PC No goal in sight

As an addendum to the last post - TFP seem to be moving in this general direction anyway. The whole notion of "trade route" quests is a major step in the right direction IMHO. They do enough things like this, and even if they don't implement things to their fullest potential, it opens up a whole lot of crazy stuff that modders can sink their teeth into. (A few already have started, though there's not yet enough time between stable updates for them to really take off.)

So I have faith that a lot of this stuff will happen, if not immediately, then not long after the game goes gold.

 
I wonder if other tower defense games get questioned by their fans about when the game ends or if they all have fans that accept the notion that tower defense games just continue forever.

Maybe we need a Hi-Score box in the upper left of the screen...
You joke, but there are alot of games that have game stats like highest score, longest life, furthest level, etc.  They are strong motivators to play again.  Even pinball machines and Arcade Boxes had them.

Madmole mentioned a while back maybe they would implement something like that but has probably forgotten about it.

Edit: on the flip side one can argue that steam achievements can scratch that itch but its not the same imo...

Game stats would need to only count unmodded games of course...😅

 
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Not directly related to your point.... but, I can't take any achievements that are "awarded" for dying a whole bunch seriously.
Right...At least they are not all gag achievements.  🤣

For Example:


Survivalist



Reached Gamestage 1000
 
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Gee no goal in sight? Are you not looking forward to level up and get better items by visiting the same locations?

To use a similar game that went the other angle on this, Rimworld...
Some people seem to be under the impression that some goal will "cure" their replayability/aimlessness issue. Far from it. I'd wager that something like that will make it even worse, given how TFP have handled most things so far (e.g. quests), taking a page out of (Bethesda) games that they can't possibly emulate, with its Skyrim-esque level scaling plan -- god forbid they take a page out of one of the most well-designed sandbox games like Rimworld... Rimworld is not well-designed only because of the way it handles its end goals (which can be stretched infinitely even in vanilla btw), but because of its clever randomization that seemingly creates x10 times the content it actually has. 

I think that items-wise the game is fine as long as it distributes them prudently. But it's *unthinkable* and absurd that they are not trying to find more ways to randomize those POIs and instead decided to make them more identifiable by filling the world with dungeon POI and loot room clones. I still hope the event manager becomes what the 2000s-mmo-back-and-forth-chore-thingie we have now (that we call "trader quests"), should have been from the start.

 
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 iam quite sure bandits will be just addition to world with some lore backgroundand maybe some kind of boss ... but ghame definitely wont be centered around that




That's what I actually meant. I'm sorry if I've put it wrong (quite apart from the fact that I translate my texts with Google).

I will try to rephrase my thoughts. Hopefully it will be easier to understand what I mean.

In general I meant the approach: There is a fundamental problem and the aim is to solve this problem.

For example, if you look at Subnautica and reduce the game to the essentials, you have the problem "You are stranded on an unknown planet" and the solution is "You have to escape from the planet". In that case it is expanded with a complete story.

Basically, Faktorio has the same story: You landed on a strange planet and have to build a rocket to escape. The whole thing has no elaborated story, but here too you have a fundamental problem and work towards the solution.

With Minecraft, for example, I don't even see the problem. Maybe that's why I never play it for more than a few days.

In 7 days to die you also have a basic problem: You are trapped in a world / an area that is contaminated by zombies and you have to somehow survive. The entire game is based on that. If I kill a duke or become the boss of a gang now, that won't solve the problem. It would be more of a side quest. One solution would be to research a vaccine or get to a safe area.

I already wrote an idea on the first page. Of course, this was not fully thought out. I made the whole thing up spontaneously while I was writing it. I just think that if you criticize something, you should also give ideas how it would be better in your own opinion.

