Exploration For The Sake of Exploration

sad, very sad that the game has to force quests upon players to give them "direction to doing something"
if thats the reason behind all the linear progression towards quest than my belief they did it "to show off all the new prefabs and art from the grapic designers" is just an after thought.

most people didn't buy the game to look at a cool dungeon style prefab..
the game used to be open world where players made a choice how they wanted to play, build and progress.
but yeah we do not need a quest for every new prefab that is made it just compounds the issue.

No reason to be sad, there is plenty of more non questable POIs coming. As a matter of fact, the last 2 major updates had mostly non questable POIs.

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No reason to be sad, there is plenty of more non questable POIs coming. As a matter of fact, the last 2 major updates had mostly non questable POIs.

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I hope the non-questable POIs are proper POIs and not buildings that have been blasted to the stone age. The issue with T0 remnant POIs is that there is no valuable loot in them. Make proper T0-5 POIs that are more open and don't have a quest but offer proper loot and zombies or bandits or at least make POIs less linear.

One of the issues with the current game is linear progression with questing. There isn't much of a reward for exploring. We need POIs that don't have a quest in them that offer enough rewards to warrant going to them outside of just doing quests.

With quests you get extra dukes, extra loot, free items (bicycle), etc all for the same amount of time you would do a non-questable POI. Even if we don't get an answer right away I hope bandits or something else can make exploration more rewarding.

I feel like you guys understand people don't like quests but the solution isn't addressing why people don't like questing all the time.
 
No reason to be sad, there is plenty of more non questable POIs coming. As a matter of fact, the last 2 major updates had mostly non questable POIs.

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As Kyoji indicates, adding more and more POIs -- "non-questable" and otherwise -- is not going resolve the issue. All the POIs are technically "non-questable" if you choose for them to be, but in addition to there being nothing of interest in what you're calling "non-questable" POIs, there's nothing to direct you to them other than those boring(?), neverending odd jobs. IOW, your own curiosity will lead you nowhere for nothing for the most part.

Obviously, RPGs have a number of POIs and interesting monuments that can be seen from just about anywhere and/or when you're within a reasonable vacinity of them -- Dinky the Dinosaur, the New Vegas skyline, the Shrine of Azura, High Hrothgar, etc. And, of course, monuments and so forth galore.

7DTD is not a RPG (in my book), so the landmarks, so to speak, will likely consist primarily of the major NPC's compounds and...that's about it. Stuff like Dishong Tower -- as special as they're supposed to be -- are just more buildings in cities full of buildings.

This is solvable and, as the saying goes, two or more heads are better than one. A little brainstorming could go a long way here.
 
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Reminds me of people's frustrations with Elden Ring. A lot of cool places to get to but all you get is a random non-descript item for your troubles.
Yeah. I mentioned that specifically. Probably not a good way to go. :)

Edit: Some of those places held special weapons, incantations and sorceries. (The identical ruins and forts.) So, maybe the upcoming "legendary" system can help alleviate the implacable emptiness somewhat, too.

Second edit: Elden Ring, of course, had an inordinate amount of "special" weapons and armor sets, etc. -- an incredible variety -- that 7DTD doesn't and likely can't have as an indie effort on a limited budget of both time and money. So, it would be helpful, as Kyoji and others have suggested, if loot weren't so predicatable. Once upon a time, you might run across a nice surprise like a low-tiered weapon or tool that is nonetheless better than what you've got and that might actually change your plans for a playthrough. Less predictable loot was a thing as recently as A21. Shouldn't be much of a problem to make loot interesting again.
 
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Just curious how many of you often explore POIs just because you're curious or think it looks cool. Not for quests, to find a certain weapon or kill zeds.

For me, this is one of the main draws of the game. To be able to look off in the distance and see a building and think, wow I need to check that out. This aspect of the game is one of the things that keep me coming back.
I think that is why my wife likes the game so much, she can explore POIs fill up her inventory with loot and then pester me to come help her bring back an inventory load full of stuff lol.
 
I think that is why my wife likes the game so much, she can explore POIs fill up her inventory with loot and then pester me to come help her bring back an inventory load full of stuff lol.
The game is probably pretty good for a new player, for quite a few playthroughs. Somehow the exploration just doesn't seem to pay off in the long run for veterans..

And you need to teach her to just craft a box, dump the randomness there and mark it on your shared map... makes your life easier :)
 
The game is probably pretty good for a new player, for quite a few playthroughs. Somehow the exploration just doesn't seem to pay off in the long run for veterans..

