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

Which is the more important main feature of the game?

  • A story driven by main and side quests.

    Votes: 0 0.0%
  • A randomly generated world with smooth terrain.

    Votes: 1 100.0%

  • Total voters
    1
Smooth random gen definitely. If they ever add a story or quests, I hope they won't add them like they would add them in a normal non-sandbox game. I mean not in a linear manner, but dynamically with quests randomly getting triggered by exploring certain POIs, random events, tech progression etc, being chained differently on each playthrough and having different random outcomes.

 
Guys, even quests can be randomly generated! Not just the terrain.

Keep that in mind!

I love terrain generation, I think that someday every open world game will be generated and I think that 7DTD has gained a LOT of longevity thanks to it.

However what I would like to see is:

let's say that the pimps develop 30 different quests and then find a way to procedurally modify them indefinitely.

Switching the NPC that starts the quest,

changing the NPC that must be killed, or the zombie...

Altering the number of targets,

the location,

the main task to do,

the tool you need to use in order to complete the task,

the time you have to complete it,

the reward,

the number of friends that need to help you during the task..

Continuously flipping the chain of quests that trigger one another.

This is my mind would be the best implementation. What do you guys think?

 
Guys, even quests can be randomly generated! Not just the terrain.
Keep that in mind!

I love terrain generation, I think that someday every open world game will be generated and I think that 7DTD has gained a LOT of longevity thanks to it.

However what I would like to see is:

let's say that the pimps develop 30 different quests and then find a way to procedurally modify them indefinitely.

Switching the NPC that starts the quest,

changing the NPC that must be killed, or the zombie...

Altering the number of targets,

the location,

the main task to do,

the tool you need to use in order to complete the task,

the time you have to complete it,

the reward,

the number of friends that need to help you during the task..

Continuously flipping the chain of quests that trigger one another.

This is my mind would be the best implementation. What do you guys think?
Yes, but hopefully they won't be the generic kind of quests, like kill x of type x zombies in x minutes with x weapon. They have to get a lot more creative than that. The motives/rewards must also be something that the game doesn't already offer you through exploration.

 
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Smooth rgw terrain. I don't think the game needs a real story more like some conversations or helping other survivors and getting some rewards. I would like funny, wise charakters who talk to you about now and before the apocalypse. There is a chance that a long story with many side quests actually prevent people from starting a new game because there is this story they have to complete again. That can be annoying.

 
I support better RGW all the way. It is good now, but considering how much better it has gotten to now I am sure it can be better still. Story is not too exciting for me usually.

 
Focus at getting the zombiez working better and more fun and finish electrical and traps before put all that work in cars and choppers that will bring more laggggg...plz

 
Yes, but hopefully they won't be the generic kind of quests, like kill x of type x zombies in x minutes with x weapon. They have to get a lot more creative than that. The motives/rewards must also be something that the game doesn't already offer you through exploration.
Yeah, this is going to be the tough nut to crack if TFP go down the route of procedurally generated quests. If it's simple variants of "go here, kill/collect [x] of this/these/those/them, come back, collect reward of [x] of [items you could easily get other ways]" then I'm not sure what it adds to the game.

 
Randomly generated quests suck usually.

What is far more important then the "main story" is the system behind it that allows modders to custom create endless amount of quests.

 
Randomly generated quests suck usually.
What is far more important then the "main story" is the system behind it that allows modders to custom create endless amount of quests.
100% agree on all counts. If TFP build the right systems with modding capabilities then the modders WILL come and play. Everyone wins!

 
Random quests, even repetitive as well as different world events(recurring) >>> story campaign
You can't have actual story, you can have some lore, but not personal or world story, because once that ends, you're left with that empty feeling inside and subnautica as good as it is is prime example of that early burnout due to completing story.

I'm voting quests exclusively because there is no separate option for them, but I am NOT supporting main story at all.

Plus, actual quests and "story" around them should require different resources then smooth terrain, which is mostly programming, while quests require much more planning and balancing designer role.
I agree with this idea as well. This game is awesome without a main story but some side quests that tie into the lore and involve interacting with Bandits/Settlers would be awesome. It would enrichen the story without creating an end-game.

 
For this game, I feel like my character IS the story and I'm creating my own side quests as I play. It doesn't feel like I need preset events to push me along a certain path.

Tonight's side quest is to raid the Crack-A-Book nearby to hopefully make progress on my main quests of building a minibike and making a crossbow.

 
For this game, I feel like my character IS the story and I'm creating my own side quests as I play. It doesn't feel like I need preset events to push me along a certain path.
Tonight's side quest is to raid the Crack-A-Book nearby to hopefully make progress on my main quests of building a minibike and making a crossbow.
Very true. With a little imagination, there are limitless goals to complete in the game. Building mines in different biomes, seeking Stainless Steel at the Trader(s), Brass runs, uncovering all the grey on the map...anything at all.

I like the idea of optional side quests simply as an avenue to broaden the lore (like, wtf happened?) but I suppose this could be done in a multitude of ways without implementing tasks for the player to complete.

Edit: For the record, I voted "Randomly Generated World". I have a shameful amount of hours in this game...so 7D2D is perfectly fine without a main story :)

 
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Stories are the bane of survival games. They don't need them. Being let loose in an RNG world where you can do whatever takes your fancy *IS* the story.

 
The only quest type(s) I'd like to see in this game is one where the Traders will randomly have supply shortages from heavy supply and demand, bandit incursions (bounty rewards for, locally, named bandits?), or, construction based items needed for emergency base repair due to any breaches in the Trading Posts perimeter walls, that happen, occasionally, from Z wall bangers, also, the order must be filled prior to the next blood-moon horde or possibly suffer the loss of that TP? (maybe incentivize a bounty system for Z scalps taken outside of the TP's walls?)

But, that's second place to my pick for a smoothed RNG terrain feature.

Provided it's one with the same natural properties of the real biomes it's laying down at our feet. No more 3x3 square block of a desert biome that's land locked inside a frozen tundra on top of a mountainous plateau at +167 blocks above, a zero based, sea level. It would be nice if we could choose to randomize our seed map to contain just one, or two, biome types of our choice.

Also, it would be nice if further on down the road our biomes had underground aquifer's, where, that mineshaft I'm about to sink is about to turn into an underground watery grave or my new Cartesian well.

 
Personally, I think the appeal of 7 days would be hampered by too much story. Primarily because the feeling of being all alone in this post apocalypse setting is cool. I'm not against some NPCs of course, traders are cool. But I'd prefer minimal interaction with other characters.

 
these polls... 100-200 people vote from the 10k+ active playerbase. 75% are tryhards,who only care about building huge bases. the only thing this post can be useful is to keep up the hype... :) im glad.

btw hopefully the random quests/dungeons in A17 will be good and enjoyable

 
these polls... 100-200 people vote from the 10k+ active playerbase. 75% are tryhards,who only care about building huge bases. the only thing this post can be useful is to keep up the hype... :) im glad.btw hopefully the random quests/dungeons in A17 will be good and enjoyable
Does that make you a "can'thard" who once attempted building a huge base but.....

 
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