Its definitely better than nothing and there's some type of progression to it. But, the why of it all is what bothers me. I guess maybe you could dress it up as some scientist you meet is doing some important research and needs something about the zombies recovered.
The plain "kill x number of y's" has never been a good quest imo, more busy work than anything.
My intention was to find a way to make the player participate at all Content.
Simple Houses attract no endgame Player.
I add ammo in really low amounts to cupboards, cabinets and Night stands. And a new item named Stuff, what means all that trash you find in civil cabinets. This "Stuff" give the player coins by selling it or other nice stuff via the quest.
Player try to skipp wandering hordes
Should be explained by the picture how i want it to work.
Player skip 7th day hordes
This is a bit more complicated and will end in 2 Versions
Version One: There is a nice reward to do them
Version Two: Here the Glowing Hawaian has very low HP but explode very heavy if not killed fast.
Means Version 1 only Rewards, version 2 with a carrot and a stick.
Player allways loot the same Buildings
With the "Valuable Crates" the idea is that player get a nice bonus if they loot a POI the very first time. Means no open Doors, no open safes, no additional escape ways. (This Crates are blocks that the player can pick up)
Sadly there is no real way to add with the A16 Questsystem really nice Quests.
all you can do is
* Kill Quests
* Gather Quests (what could end in "player opens one of his crates")
* Craft Skills
* Place Blocks Quests (or upgrade) (without any chance to define what the player should build)
* Move to trader
Alone for the questpart that make the player move to next trader forced me to edit all trader prefabs
Because if the player get "Move to trader" a second time it can be that there is no Icon and the player stuck in the queststage