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The game doesn't have enough variation in quests


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At its core, the basis of any quest in this game is "Go, fetch, kill". And if you consider that only "go dig up supplies" is the stand out quest out of all of them. The game quickly becomes repetitive and boring because of the lack of choice in quests. Moreover, all these quests at all traders are the same and cause questions from the fact that all have "infected colonies" where there is a feeling that everyone in this world is dead and only traders by some miracle remain in place

 

Vanila

Going to dig up supplies: After approaching the supplies the game spaves a few zombies near the diggings

Go and get a satchel of supplies: Killing zombies does not count towards completing a mission

Location cleanup: The player must kill all zombies in the location

- Go and get a satchel of supplies and cleanup location: Speaks for itself

Annihilation of the invasion: Slightly difficult cleaning of the building

Restoring electricity: The period between 22:00 and 1:00 where the player can activate a mission (This type of quest should be removed or the mission activation threshold increased

 

The developers could diversify the gameplay as the game has a huge variety. I'm sure that the players are more than mercenaries who are created just to kill in the same type of quests

A van with valuable cargo: Players are given a van that has cargo (at high levels it will be fragile). At low levels players will have 100% health and fuel of the vehicle. At high levels it will be less. When players will drive to the merchant, hostile animals and zombies will spawn along the way

Urgent repair: Players are given a location with a random vehicle that needs to be fixed with a fixed timer on repair time. The repair can be canceled at any time if the players need to hold back the defense. At higher levels, the number of zombies will be higher and the repair time will be longer.

A special gift: Players are given the task to arrive at the designated points where the cargo will be dropped in the allotted time. If the players do not make it to the time they have extra time where zombies destroy the cargo. But the players can have time to pick it up before it is destroyed. If the cargo is destroyed - the task fails. Higher difficulty level = More loads, and less time

Apocalyptic Taxi: The player must arrive at a given section of the map and pick up the survivor before the merchant is intact. The player is subject to a timer for which he can be killed.

Reinforcements: Players are given the task of reinforcing a merchant's location with player resources.

Mining: Players must give the merchant specified consumables

Farming: The player must give merchants the raw food obtained by farming

Medicine: The player must give medicine items to the merchant

Special assignment: Blood Moon: The merchant gives the task if there is a red moon for that day. In order for players to hold out on a given location, players will also have signaling to keep the horde's attention on them. The main task of the players is not to die before the end of the red moon. Merchant gives rewards as after completing several missions at him.

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They are adding more quest types, though it's a question of whether or not those end up being actually new quest types or variations on existing quests the way Infestation quests are.

 

These ideas aren't bad and there are many others floating around the forum.

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5 hours ago, Riamus said:

They are adding more quest types, though it's a question of whether or not those end up being actually new quest types or variations on existing quests the way Infestation quests are.

 

These ideas aren't bad and there are many others floating around the forum.

 

Regarding this, I asked the question on their Twitter and was told that the new quest types coming post-1.0 are in fact new quest types.

 

Then again, we were told Infestation was a new quest type, and it wasn't, so we'll see.

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17 minutes ago, Old Crow said:

 

Regarding this, I asked the question on their Twitter and was told that the new quest types coming post-1.0 are in fact new quest types.

 

Then again, we were told Infestation was a new quest type, and it wasn't, so we'll see.

Yeah, that's the thing.  They consider them to be new.  But new to them is just something that is a new type, regardless if it's the same basic idea with just a variation on the theme.  :)

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10 minutes ago, Riamus said:

Yeah, that's the thing.  They consider them to be new.  But new to them is just something that is a new type, regardless if it's the same basic idea with just a variation on the theme.  :)

 

Yeah, that's why I'm skeptical. But, if it helps...

Screenshot_20240507-130151.png

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9 minutes ago, Old Crow said:

 

Yeah, that's why I'm skeptical. But, if it helps...

Screenshot_20240507-130151.png

Ahh... So that sounds promising.  Hopefully they are good types.  I really don't enjoy games that have you leading people around.  There's always something about those that gets annoying - they either don't stop when you have to fight and you have to try to catch up to them again, they attack things that you might be able to bypass and that they aren't capable of fighting, they move extremely slowly, etc.  And if it's just something like "take this to there" or "bring that from there to me" type quests, those are just plain boring.  I'd rather a quest type that has you helping to build/upgrade the trader (unlikely to be added) or to clear out a town completely of zombies (also unlikely).

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4 minutes ago, Riamus said:

Ahh... So that sounds promising.  Hopefully they are good types.  I really don't enjoy games that have you leading people around.  There's always something about those that gets annoying - they either don't stop when you have to fight and you have to try to catch up to them again, they attack things that you might be able to bypass and that they aren't capable of fighting, they move extremely slowly, etc.  And if it's just something like "take this to there" or "bring that from there to me" type quests, those are just plain boring.  I'd rather a quest type that has you helping to build/upgrade the trader (unlikely to be added) or to clear out a town completely of zombies (also unlikely).

 

Yeah.. really hoping they aren't escort quests. Now, a "Defend the Point" quest..

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Posted (edited)

I came here just to post about Quests being lacklustre..

 

My idea was a new Quest called 'Contact of Interest'

 

The Trader you're talking to has a 'Contact' nearby X distance away in Y direction (random POI naturally) and you have to go to that POI and find the NPC hiding inside.

 

Once found, you talk to them to start the event. Zombies suddenly start spawning and run directly toward you and the NPC the same way a Blood Moon / Screamer functions.

 

The house belongs to the NPC and you are forbidden to build there until the Quest is completed (or abandoned, failed, etc) 

 

The house itself the NPC spawns in is devoid of sleepers, all doors close, become unlocked and can be opened and closed by the player, and if possible, the player be given 5-10 specific placable blocks that function as barricades, the ONLY item able to be placed in the event area for the defense.

 

If the NPC survives, he will trade with you items just like a Trader with perhaps a discount, however the item selection is 1/4 the inventory size of a normal Trader.

 

 

Edited by SxR (see edit history)
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