PC Which is the more important main feature of the game VI

Which is the more important main feature of the game VI

  • POI Editor and huge block id limit increase

    Votes: 0 0.0%
  • Moddable dialog trees and quest objectives

    Votes: 0 0.0%

  • Total voters
    0
As for the poll... I intend to make good use of both systems but I can see the dialog stuff adding a great deal of depth the game that it is currently lacking so I voted for that.

The POI editor will undoubtedly lead to a HUGE variety of POIs being created and shared but there is already quit a variety so I see it as less impactful at this point.

 
To me, both are very closely related. If you are creating quests, I would think you would want to have a specific POI type in mind for that quest. If it is story driven and a long term quest, it makes sense to have several unique POI along the way to set it apart from the rest of the games POI.

 
From the bits and pieces we have heard I think a possible example could be this quest:
"If you are interested in an opportunity, meet me on day 14 at noon at location 400N, 300W"

If you get to that location on time, either of three things might happen:

1) 30% chance: you are ambushed by bandits who used the quest as bait

2) 5% chance: you find a dead NPC with a paper hinting at a hidden chest somewhere

3) 65% chance: An NPC tells you that he knows a building that is home to a zombie boss (or alternatively bandits) where a working chem station is in the cellar. He offers to give you the location and will pay you 200 coins if you bring back an antibiotics pill for his dying wife.

3a) you can accept or decline. If you decline, he might attack you (20%), ignore you (20%) or sweeten his offer with more coins or an extended magazine mod (60%). You even might be able to decide if you want more coins or the mod.

Gazz, any comment on whether this might be possible in A17? I imagine the timed appearance of the quest npc could be implemented as an appropriatley delayed spawn buff on a block in that exact location lasting a few minutes.

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Even better example: Just play FTL and see what a good writer and some randomization can do with a better quest system in a randomly generated world
It's a good example actually, this is approximately the way I would want a quest to function - with random chances to different outcomes (FTL is one of my favorite indie games). Complex enough, so that it doesn't get repetitive. So, with the current modding tools (since I am clueless about modding in 7D), it isn't possible for example, to trigger events (with or without a random chance)?

 
It's a good example actually, this is approximately the way I would want a quest to function - with random chances to different outcomes (FTL is one of my favorite indie games). Complex enough, so that it doesn't get repetitive. So, with the current modding tools (since I am clueless about modding in 7D), it isn't possible for example, to trigger events (with or without a random chance)?
I know that the new buff system can trigger happenings from events but for details on what exactly might be possible Gazz or Kinyajuu or Prime would have to chime in.

 
So, with the current modding tools (since I am clueless about modding in 7D), it isn't possible for example, to trigger events (with or without a random chance)?
Simply judging from what modders have NOT done or used strange detours to implement it anyone can make good guesses what is probably impossible (or very very hard to find out): For example create a zombie spawn event from a quest. If that were possible a lot of modders would have used it. Or make a quest with a choice or multiple paths without using multiple recipes as "providers" of that choice.

 
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Simply judging from what modders have NOT done or used strange detours to implement it anyone can make good guesses what is probably impossible (or very very hard to find out): For example create a zombie spawn event from a quest. If that were possible a lot of modders would have used it. Or make a quest with a choice or multiple paths without using multiple recipes as "providers" of that choice.
Yeah, the stuff possible in XML for events is pretty basic and mostly geared toward harvesting resources and crops growing. With A17 there should be a LOT more toys to play with.

I hope someday they open up possible animation sequences to be activated in events so you could have a trader flip you the bird if you piss them off in a transaction. Might also get a zombie to do the moon walk while singing Thriller.

 
Might also get a zombie to do the moon walk while singing Thriller.
I have zombies in my med mod that I can rig to the thriller dance. =)

...tempted on doing it, as a gag... just one rando who may or may not appear doing the dance. I would lol.

