Roland
Moderator
Facepalm all you want @unholyjoe. I’m going to try it as a voluntary limitation in my solo game to see how it feels. 

The few of us who play together have talked about quests and whether it might be a good idea to have a 1-job limit per trader per day. It would slow down the questing a bit as well as encourage people to spread their work around to all the traders. Right now if you find a new trader they only offer T1 quests so you’d rather just work for your first trader. But if you can only do one job for your trader then you might feel better doing a T1 at the next trader as a bonus.
I think change this would be good and logical solution with "lore explanation" - they have radio towers right? so they speak eachother. So they can talk about their "workers". So if they know that Tim is good with killing zombies because his was working for Rekt everyone else don't have to test his skillseach trader has to have all of their quests done as progression. finishing t1 at jen does not open t2 trader hugh or who ever.. each trader has t1-t5 quests and you must work them all. opening the trade route basically lets you know where another trader is. but you will need to go back to original trader if you want to do t2 quests.
I thinks it is bad idea - if someone rush quests and have good stuff why you don't do this same. It is like -if you are looter you can find most of the time junk but maybe you can find someday forgotten military truck and find good stuff there. If someone is mercenary and doing job for traders he will have better stuff that most people but not top tier for doing this.The few of us who play together have talked about quests and whether it might be a good idea to have a 1-job limit per trader per day. It would slow down the questing a bit as well as encourage people to spread their work around to all the traders. Right now if you find a new trader they only offer T1 quests so you’d rather just work for your first trader. But if you can only do one job for your trader then you might feel better doing a T1 at the next trader as a bonus.
if i think correct - because some people want to be looting and checking POI core of the gameWhy always have to be a nerf/gate?
Make the first one give a bônus to incentive the player do at least one and do other activities in the day.
Or the trader always give one of each type of quest on the day:
-A Fetch
-A kill
-A tresure
-A Night
On tier 2, combine them:
- A Fetch/Kill
- A Treasure/Night
That's a huge amount of travel time, on my maps they're normally 1km+ away which I like to make it a full day journeyNot so much a nerf as a progression. Once you’ve found a few traders you can get enough work to do multiple jobs a day. Like I said, I’m going to try it out and see how it plays. It’s definitely a change that can be roleplayed voluntarily just like dead is dead.
Not so much a nerf as a progression. Once you’ve found a few traders you can get enough work to do multiple jobs a day. Like I said, I’m going to try it out and see how it plays. It’s definitely a change that can be roleplayed voluntarily just like dead is dead.
It’s not a new idea. Plenty of RPGs have limits to the number of jobs an NPC will give during a period of time. “Come back and I might have more jobs later” is something I know I’ve read in other games.
if this change was to happen i feel like there should be traders closer to each other because early game i think it may be next to impossible with limiting factors for example the very limiting stamina you have and the access to no vehiclesWell I might feel the same after I try it.![]()
Well not always- this depends if you have minibike or not but btw.Not so much a nerf as a progression. Once you’ve found a few traders you can get enough work to do multiple jobs a day. Like I said, I’m going to try it out and see how it plays. It’s definitely a change that can be roleplayed voluntarily just like dead is dead.
It’s not a new idea. Plenty of RPGs have limits to the number of jobs an NPC will give during a period of time. “Come back and I might have more jobs later” is something I know I’ve read in other games.
It's an interesting idea. It would slow progression a lot for the first couple weeks, but generally after week 3 I'm only doing 1 quest a day, and by the 4th week only a couple quests per week as my character shifts towards complete independence. The traders having independent quest tier progression has slowed it down somewhat, but it's still the same pattern for my particular playstyle.Not so much a nerf as a progression. Once you’ve found a few traders you can get enough work to do multiple jobs a day. Like I said, I’m going to try it out and see how it plays. It’s definitely a change that can be roleplayed voluntarily just like dead is dead.
It’s not a new idea. Plenty of RPGs have limits to the number of jobs an NPC will give during a period of time. “Come back and I might have more jobs later” is something I know I’ve read in other games.
You are gifted a bike when you finish the tier one quests. There’s your easier access to more jobs and once you have a motorized vehicle your ability to do more jobs a day will grow.if this change was to happen i feel like there should be traders closer to each other because early game i think it may be next to impossible with limiting factors for example the very limiting stamina you have and the access to no vehicles
sounds good to me hopefully the bonus things you get from doing more than one job a day will be worth the grindYou are gifted a bike when you finish the tier one quests. There’s your easier access to more jobs and once you have a motorized vehicle your ability to do more jobs a day will grow.
It definitely will slow things down and ruin the early game quest rush strategy and so wouldn’t be popular among that group.
Distance between the traders will end up defining if players even bother with that "might feel" part of capping the # of quests per trader per day... As in if it takes more than 5-10 minutes real time to travel between the traders it is probably going to be a "Nope, just going to strip down the pois in the area." till they're all scavenged and the player quits that game save.But if you can only do one job for your trader then you might feel better doing a T1 at the next trader as a bonus.
I’m sure there could be more to it than my basic idea. I’m mainly here avoiding my family on Christmas Eve….
(until my wife glares at me)
speaking of the rewards don't match up i seem to get higher quality weapon's and tools from tier 4 quests than 5 which is really odd and so far i have done easily over 30 of each tier 4 and 5 quests@faatal @madmole and everyone involved in the quests
Reflections and suggestions for quests. (I do not require anything)
1. The quest for the same building may appear twice or even three times. The preview of the POI to which the trader wants to send us might have solved this problem. Or removing the quest mark from this POI for this world.
2. The building in which the quest was completed is not marked in any way. Perhaps a slight highlighting of the tiles with this POI on the map would solve the problem. Put manual marks = clog the compass and the mark menu.
3. Distance. I understand that if there is no Tier 4 and Tier 5 POI in the nearest city and the trader will send me for 7 km to the other end of the map, by this time I will already have a 4x4 or a helicopter, but at the initial stages it is too much to receive tasks of more than 1.5 km. time consuming.
4. Rewards do not match the experience multiplier setting. I received a response from the madmole about this. This will be fixed in A21 with the addition of a traderstage
5. Variety of quests.
I'm happy about the new energy recovery quests, but it's still not enough.
The game supports two timer modes:
The quest is completed when the timer reaches the specified time. Can be used for quests where you need to hold out for a while.
The quest is completed if other conditions are met and the countdown has not reached zero.
Will this be used in the future?
There are also conditions for killing a certain number of zombies, any or specific.
All this can be mixed with a timer.
Random daily (or only night?) Time challenges with increased difficulty and reward.
Tier 4 and Tier 5 quests Buried Supplies? Do you need a drill and build a temporary base, because when you get the box, a whole horde will come after you, and maybe even bandits will want to intercept your cargo on the way to the trader?
Perhaps whole chains of quests, such as setting up a new base for peaceful NPCs that we found in the world. Search / Buy / Craft certain types of tools / armor / weapons / traps / vehicles for them.
Quests to restore specific POI tier 1-5? Only for this you will need to have two types of one quest POI: destroyed and whole, to which the player must restore it.
I hope that all traders will get even more love in A21speaking of the rewards don't match up i seem to get higher quality weapon's and tools from tier 4 quests than 5 which is really odd and so far i have done easily over 30 of each tier 4 and 5 quests