Unamelable
Refugee
At its core, the basis of any quest in this game is "Go, fetch, kill". And if you consider that only "go dig up supplies" is the stand out quest out of all of them. The game quickly becomes repetitive and boring because of the lack of choice in quests. Moreover, all these quests at all traders are the same and cause questions from the fact that all have "infected colonies" where there is a feeling that everyone in this world is dead and only traders by some miracle remain in place
Vanila
- Going to dig up supplies: After approaching the supplies the game spaves a few zombies near the diggings
- Go and get a satchel of supplies: Killing zombies does not count towards completing a mission
- Location cleanup: The player must kill all zombies in the location
- Go and get a satchel of supplies and cleanup location: Speaks for itself
- Annihilation of the invasion: Slightly difficult cleaning of the building
- Restoring electricity: The period between 22:00 and 1:00 where the player can activate a mission (This type of quest should be removed or the mission activation threshold increased
The developers could diversify the gameplay as the game has a huge variety. I'm sure that the players are more than mercenaries who are created just to kill in the same type of quests
- A van with valuable cargo: Players are given a van that has cargo (at high levels it will be fragile). At low levels players will have 100% health and fuel of the vehicle. At high levels it will be less. When players will drive to the merchant, hostile animals and zombies will spawn along the way
- Urgent repair: Players are given a location with a random vehicle that needs to be fixed with a fixed timer on repair time. The repair can be canceled at any time if the players need to hold back the defense. At higher levels, the number of zombies will be higher and the repair time will be longer.
- A special gift: Players are given the task to arrive at the designated points where the cargo will be dropped in the allotted time. If the players do not make it to the time they have extra time where zombies destroy the cargo. But the players can have time to pick it up before it is destroyed. If the cargo is destroyed - the task fails. Higher difficulty level = More loads, and less time
- Apocalyptic Taxi: The player must arrive at a given section of the map and pick up the survivor before the merchant is intact. The player is subject to a timer for which he can be killed.
- Reinforcements: Players are given the task of reinforcing a merchant's location with player resources.
- Mining: Players must give the merchant specified consumables
- Farming: The player must give merchants the raw food obtained by farming
- Medicine: The player must give medicine items to the merchant
- Special assignment: Blood Moon: The merchant gives the task if there is a red moon for that day. In order for players to hold out on a given location, players will also have signaling to keep the horde's attention on them. The main task of the players is not to die before the end of the red moon. Merchant gives rewards as after completing several missions at him.
Vanila
- Going to dig up supplies: After approaching the supplies the game spaves a few zombies near the diggings
- Go and get a satchel of supplies: Killing zombies does not count towards completing a mission
- Location cleanup: The player must kill all zombies in the location
- Go and get a satchel of supplies and cleanup location: Speaks for itself
- Annihilation of the invasion: Slightly difficult cleaning of the building
- Restoring electricity: The period between 22:00 and 1:00 where the player can activate a mission (This type of quest should be removed or the mission activation threshold increased
The developers could diversify the gameplay as the game has a huge variety. I'm sure that the players are more than mercenaries who are created just to kill in the same type of quests
- A van with valuable cargo: Players are given a van that has cargo (at high levels it will be fragile). At low levels players will have 100% health and fuel of the vehicle. At high levels it will be less. When players will drive to the merchant, hostile animals and zombies will spawn along the way
- Urgent repair: Players are given a location with a random vehicle that needs to be fixed with a fixed timer on repair time. The repair can be canceled at any time if the players need to hold back the defense. At higher levels, the number of zombies will be higher and the repair time will be longer.
- A special gift: Players are given the task to arrive at the designated points where the cargo will be dropped in the allotted time. If the players do not make it to the time they have extra time where zombies destroy the cargo. But the players can have time to pick it up before it is destroyed. If the cargo is destroyed - the task fails. Higher difficulty level = More loads, and less time
- Apocalyptic Taxi: The player must arrive at a given section of the map and pick up the survivor before the merchant is intact. The player is subject to a timer for which he can be killed.
- Reinforcements: Players are given the task of reinforcing a merchant's location with player resources.
- Mining: Players must give the merchant specified consumables
- Farming: The player must give merchants the raw food obtained by farming
- Medicine: The player must give medicine items to the merchant
- Special assignment: Blood Moon: The merchant gives the task if there is a red moon for that day. In order for players to hold out on a given location, players will also have signaling to keep the horde's attention on them. The main task of the players is not to die before the end of the red moon. Merchant gives rewards as after completing several missions at him.