Cut Questable POIs to 50% of all POIs

Status
Not open for further replies.

Excessive Grind and Tedium​

To many Long-time players with many hours than most nublets (who have no clue since they did not play when quests wasn't an option) those veterans feel that quest has turned the game into "a grind-fest nightmare" with "more tedious crafting, more handicaps, and less fun"

seriously, i can go all day and happy to do so to keep filling you in on all the negative impacts quests cause.
with 27500+ hours in game a day is nothing.
 
Last edited:

POI Reset Issues Break Immersion​

Quest-driven POI resets mean "the world can't be real persistent, that breaks the immersion".....
locations magically restore themselve after being cleared which feels artificial and undermines the survival atmosphere.

Even if 50% of POI couldn't be reset, the other 50% would still break immersion. This also drastically reduce the duration of playthroughs, especially in multiplayer.


Excessive Grind and Tedium​

To many Long-time players with many hours than most nublets (who have no clue since they did not play when quests wasn't an option) those veterans feel that quest has turned the game into "a grind-fest nightmare" with "more tedious crafting, more handicaps, and less fun"

seriously, i can go all day and happy to do so to keep filling you in on all the negative impacts quests cause.
with 27500+ hours in game a day is nothing.

But once again, your proposition fixes none of that. This seems to indicate you want quests removed which you assured us previously wasn't your goal.

Your last paragraph is a mask off moment. Once again people read you correctly from the first few posts, then you denied it only to prove them right with this post.
 
This seems to indicate you want quests removed which you assured us previously wasn't your goal.
my goal is not to remove quest but there is no doubt The amount of questable prefabs that exists in the games current state needs to be reduced.
i proposed 50% as it is now 90%+ of prefabs are questable.
 
my goal is not to remove quest but there is no doubt The amount of questable prefabs that exists in the games current state needs to be reduced.
i proposed 50% as it is now 90%+ of prefabs are questable.

You can stop lying. You said it clear as day in your excessive grind post that you want quests gone.

People would respond to you better if you actually provided accurate and consistent arguments/facts.
 
ive answered a ton of questions now need someone answer something for me

where is the logic in resetting whole chunks from bedrock to sky just to reset a quest prefab? If TFP want to reset a prefab every quest i can understand that but resetting the whole chunk its in from bedrock to sky......
 
ive answered a ton of questions now need someone answer something for me

where is the logic in resetting whole chunks from bedrock to sky just to reset a quest prefab? If TFP want to reset a prefab every quest i can understand that but resetting the whole chunk its in from bedrock to sky......
2-1=1

(for real, guys, stop feeding the troll)
 
ive answered a ton of questions now need someone answer something for me

where is the logic in resetting whole chunks from bedrock to sky just to reset a quest prefab? If TFP want to reset a prefab every quest i can understand that but resetting the whole chunk its in from bedrock to sky......

Because it's easier to get a "one size fit all" chunk reset than POI specific.

It also avoid issues that could be caused by people building/digging over/under it.
 

Punishment and Failure Mechanics​

No Second Chances: Failed quests cannot be retaken from traders
Death Consequences: Players frequently die during quests and question whether the risk-reward ratio makes them worthwhile.
 

Punishment and Failure Mechanics​

No Second Chances: Failed quests cannot be retaken from traders
Death Consequences: Players frequently die during quests and question whether the risk-reward ratio makes them worthwhile.

No second chances: The death stat cannot be erased once earned by a PVP kill.
Death Consequences: Players frequently die during PVP and question whether the risk reward ratio makes such servers worthwhile

(2-1=1)
Post automatically merged:

TFP Will Never Reduce Questable POIs to 50%

TFP employs a team of level design staff: These guys create all the new POIs and they make most of them questable for as many of the different quest types that exist.
Remnants for non-quests: remnant POIs exist for non questing exploration which can provide plenty of cover for hidden bases.
 
Last edited:
Land claim Blocks Protect From Chunk Resets

POIs with a placed LCB can’t be quested:
players need never fear their base being reset by a bedrock to sky chunk reset due to a quest being enabled if they have placed a land claim block. That POI cannot be quested.
Bedrolls work too: If a player tries to click on the rally marker in front of a poi that has an active bedroll, they get a message that the quest cannot proceed because of an active bedroll.
 
Shared Quest Issues:
In multiplayer, quest progression is inconsistent between grouped players, with some falling significantly behind in tier progression despite completing the same quests
 
Repetitive Gaming Loop:
Questing: "run to quest, complete quest, return to trader and turn in quest followed by rinse/repeating"

That same game loop will exist with 50% questable POIs but the grind will feel more monotonous because of the reduced variety of locations. No solution for network congestion and less replay value.
 
That same game loop will exist with 50% questable POIs but the grind will feel more monotonous because of the reduced variety of locations. No solution for network congestion and less replay value.
no doubt, the game loop will still exist but limiting the problem is a (+) removing half the prefabs from being questable eliminates half the issues.
 
no doubt, the game loop will still exist but limiting the problem is a (+) removing half the prefabs from being questable eliminates half the issues.
So do it on your server. Have your coders do as @zztong advised and change half of the questable POIs to non questable and test it to see what happens. If you’re right and the result is positive then you have more ammunition to present to TFP.
 
If you’re right and the result is positive then you have more ammunition to present to TFP.
there is already years of ammunition from players and btw none of this nothing you haven't heard before
but since your being so helpfull today..
how can a console player who has no access to mods address this issue?
 

POI Reset Issues Break Immersion​

Quest-driven POI resets mean "the world can't be real persistent, that breaks the immersion".....
locations magically restore themselve after being cleared which feels artificial and undermines the survival atmosphere.
This has nothing to do with your suggestion about quests. And most players seem to not mind this. Besides, if you don't reset anything, your large server won't have any quests available very quickly. That won't make people happy.

ive answered a ton of questions now need someone answer something for me

where is the logic in resetting whole chunks from bedrock to sky just to reset a quest prefab? If TFP want to reset a prefab every quest i can understand that but resetting the whole chunk its in from bedrock to sky......
You have ignored basically every point made that shows your suggestion is bad.

As far as resetting the entire chunk (it is actually resetting the POI and not specifically chunks), it is bedrock to sky so that it is always correct. No one can build something over the POI or under it and have it still there after a reset. That is a good thing and prevents multiple problems.

Punishment and Failure Mechanics​

No Second Chances: Failed quests cannot be retaken from traders
Death Consequences: Players frequently die during quests and question whether the risk-reward ratio makes them worthwhile.
Again, unrelated to the topic. And if players didn't feel like the risk-reward was good enough to just questing , you wouldn't have problems with quests because they wouldn't quest. So clearly most people don't have a problem with that.

Shared Quest Issues:
In multiplayer, quest progression is inconsistent between grouped players, with some falling significantly behind in tier progression despite completing the same quests
Tier progression in multilayer works fine, as long as players are each competing quests together and no one fails one. And even if they aren't exactly aligned, it Durant really matter. And once again, this has nothing to do with your suggestion about quests.


You have been using poorly prompted AI responses that have nothing to do with your suggestion. Have you given up on your suggestion? Have you realized what w have been saying all along, that reducing questable POI won't change anything other than reducing variety? Have you given up thinking for yourself and just use AI to think for you? Are you so unwilling to respond to what we have said about why your suggestion won't work?
 
Status
Not open for further replies.
Back
Top