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

Too often do we externalize our cognitive processing to Large Language Models, that are excellent for the purpose of producing filler sentences, heck, even entire paragraphs that sound scientifically sound, but fail at the level of symbolic representation of the subject matter. For instance, here, the suggestion of changing the well known fetch quest from "a box in a house" to "gather five boxes from five different houses", doesn't not seem to meet the level of difference as is suggested by "redesign of the ship itself".

Yes, this post was entirely written by a lump of meat running at 50W; and the lump in question doesn't really have an averse reaction to the proposal at hand, per se. It just got a slight bit curious about the details of the linguistics at display here... :P
I was thinking you'd fit perfectly in a show like "The Big bang Theory" as one of those nerd guys. 🤣
But since I don't know you, you could as well be a body builder or a special ops guy with a very peculiar intellect... 😨
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I like traveling around the world. Perhaps a quest where I am asked to reveal some region on the mini map? An alternative is where it generates way points for me to visit. I'm not sure where the rewards comes in other than getting paid that the end. Maybe somebody's got an idea that completes this train of thought.
It reminds me of the type of quests they have in No Man's Sky, where exploration is the game's strong point. :unsure:
 
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?
I would like quests that were like the one we have now, common to all traders/biomes. These aren't broken, so no need to fix them.

Then I would like to see quests that are added to an individual, specific trader, whom your character builds a special relationship with. In the old days, that was how all the quests worked by default, no carryover from one trader to the next.

On my current map, I have 4 traders in each Biome, for a total of 20 traders total. If I wanted to do many missions for the Jenn, who is centrally located in my maps Burnt Forest Biome, as opposed to any other Jenn's on the map, then I would like to be able to earn Trader Specific Perks.

Examples of these could be:
1) Unlock the ability to get more than one quest from that one trader at a time, perhaps 1 extra quest/tier of completed "special quests" for that trader.

2) Unlock the ability to sell, to a specific trader, more than three stacks of whatever. Could work the same way as extra quests, complete an entire tire of "Special Quests" for a given trader, and gain 1 additional stack of selling power, at that one trader. Five tires of quests, would mean your character, and only your character, could sell extra stacks to that trader. Even if the trader has purchased their '3 stack limit', your character can still sell their extra stacks.

3) "Special Quests" should not be 10 quests/tire, as these are additional to the normal/storyline quests.I would suggest 1-2-3-4-5 quests, for each of the 5 tiers, so tier one would just make for a single mission, and then you get the rewards, but tier two requires 2 special missions to unlock, and keep in mind, these special quests apply only to just one, specific trader. Since my map has 20 trader's, I would have to do all these special quests, for each and every trader, if I wanted the benefits at/from each and every trader.

Tired, will post more later, but I saw the title and had to post.
 
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a special ops guy with a very peculiar intellect...
Yes, I'm obviously Spec Ops, but for the real powers in the world; The Big Gamba. Here to inject at least one more dopamine loop into the game based entirely on different dopamine loops; like in this thread, the title might as well be "What types of dopamine loops would work the best for you guys, any great ideas we can exploit?". All to generate a few addicts out of the old nerdy men that congregate on this forum... :)
 
Each one of the proposals, is based on the preferences of each of
the players. All that would be needed now is an unbiased mechanism
that can evenly distribute, the tasks. And an option to choose which
types of tasks, that playthrough wouid give.

Because choosing any single one is going to slight another group preference
and feel restrictive.

@zztong I like your thought, as an expansion on it. I thought of the
way points as being chapters in the upcoming story. Each place you
would visit you do what you normally do. But there is a Macguffin somewhere
in each location that progresses the story, and perhaps the backstory.

What caused the split, How were the leaders chosen, What are the Traders back
stories, why did they choose the way that they did, Who pushed the button and
why, Did someone horde antibiotics-considering everyone is dead and we can
find them, it points to a nonstandard fallout, like it was designed, and someone
screwed the pooch. Stuff like that can progress the story, and progressing through
waypoints could give a tactile experience of what really happened.

By the time you get to the end, each player would definitely have formed their own
opinion, of which side to fight for.

Even if it is only done twice, once per side, if it is not just a one off Note, it
would necessitate at least a complete playthrough. Without feeling restrictive, or
gated or guided, it would progress doing what each player normally does in the game.
Maybe at different speeds of completion, but that is the same as it is now, do it
would not be intrusive but instead inclusive.

I have, over time, been rewriting, my xml to create more interdependence on all of the
aspects in the game. It slowed my progression to a third the speed, and feels more full.
 
Each one of the proposals, is based on the preferences of each of
the players. All that would be needed now is an unbiased mechanism
that can evenly distribute, the tasks. And an option to choose which
types of tasks, that playthrough wouid give.

Because choosing any single one is going to slight another group preference
and feel restrictive.

I tend to think any attention to the quest system would be welcomed. Certainly I, and others have their preferences; but the game is currently flexible enough to meet most players preferences. A few more trader quest types would make lots of players happy.

IMHO, the games quest system needs a rebuild just not a change of flavor. Based on @Pokketninja interest there is a real opportunity for TFPs to take the 60% prototype Trader quest system, and add depth and breadth to take it up several levels.
 
Maybe some sort of escort a npc safely from point A to point B to escort to another near by town/ building safely within a said amount of time? I also like the idea of hunting quests for bears or wolves.
I don't think there is any quest type in any game that I hate more than escort quests. 😀


I wouldn't mind seeing some kind of treasure hunt, where you have to go from clue to clue to clue to complete it. But I'm not sure how that can be done (well) in a random world.
 
IMHO, the games quest system needs a rebuild just not a change of flavor. Based on @Pokketninja interest there is a real opportunity for TFPs to take the 60% prototype Trader quest system, and add depth and breadth to take it up several levels.
I agree, with the sentiment. I was only responding to the question.
Whenever anything is added, I play using it as is, still playing the
way I prefer. Then make changes for myself, to try to make it a part
of my playthrough.

My suggestions don't mean the system is broken, but without tweaking,
every system feels like a separate addon or plugin, instead of interlaced,
like an either or use case.

Just changing the spawn rate for myself in general, and the spawn rate of
the Biome key zombies and resources, made me more dependant on more
of the systems, tactics, weapons, and armor, where without it, I survived ingame
without them making a difference. Now they do.

I figure they took the time to create the different parts, so I want
to play them all, not just because they are there, but because I need
them more now.
 
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