My thoughts behind the idea were:

  • You have a solution to the underlying problem.
  • You would have a gameplay that builds up gradually and that you cannot simply skip.
  • Through the quests that relate to the final goal, you would always have small sub-goals in mind, through which you get closer to your big goal every time. Constant progress has a motivating effect.
  • You have great incentives to build a great base because you have a reason to expand it.
  • There would be more incentives to explore POIs.
  • You could simply ignore these mechanics and start playing as before or begin with it at any point in time.
I hope I was able to explain what I mean more clearly now.

And sorry if the statement with "not thinking the whole thing through the end" was phrased too aggressively. I don't want to impute this to anyone. I just wanted to say that is how it feels to me.

Maybe just 7 Days to Die is the wrong game for me :/

 
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That's what I actually meant. I'm sorry if I've put it wrong (quite apart from the fact that I translate my texts with Google).

I will try to rephrase my thoughts. Hopefully it will be easier to understand what I mean.

In general I meant the approach: There is a fundamental problem and the aim is to solve this problem.

For example, if you look at Subnautica and reduce the game to the essentials, you have the problem "You are stranded on an unknown planet" and the solution is "You have to escape from the planet". In that case it is expanded with a complete story.

Basically, Faktorio has the same story: You landed on a strange planet and have to build a rocket to escape. The whole thing has no elaborated story, but here too you have a fundamental problem and work towards the solution.

With Minecraft, for example, I don't even see the problem. Maybe that's why I never play it for more than a few days.

In 7 days to die you also have a basic problem: You are trapped in a world / an area that is contaminated by zombies and you have to somehow survive. The entire game is based on that. If I kill a duke or become the boss of a gang now, that won't solve the problem. It would be more of a side quest. One solution would be to research a vaccine or get to a safe area.

I already wrote an idea on the first page. Of course, this was not fully thought out. I made the whole thing up spontaneously while I was writing it. I just think that if you criticize something, you should also give ideas how it would be better in your own opinion.

My thoughts behind the idea were:

  • You have a solution to the underlying problem.
  • You would have a gameplay that builds up gradually and that you cannot simply skip.
  • Through the quests that relate to the final goal, you would always have small sub-goals in mind, through which you get closer to your big goal every time. Constant progress has a motivating effect.
  • You have great incentives to build a great base because you have a reason to expand it.
  • There would be more incentives to explore POIs.
  • You could simply ignore these mechanics and start playing as before or begin with it at any point in time.
I hope I was able to explain what I mean more clearly now.

And sorry if the statement with "not thinking the whole thing through the end" was phrased too aggressively. I don't want to impute this to anyone. I just wanted to say that is how it feels to me.
Zombie movies very rarely end with the zombie thread eradicted. Instead it usually ends with the hero escaping if it has a positive end.

Now this isn't a movie and TFP can add any end they want, but it shows that expectations for what constitutes a happy end in this genre are quite low.

I personally wouldn't care much for a cheap end where you just find a zombinator machine or an occult summoning circle in the Dukes cellar that you just need to destroy. On the other hand I'm not against that if it helps you seeing a goal.

If something like this were implemented I would like much more build-up, with lots of research and exploring to find the cause of the zombie infestation. Getting hints and keys to several heavily locked rooms with leads that finally make you find that underground lab where rifts between dimensions are created everywhere and zombies filtered through, for example.

In other words, a well crafted story like subnautica has. Which won't happen in 7D2D (we know that already), maybe an expansion or 7D2D 2 could have that.

 
A theoretical question: Would it be possible to implement my idea as a mod? I know that I would start but not finish such a project ... because my ADHD brain is stupid ... but it would be interesting to know.

 
If something like this were implemented I would like much more build-up, with lots of research and exploring to find the cause of the zombie infestation. 

...

In other words, a well crafted story like subnautica has. Which won't happen in 7D2D (we know that already), maybe an expansion or 7D2D 2 could have that.
Excluding various narrative pieces here and there, Subnautica's story progression can be distilled to a list of just a few beautifully gated POIs, via means of tools/area/enemies. This is not some kind of extra feature reserved for an expansion or sequel, it's an example of a sense of a structure, that 7DTD lacks.

