Life-skill quests at trader

Mosiah

New member
Hey guys, i would like to share a thought with you, and see what you think.

I really enjoy the survival side of the game, but i always felt like activities like hunting animals, growing crops, crafting medicine, or even crafting armor - are kinda waste of time. I usually get waaayyyy more stuff and value by mowing down Zeds in POI, or picking up trader quest - and mowing down Zeds in POI in a trader quest.

This provides me with everything I need, in every stage of the game.

At the beginning, life is tough and you really need to manage your time and perk investments wisely. No time for chasing deer in the forest, or free perks to pick up cooking. Later, you have more time to wander and more perks to spend as you like - but the gamestage advacement makes loot and trader stash so good, there is absolutely no point in it anymore. 

I would love to see that "life-skilling" part of the game to be a bit more rewarding and meaningful, because i think the game can really shine here. My idea is to expand the quest variety the trader provides, add some gathering | hunting | crafting quests player could pick up, and recieve compensation for.

 
The game is deliberately designed so that food becomes a non-problem in mid- and end-game. Why? Because lots of people (and the developers obviously) don't want an endless food grind. It is expected that you are hungry in the early game, slowly build up a farm and eventually concentrate on problems that start with 'z'. If you are after grind there is enough mining needed to build a nice horde base.

At the moment shooting everything in your path is so easy because ammo is plentiful. Those stacks of 200 bullets you can get with trader quests are a confirmed bug for example, but quest rewards in general will be nerfed (AFAIK).

Expect much less ammo available in A20. You might want to think about using melee more often and having a good armor then.

An incentive to do hunting in later game stages wouldn't be bad (at the moment hunting perks are wasted after early game), but the MMO formula "Bring me 20 pelts of x" seems rather lame.

 
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The game is deliberately designed so that food becomes a non-problem in mid- and end-game. Why? Because lots of people (and the developers obviously) don't want an endless food grind. It is expected that you are hungry in the early game, slowly build up a farm and eventually concentrate on problems that start with 'z'. If you are after grind there is enough mining needed to build a nice horde base.

At the moment shooting everything in your path is so easy because ammo is plentiful. Those stacks of 200 bullets you can get with trader quests are a confirmed bug for example, but quest rewards in general will be nerfed (AFAIK).

Expect much less ammo available in A20. You might want to think about using melee more often and having a good armor then.

An incentive to do hunting in later game stages wouldn't be bad (at the moment hunting perks are wasted after early game), but the MMO formula "Bring me 20 pelts of x" seems rather lame.
Thanks for your response. I understand the effort to prevent endless mandatory food grind, that's an experience nobody would enjoy. Especially later in the game.  That's not what I am suggesting though. 

Point is, that the whole mechanics of farming, or hunting, and other stuff is kinda.... well, there's no place for it in the game anymore. Not mid game or late game as you've pointed out, but not in early game either. Early in the game, you just don't have the seeds (that stuff is rare!), you don't have the perks(farming and cooking are both gated, by different stats even), you don't even have the time. Really, your best option early on is follow the tutorial quest that leads you to trader, start the quests and loot the area.

I think adding some quests for those systems could give them a little more value, in a way that's totally optional.

 
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At the moment shooting everything in your path is so easy because ammo is plentiful. Those stacks of 200 bullets you can get with trader quests are a confirmed bug for example, but quest rewards in general will be nerfed (AFAIK).

Expect much less ammo available in A20. You might want to think about using melee more often and having a good armor then.

An incentive to do hunting in later game stages wouldn't be bad (at the moment hunting perks are wasted after early game), but the MMO formula "Bring me 20 pelts of x" seems rather lame.


Bringing "x" amount of "y" item may seem lame but 7DTD is an open-world game and such quests could possibly work as side/optional missions exclusively. Anyways devs could start with something and then add layers and more complexity. In face of the scarcity of any other missions/mechanics, any addition seems like a blessing to some players 😅.

Some of the perks while playing solo especially in mid-game add more value to the game like farming in my solely biased opinion. On the other hand, while playing with friends I only perk in certain abilities in the mid-late game. It really depends on the playstyle, difficulty, gaming with friends, or soloing your character in my humble view.

Obviously, nobody wants to participate in starving competition as the ultimate simulation/purpose throughout the whole game after establishing the main base. It`s always good to give players a glimpse and taste of the game mechanics in the early beginning. The last wasteland/burnt biome should teach players humility with its dangerous environment, weather, zombies, filled with traps and hazards POIs, so beating them would feel rewarding itself.

 
Thanks for your response. I understand the effort to prevent endless mandatory food grind, that's an experience nobody would enjoy. Especially later in the game.  That's not what I am suggesting though. 

Point is, that the whole mechanics of farming, or hunting, and other stuff is kinda.... well, there's no place for it in the game anymore. Not mid game or late game as you've pointed out, but not in early game either. Early in the game, you just don't have the seeds (that stuff is rare!), you don't have the perks(farming and cooking are both gated, by different stats even), you don't even have the time. Really, your best option early on is follow the tutorial quest that leads you to trader, start the quests and loot the area.

I think adding some quests for those systems could give them a little more value, in a way that's totally optional.
Well if you play in 2 people this problem can be easy solved. For example my friends was scanveging and sitting in base i was focused on making stuff and doing quests. So usually we have 10 mushroms in cave  10-15 potatoes 10  corns some aloa  etc

 
Well if you play in 2 people this problem can be easy solved. For example my friends was scanveging and sitting in base i was focused on making stuff and doing quests. So usually we have 10 mushroms in cave  10-15 potatoes 10  corns some aloa  etc
True, the game gets easier with more ppl, freeing more perks and time so you can play around more.

