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
I think it’s an easy bet what will win but as a conversation starter perhaps it can have some merit. This was actually requested in the MEME thread. So have at it and be respectful of differing opinions. Obviously this not an either or question since we will eventually have both but more of a question of where should the devs be focusing most of their time and energy. I’m interested in hearing thoughts on both sides.
Can I inject a 3rd option ?

Workshop support for player made maps, quests, POIs, scenarios, mods and RWG presets.

What matters most, for me anyway, is for a serious feature of many awesome steam games, (modability/workshop support), be developed and tuned now before it becomes too much of a chore, if it isn't already. I think it would kick up the user base and revive the game for many.

Modding can also help with the development of the game as modders may supply unique solutions to exising problems or fine tune immersive features which can be eventually worked into the full game, providing the modder is cool with it.

 
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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.
New players will start with Navezgane and if it's not good enough for them they won't even bother trying RGW and quit playing altogether. You want the most solid Navezgane campaign to keep players hooked on the game.

 
Can I inject a 3rd option ?Workshop support for player made maps, quests, POIs, scenarios, mods and RWG presets.
It's been talked about several times. I'm thinking that may end up being a post release thing, though, if it happens at all (TFP may go with an internal method for the sake of time and save Steam Workshop integration for the next game). I'm pretty sure it's not high on the priority list at this point, at least based on dev comments about this topic (or lack thereof).

 
I voted to Navezgane.

Nav map is gradually changing less immense for me. For now, Nav has much quality compared with RGW. But as improving my RGW mod, and as seeing community made prefab, I'm feeling that its quality can be overwhelmed by user-made RGW, sooner or later.

So, I'm really glad to hear A17 has huge improvement of Nav, not only prefab position, but also terrain and biome distributions. I'm sure I will play on Navezgane at first play of A17. :)

 
IMO, a "ten pack" of prepared-polished maps like Navezgamne would make for great paid DLC. Heck, I would pay for that DLC happily even in the current alpha state.

So many possibilities:

A themed snowy map

Themed desert map

Themed high mountains

Themed large cities

Themed water map, with lots of crafted bridges

So many possibilities..

 
I'm sure I will play on Navezgane at first play of A17. :)
It makes sense to go back in the good old Navezgane to see what changed with a new alpha. When you know it well, then you can notice the changes easily. It's useful to know your way around it so you can travel across the map to check out what's new. You can be sure I'm going to visit the new Diersville right away when I start playing A17.

 
It makes sense to go back in the good old Navezgane to see what changed with a new alpha. When you know it well, then you can notice the changes easily. It's useful to know your way around it so you can travel across the map to check out what's new. You can be sure I'm going to visit the new Diersville right away when I start playing A17.
OR.. it is a perfect time to refrain from playing Navezgane to get better experience when the game goes gold. After all, Navezgane will be the most detailed map. Knowing it by memory would take half the fun away.

I actually haven't played Navezgane (other then testing base builds) since random gen was introduced.

 
I think RWG, since I think whatever works in RWG in terms of quests and POIs would work in Navezgane as well, since if you can get stuff working on a dynamic random world that may or may not have certain elements such as quest POIs, completion points, etc. then it should be a relatively straightforward process to put that work into Navezgane since it's static - so would boil down to a reduction of variables from how I see it.

Personally I never play on Navezgane unless it's for an event or something where we need a map everybody knows. The last time I played Navz was back in A15, I haven't even touched it on A16 for actual playthrough purposes, only modding purposes where I need a quick loading world.

Now what WOULD be amazing is if players when designing their own maps could have those maps randomly generated in RWG. So for example instead of finding a collection of towns in an area it could lead nicely into a player made city or location. That way thinking about future workshop integration with Steam Workshop, all you'd need to do to have more random maps spawn in RWG would be to download more maps from steam, which could be either dev made or player made. So if I downloaded 3 separate maps I could choose to play them individually or there would be a chance that on my next RWG game that these maps may or may not generate in the world.

Or you could make it so that you needed to travel through radiation zones to get to the other maps. Maybe an endgame thing where you have to reach a certain point in one of those player made maps to 'escape' the apocalypse and get taken to the White River settlement, but to get there you have to don a hazmat suit and traverse the radiation zone which would have tough bosses, zombie bears, rad cops... All sorts of nasties that you wouldn't hope to take on without sufficient gear and experience. Like an area that pretty much says 'If you're under level 190, you're going to die horribly in the first 10 minutes unless you're a lucky son of a gun'.

 
OR.. it is a perfect time to refrain from playing Navezgane to get better experience when the game goes gold. After all, Navezgane will be the most detailed map. Knowing it by memory would take half the fun away.
The whole point of playing a game still in alpha is to test it. I'm not going to refrain playing anything, on the contrary. If I wanted a better experience and to keep it fresh, I would wait for the game to go gold before playing it at all. Knowing Navezgane by memory just makes it easier to navigate it, instead of having to look at a map.

