Breaking boredom

Kyoji

Survivor
The gaming loop in 7D2D isn't as good as it should be and while ambiguous I am referring to the gaming loop of quest, run to quest, complete quest, return to trader and turn in quest followed by rinse/repeating. Now to be fair that isn't all there is in the game. That being said I think at the fundamental level the player is incentivized into that gaming loop.

The problem:
  • Quests - They are repetitive by nature and are very rewarding to the point that not doing quests is actively detrimental to your progression within the game. combined with purchasing from traders and the currency gained through quests it creates a positive feedback loop.
  • POI Design - The dungeon-style POIs while very fun and engaging they also lead players along a mostly linear path and after a while you remember various loops and lose the fun of exploring and when combined with loot rooms where a majority of the loot is centralized in one area makes it harder to hinder players from just rushing the loot room.
  • Tiles/Cities - I for one love the tile/city rework from 1.0 and think it made the game far more lifelike and engaging, but it came with a cost. For starters these larger groupings of buildings lead to resource overflow. To make a long story short, you have a lot of places to find what you need and you are rarely left without the ability to find the missing resources you need which leads to people camping in cities and not exploring outside within the world unless specifically directed to by a quest.
  • 7 Days to Die - I know right. Let me explain. When you combine the fact that you are rewarded for questing through the rewards at the end as well as the same loot you would of found in the POI anyway and traders giving you even more items through dukes earned through questing with the fact you have to prepare for a zombie tower defense style invasion within 7 days it skews the concept of "well just don't quest". In other words, you are actively putting limitations on yourself before the 7 day period and are more encouraged to maximize efficiency for the event.
Potential Solution:
  • Remnant POIs (Quest Fix) - We have had a lot of extra remnant POIs added into the game and they are largely ignored. I think making remnant POIs more interesting to visit would, in conjunction with other solutions, help break people away from the questing loop. Increasing loot availability and added danger would help. Bandit encampments, random infested remnant POIs with vastly boosted rewards, etc are a few things off the top of my head, but generally the idea is that rewards, loot and a fun experience drive gameplay and in order for remnant POIs to be something other than a building you will never visit they should offer some practical value.
  • Random Encounters (Quest Fix) - In conjunction with remnant POIs offering equal value/time spent as compared to quests there could also be the addition of random encounters. The general idea is to utilize the new Flatspot code TFP have been developing to identify flat spots in the terrain to dynamically add events on the map around the player. As a practical concept this means that while running in the wilderness hunting for honey you might come across a crashed helicopter that was spawned in randomly by the game code. This could be done by checking whether there is a player within "x" meters and then whether there is "x" amount of minutes passed since the last random event and whether there is a flat spot of terrain large enough to spawn in the dynamic item. Generally speaking the system could be governed by tiles so that flat terrain in a city might spawn smaller things like bandit checkpoints dynamically added to block roadways whereas the wilderness could be a crashed helicopter, plane, bandit encampment, etc. To summarize the idea is to reward players for exploring and not just focus on questing or at the very least breakup the monotony of going from one quest to another by offering side adventures you can undertake as they dynamically spawn. When combined with the Remnant POI glow up it makes exploring more engaging and beneficial outside of just simply questing without minimizing it.
  • Open-Ended POI Design (POI Fix) - At the very least any new POI coming into the game should have multiple ways of progressing through the quest. It's fine to have a single entryway for a quest marker's sake, but once inside there should be more unlocked doors and less blocked areas to create a more open-ended dungeon style rather than a closed-ended one where there is only one path. There may have to be creativity involved for some of it but that can be achieved through various hazards such as fires that need to be put out (we currently have this already) where the nozzle is on one side and the fire is on the other to force players to go through a majority of a POI to reach the end loot cache. That being said I have another alternative that could work as well if not better...
  • Spreading the Loot (POI Fix) - It's no surprise what people are hunting for inside POIs. It's the store crates, ammo/gun bags and end of the POI loot. Want to develop less linear dungeon POIs, but don't want people to get easy loot? Stop putting everything of value inside store crates and loot rooms. Spread out the loot within the POI. Have gun bags hidden inside cabinets and various tools lootable in the basement and garage, etc. Let's not try and guess why there is a massive pile of loot in one room stored in crates waiting for you to pick it up. Spreading out good loot within a POI and adding more containers within will make it less a smash and grab. I know there is probably some dopamine hit when you get that final loot stash, but I think it's hurting POI design.
  • More localized tiles (Tiles/Cities Fix) - As I previously stated I love the new tile designs and think cities and roads look better than ever. That being said I think we can keep a portion of that while also allowing for more exploration and less centralized loot. In a nutshell towns need to be extricated from rural and both towns and rural from cities. Instead of rural bleeding into a housing development which then leads into commercial/industrial I think separating them would be nice. That is to say you separate tile groupings to either rural/housing or commercial/industrial and have roads leading in and out. So imagine a central commercial/industrial hub and off that hub you add spokes with groupings of either rural or residential housing developments leading into the main city. The gap between the spokes can vary but should have minimum and maximum road distances set for optimal placement. This would increase travel time a bit as a side effect, but essentially it better diversifies the loot and potentially allows for cities to become even more dangerous than they are without that bleeding too much into the relatively safer rural and residential zones.
  • Smaller cities (Tiles/Cities Fix) - If you want to encourage exploration of the wilderness while maintaining the amazing concept of tiles there should be smaller cities overall in the game but more of them. Instead of a city consisting of hundreds of POIs perhaps you reduce the scale of each actual city. The exception I think would be the Wasteland where you could get the "Wasteland City" as described in the XML for a much larger city with much greater danger and could also be used to encourage people to venture into the wasteland and it should be a singular large city. If you combine this with more, but smaller, cities spread throughout the zone you encourage people to venture into the wilderness in search of another town to scavenge leading to more exploration outside of a singular city and perhaps have more engaging encounters with other aforementioned fixes.
  • Distance Modifier (Tiles/Cities Fix & Traders Fix) - I would be remise if I didn't acknowledge the potential pitfall of having to venture further for quests so I think distance should be a modifier for rewards. If a tier 1 quest were to give you 15 rounds of ammunition then the same quest that is over "x" distance should give 15 + "x" where "x" is the distance modifier that you can set to a scale. 1k-2k would be maybe an extra 5 rounds, 2k-3k would be 10 rounds extra, etc. These are rough examples but generally speaking it would make even quests further away beneficial rather than just accepting the closest one and speed running it.

