WarMongerian
Active member
Recently, I have found that quitting and rejoining my friends game is not possible, so for a brb, I can either stay in game and hope not to get eaten, or I can leave and hope to be able to rejoin later. Is this something that has been implemented by design, or just a glitch?
I realize that folks have been having issues with the quest system being exploitable, and I guess that might just be a thing, for those that play 7dtd on public servers. I myself don't ever play on "Public" games, but just solo or with a few select friends. Last summer, when I had my first experience with a rental server, I discovered that the game couldn't be paused for brb (unlike single player), and so, to keep from dying every time I had to answer natures' call, I would log out, take care of business, and then log back in.
While doing that, I discovered that my current quest would be reset, again and again and again, and I couldn't hold anymore loot, and the PoI I was working took longer for me to clear/loot/explore than my timespan between brb, so I ended up with more and ever more loot boxes outside the place, trying to hold everything, until I realized what in the heck was going on, and couldn't complete the dang quest.
I, frustrated but amazed at all the loot I was amassing, I told everyone else what was happening, and what I had discovered.
Of course, this was simply the game working as designed, as when a player is interrupted by real life intruding on the game, it is only fair that if you must leave, and your quest is active, but not complete/failed, then it is re-startable upon your rejoining the game.
Now, in a single player game, this isn't a thing, as {Pause} actually works, so there is no need to leave and rejoin. I did learn, greddy little creep that I am, that the whole quit/rejoin thing does indeed work in single player games as well as multiplayer games. This leads to massive loot runs on a single PoI, with the player just avoiding completing the quest, and playing that mission over and over again.
Now, two things about this.
1) Gameplay wise, is it good for the game having folks quitting and rejoining all the time?
2) If there was a setting in game creation, that allowed you to just set quests to be either repeatable in game, or fail upon exit, would that not be better?
If folks that wanted to build expertise/mastery of any given PoI, they could just do 'practice runs' on a given quest, getting to play/learn a given PoI to their heart's content, if the game had a setting that allowed repeat runs without exiting the game. Something like this would surely help with #1 above, as there would be no need to keep quitting and rejoining the game.
If the notional switch was set to "fail on exit", this to would solve problems with folks being able to exploit this, and although they could still quite and rejoin as much as they liked, by removing the rewards from this exploitive play, there would be no need.
The above doesn't address folks keeping a PoI tied up and denying it to others, and is more aimed at single player/low population games, where this kind of thing shouldn't be an issue. For thoughts about high population games, I'll have to ask others for their thoughts on that, as I have never been in a game with more than 5 folks online at a time.
For me, I personally would love a built in way, to repeat a given PoI (when it is my active quest), over and over again, as much as I want to. This let's me build experience and eventually, expertise/mastery at clearing a given PoI. Right now, I can do this, but it means quitting and rejoining my own game, over and over again, which is a sad waste of playing time.
For folks that object to multi-clearing/looting a PoI, an the grounds that it is 'cheating' and would give folks an advantage, I have to ask, what happens to the guys that spends all day working one single PoI, compared to the guy that clears many missions, and start having access to tier two missions? If you sped to much time on any one quest, you will fall farther and farther behind someone that is doing things one and done, and on to another one...
I realize that folks have been having issues with the quest system being exploitable, and I guess that might just be a thing, for those that play 7dtd on public servers. I myself don't ever play on "Public" games, but just solo or with a few select friends. Last summer, when I had my first experience with a rental server, I discovered that the game couldn't be paused for brb (unlike single player), and so, to keep from dying every time I had to answer natures' call, I would log out, take care of business, and then log back in.
While doing that, I discovered that my current quest would be reset, again and again and again, and I couldn't hold anymore loot, and the PoI I was working took longer for me to clear/loot/explore than my timespan between brb, so I ended up with more and ever more loot boxes outside the place, trying to hold everything, until I realized what in the heck was going on, and couldn't complete the dang quest.
I, frustrated but amazed at all the loot I was amassing, I told everyone else what was happening, and what I had discovered.
Of course, this was simply the game working as designed, as when a player is interrupted by real life intruding on the game, it is only fair that if you must leave, and your quest is active, but not complete/failed, then it is re-startable upon your rejoining the game.
Now, in a single player game, this isn't a thing, as {Pause} actually works, so there is no need to leave and rejoin. I did learn, greddy little creep that I am, that the whole quit/rejoin thing does indeed work in single player games as well as multiplayer games. This leads to massive loot runs on a single PoI, with the player just avoiding completing the quest, and playing that mission over and over again.
Now, two things about this.
1) Gameplay wise, is it good for the game having folks quitting and rejoining all the time?
2) If there was a setting in game creation, that allowed you to just set quests to be either repeatable in game, or fail upon exit, would that not be better?
If folks that wanted to build expertise/mastery of any given PoI, they could just do 'practice runs' on a given quest, getting to play/learn a given PoI to their heart's content, if the game had a setting that allowed repeat runs without exiting the game. Something like this would surely help with #1 above, as there would be no need to keep quitting and rejoining the game.
If the notional switch was set to "fail on exit", this to would solve problems with folks being able to exploit this, and although they could still quite and rejoin as much as they liked, by removing the rewards from this exploitive play, there would be no need.
The above doesn't address folks keeping a PoI tied up and denying it to others, and is more aimed at single player/low population games, where this kind of thing shouldn't be an issue. For thoughts about high population games, I'll have to ask others for their thoughts on that, as I have never been in a game with more than 5 folks online at a time.
For me, I personally would love a built in way, to repeat a given PoI (when it is my active quest), over and over again, as much as I want to. This let's me build experience and eventually, expertise/mastery at clearing a given PoI. Right now, I can do this, but it means quitting and rejoining my own game, over and over again, which is a sad waste of playing time.
For folks that object to multi-clearing/looting a PoI, an the grounds that it is 'cheating' and would give folks an advantage, I have to ask, what happens to the guys that spends all day working one single PoI, compared to the guy that clears many missions, and start having access to tier two missions? If you sped to much time on any one quest, you will fall farther and farther behind someone that is doing things one and done, and on to another one...
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