PC Which is the most important feature VII

Which is the most important feature VII

  • Polishing and refining and designing Navezgane.

    Votes: 0 0.0%
  • Solving current problems with and improving Random Gen

    Votes: 0 0.0%

  • Total voters
    0
Adding NPCs and quests to Navezgane (and even perhaps to RGW afterwards) are core features of the game that should be implemented during alpha, while improving RGW is just tweaking that could be done afterwards in beta. Of course, most members here are experienced players who are already looking for replay value with RGW so they will want improvements to it first.

 
Random Gen. Random Gen has much more replay value, because it is a new world everytime I start over. I want to explore, to expect the unexpected. That makes 7D2D so great.

I don't play Navezgane and Random Gen is one of the big sales arguments this game has in comparison to other games. Definitely should be first priority!

 
I agree.....BUT.....eventually what could be better than random gen would be dozens of thoughtfully designed maps with a nice quest chain to tell a story. True, each map would only be fun to play once but with enough of them you would have quite a bit of replay value.
I respectfully disagree here. Especially if I decide to play with PvP enabled, random gen is a level playing field for everyone. This is the challenge everyone has to adapt to. More difficult than just learning on map X I have to do Y and then Z in order to secure A und B. This game is not SuperMario World for a reason.

I think it really comes down to who cares about a story. Most are happy with open world choose your own objectives gameplay that favors randomgen. But there are some who are hoping for a good story in a well designed map and they are going to feel more excited to have Navezgane done.
I think for predisigned maps, there are a lot of decent survival games out there.

Random Gen however, is a unique selling oint.

 
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I'm sure they will do both eventually, but what will satisfy more people is working on a good random map with as flexible a quest/mission system possible.

With Navazgane, a lot of dev man hours for a minimum of play hours doesn't sound like a good trade off. I would play Navazgane maybe 2-3 times, but then stop playing until random maps are good.

 
I voted for Random Gen because that's where the game currently excels. Navezgane is cute, and great for getting started when you're new to the game. It's never really had the content for extended play, especially with multiplayer.

 
Bah, with the new quest and sleeper system Rwg can have just as a robust of a story.
Yes, i understood it was the intention to design it that way. I also voted for rwg.

I'm hoping it will be possible to add quests to a game without having to start a new map. Like when you get tired of your current world, but discover someone has made cool storyline that you could add to your game. (dynamic NPCs and enemies scaling with your level...)

But i also understand the importance of Navezgane map. It will be the introduction to the game for new players.

 
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With Random maps, the Quest Manager will need to know where the key "Quest POI's" are: So during map creation, all quest POI's are loaded into a text file including their location (a data base would be better and I could help if needed).

Then, if any POI have a trigger (minimum player level, skill needed, minimum reputation for "x" faction) the Quest Manager can look through the file each time the player gains levels or certain skills. And notify the player that "x" wants to talk to you, "You find a piece of paper... ect.

Clear as mud? :)

 
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I am heavily on the Random side of this debate. I played Nav a lot when it was the only choice, but since then I have not really been back. I am looking forward to expanded quests. Of course if there is a story in Nav I will pay it at least once.
Same, I've never really played Navezgane at all myself, I am waiting for the story and such to be put in first before I do.

 
With Random maps, the Quest Manager will need to know where the key "Quest POI's" are: So during map creation, all quest POI's are loaded into a text file including their location (a data base would be better and I could help if needed).
Then, if any POI have a trigger (minimum player level, skill needed, minimum reputation for "x" faction) the Quest Manager can look through the file each time the player gains levels or certain skills. And notify the player that "x" wants to talk to you, "You find a piece of paper... ect.

Clear as mud? :)
Also if the player was skilled enough and cleared a quest POI above their level, the item might glow or the description says "This looks important, maybe "x" would be interested". Or if clearing out the POI was the mission then some message that says who would have liked that done.

Now THERE is a great reason for exploring past the first city you see: Bonus rep and exp for completing quests ahead of time! :)

 
With Random maps, the Quest Manager will need to know where the key "Quest POI's" are: So during map creation, all quest POI's are loaded into a text file including their location (a data base would be better and I could help if needed).
Then, if any POI have a trigger (minimum player level, skill needed, minimum reputation for "x" faction) the Quest Manager can look through the file each time the player gains levels or certain skills. And notify the player that "x" wants to talk to you, "You find a piece of paper... ect.

Clear as mud? :)
Also if the player was skilled enough and cleared a quest POI above his level, the item might glow or the description says "This looks important, maybe "x" would be interested". Of clearing out the POI was the mission then some message that says who would have liked that done.

Now THERE is a great reason for exploring past the first city you see: Bonus rep and exp for completing quests ahead of time! :)

I can see some POI's with legendary quests become very scary places. For example the "Red Mesa" is a perfect legendary quest POI and should be feared by all but the strongest or foolhardy!

 
Quests and Quest POIs are designed to work in Random Gen as well. As ald said, it's just keeping a list, we make that list when the game loads.

 
Random Gen is the easy decision for me. If it was limited to Navezgane this game would be shelved for me a month or 2 after each update. After awhile you get the Navezgane map memorized, nothing more to explore or find. Finding that "perfect" build site in random, or hidden POI's in middle of nowhere keeps things fresher longer.

 
My last Nav game was just after a recent Alpha was released to see some new POIs that were not in RG at the time. Once I saw them, game over.

 
I tend to think random gen quests will be as satisfying as pre-baked if they are implemented carefully.

With POIs being randomly placed there are potential issues with the player experience. For example you might set off on a quest that's a lot further away than it seemed and only figure it out when the sun is setting and you're in the middle of nowhere. I think we all support giving players freedom to make their own decisions, but they also need information about what they're getting into to avoid disappointment. If you see 3km and think "oh it's only 3pm there's plenty of time" then that's free choice, but if you get there and think "hmm I wouldn't have done this if I realized how long it would take", then that's something that could be avoided. Little things like "make sure you set off bright and early for this one" (dynamically added) would help maintain the player experience without getting in the way.

 
Rather than polishing Navez, I prefer a SYSTEM where players can make and share maps.

 
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I think Navezgane is a great place for everyone to start. You can learn everything you need to know about the game right there with lots of help (location of traders etc.) readily available online so the more polish TFP can put on it, the better. New players will see what is a great game, complete with bandits and everything else they've said they want to put in it before they take on the greater challenge of a random map.

 
If this was A9, I would go with Navezgane as RWG was so terrible back then I thought it wouldn't go very far. Now, RWG has proven to been the future of the game and it should be pursued strongly. Any static maps made are just gonna hold dev times back for a single playthrough for the minority of players.

 
YAY for RWG!! From my POV - its like if you get RWG working great - then things like Navezgane will follow easily! Because 'world generation' is part of the heart of the game - anything with a predetermined map like Nagezgane shouldn't be a problem. One of my ideas was to have maps of major cities... But I don't have the time for it. Albeit I would think some modders would. Think about it - wouldn't it be cool to Stomp around in 'your back yard?' I was born in Seattle and now live in LA - to be able to load up either city would be a big plus to the 'immersion' part of the game! Albeit - I think loading up New York would be cool - but dangerous cause of all the skyscrapers!!! Not from a 'hardware' standpoint but the sheer numbers of zeds that would most likely be there... Even LA... There seemingly would be a great number of zeds all over the place!

 
cad the hardware issue would kill u before the zeds would lol :p but yeah itd be sick as flat worlds equal endless options to build

 
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