Cut Questable POIs to 50% of all POIs

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Placing a Land Claim Block (LCB) in a prefab does not stop other players from getting quests from traders to that same prefab location.

Here's why:
Quest Assignment:
Quests are assigned based on available POIs (Points of Interest) in the world, and the game doesn't check for player ownership via LCBs when generating quest targets.

What happens when another player gets a quest to a landclaimd prefab:
a)They can still receive the quest objective from traders expecting fully to be able to do that quest.
b)When they travel to the location, reality sets in they wasted valuable time getting there only to be denied starting the quest due to it being land claimed.

if you can not comprehend the issue in that, seriously thats your problem not mine.
As others have indicated, it doesn't work like that. But, lets for a moment assume you're right and it does work the way you say.

Reducing the number of questing POIs feels like a poor solution. A good solution would be making sure traders don't give quests for POIs with LCBs. And guess what..... ?
 
This is the idea in his mind, to manipulate opinions for his and his fellas advantage, by repeating intrusively same and same till it is done.

While I don`t play PvP, I partly agree though, on some points that he have, but they are far away from 7 days to die, no doubt about that and must stay that way as it is now.

And him bringing intrusive and repetitive ideas that will divert people having fun from their path, for his own advantage is something just wrong in The Nature itself, not only here. It is egoistic and selfish.

LCB is pretty good idea for such a game, that works pretty properly and removing its properties and moving 50% of POIs away from quest missions (the idea of the so many POIs that Laz and crew made is to make them for quests at first place) is just funny and smelly.

(1:32 AM here, *double clicks on 7 days to die icon, got some LCB to put out there*)
Back in the stone age of gaming for the Mac, we played "Shadowbane", which was the first MPRPG that was available on both Mac and PC (that we were interested in). Full PVP, people could form communities and build cities, and all that.

It was an unmitigated crap-fest. Punks that otherwise did not have to get up for work the next day had free reign to destroy what you spent time and resources to build up. Despite the equivalent of LCB, they could always wait things out and siege your city at 3 in the morning. Endless attacks, corpse camping, etc, completely destroyed any taste I had for any sort of involuntary PVP.

Grandpa wants to bring these "joys" to this game, and as many have stated it is no where configured to handle the required guardrails, and expecting the pimps to devote resources to pander to the 1% of the a-hole population looking for their next gank-fest is not going to make them money.
 
many people do not like their bases getting reset because of quests and you know thats true.

Are they not putting down a land claim block or bedroll for some reason? Does it give away your base location to other players, or something? What's the incentive for not putting down one of those things?
 
The quest system was added to 7 Days to Die Alpha 17, which launched on November 19, 2018.
since than...
HMMMMMM, last i checked , twitch, steam discussions, 7d2d forums, reddit, and all the you tubers-twitch streamers...
i can not recall one person stating a17 was the best version of the game.

some things just make to much sense.
 

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The quest system was added to 7 Days to Die Alpha 17, which launched on November 19, 2018.
since than...
HMMMMMM, last i checked , twitch, steam discussions, 7d2d forums, reddit, and all the you tubers-twitch streamers...
i can not recall one person stating a17 was the best version of the game.

some things just make to much sense.

A17 had more than 1 change, so you cannot declare it was a specific change without backing it up with more than your inconsistent argument.
 
look im not proposing getting rid of quests, so don't take that the wrong way.
Quests have become a major part of the game now.
what i am proposing is the amount of quest prefabs get reduced, as it is now simply way to many prefabs are questable.

Also we have already had one of the lead devs state recently his plan is to incorporate a new quest line to blow up trader quest prefabs.
Heaven knows if that actually gets implemented than there is really going be backlash towards the quest system.
 
A17 had more than 1 change, so you cannot declare it was a specific change without backing it up with more than your inconsistent argument.
That seems to be his main MO, make a specific claim, stick to some random unrelated details, repeat those over and over like the standard talking points from politicians... I usually give him a decent reply trying to get him to engage, but he never does. Just dodging and weaving.
 
That seems to be his main MO, make a specific claim, stick to some random unrelated details, repeat those over and over like the standard talking points from politicians... I usually give him a decent reply trying to get him to engage, but he never does. Just dodging and weaving.
Perhaps he considers it the equivalent of forum PvP? Are these PvP forums?

Anyway, nobody considers A17 the best version because a lot of it was a ■■■■ show that wasn't ready for release, but it got released anyway because people were so upset about how long the updates were taking. Only time I've nearly starved to death in the game, because there just wasn't much food available and the rate of food/water consumption was nuts.
 
look im not proposing getting rid of quests, so don't take that the wrong way.
Quests have become a major part of the game now.
what i am proposing is the amount of quest prefabs get reduced, as it is now simply way to many prefabs are questable.

Also we have already had one of the lead devs state recently his plan is to incorporate a new quest line to blow up trader quest prefabs.
Heaven knows if that actually gets implemented than there is really going be backlash towards the quest system.

You don't know what you're talking about. Try actually playing the game instead of just posting weird stuff.

