I've definitely had bad sessions on Valheim, and I look back on it and it wasn't enjoyable doing corpse runs. Luckily for me it's a lot easier to stay alive in 7DTD than it is in Valheim.Navezgane was created a long time ago before quests were in the game. I agree that it isn't adopted to a quest-centric gameplay (and probably never will without destroying its uniqueness). Its appeal is that it is handcrafted, the best map if you are into exploration and in future will probably be the only map to have the full story.
I wouldn't do a quest on foot that is 800m away, at least not as the only thing. Instead I would loot POIs around me without a quest. Or loot POIs on the way to the quest POI as well (and drop most loot in a few well placed containers on the way).
Comparing this game to other games makes sense only to a degree. Comparing with Valheim for example you don't have quests to walk to, but even with well placed teleporters I wasted whole evenings with corpse runs. And generally I want to play games that differ in their gameplay, not games that all adopt the same solution to gameplay even if there is one optimal one.
Well, it's not really about balancing quest rewards. I handed in a quest and the best item Rekt offered was a single magazine.What I have critizised for years was that the trader rewards are too good, which makes many players forget that you simply can loot without a quest. TFP has already decreased the rewards, it was much worse in previous alphas. As long as players feel they need to travel 900m to a tier1 POI one can argue the rewards are still a bit too high. It is just the combination of XP, reward and reputation that is too much. IMO making people group up would still be achieved with the reward halfed again.
This is the short and sweet answer. There are feasible configurations for RWG that will return playable maps, but even with 3rd party map generators from A17 right up till today with Teragon, you are limited by trader and biome requirements being met vs a completely flat map in order to get Traders that work with the quest chain as well as the POIs you want. Teragon and a little practice is your best bet for 4k maps.After the new trader progression system was added, there was a problem with smaller maps not always including all the traders. 2 of the 4k pregen maps included in 1.x were missing a trader, which broke progression. They haven't included 4k maps since then. I don't know if this was ever fixed.
oof corpse runs are the bane to my existence. I only have so much time to play a game, and things like that are antithetical to fun for me.I wasted whole evenings with corpse runs.
I don't quest, but I don't like the rtb questing system in general. On games where I quest, I like quest that are found in the environment. I.e. you are walking along in the woods, and you find a talking rabbit.
I've definitely had bad sessions on Valheim, and I look back on it and it wasn't enjoyable doing corpse runs. Luckily for me it's a lot easier to stay alive in 7DTD than it is in Valheim.
My point is, there's a quest distance that is far enough as to be unfun. And I think 800m is that upper distance for tier 1, 2, 3 quests. By the time you're doing tier 4's and 5's, you've probably got a motorcycle or 4x4, so it's a little more a fuel logistics thing.
That isn't specific to Navezgane or any map, just a general gameplay insight.
Well, it's not really about balancing quest rewards. I handed in a quest and the best item Rekt offered was a single magazine.
The fact is, there are only five progression methods. Six if you include player knowledge/skill.
1) Your character gains XP and levels up. That gives you skill points, more stats (health/stamina), and higher loot stage.
2) Loot, items. Finding the toilet knife/pistol, getting those mechanical parts for the wrench, etc.
3) Perk books. Some challenges are impossible (?) without eating perk books. Plus they give you solid gameplay boosts.
4) Crafting magazines. You could play the game without crafting or eating a magazine, but if you like crafting you *need* to loot magazines.
5) Quest points. The only way to increase quest points is to complete quests.
If you completely ignore questing, and later decide that you want to do a tier-6 quest, you can't unless you work through the quests. It's a reliable progression method. There's never a quest that you complete that's like "oh, even though you completed it, you don't get quest points this time". Meanwhile with looting, there are many times you loot and don't get anything you needed to progress.
If quests gave zero reward (except quest points), I would still complete them, because you can't take on tier-6 POIs without doing so. It's literally the only way to tackle the "end-game" content this game has.
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I will add though, I really do appreciate the bicycle reward after 10 quest points. The game is a lot better for giving free bicycles away.
OP's point. It used to have 4K pregens.This means that TFP really should add one or two 4k pregen maps.
OP's point. It used to have 4K pregens.