 
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.
Polishing Navezgane gets the devs to include better tools that will hopefully become part of the level editor so that user created maps will proliferate and be filled with awesomely designed terrain landmarks (like the chasm) that won’t ever be able to be included in random gen which will always have generic features rather than designed and sculpted features.
I think if that was the target (the tools for more maps) the poll might have been better as a 3 choicer with the additional choice something like "Additional maps or map creation tools".

I think the vote might not have been so one-sided.

I still would have voted Random, but I like random worlds.

Edit:

To be clear, it is not that I dislike Navezgane. Think it is great in fact. I can't wait for the full story and everything to be added to it and I do play it each version. Just that Navezgane is known so well I have to force to play different each time, and even then have the crutch to fall back on of knowing where things are.

Random just feels more survival, plus well, new exploration. Heck, look at my Steam screenshots I even enjoy just previewing the maps.

 
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Anything that has story in it is something I don't want to play before release.

Generally a good story doesn't work if you play half of it, get stopped by bugs, and have to redo half of the steps/quests/conversations again and again.

7D2D is a bit of a special case because the story will not be comparable to the full-fledged story of a RPG. Still, RWG for me till release.

 
Anything that has story in it is something I don't want to play before release.
Generally a good story doesn't work if you play half of it, get stopped by bugs, and have to redo half of the steps/quests/conversations again and again.

7D2D is a bit of a special case because the story will not be comparable to the full-fledged story of a RPG.
Why not? The story is not even in right now so it doesn't matter. Navezgane is just another map so far, without anything different from RGW except it's a static map.

So you mean that you played every interesting stories in games until the end? TES games has great stories in them, but like many players I didn't even finish the main quest. So even if I played half of it, that doesn't mean I'm not going to get back to it eventually.

7DTD IS an action RPG for the most part. If you fail to see the tons of similarities with TES, then play some more Skyrim or something. It doesn't have the same scope and scale TES games has now of course so the story won't be as developed, but I'm still looking foward to read some text boxes from NPCs, like in many other RPG games.

 
Why not? The story is not even in right now so it doesn't matter. Navezgane is just another map so far, without anything different from RGW except it's a static map.
True. But I assume we are talking about A17 which will have parts of the story already in it, however rudimentary.

So you mean that you played every interesting stories in games until the end? TES games has great stories in them, but like many players I didn't even finish the main quest. So even if I played half of it, that doesn't mean I'm not going to get back to it eventually.
Either you are not that interested in stories or at least TES main stories aren't as great as you think. A really good story is one you want to follow to the end. Btw. many people say Bethesda is not good in creating a compelling main story, reviewers, people in games forums...

7DTD IS an action RPG for the most part. If you fail to see the tons of similarities with TES, then play some more Skyrim or something. It doesn't have the same scope and scale TES games has now of course so the story won't be as developed, but I'm still looking foward to read some text boxes from NPCs, like in many other RPG games.
I expect 7D2D to have a very rudimentary story that is found out through some quests and lots of hints in some POI's. Most of it having to do with the question: "How did the zombie plague start?". I expect most of Navezganes secrets and places are good for exactly one playthrough. So I try to create the best experience out of that one playthrough instead of watering down that experience.

 
Either you are not that interested in stories or at least TES main stories aren't as great as you think. A really good story is one you want to follow to the end. Btw. many people say Bethesda is not good in creating a compelling main story, reviewers, people in games forums...
I am interested in stories, but I get distracted from them in open world games. It's not that I'm not interested in TES storyline, since I really liked the one in Oblivion especially but since there's so many other things to see, I just tend to wander off. I do like linear games that are taking you by the hand through the story, since there's no distractions then or at least not many.

 
I hate game stories. They're boring, and usually only exciting for the person writing it. I don't want to be part of someone else's story, I want to make my own. Preferably with lots of gunfire.

 
I hate game stories. They're boring, and usually only exciting for the person writing it. I don't want to be part of someone else's story, I want to make my own. Preferably with lots of gunfire.

As Guppy came over the rise leaving hundreds of corpses behind him he saw the skyline of a brand new city. Looking closely he noticed that this once grand city was now completely flooded. Suppressing a self-satisfied smile he traded his AK-47 for a pencil and a stack of papers. "These buildings aren't going assess themselves," he gleefully proclaimed to the headless stripper sprawled on the ground beside him.

 
As Guppy came over the rise leaving hundreds of corpses behind him he saw the skyline of a brand new city. Looking closely he noticed that this once grand city was now completely flooded. Suppressing a self-satisfied smile he traded his AK-47 for a pencil and a stack of papers. "These buildings aren't going assess themselves," he gleefully proclaimed to the headless stripper sprawled on the ground beside him.
Was the stripper his lover? Was a toilet flush involved in the flooding? Was the paper thick lined or narrow lined? YOU LEFT OUT IMPORTANT DETAILS!

 
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