So with the possible solutions we have added more randomness in the world with encounters and remnant POIs. We have added more exploration with decoupled cities and random events. We have enhanced the gameplay loop by allowing more freedom on how to tackle POIs while also encouraging proper exploration of the POI. Lastly, we have attempted to shore up pitfalls of the changes by adding modifiers to quest rewards based on distance and have added more of the smaller cities to compensate for the lack of larger ones.

I won't say that any of these ideas are perfect or even good, but I wanted to get a good discussion going on how we can make the general gameplay loop more engaging, fun, random and encourage exploration. These were my ideas, what are yours? Thanks for reading.
 
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less obvious containers ex. find something reallly valuable in a trash pile clutter piece. or make a trash bag (or body bag) burst and spawn a zombie. thinking mimic type principle
 
I agree with you about the loot rooms in POIs. It's made searching POIs a bit too predictable. I feel only some of the bigger more difficult POIs should have loot rooms.

I've seen a lot of threads about trader quests lately. People saying that not doing them is detrimental to game progress so you basically have to do them.
I don't know how many times I can say this but they are optional. If you feel you have to do them maybe try playing the game without the mindset that you have to have everything as soon as possible. Play for the experience, explore. I will often times explore a POI just because it looks interesting. Sure I want loot but I will have everything at some point one way or another. For me it's not just about the destination but the journey as well.
That's not to say I never do quests. Sometimes I do when I want to change things up or want an xp boost.