 
Yeh what triggers it is the question... Be kinda cool to make it command driven, but I have to get with people smarter than me first. =)

 
to me neither option is top of my list for what is exciting coming in a17 for mods ;p

Of the two definately dialog trees since it means less work making workarounds for a lack of npc interactions.

Im kinda looking forward to the in game editor tho, because then I can finally work out what I need to build into my web based game world editor ;)

 
Once again, I find myself voting against an option I don't want rather than voting for an option I do want.

I don't want more dialog trees and quest objectives from NPCs, because I don't want NPC interaction to be a bigger part of the game than it already is. In fact I'd prefer it if there were no traders and the only interaction you have with any other living people was fighting off bandits.

So I voted for the other option - an option about which I have no strong feelings one way or the other.

 
Yeh what triggers it is the question... Be kinda cool to make it command driven, but I have to get with people smarter than me first. =)
For a humorous mod I would suggest making it the opener on horde night. Before the first zombies attack, they do the war dance.

Or the PC can get some hallucigenous drug out of cacti and when he drinks that, zombies do the dance. May even appease some people who want realism in their game (if they experimented with drugs in real life and saw red elephants)

 
The POI editor will undoubtedly lead to a HUGE variety of POIs being created and shared but there is already quit a variety so I see it as less impactful at this point.
I guess I'm confused. Are modders not already using the in-game editor? Will the first option offer modders more than this already does?

https://7daystodie.com/forums/showthread.php?47459-Unlocking-In-Game-Prefab-Editor-(Terrain-Tools)-dll-mod

It's cool that it'll be built-in without having to install the .dll. But it seems to me that, to the type of person that's amenable to modding, that extra step wouldn't be a big barrier. In other words, I figured most people that wanted to make things with the in-game prefab editor were already doing so.

 
I feel the same as A Nice Cup of Tea. This is a survival game. We already have way too many traders in it. It doesn't really feel like an apocalypse anymore.

 
Once again, I find myself voting against an option I don't want rather than voting for an option I do want.
I don't want more dialog trees and quest objectives from NPCs, because I don't want NPC interaction to be a bigger part of the game than it already is. In fact I'd prefer it if there were no traders and the only interaction you have with any other living people was fighting off bandits.

So I voted for the other option - an option about which I have no strong feelings one way or the other.

I feel the same as A Nice Cup of Tea. This is a survival game. We already have way too many traders in it. It doesn't really feel like an apocalypse anymore.
Well both are coming despite what we vote for so voting against one by choosing another that you don't care about has zero impact. Probably would have been better to just not vote at all so that the amount of interest generated by the poll would have appeared less than it does. I'm not sure why you feel that a survival game can only be so one-dimensional that there can only ever be hostile lifeforms alive. You truly feel that in such an apocalyptic world there wouldn't be any other human being who could have survived that might want some help or would interact with you in any other way other than kill kill kill? For sake of conversation, I'd like to hear your reasoning that not one single other human sentient could possibly survive as you did but all they want to do is be a bandit because if they did want to be something other than that we would not be playing a survival game.

 
I am not totally against having npcs. I just believe there should a lot less. In many of my games I could visit 3 traders on the same day (I play long days). I pretty much imagine an actual apocalypse would be every man for themselves. Anyone you meet you would be highly wary of.

 
I am not totally against having npcs. I just believe there should a lot less. In many of my games I could visit 3 traders on the same day (I play long days). I pretty much imagine an actual apocalypse would be every man for themselves. Anyone you meet you would be highly wary of.
Well maybe they'll eventually make it so that there is always a slight chance of getting attacked by a trader so that you feel that wariness. I agree that knowing 100% that a trader is going to always be just a trader and is never going to try and get the drop on you means there is no feeling of fear or hesitancy in talking to them.

BTW, It would be real nice I imagine in an actual apocalypse to be able to stretch out the daylight time to extraordinary lengths to get everything you want to get done in plenty of time.... ;)

 
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