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Quest Overhaul Ideas


xraDiaNCE

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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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45 minutes ago, xraDiaNCE said:

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.

 

A feature that seems to be coming in A21 is that some zombies in POIs will wander around. See the first post of Alpha 20 Dev Dairy for stuff that is coming.

 

45 minutes ago, xraDiaNCE said:

 

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.

 

But why should the player go to that POI then, if the quest objective is to get stuff that is obtainable anywhere? Beer you can even just grow on your farm

 

45 minutes ago, xraDiaNCE said:

 

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.

 

Exactly, that is its purpose. TFP seems to not like any form of searching, markers are everywhere

 

45 minutes ago, xraDiaNCE said:

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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9 hours ago, xraDiaNCE said:

 

Defend - Defend a White river campsite or trader from a zombie horde.

 

 

I find that one interesting in particular. Right now a player finds a specific note in order to fight with zombies in an open area if I`m not mistaken.

 

What if this type of quests were available from the trader, but there might be specially pre-designed open fields with obstacles, areas in the woods like sawmill, camps, forts, trenches, etc, bases (levels not too over-complex) in order to survive through short wave (s). Such an event could work in a similar manner as a mini-blood moon event. Player (s) would have to fight in an environment designed by devs and defend themselves through short waves.

 

Also, some mechanics that would enable me to invite a friend to a mission would be great (I don`t mean a lobby, more or like invitation through in-game menus), so after finishing the mission a friend of mine could receive the same amount of XP and a reward from the trader. So essentially we could work as a team in every aspect.

 

There might be some mini-games like connecting some cables in order to repair the connection for the traps to work, turn on some switch to flip the gate, or a machine in order to get rid of some portion of the zombies, etc. Easy to say but hard to make it work nicely in a destructible environment.

 

 

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49 minutes ago, TWORDY said:

Also, some mechanics that would enable me to invite a friend to a mission would be great (I don`t mean a lobby, more or like invitation through in-game menus), so after finishing the mission a friend of mine could receive the same amount of XP and a reward from the trader. So essentially we could work as a team in every aspect.

 

 

You do know that you can share your quests with friends, and if they accept the quest and do it with you, you both get exp and quest rewards, right?

 

This has been in the game for a long time.

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1 minute ago, katarynna said:

 

You do know that you can share your quests with friends, and if they accept the quest and do it with you, you both get exp and quest rewards, right?

 

This has been in the game for a long time.

 

Thank You for enlightening me...

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