I don't think the sentiment is just with POIs, but the general feel of freedom from earlier alphas. To bring some of that back without reverting I think we can look at alternative ways to spark the feel of randomness and exploration people are truly craving.
Picture this. You are picking up a quest from the trader to go clear out the zombies at a POI 353km away in the wilderness. You accept the quest and start heading to the location. While you are traveling the sky darkens. As it appears it will rain soon you stop at your base and grab some clothing for the journey ahead after deciding to tackle the quest regardless of rain.
- Temperature returning should provide some value and detriment to rain. Perhaps rain accelerates dew collectors by 15% but provides a "wetness" debuff while you are out unless properly clothed. If the weather is cold then you could get sick or hypothermia easier and if the temperature is hot then it could cool down the temperature making it feel more comfortable.
- Weather, temperature, etc all add some complexity to your decision making process and can add unexpected challenges. Do you take the time to gear up? What about inventory space?
Back on our journey we are 278km away when we notice an army camp POI. We choose to stay away from that location as it is infested with tougher than normal zombies, but may be something to investigate later as army camps are well known to have good loot so we mark it on the map to save it for later.
- Certain POIs should be more difficult than others of their peers but should have better rewards. Things like army camps, police stations, etc should offer some valuable weapons, ammo, armor, etc that you wouldn't normally find within your loot stage. But tackling them is far more difficult than normal.
- You can also extend this logic to larger grocery stores, hardware stores, etc where you can find loot outside of your loot stage, but more tailored to that store.
- The difficulty should generally be higher and the loot could be guaranteed tier 1 loot if you are at T0 and a 15% chance for the next tier loot at every other stage as an example. So if I JUST entered the loot stage that would give me only tier 1 then I would have a small chance to find some items from the next tier in one of the aforementioned harder POIs.
- You could denote harder POIs with different color skulls or some other graphic to warn people of the increased danger.
As we continue we notice a crashed helicopter with a few bandits nearby and few supplies crates. If we can take them out we can earn some quick loot, but the bandits won't make it easy. We are 190km away from our quest and the rain has started to drizzle, but we aren't sure if there will be an accompanying storm to make matters worse. We are close to getting to the next tier in quests so we once again mark the location and move past the bandits by going around them to our quest location.
- There can be POIs that aren't POIs in the traditional sense and act more like parts. Things like crashed helicopters, car crashes, bandit checkpoints, etc could help litter the world in both tiles and outside of tiles in the wilderness to add more diversity than just running to and from quests.
- Storms shouldn't be limited to harder zones and rain should be able to develop into thunderstorms and cause more debuffs that would hinder progressing throughout the world. This adds layers to decision making allowing players to feel more immersed in the game and diversify one day from another. I think lesser storms should be a thing eventually in every biome (debuffs, but no shelter necessarily needed) with the current storms being the more serious ones where you can take shelter.
As we get near the POI we can see a roaming horde off in the distance. If we are quiet we should be able to clear the POI and make it back without taking more time to deal with the horde. At this point the rain has turned into a proper storm and it would be challenging dealing with so many zombies in the storm. We look at the POI and notice we can go through the garage which is half open or the back door which is unlocked. We choose the back door as we can shut it in hopes of slowing down any nearby zombies should they discover us.
- Hordes are one of the things that can be very fun and scary at the same time to run into. Hopefully we can get more consistent run-ins with them without feeling like they have onboard GPS. Perhaps more of them but better diversity in numbers so that you can get smaller hordes more commonly than larger ones with the larger ones acting like the current hordes.
- Many POIs wouldn't have a loot room, instead loot is distributed throughout the POI.
- Without loot rooms you can make smaller POIs more open and feel less "on-rails" or "linear" by offering multiple approaches to tackle the POI. Larger POIs or more confusing ones whereby you can get lost easily could be more linear with loot rooms.
After clearing the POI the lightning storm has subsided into a simple rain storm so we can proceed back to turn in the quest. Due to the helicopter and bandits we take a slightly different approach to turn in the quest and diverge from our previous path slightly to stay a safe distance away so we aren't spotted by bandits. We are 243km away from the trader and notice several deer grazing nearby. We still have some time left before nightfall so we equip our bow and draw an arrow. We manage to take out 3 of the 6 deer without having to chase them too far but that is enough to last for a while.
- Storms should be able to go back to their lesser counterparts before dissipating making the stay indoors portion smaller in comparison while allowing storms to last longer without needing to shut down gameplay common with the more dangerous storms.
- Using the event manager you can spawn in not just zombies and bandits but wildlife as well such as encountering a herd of deer. Generally we want things to feel dynamic and offer some sense of randomness to the world. Small encounters such as this make the world feel alive and help alleviate the simple quest, return, quest pathing cycle that feels repetitive.
We are almost back to the trader and are entering the gateway into the city limits. As we approach the trader we notice a small blockade up the road just past the trader. Bandits have since blocked off that area of the road and are looking to rob and kill any unlucky victims. We return the quest and grab a new one. The quest is located in an opposing direction to the bandit blockade. It's almost night and we aren't sure how dark the night will be so we decide that doing another quest isn't in the cards. We can attempt to tackle the bandits or perhaps go back and raid the helicopter. Decisions, decisions...
- With the event manager scripted events such as bandits blockading a street would be nice to see. A once unoccupied area now taken over by bandits or even a larger influx of zombies, not a horde, but just some roaming zombies that have spawned in a nearby area in addition to the regular tile spawns. This all adds diversity of gameplay.
- Ideally, we could have more dynamic night cycles with full moon nights being slightly brighter than half moon nights and then quarter moon nights where it is darker than normal. This adds more complexity to the game and decisions have to be made on whether you want to tackle content during the night or whether you should keep those night vision goggles or bring torches with you.
- Decisions, decisions...at the end of the day that is the core of what we lost. Now it's just always good to quest but with some changes you can add so much depth and complexity to the game with systems currently working or in development already.
I hope this illustrates how a simple quest can lead to difficult choices that can determine the outcome of your adventure and how each run to a quest can be different than the last. Perhaps one night it's simple and you don't have a lot of options or perhaps, like in the example scenario you have a lot of options and divergent gameplay. Either way the CHOICE is yours and the rewards to tackling the side objectives are tantalizing enough to warrant pausing the main quest objective if you are up to the challenge.
Again, I think POI design is but one part of a larger issue people are having with burnout.