Console Trader quests

Rk1994

Refugee
Hello everyone!

I'm sorry in advance if my post is not in the right place but I didn't know where to put this request.

I'm wondering if there are any plans for console to have the ability to deactivate the quests system from the trader. Indeed, I would love to make a playthrough just with the trader without the missions, like a bit as A16. I don't know if there is already a way to do it. On PC, I guess yea but not on console.

Thanks in advance!
 
You can simply not take any quests. Sure, this makes the game a bit more difficult. As a compensation you could increase the loot abundance option. Zombies and loot also respawns in areas not visited for some time, so you don't need quests for that as well.
 
You can simply not take any quests. Sure, this makes the game a bit more difficult. As a compensation you could increase the loot abundance option. Zombies and loot also respawns in areas not visited for some time, so you don't need quests for that as well.
I wouldn't say difficult. Just takes longer to level, which is not at all a bad thing, imo.
 
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Hello everyone!

I'm sorry in advance if my post is not in the right place but I didn't know where to put this request.

I'm wondering if there are any plans for console to have the ability to deactivate the quests system from the trader. Indeed, I would love to make a playthrough just with the trader without the missions, like a bit as A16. I don't know if there is already a way to do it. On PC, I guess yea but not on console.

Thanks in advance!
As mentioned, you can just not take quests. That's easy enough and already possible. But to answer your question.... they plan to make traders optional, but I haven't seen any talk about disabling quests while keeping traders. You can add that suggestion in Pimp Dreams if you want. They might consider it. They plan to add a lot more game options to give players more options in how the game works, so it is possible they would add that.
 
I wouldn't say difficult. Just takes longer to level, which is not at all a bad thing, imo.

I was thinking about mentioning the xp option, but since it makes the game actually harder and you need to go into detail why, I left it out. I am specifically talking about the additional loot you get for the quests. Not only the single rewards but also the completion rewards, like the bike or some workstation, will not be available for you if you don't do quests. And if you play co-op it is even a little worse because everyone gets the rewards but only a share of the POI loot.
 
I was thinking about mentioning the xp option, but since it makes the game actually harder and you need to go into detail why, I left it out. I am specifically talking about the additional loot you get for the quests. Not only the single rewards but also the completion rewards, like the bike or some workstation, will not be available for you if you don't do quests. And if you play co-op it is even a little worse because everyone gets the rewards but only a share of the POI loot.
The inability to carry a leveled avatar from server to server (which I gather they're working on) kind of put the quietus on any multiplayer testing I might have done. Spawning in as level one, my experience has been that you're lucky to get the return of a "Hi" because everyone else is off in the desert or the wasteland and doesn't have time for your scrawny self. See ya when you're leveled. You can join them at a steep, steep price, especially if biome progression is on. Not much for playing with randoms myself, so I get it.

The rewards are pretty neglible, I think. The way everyone speedruns for that bike cracks me up. Just a couple of points in Grease Monkey and Advanced Engineering and you can build one faster, but most don't seem to want to so invest because they know they're going get that bike in 3-2-1. (Actually, the countdown is 10 to 1, of course, but there we are.)

Kindly pardon my ignorance of mulitplayer-specific concerns. I can see how sharing loot might be a pita in MP. The only thing I've found difficult, if not impossible, is wilderness survival, but I doubt many are going to play like that. I'd just like to see the wilderness become more of interest than traversal from town to city to biome and am coming up short on ideas on how to make it engaging, much less survivable. Most don't pay any attention to the wilderness POIs that I've seen aside from the one they spawn nearest.
 
The inability to carry a leveled avatar from server to server (which I gather they're working on) kind of put the quietus on any multiplayer testing I might have done. Spawning in as level one, my experience has been that you're lucky to get the return of a "Hi" because everyone else is off in the desert or the wasteland and doesn't have time for your scrawny self. See ya when you're leveled. You can join them at a steep, steep price, especially if biome progression is on. Not much for playing with randoms myself, so I get it.

The rewards are pretty neglible, I think. The way everyone speedruns for that bike cracks me up. Just a couple of points in Grease Monkey and Advanced Engineering and you can build one faster, but most don't seem to want to so invest because they know they're going get that bike in 3-2-1. (Actually, the countdown is 10 to 1, of course, but there we are.)