I mean, you didn't even know that LCBs block trader quests from locations where they are deployed. So you lack even basic knowledge about fundamental game mechanics. You know, you could learn how LCBs actually work (in vanilla) before going off on weird tirades about non-existent issues. Like, that is an option. Or you can just keep being weird.

My guess is that you'll keep being weird.
 
look im not proposing getting rid of quests, so don't take that the wrong way.
Quests have become a major part of the game now.
what i am proposing is the amount of quest prefabs get reduced, as it is now simply way to many prefabs are questable.

Also we have already had one of the lead devs state recently his plan is to incorporate a new quest line to blow up trader quest prefabs.
Heaven knows if that actually gets implemented than there is really going be backlash towards the quest system.

The only thing a POI being questable or not would change is the reset part.

People could still inhabit a POI you want to loot, preventing loot respawn and they can still raze POI if they want as well.

Your "solution" doesn't actually fix anything.
 
I mean, you didn't even know that LCBs block trader quests from locations where they are deployed.
so let me be clear here so there is no confusion..
You believe by placing a lcb in a prefab that you made a base out of stops the traders from giving a completely different person a quest to that location?
 
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Are they not putting down a land claim block or bedroll for some reason? Does it give away your base location to other players, or something? What's the incentive for not putting down one of those things?
People will run around holding a land claim block until it shows they can't place it, letting them know where a hidden base is located. So PVP players don't want to use them. I'm not sure why they are so concerned about questing if they are playing PVP, but that's another story.

The quest system was added to 7 Days to Die Alpha 17, which launched on November 19, 2018.
since than...
HMMMMMM, last i checked , twitch, steam discussions, 7d2d forums, reddit, and all the you tubers-twitch streamers...
i can not recall one person stating a17 was the best version of the game.

some things just make to much sense.
So you can't see that there were many charges in A17 and are willing to assume you know that one single thing is the main reason for people to prefer A16? The reviews since then have been good until 2.0, so that suggests people like the new versions.

look im not proposing getting rid of quests, so don't take that the wrong way.
Quests have become a major part of the game now.
what i am proposing is the amount of quest prefabs get reduced, as it is now simply way to many prefabs are questable.

Also we have already had one of the lead devs state recently his plan is to incorporate a new quest line to blow up trader quest prefabs.
Heaven knows if that actually gets implemented than there is really going be backlash towards the quest system.
A quest to blow up a POI will not prevent you from questing there again any more than restoring power will prevent you from doing so again or killing everything will prevent you from killing everything again or getting the satchel will prevent you from getting it again. It is just another repeatable quest type.

Anyone who quests will most likely prefer more questable POI rather than fewer. That provides variety. Seeing the same thing over and over gets boring. Removing questable POI is a horrible idea and doesn't prevent people from still taking over a questable POI as a base.
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so let me be clear hear so there is no confusion..
You believe by placing a lcb in a prefab that you made a base out of stops the traders from giving a completely different person a quest to that location?
Yes, as we have been telling you all along.
 
so let me be clear here so there is no confusion..
You believe by placing a lcb in a prefab that you made a base out of stops the traders from giving a completely different person a quest to that location?

That is exactly how LCBs are supposed to work. *IF* they are not working like that, then it's either a vanilla bug which should be reported, or it's a bug caused by some janky mod running on your server.

Either way, LCBs are supposed to prevent trader quests from being offered to anyone.
 
Reducing the amount of questable prefabs like i proposed simply would have many positive effects including:
for both pve and pvp servers

Performance Benefits:
👷 Server Management:
Performance – In large modpacks or custom servers, fewer questable POIs can reduce trader quest generation load and prevent issues where quest markers fail to assign properly.
Easier maintenance - Fewer locations to monitor for issues or reset problems
Reduced world complexity - Simpler quest distribution across the map
Lower storage requirements - Less save data related to quest prefab states
Reduced server load - Fewer quest-related calculations and tracking means less CPU usage
Lower memory consumption - Less data to store about quest states, completion status, and prefab conditions
Improved network performance - Less quest-related data being synchronized between server and clients
Servers – Limiting quest POIs encourages more organic base raiding, scavenging, and player-driven exploration instead of grinding trader missions.
Smoother gameplay - would reduce stuttering and frame drops especially in scenarios with multiple players running quests simultaneously
Faster world loading times - Less complex quest tracking data to load when players join

🎯 Gameplay Balance:
Increased competition - On populated servers, players may compete more heavily for the same quest locations
Faster quest cycling - The same prefabs will reset and become available for new quests more quickly
Less Repetition of Easy POIs – The game tends to recycle smaller/easier prefabs (like houses and shops) for quests. Reducing questable prefabs forces the pool to skew toward larger, more challenging locations, making quests feel less grindy.
Slows Power-Leveling – Quests are one of the fastest ways to level up and earn dukes. Fewer quest options means players can’t spam Tier 1/2 quests for easy XP and loot as efficiently.

