WarMongerian
Active member
Is there an expansion pack in the works?
I understand that there are updates, but I'm wondering about the possibility of getting new elements added to the game.
For instance, while I love this game, I do wish that after level 100 (and not gaining more life/stanimia), there was a system in place to explore other rewards, and especially once you reach the point where all your desired skills are maxed out, and now each new level only offers the choice of investing in other skills, that you might or might not like to play with.
Some ideas:
1) Traders. expand the whole player character/individual trader relationship, allowing the players character to be able to do things, with a specific trader, that they cannot do with other traders, unless they build a relationship with a specific trader, at a specific location.
Right now, it seems that any trader is using either no personal relationship with a players character, or they all use the same relationship/reputation/quest progression. I would like to see an option for enabling "expanded trader relationships" for folks so inclined, so that, in their games, they can have these things, and if other didn't have an interest in such, they would not be affected by them, and just wouldn't turn on the option at game creation.
Personally I would love to see, after properly unlocking them, different 'special missions' (rather than just opening trade routes), one of which could be a Rescue Mission.
Rescue Missions could be either shallow, or very deep, depending on how far the player chooses in enable such missions.
I envision getting the option to unlock a Rescue Mission by completing a full tier worth of quests (at a specific trader, mind you), such that, you can receive a special mission to rescue a group of survivors at the trader, and escort them to a place of safety. Of course, the best laid plans and all of that...
The party of survivors arrive at the trader, but after the trader is closed for the night! On any night, other than hoard night, you have to just keep them safe until dawn, and then return them to the now open trader, and you get 'whatever' as a reward. Do at least one such mission, to unlock the harder mission of a rescue mission that is a hoard night mission only, and where the party arrives at the trader before closing, but they will be in need of food/drink, and possibly medicines as well, so that they can run to safety, from the trader to a friendly base (land claim/base) where your character can protect them from the hoard. The reward, other than loot and such, would be that one of the characters can join your character in their adventures, by opening up a second 'slot' for a player character. Not so that you could build up an army of henchmen/hirelings, but so that you could play the second (or other) character slots, one at a time, and choose a different path. Instead of starting off out in the wilderness, like your initial character does, this rescued person would sit where they were escorted to, until the player chooses (by some as yet non-existent in-game mechanism), to switch (back and forth) between these characters, (one per slot), and play them and level them up, getting them equipped with a proper set of gear, and then have them to play as desired, within the same game, as desired. The main point, above and beyond the above, would be to be able to set them up as domestic servants (bots) within your base, to carry out a boring and repetitive variety of tasks, such as 'water-boy' (goes to the various dew collectors and grabs the water, and puts it in storage, if coffee and/or tea is desired, a cook bot would be needed). In this way, a player could build a household, and have some company/servants. Each such servant/bot would only exist in the one base where the character last left them, and would need food/drink on a daily basis, and would need a bedroll for them within the base.
This basic concept would add much to the game, in my opinion, and would give the player a way to make use of all the massive resource stockpiles that build up once mere survival is achieved. Got your main guy/gal maxed out on a type of book? log in as the bot and read those books with the extras, and presto, you now once again have the need for the cook-books, if you decide to build a cook-bot. Have way to many meals/drinks back at base? Servants need to eat and drink, everyday, so no more massive and uselessly unneeded stockpiles of rations/drinks. Plus the fun of having the chance to try out many different/alternate character builds.
My suggestion would be to set some kind of level requirement for the different 'bot' types (water-boy, cook, whatever), and make the requirement for their use be that the player has to log them off at/on their own bedroll, so they can perform their duties in the designated building/base, once the player starts using another character. They should be able to be seen, in their bedroll, or up and about doing their assigned duties, before going back to bed, until they are needed once again. I see them being used as a bot once per day, and if you want more interaction with your dew collectors, manually do it yourself, but the bot needs to be able to be programed (by manually playing it once) and then it would just execute the same route/actions as you set it up to do.
I think it would be great, to have a playable character, that you can set up to act as a bot, gear and level as you see fit, and be able to check out what the different sets look like, especially with the dyes in game.
As bots would be active when the player is in-game only, the game timer would not be affected, as the player can only play one character slot at a time, but the bots shouldn't be combat capable, so if zombies get into the base, the bots just 'go-to-bed' and don't fight the zombies, and for the zombies part, they don't see the bots as anything other than any other empty bedroll.
The option to have 'rescuable' survivors, that could, if they survive, are fed and cared for, and then be used to level up (when the player chooses to use that character slot), and then, server double duty as a non-played character/bot, carrying out domestic chores that the level and equipment affect, would be great for someone like me, but would not be of interest to others.
In order to have peace of mind, I would like this game addition to be available in single player games, as 50 folks, all with many bots, would have a negative impact on the game performance.
I have a great many other ideas for traders to play an expanded role in 7 dtd, not just the rescuable missions, but enough for now, I think. What are all your thoughts?