And you need to teach her to just craft a box, dump the randomness there and mark it on your shared map... makes your life easier :)
I don't know that it is pretty good for a new player unless possibly just using it as backdrop for socialization in the case of multiplayer. I can't speak for anyone else, but I got pretty bored, pretty fast when I first picked it back up. In fact, I stopped playing and started alpha testing almost immediately. The only things that held my attention were those exceptional POIs and randomizing the maps until I'd exhausted pretty much every possible permutation of them. Aware of the rift in the community right off the bat, I then started testing to try and ascertain why so many people did "want jars back" and the like to see how differently it played with and without former systems. I actually had to push myself to level up high enough to get into the more interesting toys (vehicles, etc.).

Probably just an inclination on my part. I don't play survival games much because I find the vast majority of them exceptionally repetitive, grindy and boring. (Subnautica is an exception.) Probably why all the "RPG elements" that have been added since its inception, but I personally find those boring as well because the so-called "questing" (that isn't) is just more randomized, computerized bs "stuff to do".

I'm obviously not among the audience for a game like this, but could nonetheless see enormous potential in it regardless until...1.0. It had an "old school" charm to it that I really liked and knew many of my gaming friends would like, but even that was getting diffused with the introduction of fantasy elements like mummies and yetis, which fortunately, I think, are being changed.
 
The only things that held my attention were those exceptional POIs and randomizing the maps until I'd exhausted pretty much every possible permutation of them.
That's kinda what I meant with "quite a few" playthroughs.. good for around 5 30 hour games; but not much more. Just tried to stick to the positive for once :P
 
I frequently explore a unique wilderness poi. I'm finding a lot of caves that I've never seen before.

I'm not too keen to explore others
 
That's kinda what I meant with "quite a few" playthroughs.. good for around 5 30 hour games; but not much more. Just tried to stick to the positive for once :P
There's nothing to hold your interest for much longer in solo play unless perhaps building ever more elaborate bases is your thing as it appears to be for most streamers and YouTubers, but I keep reminding myself it's actually designed for multiplayer play and try to concentrate on ways to make it more interesting overall.

All that's been said thus far about making loot interesting again will no doubt bring out the "crafting is neglible compared to looting" crowd. This is why I say all the systems should be able to stand on their own so no one is stuck doing stuff they hate doing due to the fact that they're not. Trader odd jobs and rewards; crafting; looting have to be balanced against one another, but I find it strange that you have to interact with all of them to a certain degree, e.g. if you really want those dew collector mods. They can't be crafted, so you can take a chance of (probably) never finding them in the wild, the chance is so exceptionally low, or buy them. There's no in between.

Much of the balancing, I gather, is predicated on min-maxers saying this or that has to be nerfed. "It's overpowered," they say. Well...not really. If said min-maxer can't exercise a little discipline, that's not the game's fault.
 
Much of the balancing, I gather, is predicated on min-maxers saying this or that has to be nerfed. "It's overpowered," they say. Well...not really. If said min-maxer can't exercise a little discipline, that's not the game's fault.
I see it a little different; all a min-maxer can do is reveal an imbalance in the game. It is up to the dev then if they choose to address that or not.

I also can't think of many a thing that has been changed due to some min/max; the recent 100% damage reduction was one, but I don't think anyone would seriously argue for keeping That in game, whether anyone actually used it or not.
 
I see it a little different; all a min-maxer can do is reveal an imbalance in the game. It is up to the dev then if they choose to address that or not.

I also can't think of many a thing that has been changed due to some min/max; the recent 100% damage reduction was one, but I don't think anyone would seriously argue for keeping That in game, whether anyone actually used it or not.
I can. Trader rewards were nerfed to nothing when a min-maxer said they were too powerful for but one example. So I can't imagine those who do follow the so-called "questing" route almost exclusively have much incentive to do so when the "reward" is a few bullets or corns on the cob or baked potatoes and magazines found just as quickly simply by looting. Their only advantage is that they're paid jobs. You also get a few Dukes for doing them. Otherwise, why bother?
 
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Their only advantage is that they're paid jobs. You also get a few Dukes for doing them. Otherwise, why bother?
Highly depends on the setting; an active server, even with the supported 8 player max, will quickly run out of POIs to just loot. So everyone's running quests just to have _something_ to do. So they shouldn't really be too powerful in themselves, they're worth a full POI already.

And the nerf to me looked like more like a hamfisted attempt at quelling the complaints about "the quest loop is too powerful"; which is not really addressed even if quest rewards are neutered entirely (and not even then for the reset needs).
- the highest form of challenge in the game, a T6 Infestation, is only available by doing .. 50 quests. Anyone wanting to do those, will be spamming quests.
- anyone wanting to gather anything significant will be looting POIs.. quests are just looting POIs, twice, or with a reset.

The quest loop is too powerful, because there's really nothing else to do in the game (after the initial drive for exploration has been sated). And especially nothing else Required to do by the game. They tried fixing that the easy way, by nerfing the rewards; but it's doomed to fail without alternatives.
 
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