PC Open Discussion: Late/End Game

AaronG85

Active member
Just wondering if we could start a conversation about how TFP could improve Late to End Game, I personally hit a certain level and feel there is nothing more to do then base defend/repair. Just a general conversation with different peoples ideas.

 
I posted this 1 or 2 years ago, but I will again.

What would be a good endgame content idea for me:

Beacons spawn randomly on the map. Once one spawns, it tells you a horde will attack the beacon in X days and if you manage to defend the beacon, it will open (or a chest will be thrown there from a plain) with rewards.

Why is this awesome? Because the best thing 7d2d is the gathering+building defenses+defending from hordes. But in a game you just need 1 good base. This would encourage you to build not only several defenses, but also in several terrains/biomes, not just one in the best place you find. A beacon could be in the middle fo the desert, another in a lake, another may appear on top of a big building, and so on. And you need to think how to build defenses around each of those.

Now this (or something similar to this) would keep me entertained for much longer once I have an estabilished base.

 
When TFP linked the player level to what kind of zombie spawns in A16, I saw that as them not having a plan for end game.

I would much prefer easier and harder biomes/areas, so that you start in an easy area (maybe the wilderness with low zombie spawns, and little loot), and as you build yourself up, you can start venturing into the harder areas - maybe like city centers where the zombies numbers are overwhelming, but the loot is magic.

 
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Here's a crazy idea... how about an optional end-game quest to escape the world. Perhaps there are rumors of teleportation technology that would allow you to escape the deadly radiation zone encompassing the region, and after you hit a certain high level, it opens up the option for the end-game trader quest(s). Maybe the quests would involve going to each city in the world, and doing a city wide "Fetch" quest, looking for a certain piece to the teleporter, having to battle an entire city worth of zombies using all the kit at your disposal. Once you find all the pieces, you can craft the teleporter and escape, at which point end-credits roll, and you get banned from playing that map any further.

 
What I would love to see is persistent map alterations, such as flood / drought, earthquake, volcanic eruption, landslide/avalanche, growing cactuses, toxic rains, torch-explosive underground gas pocket, and so on.

Once you get the point of boredom, these would create new challenges. You would be surprised by the new of topography of the map, instead of knowing the map by heart and what to expect everywhere (which is the case on Navezgane, but also after playing a random map for too long).

Also, I feel like world persistence (a quite costly feature on the programmatic side) is really not leveraged. What's the point of remembering the whole map state when players only build a few bases / mines, destroy only a few buildings and bridges ? With this solution, you would really show what full world memory can bring to the game : an automatically evolving world to which you need adapt (not just popping more Z in the same spot) !

Also, each game would end up being different due to randomness in these events (even more than it was random to find schematics in a16). It's unfortunate how the introduction of skills and scalable Z in a17 gave the game a feeling of linearity that was not there in a16.

There are probably challenges in implementations and balancing, but I feel there are many options available (rare events, quests to trigger them, slowly evolving effects) to balance that in both coding and difficulty.

Last but not least, the apocalyptic nature of these events integrates well in a Z apocalypse lore (god's punishment, alien technology triggering ...)

 
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Once you find all the pieces, you can craft the teleporter and escape, at which point end-credits roll, and you get banned from playing that map any further.
A teleporter might be too far outside the story. But you could apply for a ticket that guarantees you a seat on a ship or plane.

 
I would much prefer easier and harder biomes/areas, so that you start in an easy area (maybe the wilderness with low zombie spawns, and little loot), and you build yourself up, you can start venturing into the harder areas - maybe like city centers where the zombies numbers are overwhelming, but the loot is magic.
This...for certain. With perhaps a very small increase in overall difficulty based on time rather than level.

Green glowing bikers in a quest POI?...sure, OK, but don't have every POI populated like a quest POIs. Only rarely should there be something particularly nasty in an average dwelling, ruin, etc.

-Morloc

 
Find a complete set of hazmat gear and use it to locate the secret map exit around the border only to discover that you were the protagonist in a F'd up experiment such as the Truman Show meets Umbrella Corp.

 
Find a complete set of hazmat gear and use it to locate the secret map exit around the border only to discover that you were the protagonist in a F'd up experiment such as the Truman Show meets Umbrella Corp.
Friggan spoilers!!

-Morloc

 
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