The ones I've rolled (from A21 onward) all have had some kind of weirdness going on. One I just tested had that raised corner of the POI sticking out into the road problem I thought had been fixed, for example. Maybe it's just too small to get acceptable results? That is a pretty small space to fit biomes, cities, towns, rivers, lakes and all. I personally haven't seen those kinds of weird happenings on sizes above 4096 with the exception of the odd rise between different kinds of roads and so forth.
Point is, 4096 appears to be too small to fit a in good variety of everything and causes weirdness as that described, including missing traders. There must be a way to ensure they're rendered regardless of map size. All other POIs are expendable and are expended quite often. I saw POIs, e.g. the outdoor concert venue, on the one I test-rolled for the first time in forever. The drive-in cinema appears to be equally considered expendable by RWG these days. Haven't seen that one since A21, either. At the peril of repeating myself, it appears to be too restrictive these days, whether to speed up rendering time or whatever the reason for so restricting it.not game-breaking, a missing trader is.
It's RWG they'd have to modify to ensure all of them appear, but the trader odd job system appears to have been tied to it for some unknown reason. As for regardless of biomes, I much preferred the traders randomized myself. It was like a box of chocolates. You never knew who you were gonna get.I would really like to see TFP modify the Trader quest system to just require all 5 traders be present in each map regardless of biomes.
Because the game is still early access in their minds. The Nav map has been the same layout since the start, and I think it had some slight updates over time, but never a major overhaul. I'd be surprised if it doesn't get some attention with story; whether I expect it to be a major edit at that point is a bit of 50/50.I don't understand why they didn't just produce the best Navezgane map possible in their opinion
Because the game is still early access in their minds. The Nav map has been the same layout since the start, and I think it had some slight updates over time, but never a major overhaul. I'd be surprised if it doesn't get some attention with story; whether I expect it to be a major edit at that point is a bit of 50/50.
It has functioned well as a testing playground as is, there hasn't been a reason to spice it up too much, yet. We can both disagree if treating the title as "early access" at this point is correct, but that's what they're doing ...![]()
I mean, sure; testing playgroundBut much has changed.
Way better, I agree, but they all look the same to me since the restrictions were put into place. At least, I keep seeing the same POIs over and over and over again, regardless of map size and am wondering how many, if any, of the hundreds are never to be seen again.RWG plays better
I certainly see a strong argument for having quest rewards be only cash. In addition to making them less good, it would make their value self correcting once 3.0 comes in. I'm assuming there are going to be some economy modification options for buy and sell prices.What I have critizised for years was that the trader rewards are too good, which makes many players forget that you simply can loot without a quest. TFP has already decreased the rewards, it was much worse in previous alphas. As long as players feel they need to travel 900m to a tier1 POI one can argue the rewards are still a bit too high. It is just the combination of XP, reward and reputation that is too much. IMO making people group up would still be achieved with the reward halfed again.
Point is, 4096 appears to be too small to fit a in good variety of everything and causes weirdness as that described, including missing traders. There must be a way to ensure they're rendered regardless of map size. All other POIs are expendable and are expended quite often. I saw POIs, e.g. the outdoor concert venue, on the one I test-rolled for the first time in forever. The drive-in cinema appears to be equally considered expendable by RWG these days. Haven't seen that one since A21, either. At the peril of repeating myself, it appears to be too restrictive these days, whether to speed up rendering time or whatever the reason for so restricting it.
It's RWG they'd have to modify to ensure all of them appear, but the trader odd job system appears to have been tied to it for some unknown reason. As for regardless of biomes, I much preferred the traders randomized myself. It was like a box of chocolates. You never knew who you were gonna get.They only need be locked down for story mode and the odd job system worked fine in A21's RWG maps regardless in which biome they appeared. So, I'd be very curious to know why TFP thinks they need to be locked down for the trader system to work in RWG, much less why they thought "no large cities in the forest biome" was a good idea. It is an indirect restriction of player choice.
Once you've got a cooking pot, the answer is always magazines. Which is a problem, imo. But magazines are the only loot that is truly worth targetting. Anything else, you'll just pull randomly, usually much more than you'll need.Currently random POI loot + a quest reward usually has as good or better chance of getting you what you want than targetting a POI specifically for food/tools/weapons/whatever your current most pressing need is.