What kind of new quest types would you like to see added?

One that I recently mentioned was a horde attack/defense quest, where as soon as you click to start the quest, the POI resets and a horde equivalent to a bloodmoon horde attacks right away. This horde can last a shorter time than bloodmoon... perhaps 2 game hours or so. With the POI reset and immediate start, this forces the player to defend the POI without having time to set up a lot of defenses, making it potentially more difficult than a normal bloodmoon. I think that it could be a fun challenge for people who like doing horde nights. It would have to be limited to POI that have at least a decently defensible position but without it being easy.
 
One that I recently mentioned was a horde attack/defense quest, where as soon as you click to start the quest, the POI resets and a horde equivalent to a bloodmoon horde attacks right away. This horde can last a shorter time than bloodmoon... perhaps 2 game hours or so. With the POI reset and immediate start, this forces the player to defend the POI without having time to set up a lot of defenses, making it potentially more difficult than a normal bloodmoon. I think that it could be a fun challenge for people who like doing horde nights. It would have to be limited to POI that have at least a decently defensible position but without it being easy.
I was thinking about something like this the other day. Would be fun to just defend a poi and waves of zombies come in similar to a bloodmoon, but it would be different.
 
One that I recently mentioned was a horde attack/defense quest, where as soon as you click to start the quest, the POI resets and a horde equivalent to a bloodmoon horde attacks right away. This horde can last a shorter time than bloodmoon... perhaps 2 game hours or so. With the POI reset and immediate start, this forces the player to defend the POI without having time to set up a lot of defenses, making it potentially more difficult than a normal bloodmoon. I think that it could be a fun challenge for people who like doing horde nights. It would have to be limited to POI that have at least a decently defensible position but without it being easy.
I like that. One thing I would love to see for all quests are optional objectives with their own possible rewards at the end if completed. And for your suggestion, something like not allowing the horde to break more than X blocks or something being an optional objective would be cool.
 
A Death's Head arena challenge:

Basically a no holds barred arena, LazMan would have to design it.

The outer wall floor and enclosed dome are indestructible. All other structures
can be destroyed by the entities and the player or players. With a slider rate of
200 to 500 percent entity block damage. Once you enter there is no exit unless you
survive or die. But what you take in only comes out if you survive. Primary reward
is a random Legendary Item. Secondary is the points achieved only received upon
completion and isalive.

Can be attempted Once every "whatever time period TFP assigns" so it can have
any prerequisite the team chooses, or could be random.

Should be located Wasteland to you have to get there first, and alone to maximize
FPS. Is for 1-8 players per run.

All entity spawn, including animals, and specials.

All around there are, weapons ammo and medical caches. No higher than t1. Meaning
basic bullets, Pipe weapons, Bandages but not kits, a few hard to reach repair kits.

Any one can engage at any level, either in loincloth or fully garbed, But the warning
at the gate is from Dante's Inferno. Abandon all hope. So a player should not enter with
anything that they would hate to lose.

The interior structural layout if possible should be randomized each time. There should be mines,
and spike traps all about. It could be pois no basements, no skyscrapers, Platforms, no
lockable doors, some destructible wooden hatches preset. No blocks can be laid, No ladders, only preset
ladders can be used, can use wooden spike traps, and decoys if you have the time, no vehicles
allowed passed the entry point. No storage containers can be placed. Things dropped on the ground
have an extremely shortened timer. Entities can destroy loot containers.

Skill and skillset would come into play, meaning Parkour, resistances, fall damage
protection, kill damage, and timing.

The loot boxes, are temporary, and self destruct whether opened or not as time progresses.

Later the same arena can be converted to fight against bandits.

You can't enter with anything in you backpack, only what you have loaded on your belt.

The difficulty level is based on gamestage level, the weapons and armor level you enter with,
The higher the stage the more the volume starting at 300 to 1000.

Using the quest mechanism, the arena is bare ground, until the secondary invitation is accepted, then
it is generated. After completion either positive of negative, is self destructs using the destruction
quest displayed earlier, and the entire area is wiped objects and structures.

To stop a death loop, spawn near backpack, if the player players fail is a note on the ground, to key on.
"Better luck next time!!!" "You're not ready for me yet" Signed:The Duke.

Something sort of like that. I guess
 
Some ideas

Resource gathering - Collect X item Y amount. Can be stone, sand, ores, mineral or wood.
Manufacturing - Forge, Cement mixer, Workbench item X, Y amount.
Medical - Craft X medical item Y amount.
Food production - Cook X food Y amount.
Farming - Grow X crops or collect Y amount.
Hunt down - Special strong zombie in area X (zombie that what is specially mutated from normal zombie)
Build shelter - Certain size house X by X size, location Y with material Z. Has to have certain crafting place like campfire, furniture, etc.

Higher Tier increase amounts or/and also give time limit. Mission could also increase wandering horde intervals, heatmap generation for duration of mission to increase challenge.
 
Firstly, thanks @Pokketninja for taking the time to get feedback from the community.

1) A primary consideration would be disconnecting quests from traders and trader stage. The reliance on the trader and the trader monopoly on providing quests, does a disservice to the game. There are so many more ways to play the game, yet many players just get into the trader quest treadmill vibe as the only way to progress (see the trader always open and removal of quests limits as symptoms of the trader quest treadmill, and not QOL mods).

2) The introduction of RPG style quests (optional) and more NPC quest providers would be a net benefit for game play variation. Even though its shoe horned into the existing game mechanics (and still done well), I enjoy what Grim Tales has done.
  1. Missing Patrol Car – break into a number of Cop Cars without lockpicking to engage. (The player also gathers rare materials to craft a mod)
  2. Mary’s Revenge – triggered at a 3000 Kill Streak (Configurable). Kill Streak resets on death. (Good fight and receive some rewards)
  3. Pigeons Carry Diseases – pigeons: some people hate them and some people absolutely adore them. (Good fight and receive some rewards)
  4. Interloper – keeping your eyes and ears open can lead to interesting things. (Need to craft a receiver and craft a transmitter, then locate that transmitter properly - Gather intel over time, that results in basically a high tier infested quest)
3) Certainly, the existing quests could be modified to be more game lore centric. Clear quests/defend quests could be provided by, and linked to, survivors, and survivor POIs. Fetch quests could be provided to gather intel or materials (e.g. to find the cure, to find who's responsible, to kill save Noah/Duke, to be directed to the safe area, etc).

4) Kind of overtaken by the bland fixed "challenges". Variations of "Kill so many of these zombies", gather resources quests, and/or multi staged versions of those kind of quests would be a nice change.

5) Leaning into some form of; find survivors, defend suvivors, and escort survivors to an extraction point/safe zone would be very interesting and lore centric.

6) Veering away from the OP question a little. Crafting a locator/transmitter for air drops would be very cool. Players could decide where to request the drop. If they don't deploy one, there is no drop. The drop could still be a randome distance from that designated point. Certainly, a battle over the crate much like the burried supplies quests, but more difficult fights, should be implimented.

There have been many good quest ideas put forward in other threads, hopefully many will migrate here.
 
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