 
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Thanks for your response. I understand the effort to prevent endless mandatory food grind, that's an experience nobody would enjoy. Especially later in the game.  That's not what I am suggesting though. 

Point is, that the whole mechanics of farming, or hunting, and other stuff is kinda.... well, there's no place for it in the game anymore. Not mid game or late game as you've pointed out, but not in early game either. Early in the game, you just don't have the seeds (that stuff is rare!), you don't have the perks(farming and cooking are both gated, by different stats even), you don't even have the time. Really, your best option early on is follow the tutorial quest that leads you to trader, start the quests and loot the area.


But finding and planting the scarce seeds while hunting and scavening for food to tide you over IS the early food game. You have the choice whether you want to depend more on hunting or scavening, but most people will do both (especially in multiplayer).

What else would you expect at that time? Nobody would take quests to deliver meat to the trader at that time because he would need the food himself.

I think adding some quests for those systems could give them a little more value, in a way that's totally optional.


Sure, but adding food quests definitely wouldn't change the routine of the "best option early on" to start quests. Later on they would just be so easy to do that everyone would do them and illogically later complain about that silly grind.

So while I can see that especially the hunting perks are wasted later on I would hope for a slightly more involved quest like "Bring me the skin of the albino mountain lion that is roaming the area 1 km north of here", if such quests are implemented at all.

 
Hey guys, i would like to share a thought with you, and see what you think.

I really enjoy the survival side of the game, but i always felt like activities like hunting animals, growing crops, crafting medicine, or even crafting armor - are kinda waste of time. I usually get waaayyyy more stuff and value by mowing down Zeds in POI, or picking up trader quest - and mowing down Zeds in POI in a trader quest.

This provides me with everything I need, in every stage of the game.

At the beginning, life is tough and you really need to manage your time and perk investments wisely. No time for chasing deer in the forest, or free perks to pick up cooking. Later, you have more time to wander and more perks to spend as you like - but the gamestage advacement makes loot and trader stash so good, there is absolutely no point in it anymore. 

I would love to see that "life-skilling" part of the game to be a bit more rewarding and meaningful, because i think the game can really shine here. My idea is to expand the quest variety the trader provides, add some gathering | hunting | crafting quests player could pick up, and recieve compensation for.
Maybe so that everything except quests is not a "waste of time" we need the balance of the trader's store and the trader's rewards, and not the variety of his quests?😂

 
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Maybe so that everything except quests is not a "waste of time" we need the balance of the trader's store and the trader's rewards, and not the variety of his quests?😂
Well easy to say hard to do. Rly this a rly mess and very  subjective ; what is better for you? shotgun or 3 first aid kits? everything depends on situation

 
Well easy to say hard to do. Rly this a rly mess and very  subjective ; what is better for you? shotgun or 3 first aid kits? everything depends on situation


It is more correct to ask which is better than 200 bullets or 20 grenades after killing two zombies in lvl 1 POI on the first day 😝

It's also funny that by spending an unimaginable number of skill points, you will not craft an item of the grade that you will be given for the quest

 
It is more correct to ask which is better than 200 bullets or 20 grenades after killing two zombies in lvl 1 POI on the first day 😝

It's also funny that by spending an unimaginable number of skill points, you will not craft an item of the grade that you will be given for the quest
i never get more that 50 bullets from  doing quest

 
i never get more that 50 bullets from  doing quest
Sure?

Look, 

Vanilla

New world

One day

Four level 1 quests

Default loot/exp etc

Screenshots for you:

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(didnt screen 1 reward, there were no bullets. there was a storage pocket and something else, I took storage pocket)
Total 120 bullets 7.62, 150 bullets magnum. I also bought a level 3 baseball bat and a level 2 hunting rifle (for which I had 120+ ammo) by the end of the first day.

9mm are not caught, but the trader gives two hundred pieces. Pipe bombs and molotovs gives twenty pieces

 
Last edited by a moderator:
Sure?

Look, 

Vanilla

New world

One day

Four level 1 quests

Default loot/exp etc

Screenshots for you:











(didnt screen 1 reward, there were no bullets. there was a storage pocket and something else, I took storage pocket)
Total 120 bullets 7.62, 150 bullets magnum. I also bought a level 3 baseball bat and a level 2 hunting rifle (for which I had 120+ ammo) by the end of the first day.

9mm are not caught, but the trader gives two hundred pieces. Pipe bombs and molotovs gives twenty pieces
XDDDD WHAT XDDD well i don't have lucl even in rly so probably is problem with my luck XD

 
@bachgaman is correct.  Ammo rewards in A19 are significant from the traders right now.  I been dropping some of the excess from the traders when I complete the mission to make it more challenging (or going for the non ammo rewards if they are offering something good).

I am looking forward to A20 to see how the TFP balance out the traders' mission rewards and trade.  It's taken a lot of willpower not to use the traders as a solution to my current problem in the game  🤔

 
@bachgaman is correct.  Ammo rewards in A19 are significant from the traders right now.  I been dropping some of the excess from the traders when I complete the mission to make it more challenging (or going for the non ammo rewards if they are offering something good).

I am looking forward to A20 to see how the TFP balance out the traders' mission rewards and trade.  It's taken a lot of willpower not to use the traders as a solution to my current problem in the game  🤔
Well probably they will make change into this part of game when they put new types of quest as test so better wait for ballance for A20.3 or A20.04

 
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