I understand that there are updates, but I'm wondering about the possibility of getting new elements added to the game.
For instance, while I love this game, I do wish that after level 100 (and not gaining more life/stanimia), there was a system in place to explore other rewards, and especially once you reach the point where all your desired skills are maxed out, and now each new level only offers the choice of investing in other skills, that you might or might not like to play with.
Some ideas:
1) Traders. expand the whole player character/individual trader relationship, allowing the players character to be able to do things, with a specific trader, that they cannot do with other traders, unless they build a relationship with a specific trader, at a specific location.
Right now, it seems that any trader is using either no personal relationship with a players character, or they all use the same relationship/reputation/quest progression. I would like to see an option for enabling "expanded trader relationships" for folks so inclined, so that, in their games, they can have these things, and if other didn't have an interest in such, they would not be affected by them, and just wouldn't turn on the option at game creation.
Personally I would love to see, after properly unlocking them, different 'special missions' (rather than just opening trade routes), one of which could be a Rescue Mission.
Rescue Missions could be either shallow, or very deep, depending on how far the player chooses in enable such missions.
I envision getting the option to unlock a Rescue Mission by completing a full tier worth of quests (at a specific trader, mind you), such that, you can receive a special mission to rescue a group of survivors at the trader, and escort them to a place of safety. Of course, the best laid plans and all of that...
The party of survivors arrive at the trader, but after the trader is closed for the night! On any night, other than hoard night, you have to just keep them safe until dawn, and then return them to the now open trader, and you get 'whatever' as a reward. Do at least one such mission, to unlock the harder mission of a rescue mission that is a hoard night mission only, and where the party arrives at the trader before closing, but they will be in need of food/drink, and possibly medicines as well, so that they can run to safety, from the trader to a friendly base (land claim/base) where your character can protect them from the hoard. The reward, other than loot and such, would be that one of the characters can join your character in their adventures, by opening up a second 'slot' for a player character. Not so that you could build up an army of henchmen/hirelings, but so that you could play the second (or other) character slots, one at a time, and choose a different path. Instead of starting off out in the wilderness, like your initial character does, this rescued person would sit where they were escorted to, until the player chooses (by some as yet non-existent in-game mechanism), to switch (back and forth) between these characters, (one per slot), and play them and level them up, getting them equipped with a proper set of gear, and then have them to play as desired, within the same game, as desired. The main point, above and beyond the above, would be to be able to set them up as domestic servants (bots) within your base, to carry out a boring and repetitive variety of tasks, such as 'water-boy' (goes to the various dew collectors and grabs the water, and puts it in storage, if coffee and/or tea is desired, a cook bot would be needed). In this way, a player could build a household, and have some company/servants. Each such servant/bot would only exist in the one base where the character last left them, and would need food/drink on a daily basis, and would need a bedroll for them within the base.
This basic concept would add much to the game, in my opinion, and would give the player a way to make use of all the massive resource stockpiles that build up once mere survival is achieved. Got your main guy/gal maxed out on a type of book? log in as the bot and read those books with the extras, and presto, you now once again have the need for the cook-books, if you decide to build a cook-bot. Have way to many meals/drinks back at base? Servants need to eat and drink, everyday, so no more massive and uselessly unneeded stockpiles of rations/drinks. Plus the fun of having the chance to try out many different/alternate character builds.
My suggestion would be to set some kind of level requirement for the different 'bot' types (water-boy, cook, whatever), and make the requirement for their use be that the player has to log them off at/on their own bedroll, so they can perform their duties in the designated building/base, once the player starts using another character. They should be able to be seen, in their bedroll, or up and about doing their assigned duties, before going back to bed, until they are needed once again. I see them being used as a bot once per day, and if you want more interaction with your dew collectors, manually do it yourself, but the bot needs to be able to be programed (by manually playing it once) and then it would just execute the same route/actions as you set it up to do.
I think it would be great, to have a playable character, that you can set up to act as a bot, gear and level as you see fit, and be able to check out what the different sets look like, especially with the dyes in game.
As bots would be active when the player is in-game only, the game timer would not be affected, as the player can only play one character slot at a time, but the bots shouldn't be combat capable, so if zombies get into the base, the bots just 'go-to-bed' and don't fight the zombies, and for the zombies part, they don't see the bots as anything other than any other empty bedroll.
The option to have 'rescuable' survivors, that could, if they survive, are fed and cared for, and then be used to level up (when the player chooses to use that character slot), and then, server double duty as a non-played character/bot, carrying out domestic chores that the level and equipment affect, would be great for someone like me, but would not be of interest to others.
In order to have peace of mind, I would like this game addition to be available in single player games, as 50 folks, all with many bots, would have a negative impact on the game performance.
I have a great many other ideas for traders to play an expanded role in 7 dtd, not just the rescuable missions, but enough for now, I think. What are all your thoughts?