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Call it silly or stupid, but it's the mistake you made.
There's no penalty for failing to complete a mission. I don't understand what problem you feel there is.
After 500 hours of game time, I understand how it works. The issue is that there should be a VERY clear indicator that you are about to leave the mission. When I shot the chicken and went to harvest, there was nothing noticeable. I'm quite observant by nature. Not perfect of course, but if I don't really notice any warning as a neurodivergent person, then it's too subtle for many players.
It's obvious they are sticking with this very punitive quest boundary system, but at least make the screen glow red, flash or something more "in your face." This is why mods are great, so problem fixed for me.
There's a permanent red X and that mission can never be taken again, correct? Is that a penalty or a reward...
There is also a green check in the mission objectives that turns yellow well before you exit the boundary zone. I would call that a very clear indicator. It only requires that you pay attention.
Seriously? That's a very clear indicator? So while chasing a rabbit or chicken, one would normally notice a check mark change in the corner of the screen? It should come up as a center of screen narrative statement like many other similar games "You are leaving the mission zone". At least give players a CLEAR message that can't be missed while focused on a task. Make it a toggle if you want for those who like to keep obtuse systems. Again, it's moot at this point, as long as the mod I used to expand the zone stays up to date.
It's a red X...so what?
The trader quest system as it currently exists is radiant quest style- Every day it generates a bunch of new ones for each quest tier to randomized locations with a randomized task. There is literally no penalty for having failed a quest except that you have to go accept a new one from the trader- It's not as if you can't ever accept a quest to that location again.
I think you misunderstand how dig quests are assigned. The trader is picking a totally random spot every time. There's some code to avoid sticking it at the coordinates of a POI, but there are no designated locations. You can't visit all the dig locations as a completionist, because they're unlimited. I doubt there's even code to avoid choosing a dig location that overlaps with a previous one. It's just throwing a dart at the dartboard.
I'm working on me every day though.