bad in DI:R. Unlike Far Cry 3, it was kind of interesting because things in DI are fluid and dynamic. Not so scripted.
So while I kind of liked it, I can see why the designers would give the player the option.
It's just really weird that this "feature" wasn't advertised.
There must be so many jokes to be made there.
Anyway not enough is documented about this game. I find the spawn points odd. Like at the ferry. I quit and reloaded and I spawned far away at the beginning of the map while everyone was being attacked.
Anyway, we finished the game two nights ago. We *loved* the game, despite all this. One of the most enjoyable zombie games, IMO.
We did get cheated though. One of the boss zombies never spawned for us, so we missed out on the "complete all missions" quest and the boss zombie quest.
Still, this was an awesome game. Not sure I'll ever play it again, but it was totally worth what we paid and we got a few weeks of enjoyment out of it. We played for a total of 62 hours.