 
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A theoretical question: Would it be possible to implement my idea as a mod? I know that I would start but not finish such a project ... because my ADHD brain is stupid ... but it would be interesting to know.
Not with a XML-mod, for the simple reason you can't turn off zombies and blood moons from a quest.

Maybe yes if you do some .net hacking in the libraries.

 
Excluding various narrative pieces here and there, Subnautica's story progression can be distilled to a list of just a few beautifully gated POIs, via means of tools/area/enemies. This is not some kind of extra feature reserved for an expansion or sequel, it's an example of a sense of a structure, that 7DTD lacks.
Basically, the developers see that too. They have already tried several times to fix the problem and to build in a certain structure.

First it was the level gates in the skill system. I found this very frustrating. Fortunately, that was removed.

And now it's loot's limitation. With the new loot system I have the problem that it feels like a waste of time to explore POIs because there is only junk there. Without the system I had the problem that I got too strong items too early and then no longer knew what to play for.

But both should counteract this lack of structure.

Of course there are players who want to play the game exactly as it is now. Just like a box of Lego, with which you can build whatever you want. But I am convinced that there are many players who think like me.

 
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Excluding various narrative pieces here and there, Subnautica's story progression can be distilled to a list of just a few beautifully gated POIs, via means of tools/area/enemies. This is not some kind of extra feature that doesn't fit in 7DTD, it's an example of a sense of a structure, that it lacks.
Sure. But we have lots of examples before our eyes between the alphas how long features take to get implemented to a level of quality fit for release with such a small team. We armchair developers can make a list of changes that would suffice in just a few minutes. A modder can implement such a feature in a month and it works in 8 out of 10 cases and is rather crude and we don't care because it is from a modder. But inexplicably (😉) a similar list takes TFP a year to implement and polish.

Actually their current plan to add biome difficulties plus keys and locked off areas for fetch quests are two technical prerequisites for a well-executed story in 7D2D. But I still don't see them doing this after all the warnings from Roland that the story will be minimal and just some hints how the zombie outbreak came about.

Basically, the developers see that too. They have already tried several times to fix the problem and to build in a certain structure.

First it was the level gates in the skill system. I found this very frustrating. Fortunately, that was removed.

And now it's loot's limitation. With the new loot system I have the problem that it feels like a waste of time to explore POIs because there is only junk there. Without the system I had the problem that I got too strong items too early and then no longer knew what to play for.

But both should counteract this lack of structure.

Of course there are players who want to play the game exactly as it is now. Just like a box of Lego, with which you can build whatever you want. But I am convinced that there are many players who think like me.
Huh? If player progression were enough to give structure wouldn't you have accepted getting a q6 weapon for your toon and having an unsurmountable base as a valid goal?

 
Sure. But we have lots of examples before our eyes between the alphas how long features take to get implemented to a level of quality fit for release with such a small team. We armchair developers can make a list of changes that would suffice in just a few minutes. A modder can implement such a feature in a month and it works in 8 out of 10 cases and is rather crude and we don't care because it is from a modder. But inexplicably (😉) a similar list takes TFP a year to implement and polish.
I am only working on management software development, but I know very well how the development of extensions to our software can take a long time. Again and again you come across problems that you could not have guessed before and in the end it is solved differently than previously thought. Sometimes you need a whole week for a small extension of the program, for which you have planned a day at the beginning :/

Of course, I put this list together in a few minutes. But I can also roughly imagine what a huge effort it would be to implement it. Mainly because developing a game is much more complex than developing management software.

At that moment I just wanted to come up with an idea so that I don't "just complain".

Huh? If player progression were enough to give structure wouldn't you have accepted getting a q6 weapon for your toon and having an unsurmountable base as a valid goal?
Somehow I'm too stupid to translate this sentence in such a way that I understand it :(

 
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Some people prefer open ended sandbox play.

