What kind of new quest types would you like to see added?

One that I recently mentioned was a horde attack/defense quest, where as soon as you click to start the quest, the POI resets and a horde equivalent to a bloodmoon horde attacks right away. This horde can last a shorter time than bloodmoon... perhaps 2 game hours or so. With the POI reset and immediate start, this forces the player to defend the POI without having time to set up a lot of defenses, making it potentially more difficult than a normal bloodmoon. I think that it could be a fun challenge for people who like doing horde nights. It would have to be limited to POI that have at least a decently defensible position but without it being easy.
 
One that I recently mentioned was a horde attack/defense quest, where as soon as you click to start the quest, the POI resets and a horde equivalent to a bloodmoon horde attacks right away. This horde can last a shorter time than bloodmoon... perhaps 2 game hours or so. With the POI reset and immediate start, this forces the player to defend the POI without having time to set up a lot of defenses, making it potentially more difficult than a normal bloodmoon. I think that it could be a fun challenge for people who like doing horde nights. It would have to be limited to POI that have at least a decently defensible position but without it being easy.
I was thinking about something like this the other day. Would be fun to just defend a poi and waves of zombies come in similar to a bloodmoon, but it would be different.
 
One that I recently mentioned was a horde attack/defense quest, where as soon as you click to start the quest, the POI resets and a horde equivalent to a bloodmoon horde attacks right away. This horde can last a shorter time than bloodmoon... perhaps 2 game hours or so. With the POI reset and immediate start, this forces the player to defend the POI without having time to set up a lot of defenses, making it potentially more difficult than a normal bloodmoon. I think that it could be a fun challenge for people who like doing horde nights. It would have to be limited to POI that have at least a decently defensible position but without it being easy.
I like that. One thing I would love to see for all quests are optional objectives with their own possible rewards at the end if completed. And for your suggestion, something like not allowing the horde to break more than X blocks or something being an optional objective would be cool.
 
A Death's Head arena challenge:

Basically a no holds barred arena, LazMan would have to design it.

The outer wall floor and enclosed dome are indestructible. All other structures
can be destroyed by the entities and the player or players. With a slider rate of
200 to 500 percent entity block damage. Once you enter there is no exit unless you
survive or die. But what you take in only comes out if you survive. Primary reward
is a random Legendary Item. Secondary is the points achieved only received upon
completion and isalive.

Can be attempted Once every "whatever time period TFP assigns" so it can have
any prerequisite the team chooses, or could be random.

Should be located Wasteland to you have to get there first, and alone to maximize
FPS. Is for 1-8 players per run.

All entity spawn, including animals, and specials.

All around there are, weapons ammo and medical caches. No higher than t1. Meaning
basic bullets, Pipe weapons, Bandages but not kits, a few hard to reach repair kits.

Any one can engage at any level, either in loincloth or fully garbed, But the warning
at the gate is from Dante's Inferno. Abandon all hope. So a player should not enter with
anything that they would hate to lose.

The interior structural layout if possible should be randomized each time. There should be mines,
and spike traps all about. It could be pois no basements, no skyscrapers, Platforms, no
lockable doors, some destructible wooden hatches preset. No blocks can be laid, No ladders, only preset
ladders can be used, can use wooden spike traps, and decoys if you have the time, no vehicles
allowed passed the entry point. No storage containers can be placed. Things dropped on the ground
have an extremely shortened timer. Entities can destroy loot containers.

Skill and skillset would come into play, meaning Parkour, resistances, fall damage
protection, kill damage, and timing.

The loot boxes, are temporary, and self destruct whether opened or not as time progresses.

Later the same arena can be converted to fight against bandits.

You can't enter with anything in you backpack, only what you have loaded on your belt.

The difficulty level is based on gamestage level, the weapons and armor level you enter with,
The higher the stage the more the volume starting at 300 to 1000.

Using the quest mechanism, the arena is bare ground, until the secondary invitation is accepted, then
it is generated. After completion either positive of negative, is self destructs using the destruction
quest displayed earlier, and the entire area is wiped objects and structures.

To stop a death loop, spawn near backpack, if the player players fail is a note on the ground, to key on.
"Better luck next time!!!" "You're not ready for me yet" Signed:The Duke.

Something sort of like that. I guess
 
Some ideas

Resource gathering - Collect X item Y amount. Can be stone, sand, ores, mineral or wood.
Manufacturing - Forge, Cement mixer, Workbench item X, Y amount.
Medical - Craft X medical item Y amount.
Food production - Cook X food Y amount.
Farming - Grow X crops or collect Y amount.
Hunt down - Special strong zombie in area X (zombie that what is specially mutated from normal zombie)
Build shelter - Certain size house X by X size, location Y with material Z. Has to have certain crafting place like campfire, furniture, etc.

Higher Tier increase amounts or/and also give time limit. Mission could also increase wandering horde intervals, heatmap generation for duration of mission to increase challenge.
 
Firstly, thanks @Pokketninja for taking the time to get feedback from the community.

