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xraDiaNCE

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  1. Hi everyone! First post on the forums, so thanks for checking this out. I think 7 Days is a fantastic game with many fun elements woven into it, but some things need tweaking/overhauls. Last update, A19, saw a major overhaul to the damage/ailment system and gamestage progression. However, I think Quests need some changes. Current Issues with quests include: -Repetitive -Not worth the time for some people -Reward balancing -“Tier” system is questionable Let’s start with the first issue: Quests are really repetitive for lots of players and doing them is boring. Below is a list of quests currently in the game, and what they entail doing: Clear - Defeat all sleepers in a POI Fetch - Recover a courier satchel somewhere in a POI Buried Stash - Venture out and dig up a box containing food supplies and return them to the trader. Open Trade Routes - Venture to another trader and speak with them. Clear/Fetch - Literally just a combination of fetch and clear. I would make minor changes to Clear, I think it is a good, simple mission. The only changes I can think of are roaming zombies in the POI, and tier scaling works like this: Tier 1- Nothing changed, besides the roomers inside the POI. Tier 2- Special infected are 10% more common and 25% more zombies spawn. Tier 3- Special infected are 25% more common and 50% more zombies spawn. Fetch needs some major changes in my opinion. I saw another person suggest “What if instead of an objective item, it was to retrieve X amount of Y item from this POI?” So I’m going to bounce off that idea. Fetch now has you travel to a POI and activate a rally point, but instead of a courier satchel, the player needs to collect various items for the trader, from small supply caches around the POI. These caches would be unmarked so the player might need to craft or get resources from elsewhere if they can’t find all the caches. Ideas for items include: Drinks like beer, water, coffee Canned foods Crafting materials like duct tape, bottles of acid, paper Raw materials like forged iron, brass, and lead Here’s how tiering would work: Tier 1- No bonus zombie spawns. 3 caches will spawn in the POI, out in the open. Tier 2- 10% more zombies will spawn. 4 caches will spawn, and will be slightly secluded. Tier 3- 25% more zombies will spawn. 5 caches will spawn, and they will be hidden. Buried Stash needs no changes IMO. It is well-developed and A19 has made it even better with the indicator. However for tiering’s sake, maybe more zombies could spawn upon opening the cache. Open Trade routes should be removed. It is boring, and serves no purpose other than to give the player a new trader location. I have come up with a couple ideas for new quests, listed below. Delivery - Bring a supply crate to a POI/White river camp/Trader. Defend - Defend a White river campsite or trader from a zombie horde. Escort - Protect a white River caravan from zombies and (future) bandits, as it travels to a Campsite/Trader. Elimination - Defeat a special “boss” zombie or clear a massive group of regular zombies. This post isn’t quite done yet. I still need to think about some things but I’m spitballing here, so I’ll edit this tomorrow.
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