@Khalagar what do you think of this? Seems way less intrusive and restrictive to me personally. That'd also mean you could rush if you wanted and head to a 1km+ away trader for the other part of the week.
A general "daily quest" / weekly quest like MMOs have would definitely be nice to give something to do, but IMO that would be more something that would exist along side the trader quests. Like if the Duke himself would send you a quest of like "Clear these 15 PoI for me" and you'd have a week to do it and some would be T5's etc so it was a challenge for early game.
The problem them replacing the trader quests completely is it would still kill the trader reward perk from intellect because you wouldn't be able to collect rewards very often, and atm that perk is literally the only thing giving int a purpose lol. Even the junk turret perk is F tier atm because you can't use them without them falling through the floor so they are essentially useless / extremely unreliable
I like the idea of the weekly quest as a standalone thing though. They could add new quest types really easily too, using already in game assets. Like quests to raid a nearby abandoned settlement that has power and turrets etc on, with zombies inside once you get past the turrets.
I don't know for sure whether he built it himself or was it generated
That looks like a pre-gen PoI but I've never seen it. None of the cities I've found have subways that big
I was wondering how you got the idea that making such a suggestion was a de facto statement that doing many quests a day is a "wrong" playstyle.
Because limiting it to 1 quest a day, by default, means nobody elses play style even *can* exist. For anyone who chain does quests, they suddenly wouldn't be able to play their own preferred play style
Like I said, it's fine if it's a player set limitation, but I was just saying that I wouldn't want it in official
Just make the Traders quests they each offer stay the same all game day...So the 4 quests offered , you have to do them all or whichever ones you want...
so you see that digging quest you usually avoid...well you are going to have to do it
I mean, why? Why change it at all lol
if a player doesn't find X quest type fun / rewarding enough or
just wants to do quests why slap them on the wrist and tell them to eat their veggies?
I guess I'm confused on why break something that ain't broke. There's a lot of other things that *do* need fixing instead rather than destabilizing the game by hitting quests that hard