1) A primary consideration would be disconnecting quests from traders and trader stage. The reliance on the trader and the trader monopoly on providing quests, does a disservice to the game. There are so many more ways to play the game, yet many players just get into the trader quest treadmill vibe as the only way to progress (see the trader always open and removal of quests limits as symptoms of the trader quest treadmill, and not QOL mods).

2) The introduction of RPG style quests (optional) and more NPC quest providers would be a net benefit for game play variation. Even though its shoe horned into the existing game mechanics (and still done well), I enjoy what Grim Tales has done.
  1. Missing Patrol Car – break into a number of Cop Cars without lockpicking to engage. (The player also gathers rare materials to craft a mod)
  2. Mary’s Revenge – triggered at a 3000 Kill Streak (Configurable). Kill Streak resets on death. (Good fight and receive some rewards)
  3. Pigeons Carry Diseases – pigeons: some people hate them and some people absolutely adore them. (Good fight and receive some rewards)
  4. Interloper – keeping your eyes and ears open can lead to interesting things. (Need to craft a receiver and craft a transmitter, then locate that transmitter properly - Gather intel over time, that results in basically a high tier infested quest)
3) Certainly, the existing quests could be modified to be more game lore centric. Clear quests/defend quests could be provided by, and linked to, survivors, and survivor POIs. Fetch quests could be provided to gather intel or materials (e.g. to find the cure, to find who's responsible, to kill save Noah/Duke, to be directed to the safe area, etc).

4) Kind of overtaken by the bland fixed "challenges". Variations of "Kill so many of these zombies", gather resources quests, and/or multi staged versions of those kind of quests would be a nice change.

5) Leaning into some form of; find survivors, defend suvivors, and escort survivors to an extraction point/safe zone would be very interesting and lore centric.

6) Veering away from the OP question a little. Crafting a locator/transmitter for air drops would be very cool. Players could decide where to request the drop. If they don't deploy one, there is no drop. The drop could still be a randome distance from that designated point. Certainly, a battle over the crate much like the burried supplies quests, but more difficult fights, should be implimented.

There have been many good quest ideas put forward in other threads, hopefully many will migrate here.
 
One that I recently mentioned was a horde attack/defense quest, where as soon as you click to start the quest, the POI resets and a horde equivalent to a bloodmoon horde attacks right away. This horde can last a shorter time than bloodmoon... perhaps 2 game hours or so. With the POI reset and immediate start, this forces the player to defend the POI without having time to set up a lot of defenses, making it potentially more difficult than a normal bloodmoon. I think that it could be a fun challenge for people who like doing horde nights. It would have to be limited to POI that have at least a decently defensible position but without it being easy.
You could still build a "base" just outside the bounds of the POI (which is probably what I would do.) Give me a couple in game hours to prepare, and I might do otherwise.
 
You could still build a "base" just outside the bounds of the POI (which is probably what I would do.) Give me a couple in game hours to prepare, and I might do otherwise.

Nothing's stopping a quest from resetting the entire "Stay within" -area.

Do as theFlu said or alternatively

Put the flag a little deeper in the POI and then make the stay within area only be the POI area so everything is reset and you're not outside, making it harder to cheese.
 
You could still build a "base" just outside the bounds of the POI (which is probably what I would do.) Give me a couple in game hours to prepare, and I might do otherwise.
If you have to stay within the bounds of the POI, building a base outside isn't necessarily going to help unless you're just surrounding the entire POI with turrets or something, but that's a very expensive thing to do for a single quest. I'd say that if someone wanted to do that, then so be it. You still have to be within the bounds of the POI and survive in order to complete the quest. This type of quest could even have zombies spawning within the POI itself so defenses outside the POI boundaries wouldn't even help. In short, there are ways to do it and even if there are ways to cheese it that require a big investment of time or resources, then so be it.
 
Hmm... but also, a quest that is actually designed for you to quickly fortify a position sounds good to me. Whether the position is a preselected POI built to support such quests, or just a random spot in the wilderness. For a wilderness area "lore" .. "We have a few airdrops coming in, there's bandits in the area and the hubbub might lure in quite a few zeds from the area.. protect the cargo until we can sort out a retrieval." or "Our convoy managed to gather a massive group of zeds, we should really deal with it before they get drawn to the settlement" ..
 
If you have to stay within the bounds of the POI, building a base outside isn't necessarily going to help unless you're just surrounding the entire POI with turrets or something, but that's a very expensive thing to do for a single quest. I'd say that if someone wanted to do that, then so be it. You still have to be within the bounds of the POI and survive in order to complete the quest. This type of quest could even have zombies spawning within the POI itself so defenses outside the POI boundaries wouldn't even help. In short, there are ways to do it and even if there are ways to cheese it that require a big investment of time or resources, then so be it.
So different from the current "stay within bounds" of quests? Because that lets you go a handful of blocks outside of the actual POI area, enough to set up a basic defensive position.
 
