What happened to 4k maps?

Navezgane was created a long time ago before quests were in the game. I agree that it isn't adopted to a quest-centric gameplay (and probably never will without destroying its uniqueness). Its appeal is that it is handcrafted, the best map if you are into exploration and in future will probably be the only map to have the full story.

I wouldn't do a quest on foot that is 800m away, at least not as the only thing. Instead I would loot POIs around me without a quest. Or loot POIs on the way to the quest POI as well (and drop most loot in a few well placed containers on the way).

Comparing this game to other games makes sense only to a degree. Comparing with Valheim for example you don't have quests to walk to, but even with well placed teleporters I wasted whole evenings with corpse runs. And generally I want to play games that differ in their gameplay, not games that all adopt the same solution to gameplay even if there is one optimal one.
I've definitely had bad sessions on Valheim, and I look back on it and it wasn't enjoyable doing corpse runs. Luckily for me it's a lot easier to stay alive in 7DTD than it is in Valheim.

My point is, there's a quest distance that is far enough as to be unfun. And I think 800m is that upper distance for tier 1, 2, 3 quests. By the time you're doing tier 4's and 5's, you've probably got a motorcycle or 4x4, so it's a little more a fuel logistics thing.

That isn't specific to Navezgane or any map, just a general gameplay insight.

What I have critizised for years was that the trader rewards are too good, which makes many players forget that you simply can loot without a quest. TFP has already decreased the rewards, it was much worse in previous alphas. As long as players feel they need to travel 900m to a tier1 POI one can argue the rewards are still a bit too high. It is just the combination of XP, reward and reputation that is too much. IMO making people group up would still be achieved with the reward halfed again.
Well, it's not really about balancing quest rewards. I handed in a quest and the best item Rekt offered was a single magazine.

The fact is, there are only five progression methods. Six if you include player knowledge/skill.
1) Your character gains XP and levels up. That gives you skill points, more stats (health/stamina), and higher loot stage.
2) Loot, items. Finding the toilet knife/pistol, getting those mechanical parts for the wrench, etc.
3) Perk books. Some challenges are impossible (?) without eating perk books. Plus they give you solid gameplay boosts.
4) Crafting magazines. You could play the game without crafting or eating a magazine, but if you like crafting you *need* to loot magazines.
5) Quest points. The only way to increase quest points is to complete quests.

If you completely ignore questing, and later decide that you want to do a tier-6 quest, you can't unless you work through the quests. It's a reliable progression method. There's never a quest that you complete that's like "oh, even though you completed it, you don't get quest points this time". Meanwhile with looting, there are many times you loot and don't get anything you needed to progress.

If quests gave zero reward (except quest points), I would still complete them, because you can't take on tier-6 POIs without doing so. It's literally the only way to tackle the "end-game" content this game has.
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I will add though, I really do appreciate the bicycle reward after 10 quest points. The game is a lot better for giving free bicycles away.
 
Another thing I'll add, related to map size. I'm not sure exactly how 7DTD does it technically, but I assume it's similar to other voxel games.

The host of the peer-to-peer playthrough we're doing on Navezgane currently is experiencing huge lag (fps) spikes as we uncover more of the map. I have to assume it's because we're loading in more chunks of the map. And we haven't uncovered all of the map yet.

Like I said, 4x4=16, 6x6=36, so a 4k map is potentially 44% as big as a 6k map. If uncovering more of the map increases host computer load, then naturally area size being small is very important.

Same thing happened in Minecraft when I played years ago, going too far out and exploring too much strains the server.

Yeah, sure, a dedicated server would help, but the point is that smaller maps will seemingly cause smaller resource strains.
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I originally came into this thread with a fondness for the pregen4k map, but I could be persuaded towards a denser 3k map being added as a pregen to the vanilla game.
 
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