I think the best solution would be to have a toggle for traders so they are optional. Then everyone can play how they want to.
 
I've seen a lot of threads about trader quests lately. People saying that not doing them is detrimental to game progress so you basically have to do them.
I don't know how many times I can say this but they are optional. If you feel you have to do them maybe try playing the game without the mindset that you have to have everything as soon as possible. Play for the experience, explore. I will often times explore a POI just because it looks interesting. Sure I want loot but I will have everything at some point one way or another. For me it's not just about the destination but the journey as well.
That's not to say I never do quests. Sometimes I do when I want to change things up or want an xp boost.

I think the best solution would be to have a toggle for traders so they are optional. Then everyone can play how they want to.
So part of the issue is the pressure from the advantages given by questing in the limited time of the game. Unlike Ark where time is irrelevant and you can take your time 7D2D is more rush to prepare for the 7 day hordes so people get psychologically fixed on maximizing benefits.

That isn't to say you have to play that way but it's reinforced by the game mechanics. Think of it this way if a weapon type was too strong compared to it's peers you might want to equalize them. This is essentially equalizing questing to exploration.

You can mod out traders, but the idea is for the core game to be enjoyable. Currently I think it's too repetitive and can benefit from the elements described as randomness, exploration and diversity.
 
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So part of the issue is the pressure from the advantages given by questing in the limited time of the game. Unlike Ark where time is irrelevant and you can take your time 7D2D is more rush to prepare for the 7 day hordes so people get psychologically fixed on maximizing benefits.

That isn't to say you have to play that way but it's reinforced by the game mechanics. Think of it this way if a weapon type was too strong compared to it's peers you might want to equalize them. This is essentially equalizing questing to exploration.


You can mod out traders, but the idea is for the core game to be enjoyable. Currently I think it's too repetitive and can benefit from the elements described as randomness, exploration and diversity.

True you need to prepare for the blood moons. The first three are pretty easy though comparatively. It gives you time to prepare for the harder ones that are coming.
 
I've seen a lot of threads about trader quests lately. People saying that not doing them is detrimental to game progress so you basically have to do them.
I don't know how many times I can say this but they are optional. If you feel you have to do them maybe try playing the game without the mindset that you have to have everything as soon as possible. Play for the experience, explore. I will often times explore a POI just because it looks interesting. Sure I want loot but I will have everything at some point one way or another. For me it's not just about the destination but the journey as well.
That's not to say I never do quests. Sometimes I do when I want to change things up or want an xp boost.
You're not wrong.... you certainly do not have to do trader quests to enjoy the game. The problem that I have, however, is that a game incentivizes different types of gameplay through its reward system. In 7 days, questing, by far, offers the greatest rewards, therefore making it the most obvious way to play. I'm not opposed to it being the most rewarding playstyle, but right now it is so much more rewarding than any other way of playing that I don't think a lot of players even consider an alternative and I would really like to see that changed. Getting rid of loot rooms would be a good start.
 
Can you give an example of how the rewards are greater when questing? I only ask because I rarely ever do quests because I just love exploring on my own and I still come away with very decent loot.
 
You're not wrong.... you certainly do not have to do trader quests to enjoy the game. The problem that I have, however, is that a game incentivizes different types of gameplay through its reward system. In 7 days, questing, by far, offers the greatest rewards, therefore making it the most obvious way to play. I'm not opposed to it being the most rewarding playstyle, but right now it is so much more rewarding than any other way of playing that I don't think a lot of players even consider an alternative and I would really like to see that changed. Getting rid of loot rooms would be a good start.
That's specifically the reason why I don't do quests much. I feel it makes the game too easy.
 