Some people prefer set endgoals.

Neither is correct. Neither is incorrect.

 
Basically, the developers see that too. They have already tried several times to fix the problem and to build in a certain structure.

First it was the level gates in the skill system. I found this very frustrating. Fortunately, that was removed.

And now it's loot's limitation. With the new loot system I have the problem that it feels like a waste of time to explore POIs because there is only junk there. Without the system I had the problem that I got too strong items too early and then no longer knew what to play for.

But both should counteract this lack of structure.

Of course there are players who want to play the game exactly as it is now. Just like a box of Lego, with which you can build whatever you want. But I am convinced that there are many players who think like me.
It can be both like a box of Lego or whatever and have some structure. By structure, I don't mean a beeline of A->B->C goals to "finish" the game, but some content consumption regulation.

Sure. But we have lots of examples before our eyes between the alphas how long features take to get implemented to a level of quality fit for release with such a small team. We armchair developers can make a list of changes that would suffice in just a few minutes. A modder can implement such a feature in a month and it works in 8 out of 10 cases and is rather crude and we don't care because it is from a modder. But inexplicably (😉) a similar list takes TFP a year to implement and polish.

Actually their current plan to add biome difficulties plus keys and locked off areas for fetch quests are two technical prerequisites for a well-executed story in 7D2D. But I still don't see them doing this after all the warnings from Roland that the story will be minimal and just some hints how the zombie outbreak came about.
Couch dev MM can do it too, but it's not their (abysmal) pacing that is bothering me, it's their intention to do so. They are clearly satisfied with the current state plus a Skyrim-esque scaling. And why shouldn't they be? No reason they shouldn't be content and satisfied. That much is obvious for a hundred different reasons, ranging from past not-so-well-thought gate attempts to the unfathomably poor idea of the chest keys. 

Personally, I believe nothing more other than a few hints and visual storytelling (most of which is already there) is needed, so I agree with them on that. Often praise Subnautica -- not because of its story, but its pacing, they way one progresses through tech, gets QOL upgrades, accesses new biomes etc. It just handles content beautifully with no substantial rng. RWG opens up even more opportunities (Sub was intended to be RWG initially). 

If it was static it could be a prerequisite. As I said in the other post on loot linearity, with modifiers, other than some variation among POIs, the list of POIs that the player visits at any time will always remain the same -- e.g. you will be able to visit that city SM from the start to the end of your playthrough. Unless of course they use GS caps, and modifiers themselves make a large enough difference to soft-gate the player (but that would beat the purpose of modifiers and they might as well use static difficulty, so they wouldn't have taken the "A19 step ™").

 
I haven't read all the posts, but I would like to add my argument/beliefs:

I feel TFP is planning on making replayability "good enough" for the vanilla game.  I don't know any of them, nor work for them.  I just feel that they personally will do this.  The "good enough" is the sticking point.... if you play the game out...and want more...you simply just love the game.  You might just have "found your thing" to burn time alone or with friends.  Some people collect stamps, some people want to play adult zombie minecraft apocylapse simulator....

I personally *do* keep coming back to this game.  I only know I *want more* because:

- I played it long enough to know whats changed. They removed the human turd?  I wanted so bad to collect all those turds!!!! My tuuurds!!! arrrgh.... why why why!

- I found mods/and overhauls that made me go "this is like playing a new game, but with my favorite game!". Its like finding the sequel to your favorite movie is actually good and they didn't ruin it ;)

Anyway...

- For "vanilla", whenever it goes gold, I hope they have the mechanics worked out to allow for some sort of "end game" and a solid quest system (you can can target quests to specific POI's, can get specific items from finding a quest satchel ( vs having to go back to a trader, etc. ) you can build in little "stories" and such. 

- For "vanilla", whenever it goes gold, I hope they have the "non zed enemies" worked out, so you have non infected people running around (hopefully also shooting at you, maybe also hopefully some friends).