🏙️ World Exploration:
Encourages Free Exploration – With fewer quest POIs, you’ll have to explore more of the map organically instead of just running trader quests over and over.
Many unique prefabs (mansions, skyscrapers, specialty builds) don’t show up as quests often. Removing half the questable pool ensures some locations remain special for exploration rather than just another "fetch satchel" run.

⚖️ Difficulty & Pacing:
Harder Quest Chains – Since quest pool shrinks, traders will cycle through fewer POIs. If you weight it toward harder/larger POIs, players face tougher fights earlier.
Slower Resource Gain – Players won’t farm endless quest rewards, which balances progression in multiplayer or longer survival runs.

👉 basically reducing questable prefabs makes 7d2d feel less like a quest grind and more like a survival sandbox, slowing down progression while emphasizing world exploration while improving performance and balance.

📢 note if TFP are serious about adding bandits and if they are also serious about having already optimized the game, than they better start looking at such requests like this or bandits will never get put in. The way the game is coded now it simply can not handle adding more entitys that bandits would add.
 
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fewer questable POIs can reduce trader quest generation load and prevent issues where quest markers fail to assign properly
First of your AI generated points is just straight up wrong - issues in "quest generation" are more likely at the edge case where there's No Viable Targets, algorithms love to freak out with bad/no data. Less quest POIs = less viable targets.

That's enough of that post for me.
 
if TFP are serious about adding bandits and if they are also serious about having already optimized the game, than they better start looking at such requests like this or bandits will never get put in. The way the game is coded now it simply can not handle adding more entitys that bandits would add.
If you are serious about TFP (or anyone, for that matter) taking posts like this seriously, it would help to demonstrate that you have an understanding of how the game is coded to the extent you're able to draw conclusions like you have here. Pardon me for being skeptical.
 
your quest and POI''s are bugged. I don't know code but I do know that you are making the game unplayable and not enjoyable. KISS, "keep it simple stupid". No disrespect, just saying.
 
Reducing the amount of questable prefabs like i proposed simply would have many positive effects including:
for both pve and pvp servers

Performance Benefits:
👷 Server Management:
Performance – In large modpacks or custom servers, fewer questable POIs can reduce trader quest generation load and prevent issues where quest markers fail to assign properly.
Easier maintenance - Fewer locations to monitor for issues or reset problems
Reduced world complexity - Simpler quest distribution across the map
Lower storage requirements - Less save data related to quest prefab states
Reduced server load - Fewer quest-related calculations and tracking means less CPU usage
Lower memory consumption - Less data to store about quest states, completion status, and prefab conditions
Improved network performance - Less quest-related data being synchronized between server and clients
Servers – Limiting quest POIs encourages more organic base raiding, scavenging, and player-driven exploration instead of grinding trader missions.
Smoother gameplay - would reduce stuttering and frame drops especially in scenarios with multiple players running quests simultaneously
Faster world loading times - Less complex quest tracking data to load when players join

🎯 Gameplay Balance:
Increased competition - On populated servers, players may compete more heavily for the same quest locations
Faster quest cycling - The same prefabs will reset and become available for new quests more quickly
Less Repetition of Easy POIs – The game tends to recycle smaller/easier prefabs (like houses and shops) for quests. Reducing questable prefabs forces the pool to skew toward larger, more challenging locations, making quests feel less grindy.
Slows Power-Leveling – Quests are one of the fastest ways to level up and earn dukes. Fewer quest options means players can’t spam Tier 1/2 quests for easy XP and loot as efficiently.

🏙️ World Exploration:
Encourages Free Exploration – With fewer quest POIs, you’ll have to explore more of the map organically instead of just running trader quests over and over.
Many unique prefabs (mansions, skyscrapers, specialty builds) don’t show up as quests often. Removing half the questable pool ensures some locations remain special for exploration rather than just another "fetch satchel" run.

⚖️ Difficulty & Pacing:
Harder Quest Chains – Since quest pool shrinks, traders will cycle through fewer POIs. If you weight it toward harder/larger POIs, players face tougher fights earlier.
Slower Resource Gain – Players won’t farm endless quest rewards, which balances progression in multiplayer or longer survival runs.

👉 basically reducing questable prefabs makes 7d2d feel less like a quest grind and more like a survival sandbox, slowing down progression while emphasizing world exploration while improving performance and balance.

📢 note if TFP are serious about adding bandits and if they are also serious about having already optimized the game, than they better start looking at such requests like this or bandits will never get put in. The way the game is coded now it simply can not handle adding more entitys that bandits would add.


I would be happy to be corrected, but I doubt the quest system is as cumbersome for the game processing as you make it seems to be.

Your change wouldn't reduce the number of ongoing quests either (just the variety of them), so many of your points are inaccurate. I feel like it would make the game more bland as you would still do quests, but with half the variety.
 
your quest and POI''s are bugged. I don't know code but I do know that you are making the game unplayable and not enjoyable. KISS, "keep it simple stupid". No disrespect, just saying.
its really noticable on some of the newer prefabs like area 7 they added.
 
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