Manufacturing - Forge, Cement mixer, Workbench item X, Y amount.
Medical - Craft X medical item Y amount.
Food production - Cook X food Y amount.
Build shelter - Certain size house X by X size, location Y with material Z. Has to have certain crafting place like campfire, furniture, etc.
I really want there to be more quest types. But I'd be VERY hesitant to do anything that utilizes my own resources, such as the ones mentioned above. There are other games that do this, most notably Icarus, and those missions are the absolute worst. Given that the quest rewards in this game are already terrible, there would have to be major improvements in that area before I'd even consider quests like this. Then you run into the potential issue that used to be the case in this game: quest rewards were way too OP. I understand there can be a balance, but unless they find that balance, I can't imagine many players would do these after their novelty has worn off.
 
I know that it sounds like it borders on mission impossible, but the elements that
helped me come up with the idea, are not solely my own.

When people speak on streams they speak of challenge, in one form or
another. When people post on the forum they write of challenge, and conversely
speak of lacking.

The final two major additions to be added to the end of the dev cycle are, Bandits,
and the split storyline.

A few posts have stated only wanting to do it once, because of repetitiveness, but
then use the double standard and ask for an extremely simplified set of tasks, which
are easily repeated. That is a bit of conflict to consistency of thought.

The reason for the arena is, the walls provide occlusion for anything beyond, is the
size of a city, that presently many posts state that the fps drops cause issues.
Of course now there will be some responses to this proposal, remitting the statements
that are still on the forum, saying that Fps in cities is not a problem.

Lazman and his team have created a lot of pois. In the arena those pois would not be
filled with decorative objects lowering rendering and data load, they would be reverted
to POI shells that were mostly vacant, making more of a maze of destroyed structures.
Thus if the arena if far from a POI cluster then load should be reduced enough to allow
a huge amount of entities. Yet at a better FPS. So that consoles may participate also.

The major amount of materials would be the lower hp, with some cobblestone as the strongest
material. Why, the main thing that base builders have written as a concern, is the destruction
of their, area, which is kind of contrary, since this is an intentionally built
"Fully Destructible World". Here is a place that you can go and experience the full destruction
with a good FPS, A lot of entities all bent on the players destruction. No nerfed
entities. You can take explosives in here and go to town, for some gratuitous destruction
and not worry about your base. Most horde nights are sedentary and spent behind, walls
This horde mode is more in your face, struggle for survival, but in an enclosed area,
making for limited respite and recovery. After a player can return to the calmer version of
an apocalypse.

Examples of other games that incorporate it. Quake arena, Doom, COD, FortNite, PUB-G,
APEX legends, Rust. So it isn't new, but in marketing it is popular, and this is the only
game that has Full destructibility voxel world, with zombies, in 3d First Person, add to that
Arenas for PVP, and there is another potential lucrative market.

It could even be expanded, if cities themselves incorporate occlusion blocks, separating
districts. An entire map can be made simply based on the idea, which could be migrated
to a PVP Clanish venue. It can be configured on a hybrid map to have arena areas, and
poi areas separately.

The arena, being amorphous is basically an event center, which can be for PVZ, PVB,
the final boss fights, and PVP teamplay and last man standing.

Pretty much any poi can be added to the rotation, Be it TFP vanilla, ZZTong, POIPacks,
or the old A16 mostly empties and any intererting ones in between. The only thing that would
be added, is pathing helpers and traps.

Does it have to be participated in, no, just like anything else it is a choice. Posts
are often written about which attribute tree is better, which weapons and armor and buffs
are better, this would be the place to test it.

Players adopted the dead is dead scenario a few years back, why, a challenge. A challenge
is an event in which you have a good chance of losing, not a nearly guaranteed chance to win.

There was actually a mode of play extremely similar to this, in this game, in the beginning.
The only thing missing was an enclosed arena.

So that is what I based the challenge idea on, today tomorrow and beyond. This one event would
address all of the things that can still be read as why nots, or reservations, on the forum and steam.
For me a quest should guide me through the narrative, or at least prepare me for it. Just going
and doing tasks that I have to do anyway to be given a reward for it. Is like coming in 10th
place in a race with 10 people and getting an award.
 
Hmm... but also, a quest that is actually designed for you to quickly fortify a position sounds good to me. Whether the position is a preselected POI built to support such quests, or just a random spot in the wilderness. For a wilderness area "lore" .. "We have a few airdrops coming in, there's bandits in the area and the hubbub might lure in quite a few zeds from the area.. protect the cargo until we can sort out a retrieval." or "Our convoy managed to gather a massive group of zeds, we should really deal with it before they get drawn to the settlement" ..
That is fine, too. Though if it just becomes a "build a base to defend against the horde" quest, it starts to be nothing more than another bloodmoon, which you can change the timing of if you want more of them. With what I was suggesting, it eliminates the base and forces the player to defend without time to build significant defenses, offering more of a challenge. But either option is good.

So different from the current "stay within bounds" of quests? Because that lets you go a handful of blocks outside of the actual POI area, enough to set up a basic defensive position.
Why not? Nothing wrong with a quest that does things differently.
 
QOTW: Every week I want to ask the community a question about 7 Days to Die. What kind of new quest types would you like to see added to the game?

There's a similar discussion happening here:


You will find a couple of variants on Restore Power:

* Clear/Repair
* Restore Functionality (delivery box, repair something like an antenna and transmitter)

A bigger picture idea:

* Clear a small town of bandits, which I think it about chaining quests together.
 
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