For the two above things, it seems that are working towards these types of goals, IMHO.  I personally believe the more "mechanics" and control of those via modding is what's going to keep this game alive long after you tire of fighting the same vanilla stuff (and have seen all the POI's, etc). 

I feel "replayability", once you've played the hell out of vanilla, exists only in overhaul mods because the brave (insane?) people creating these massive overhauls are literally almost creating a new game. Trying to cobble together a bunch of mods to make a "poor man's overhaul" (which I actually do myself a lot) is not fun as the way mods work today its way too easy for them to be incompatible with each other, as well as the game itself.  I feel TFP does needs to spend some work pre-gold making the modding system more robust, and a built in mod launcher (see Factorio, which has been mentioned above . It's built in mod launcher is nice, and protects you from loading incompatible things IMHO)

However, having a community supporting overhaul mods only gets you do far (it's a lot of work) so the more things that *can* be modded/controlled by mods, and the easier for users to confidently find/use/load them is likely to extend replayability as likely we would end up with more overhaul mods, or a system where you can easily add things to an overhaul mod and know its not going to screw something up (I personally have been playing Darkness falls + Sorcery, and there's some special things you have to do to make them work together... in addition to adding my own mods, which I had to remove some as my own mods were colliding with all of it)

So, to try to wrap this up:  I feel if the above things are polished, then whats left to unlock a lot more replayabilty is to find a way to "easily bundle" a map, the mods, and the POI's, you want to include so you can basically could package up your own mini game.  Some of the overhauls have done it with maps they recommend you load, but all of the "setup" is still manual and semi piecemeal unless your overhaul modder/team is super dedicated.  To do this "packaging" we already have some of the tools available:

- Map generation/creation. The in-game map generation and nitrogen can do this.

- POI creation: we have this built into the game, and we have these in the forums, but I feel we need a way to "hand download/pick/view" POI's so modders can choose a "POI pack" to load.  Similar to the awesome POI "combo pack" but you (as someone creating their own bundle) could *easily* look at and choose/download the POI's for the world you want to create.

- AI Enemies/Friends: The "creature packs", other zed/character packs in these forums and vanilla zombies are relatively easy to add (as mods). so just getting zeds to spawn isn't too hard, but the variety is still lacking (should you want an "all industrial park" game you have only 4-5 zeds that "make sense" in it).  I don't feel this is going to improve for awhile as entity creation seems difficult and isn't supported "in game" like the POI creator.  But we probably have enough, and this will likely never really be "solved" without a way to maybe spawn in zeds that are wearing specific clothing (to hide their normal skins/cloths).

- Quests "things to do": I feel this is also what's going to make it all fit together.  Making "quests and scenarios" and "stories" is more possible the more this is built up and will be IMHO what makes the future overhaul games really "unique" on top of all the abilities we have available today.

- Mod launcher (built into game): mentioned above. we do have community built? mod launchers available that alleviates this pain a bit, than can launch the big overhauls (mostly, but mods can still collide)

Stretch beliefs:

- More terrain/biome/weather options ( biomes were recently paired down). I mention this as vanilla can have x number of biomes, but the ability to mod in "more" would be beneficial.  Meaning: if we had the ability to add as many biomes as we wanted it would help with custom maps. Not that these biomes would actually exist as resources in the game, you'd have to hand build it all.  Example: Currently I believe if you wanted to add a new biome "type" you'd have to re-purpose an existing biome (like replace "snow" with your own custom biome), thus removing "snow" as an option..as map generators are looking for "snow" specifically as a named biome.  I don't know how to deal with this, if it's really even an issue other than people wishing we had more biomes, anguishing over lost biomes, etc.