Can you give an example of how the rewards are greater when questing? I only ask because I rarely ever do quests because I just love exploring on my own and I still come away with very decent loot.
Sure, if you loot a POI without a quest, you get all the loot you can find in the POI, plus all the xp you get for killing the zombies in the POI.

If you do the same POI with a quest, you get exactly the same thing, plus, usually, a pretty decent reward from the trader, more xp, and more dukes.

The only possible downside you could say, is that by doing the quest, you get a limited selection of POIs to chose from, but since the loot is fairly ubiquitous that doesn't matter as much as it used to.

That's specifically the reason why I don't do quests much. I feel it makes the game too easy.

And its awesome that the game allows that.... however, IMO, it doesn't make for very good gameplay. I'd like to see multiple styles of play be similarly rewarded.
 
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If you do the same POI with a quest, you get exactly the same thing, plus, usually, a pretty decent reward from the trader, more xp, and more dukes.
And, importantly, one of your ten steps towards the next tier; which will offer higher tiers and infestations. I wanna be doing infestations for the challenge, but the caches are nuts for supplies. If you don't do a quest "this time", you'll have to grind it out later.
 
Sure, if you loot a POI without a quest, you get all the loot you can find in the POI, plus all the xp you get for killing the zombies in the POI.

If you do the same POI with a quest, you get exactly the same thing, plus, usually, a pretty decent reward from the trader, more xp, and more dukes.
On the one hand, yes. But on the other hand, you waste time traveling from the merchant to the POI and back. During this time, you can clear 2 POIs, and in some cases, 3.
 
The gaming loop in 7D2D isn't as good as it should be and while ambiguous I am referring to the gaming loop of quest, run to quest, complete quest, return to trader and turn in quest followed by rinse/repeating. Now to be fair that isn't all there is in the game. That being said I think at the fundamental level the player is incentivized into that gaming loop.

<snip>

I won't say that any of these ideas are perfect or even good, but I wanted to get a good discussion going on how we can make the general gameplay loop more engaging, fun, random and encourage exploration. These were my ideas, what are yours? Thanks for reading.

And, importantly, one of your ten steps towards the next tier; which will offer higher tiers and infestations. I wanna be doing infestations for the challenge, but the caches are nuts for supplies. If you don't do a quest "this time", you'll have to grind it out later.

The OP asks some fundamental questions!

Why are quests and challenges implemented the way they are?

Why must they stay this way?

The simple answer is they don't have to!


7d2d needs to diversify the games progressive actions from the single 60% prototype solution. Currently, 7D2D still feels built around prototypes and placeholders. Features often stop at “60% complete,” and systems don’t always get the polish or depth they need. The reliance on trader quests is a clear example, almost all progression funnels through a single NPC interaction, which limits variety and creates over-dependence on one mechanic. Twitch Integration, which could have been a great tool for random and procedural variety, has largely been left in “streamer-only” territory.

What the game needs, is more variety in progression paths not just more of the same trader quests. Imagine if Vanilla shipped with a few distinct play modes:
  • Story Mode – Follow the promised story arc.
  • Sandbox Mode – No traders, pure survival.
  • Purge Mode – Lifted from FuriousRamsey's Rebirth overhaul.
  • Escape from NY Mode – A journey mode: survive the biomes and find your way out, like GNS's The Road series or several self imposed build gyro escape challenges.
  • Rebuild Mode – Rescue survivors, fortify safehouses, and expand civilization (a “Civ-meets-survival” angle).

Some modders have already shown how fresh quest types can feel even when they need to rely on the trader quest treadmill.

For example, CautiousPancake’s Trader Quest Addendum introduces themed missions like Defend the Safehouse (Defend POI), Aid the Afflicted (Clear + Meds), Expedited Eradication (Speed Clear), Contraband Collection (Supply Drop [Night Only]), Feed the Famished (Clear + Food), Accelerated Annihilation (Infested Speed Clear)

JoeSloeMoe’s Grim Tales pushes even further, with RPG-inspired objectives like Mary’s Revenge (triggered by a 3000 kill streak) or The Interloper (crafting and deploying a listening post to uncover intel).