Kindly pardon my ignorance of mulitplayer-specific concerns. I can see how sharing loot might be a pita in MP. The only thing I've found difficult, if not impossible, is wilderness survival, but I doubt many are going to play like that. I'd just like to see the wilderness become more of interest than traversal from town to city to biome and am coming up short on ideas on how to make it engaging, much less survivable. Most don't pay any attention to the wilderness POIs that I've seen aside from the one they spawn nearest.

I only play MP with friends on my private server, so no pita with the looting, just less per person, and the reward compensates. Also no big differences in level as we play together at a specific time every week.

Enough points into GM and AE is really only possible if you start with INT and neglect combat somewhat (compared to the others). The easier option is IMHO to just wait for the bike being thrown into your lap as you also save on the resources to build bikes for everyone, and crack up about the own who stunts his combat progress ;)
 
I only play MP with friends on my private server, so no pita with the looting, just less per person, and the reward compensates. Also no big differences in level as we play together at a specific time every week.

Enough points into GM and AE is really only possible if you start with INT and neglect combat somewhat (compared to the others). The easier option is IMHO to just wait for the bike being thrown into your lap as you also save on the resources to build bikes for everyone, and crack up about the own who stunts his combat progress ;)
:p Plenty of time to level combat when only low level zombies (and, perhaps, the occasional dire wolf, etc.) populate the game world. I've playtested both ways to get a bike. One is more in-your-lap convenient than the other, but that's all.
 
:p Plenty of time to level combat when only low level zombies (and, perhaps, the occasional dire wolf, etc.) populate the game world. I've playtested both ways to get a bike. One is more in-your-lap convenient than the other, but that's all.

I would assume a few points missing in a weapon skill at start makes a difference. For comfort as it makes you take longer to kill each zombie and more prone to get hit yourself. And also in the amount of magazines you get. Means you have to buy better weapons or your weapon is at a lower quality. I play at a difficulty that is challenging me, 5 perk points less in my chosen attribute from start is definitely noticeable.

But experiment trumps theory, if you say it is equivalent I'll just accept it for the time being and say that seems a good game balance then
 
seems a good game balance then
Felt that way to me. You don't have to max out Grease Monkey and Advanced Engineering, much less the Intelligence attribute, completely ignoring combat skills to build a bike, certainly. Actually felt better to me doing it that way than waiting for it to fall into my lap because I built it myself. Whee! Felt like I'd hit a milestone or something. The only thing that feels not so great about it, atm, is the exceptionally long wait between vehicles because there are so few. Not sure what, if anything, can be done about that other than to task someone with creating more, which I've no idea whether TFP has the time and budget to do all things considered. It's not absolutely necessary, I don't think, despite the desire for more, more, more on the part of the community.

"More! More! is the cry of a mistaken soul. Less than All cannot satisfy Man." ~ William Blake (No idea why that just popped into my head, but I'm kind of weird like that.)
 
You don't have to max out Grease Monkey and Advanced Engineering, much less the Intelligence attribute, completely ignoring combat skills to build a bike, certainly.

Agreed.

I used "Just Rob's Perfect Start" strategy. It's more aggressive than my normal start as I usually rush just the forge. But even with a little bad luck I had a workbench crafted by 1000 hrs Day 2. A point into Grease Monkey and I had a bike on Day 4 (pushing to mini-bike) even though Pass and Gas crates were thin on the ground and no trader quests. (Note RWG and pretty standard settings, warrior difficulty and 16 zombies.)

I often avoid weapon specific points as the underlying perk seems to gives better benefits at least in early game (IMHO), but yes you give up some weapon magazine bonus. Overall, more rigorous stamina management was the only downside. The bone knife is king here regardless of main perk.

Made a standard fighting position on a concrete building for Day 7 horde, ezzey peezy.

Day 8 - Only reading 11 Forge Ahead magazines means the book bonus still works, I and have 28 saved up for reading. I will probably just read them to open up the chem station and apiary tools then wait on the crucible to naturally top off.
 
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