Societies created in the endgame

Hello everyone,

Whenever I reach the endgame and have all the weapons and equipment, I always ask myself, what now?
Should I rob the skyscraper seven times or the prison five times?

Here's an idea:
Once you've completed all the mission chains at the dealer, there should be T6 missions to rescue normal people from rooftops.
After fighting your way through the building, you can talk to the people on the roof and ask them to come with you.
You bring them back to the base. In the base, areas are marked in colour where you can defend the base, farm and maybe even an area where the community can do crafts. And there are marked boxes where the community can help themselves to materials, food, weapons, ammunition, clothing... etc. Supplying and defending the community is a rewarding activity, and you can always rescue more people from the rooftops if you think you can provide for them. The base itself must of course also be marked so that people know the area where they are allowed to stay.
When it comes to defence, everyone has to pitch in, otherwise you can assign each individual a task. E.g. farming, crafting...
The more people you rescue, the busier you are and the more new tasks you have to do.

See you soon, Christof
 
Hello everyone,

Whenever I reach the endgame and have all the weapons and equipment, I always ask myself, what now?
Should I rob the skyscraper seven times or the prison five times?

Here's an idea:
Once you've completed all the mission chains at the dealer, there should be T6 missions to rescue normal people from rooftops.
After fighting your way through the building, you can talk to the people on the roof and ask them to come with you.
You bring them back to the base. In the base, areas are marked in colour where you can defend the base, farm and maybe even an area where the community can do crafts. And there are marked boxes where the community can help themselves to materials, food, weapons, ammunition, clothing... etc. Supplying and defending the community is a rewarding activity, and you can always rescue more people from the rooftops if you think you can provide for them. The base itself must of course also be marked so that people know the area where they are allowed to stay.
When it comes to defence, everyone has to pitch in, otherwise you can assign each individual a task. E.g. farming, crafting...
The more people you rescue, the busier you are and the more new tasks you have to do.

See you soon, Christof
This has been suggested off and on, but the devs have said they don't plan on doing anything like that with this game. The end game that they are adding will be story-based, focused on the fight between the Duke and Noah. You'll have bandits to fight and you'll be able to do quests related to the factions, though they may still just be normal quests. The game will never have a true end game. You just play until you feel you're done and then you start a new game. The game is more like a rogue-like than a normal game, though stuff doesn't care over between runs. But it's certainly designed to be replayed many times, where most games other than rogue-likes or games like cards or whatever are designed to be played once or twice and then shelved for a while. If you play it with that in mind, a lack of any real end game doesn't really matter.

Of course, there's nothing wrong with suggesting it. I don't see it happening in this game, but they might take the idea to use in a future game. And who knows? Maybe they'll surprise us and do something similar with this one after all, though probably not until after 4.0 since they already have a roadmap for finishing the game.
 
Firstly, I can't see that anyone else has suggested this idea before, except for me a few years ago.
Secondly, 7dtd is not a game for a story.
And any stories that repeat themselves over and over again don't need to be included in the game at all.
What we need is a dynamic task that can grow with the endgame.
Except for the humans, which can easily be generated by AI, everything is already included in the game.
So the effort involved is limited.
But the fun factor would be enormous.
This is coming from someone with over 7200 hours of playtime in 7dtd.
 
An NPC base for you to manage has been suggested many times, even if some details vary. And the idea is also very much in everyones face who ever played certain Bethesda games that are known to be favourites of a specific owner of a game developer company who also seems to be mentally unstable. I'll still give you 1 out of 10 points for novelty because you combined it with the idea of an escort quest that is as old as 8-bit computers ;)

I don't think everything is included already. Escort quests are difficult to implement in a voxel game. They added the **flying** drone as a way to avoid some of the pathing pitfalls and maybe as a test case whether they wanted to really add an escort quest, but it took a lot of time until even the flying drone was ready and somewhat bug free.

You need lots more code to add those zones, add NPCs that walk between boxes and workstations or buildings or farm plots and actually craft stuff or do farming and have an AI as if they are living there. Nothing of that is in the game at all, only the work on bandits would at least help with a small part of all that is missing.
Look around how many games actually have this (I can think of 2 at the moment, fallout and World of Warcraft(?)) and look at the size of the companies who did this and how long it took them to add such a feature into their game series.

Lastly I have heard from people actually playing fallout 4 that the fun lasted for a few hours and that it became rather boring for them. Your mileage obviously varies, but lets say it isn't an universally lauded feature.

(Don't mind me though, the developers have their own minds. If I am wrong and you are right, nothing I said here matters)
 
I don't have any family or friends (that I know personally) that play this game so I play pretty much solo.
I would love if there were little settlements that could be taken over and built up as safe zones ala settlements in The Walking Dead.
Sorry if any incorrect been I while so I had to google them.
(Alexandrea, Hilltop, The Kingdom, Oceanside, The Sanctuary, Woodbury, The Prison, The Commonwealth and The Bricks)
I was envisioning some small blocks of pois that could be taken over and repaired and maybe fenced in.
Hopefully that would take a long while and extend gameplay for a group.
 
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