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Additional game events and quests please


Cernwn

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While the bloodmoon horde event is where the game gets its name from, in its current state it is simply a sink for time/ammo/materials and a (inferior) means of powerleveling. While improving upon the bloodmoon horde is surely something TFP will eventually get around to, I feel like it would be better to have more of a variety of different events in-game:

 

1)Some of this can be accomplished by expanding upon the quest scripting system, to add escort an NPC, defend a POI from multiple waves of wandering hordes, repair machinery/workstations, reinforce walls/windows/doors, establishing a safehouse/cache, drilling a well, connecting up power, or clean up trash/debris from a POI quests.

 

2)Similar to how building up heat in an area triggers screamers, construction noise/gunfire/explosions SHOULD have an immediate effect of drawing in zeds from a much wider area, regardless of time of day or phase of the moon. Each wave of zeds should get progressively larger and nastier until the player either leaves the area, dies, or wipes out 2 waves silently (resetting heat to 0 in the immediate vicinity).

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Well the game as I believe MM said was called 7 days because infection would kill you in 7days. Dont remember of they play throughs I have seen of 1st few alphas there was blood moon, but its been few years since I saw them.

The buried treasure event was added, and they are planning to add more.

1. Is most likely not going to happen for performance reasons.

2. Not going to happen as MM doesn't want vanilla to be to hard.

 

Both of these have already for most part have been done in mods.

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I agree 100% more quest options will add more depth to the world and make it feel more lived in. I actually started a mod that expands quests. See link below and give me feedback.

 

https://forums.7daystodie.com/forum/-7-days-to-die-pc/game-modification/mods/150349-modlet-laz-man-s-modlets?p=1726836#post1726836

 

I'm already working out new quest chains but would like feedback on what players find fun.

 

For example, I have a quest line focused around building stuff (e.g. shooting range for white river settlement). ?

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I'm not a fan of build quests, this would be give me an MMO-vibe aka "fetch me 100 leather". Used sparingly with proper justification (like the shooting range) it could be great. I just wouldn't like randomly generated quests to get x of item y. And lets face it, that would probably the way TFP could and would have to implement it.

 

My wish for a quest is also probably way too much effort now: A quest where you have to find something, but you only get 4 hints about the whereabouts, i.e. this specific town, 1st floor, in a room with green wallpaper, in a cupboard. Or this specific town, cellar, in a room with stone wall, in a storage box. ... No hints, no red pointers on the compass, therefore tier 5 quest rewards. You're free to avoid them if you are not frustration resistant.

 

 

 

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I'm not a fan of build quests, this would be give me an MMO-vibe aka "fetch me 100 leather". Used sparingly with proper justification (like the shooting range) it could be great. I just wouldn't like randomly generated quests to get x of item y. And lets face it, that would probably the way TFP could and would have to implement it.

 

My wish for a quest is also probably way too much effort now: A quest where you have to find something, but you only get 4 hints about the whereabouts, i.e. this specific town, 1st floor, in a room with green wallpaper, in a cupboard. Or this specific town, cellar, in a room with stone wall, in a storage box. ... No hints, no red pointers on the compass, therefore tier 5 quest rewards. You're free to avoid them if you are not frustration resistant.

 

 

 

Thanks for the idea, it's possible to implement what your asking. Sorta like a scavenger hunt. Their are 2 ways to go about it in my mind.

 

1) Add said item(s) in specific loot containers only

 

2) Create or modify an existing POI to specifically have a custom loot container or block for the quest

 

There use to be a way to make quest markers go to specific POI but it has been broken in a17/a18.

 

I'll create a mockup and post it for feedback.

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Laz Man, can you put all your quests in a mod so we can download it and play? I can help you with that if you want as a beta tester.

 

And about the quests, agreed, but it will be better if these quests are optional, some peopple dont like building stuf (just like meganoth) and some peopple dont like fight zombies.

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I'm already working out new quest chains but would like feedback on what players find fun.

 

Thank you! Will DEFINITELY check out your Expanded Quests modlet. Perhaps you should encourage people to rate your individual quests in 3 categories, to help you tweak things? Humor/creativeness, difficulty, and fun vs tediousness? Keeping in mind "fun" is absolutely a relative concept, as some have it at the expense of others fun...

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Thanks for the idea, it's possible to implement what your asking. Sorta like a scavenger hunt. Their are 2 ways to go about it in my mind.

 

1) Add said item(s) in specific loot containers only

 

2) Create or modify an existing POI to specifically have a custom loot container or block for the quest

 

There use to be a way to make quest markers go to specific POI but it has been broken in a17/a18.

 

I'll create a mockup and post it for feedback.

 

That isn't quite enough. I was thinking about a procedurally generated quest. So first of all there can't be a quest marker at the POI since it would give away which POI it is. It can't be one specific POI as players would learn which POI it is after completing the quest just once.

 

What would be needed is to add more information to a lot of pois. I.e. for some or all rooms of a POI that could host this quest you would need to list the color or material of the wall, the floor number and the specific loot container in the room that will have the item. Only such a list would allow you to give the necessary hints for the procedurally generated quest

 

 

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That isn't quite enough. I was thinking about a procedurally generated quest. So first of all there can't be a quest marker at the POI since it would give away which POI it is. It can't be one specific POI as players would learn which POI it is after completing the quest just once.

 

What would be needed is to add more information to a lot of pois. I.e. for some or all rooms of a POI that could host this quest you would need to list the color or material of the wall, the floor number and the specific loot container in the room that will have the item. Only such a list would allow you to give the necessary hints for the procedurally generated quest

 

 

No quest markers would be needed maybe except the one to turn in the quest.

 

For example, I can create a quest in the form of a note that describes an item someone is looking for and a hint where it is possibly is located.

 

Once the player finds these item(s), they can pseudo turn it into the trader for a reward.

 

Edit:

 

Here is one scenario I wrote up today.

 

 

Contract: Locate Portrait of Grieving Wife's Husband

 

Mrs. Thomas of the White River Settlement is requesting assistance in finding a picture of her deceased Husband. She recalls having a portrait of him in their luggage but it was loss during the evacuation of their home in Diersville.

 

Behind the scenes, I could replace one of the POIs (or more for more randomness) in Diersville with a modified copy where the luggage bag can be found.

 

 

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No quest markers would be needed maybe except the one to turn in the quest.

 

For example, I can create a quest in the form of a note that describes an item someone is looking for and a hint where it is possibly is located.

 

Once the player finds these item(s), they can pseudo turn it into the trader for a reward.

 

Edit:

 

Here is one design I wrote up today.

 

 

Contract: Locate Portrait of Grieving Wife's Husband

 

Mrs. Thomas of the White River Settlement is requesting assistance in finding a picture of her deceased Husband. She recalls having a portrait of him in their luggage but it was loss during the evacuation of their home in Diersville.

 

Behind the scenes, I could replace one of the POIs in Diersville with a modified copy where the luggage bag can be found.

 

 

 

Excellent handcrafted quest and definitely something I would like to play :adoration:. As long as you craft more I won't miss the procedurally generated ones. :loyal:

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Excellent handcrafted quest and definitely something I would like to play :adoration:. As long as you craft more I won't miss the procedurally generated ones. :loyal:

 

Challenge accepted...lol

 

I will post in my mod thread and youtube when its ready....?

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