7d2d needs to build a progression system that’s engaging, surprising, and varied—not just “rinse and repeat” quests.
 
On the one hand, yes. But on the other hand, you waste time traveling from the merchant to the POI and back. During this time, you can clear 2 POIs, and in some cases, 3.
That feels like a bit of an exaggeration, unless you are only taking quests that are 4k meters away and are on foot. The majority of the time, I'm taking quests that are about 500 meters away, and when you have a vehicle, that makes very little travel time at all
 
On the one hand, yes. But on the other hand, you waste time traveling from the merchant to the POI and back. During this time, you can clear 2 POIs, and in some cases, 3.
Maybe if you're only doing tier 1 or tier 2 POIs. When doing tier 3+, I usually end up with a (nearly) full inventory after 1 POI, even using an expanded inventory mod, so I'm going back to base to dump stuff, which is right next to the trader anyway.
 
Some modders have already shown how fresh quest types can feel even when they need to rely on the trader quest treadmill.

For example, CautiousPancake’s Trader Quest Addendum introduces themed missions like Defend the Safehouse (Defend POI), Aid the Afflicted (Clear + Meds), Expedited Eradication (Speed Clear), Contraband Collection (Supply Drop [Night Only]), Feed the Famished (Clear + Food), Accelerated Annihilation (Infested Speed Clear)

JoeSloeMoe’s Grim Tales pushes even further, with RPG-inspired objectives like Mary’s Revenge (triggered by a 3000 kill streak) or The Interloper (crafting and deploying a listening post to uncover intel).
Some of that seems very intriguing and would make questing more diverse and things like contraband collection (supply drop) would encourage players to go out into the wilderness a bit more than just running around in the city. Some great ideas indeed.

On the one hand, yes. But on the other hand, you waste time traveling from the merchant to the POI and back. During this time, you can clear 2 POIs, and in some cases, 3.
This is true in some cases and not all. Typically it's valuable if you know where a POI's stash is located and can get to it easily like atop a roof or by breaking a single block. But if anything that proves that loot rooms are obsolete concepts and don't function well when exploited.
 
Maybe if you're only doing tier 1 or tier 2 POIs. When doing tier 3+, I usually end up with a (nearly) full inventory after 1 POI, even using an expanded inventory mod, so I'm going back to base to dump stuff, which is right next to the trader anyway.
If I play a single player game, I usually build a box next to the POI, dump the loot there and go rob the neighboring one. But closer to night I start dragging everything from these boxes to the base.
 
I don´t do quests and i don´t buy from traders. I do sell stuff so i can use the vending machines though. No loop, explore like you naturally would instead of just around the quest locations.

The dungeon style POI´s all kinda feel the same. If there is a locked door you know that´s not the path. Kinda boring. I enjoy having compopack and a few other POI´s packs installed as there is a bunch of POI´s that don´t have that dungeon style. Also leads to having a huge ■■■ castle on the map and spending a day to find the main loot though.

I do start questing later on though, because once i can easily clear out T5´s i want some challenge to lenghten the playtime, so i give myself quest progression to get T6 quests. Really wish we had higher Tier POI´s than 5.
 
I do start questing later on though, because once i can easily clear out T5´s i want some challenge to lenghten the playtime, so i give myself quest progression to get T6 quests.
Yeah, I wouldn't mind Not doing T1s in this iteration, but sadly I won't be doing T6s either then. So, quest loop it is...
 
Yeah, I wouldn't mind Not doing T1s in this iteration, but sadly I won't be doing T6s either then. So, quest loop it is...

I just get myself trader progression form the creative menu for the challenge, not gonna do tht loop in SP. I can control myself to get nothing else unlike that guy who ranted like crazy about the creative menu.
 
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