Jump to content

emBee

Members
  • Posts

    3
  • Joined

  • Last visited

emBee's Achievements

Refugee

Refugee (1/15)

0

Reputation

  1. As I said in the initial post I get that there's the option to just not do quests at all; to clarify its the "magically heal a building" that I find immersion breaking. The double looting is a choice, I know. I also understand that for the current framework of quests, the POI needs to be reset to a known state in order to make the conditions of the quest doable; if we still had quests in the game, but POIs didn't reset, then the nature of questing would have to change - that is not be so tied to a specific POI, or tied to finding a fedex box, or tied to clearing zombies in some specific circle where we now know there are zombies. I was suggesting some alternatives that would maybe meet those goals. Agree that traders on separate tiers is a little strange (aren't we expanding a 'trade network'? Maybe the reward is you can see other trader's inventories and request items to be delivered from a remote trader you've connected for a time and a fee?) And also that you can redo the Tier completion awards at each trader seems a little odd.
  2. Yeah, not the WoW gizzards or at least not too much of the "grind X skills to get Y things"; say at T1 you get to a trader who has a set of "resupply" objectives: they need 3000 clay, 250 glass jars, 125 raw meat, 2000 wood, and will also take 20 zombie heads as proof of your good deeds. You complete 75% of the requests and it completes your T1; maybe T2 is looking for 100 forged iron, 200 bullet tips >> I don't know but generally things that are scavengable craftable or mineable. Maybe one or more of the options is sort of "you can find faucets in residential houses" or something else that walks players from low level POIs to high level POIs. I hope we get more NPC / raider / faction interaction at some point. That would be great!
  3. I am of the opinion that the current quest system is both too strong and exploitative feeling but also breaks one of the things I value most which is the sense of immersion - I have always loved about the game that POIs and routes through POIs are more or less whatever you want - I went back to play Fallout for example and not being able to just chop out a door was so silly feeling. But I think that the mechanism of a quest "resetting a POI" creates an easy loop to loot a house (or nerd pile up to the end loot if you know where it is) trigger the quest and reset the POI and do it again; you can endlessly 'farm' POIs for mats, instead of creating a natural pressure to expand and explore new areas to scavenge. I think opening trade routes is a good idea; I think you could possibly keep Buried Supplies (esp now with the changes) as long as it was a limited number to prevent holes-regrowing if you selected the same spot twice; and I think you scrap fetch, clear, and power. (Its cool to see a new one but it really doesn't add much, imo) : in their place, you put maybe something like supply requests at traders : lower tiers ask for smaller quantities or more common materials; higher tiers ask for harder to find ones. You could add POI-specific items to scrap or loot (sink parts, valves, whatever) to encourage exploration of new POIs; you could add "zombie eyes" as a lootable for killing quests; you could add some zombie part that only drops from some zombies (cop hats? biker vests?) or at night only? to encourage other kinds of dynamics. I think keeping the "tier completion" level is good too but could be tuned. I know I can just not do them, or not do them in the exploit-y way, but I was just hoping for something a little more "in game" feeling. If there's an existing mod that does some or any of that I'd love to hear of it.
×
×
  • Create New...