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.