Project Zomboid

Project Zomboid

Objectives and quests
So, i've been playing PZ, and sometimes the lack of mission e.g. objective, makes me drop character.
Adding some kind of objectives or quests which can reward player with some valuable resources or stuff would be a nice idea.

Some thoughts i have about it:
Game mostly consists of "wildness" and "locations". By wildness i mean the forests etc, locations - city buildings.
The game can use some kind of quest generator. Quest will be given out via radio (which need batteries too).
How it works? Well, basicaly, quest generator would have some pre-made locations or quest parts (i.e. house with key in the desk, police station with documents in the safe, etc.). Every quest will have at least 3 locations:
1) Location where player is.
2) Location which should be visited (with item, or such)
3) End location (which possibly could be location 2 as well)

There can be any number of location 2, so the player will have some waypoints to visit to complete quest.
Now, the fun part. Multiplayer. Quests can be used to connect players with each other or make them confront each other. For example: we have 2 persons, which will recieve quest. First person is "friendly" i.e. does not kill players, which is represented on stats on server. Second - hostile player, with some player kills. Now, the server issues 2 quests. For friendly player it generates waypoint, and in mission description will be marked that "You might encounter hostile persons on your way. Be careful." The fun part - For hostile player quest will be different, but with intersection with friendly player at the same waypoint (task may be other, however) at different time. But, the hostile player wont be warned about other person)
I should note, that mashing friendly into hostile is not a rule or main principle. Its all about making the world move.

Now, about quests, and actual tasks in-game.
There could be plenty. I will describe ones, i was thinking about.
- Wounded NPC needs some special medecine (get to hospital, then find npc)
- Military forces (who was investigating the site for samples) got flanked by zombies, help them escape, by triggering alarm (break into building, escape after you start alarm) (forces could be abstract, i.e. not represented in-game)
- Resource based (get key, unlock stash with goods)
- Exploration based (investigate few sites, send info via radio)

Now, we have one major, or at least noticable problem.
The world is static. I.e. items do not reapear, things stay broken, etc.
How do we manage that: server might track places, which were not visited for some time by players, and apply template to that site.
For example: we have site with house. House was scavanged by player, and after a while (few real time hours), if no-one visits it, server will apply decoration, as is someone was there, trying to barricade inside, and failed. There may appear some dead player's stashes, with goods, and so on.

Discuss.
< >
Affichage des commentaires 1 à 1 sur 1
afaik some kind of quest system is allready planned when reintroducing npcs.

< >
Affichage des commentaires 1 à 1 sur 1
Par page : 1530 50

Posté le 2 mars 2014 à 8h17
Messages : 1