 
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I am just torn. On the one hand, I can't keep my hands off the game. The game (meanwhile) looks really nice. The world has a great, intense and immersive atmosphere that is totally attractive and exciting. I really enjoy the basic game mechanics. The setting is great. This oppressive feeling of being in a world of ghost towns and the thrill of exploring POIs because a zombie can come out of every corner are very exciting. In general, this game is an extremely well done base that attracts me almost magically.

On the other hand, I get disillusioned every time after a day or two because my motivation suddenly ends. I have already described the reasons enough.

Actually, I should just leave the game in my Steam library because it's just not suitable for me. But then at some point I am attracted to this world again, but after a short time this causes disappointment again. With every alpha I start the game again and every time I am completely thrilled for 1-2 days until the point comes when I notice again why I stop every time.



 
 
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My goal/what keeps me motivated to keep on playing it is... well.. there a few, actually:

Exploring the world/POI's.. and having frequent updates help on that side.

Testing out different build paths.

Seeing how long my bases stand. And keep on increasing the difficulty when it gets easier.

Go multiplayer with friends or online servers.

Sometimes its just building... having a project and wanting to finish it, upgrade it.. big ones- that is.

And sometimes its for the challenge, really.. like trying a permadeath insane difficulty with nightmare speed.

 
(snip)

And sometimes its for the challenge, really.. like trying a permadeath insane difficulty with nightmare speed.
Yeah, I've seen a lot of talk about going this route.  Just make game super hard, then see how long you can last.  Really try to not die!  I've done this and it is fun for a bit, but its hard to balance it so you don't make it so hard that you only live for a few hours.  You want to make it just hard enough to be thrilling ( to you ) and also so you can legitimately live and make a base and survive the horde (if you really really try and focus) without making it so hard you feel like "this is pointless, I'm never going to get a gun or do anything fun". 

Its a hard balance to find. I totally recommend trying to find that balance!

I found that (personally) I like my zombies to be fast, random, and unpredictable BUT not bullet sponges.  I want them to die with the "normal" amount of club hits/gun shots (or a bit less) if they're going to run at me at insane speed.  I also like zeds to have more "block destroying power" so its harder to build (or find) a base that can withstand the horde, causing me to find a POI and hack it together for awhile, then move on and build out another, making a "permanent base" not something I can build for awhile.  When I set it to these types of settings, I find I have the most fun (single player) only if I play for 7-14 days, in game and then put it aside for awhile.

Additionally: I made some mods that make the game "darker and grimier and louder", which I find really helps.  When its night time, its actually dark. When you go outside, the wind is always blowing in your ears and its hard to see very far. I find that having only 2 hours of daylight is a good balance (for me) and it gives a little breathing room when i have to "hole up and wait for daylight" when I'm surrounded by a wandering horde and no ammo.  In this mode (and the zeds above) even entering a non small POI is a challenge, let alone clearing it out and prepping for day 7.

Additionally: I've also found myself joining the online games (almost always PvE) just to have some other people around chatting.  The games are usually not very "hard core" to play. I made a few "beautiful bases" just to do it, I made my own "trading posts" just to get people to come around and "take a penny leave a penny" and it mostly works out.  I find in these games I enjoy the building and seeing other people play.  Of course, if you can play with your own friends on harder settings its much more fun.

I've tried out some PvP online games and its kinda a drag unless you can join "early" enough to make it a fair game.  And you can never play daily enough to keep up. I've heard some people on the forums complain about it and saying if TFP could find a way to balance/fix PvP it would be an awesome experience, and I agree.  I just don't think its going to be possible with the way others can progress all day and you just jump in on day 50 and be naked and afraid.  Maybe if people had "50 day games" and reset teh server every 50 days, in game?  still seems weird, and you'd need a lot of people int eh game to make it fun vs finding a lot of servers with like 4 people on a 8k map.  Maybe super small PvP maps?

Anyway: there are quite a few options for replayability.  I usually do some of the above (mostly short, intense games) and then patiently wait for the next release, with new stuff to try out :)

 
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