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[EDIT] I do think, at the very least, Q1 iron tools need to be re-added to early quest reward.[/edit]
you can just buy an iron pickaxe from bob. he is the tool guy and by day 14 you should have finished tier 2 jobs already so that jen would send you to find bob. he still sells these. and since trader quest rewards offer you magazine bundles nearly all the time aside tier 1 quests you get a bunch of free magazines per quest you do aswell so they still help with that. traders also SELL you MAGAZINES covering up for that front aswell which still encourages players to do quests. so they are still a damn solid source for things for progression. they just stopped beeing grossly overpowered in 1.0.
they simply made crafting gear useful again. in a21 it wasnt useful at all anymore. this made the entire magazine system pointless.
and traders still undermine forge ahead books now aside the first 10 btw. as traders will see you the crafting station and crucible long before you can reach 75 books.
this just doesnt happen for guns and tools anymore now.
Let me be less obtuse and more specific....
Unbeknownst to Player B, just yesterday player C already cleared the loot room. So when Player B drops down the side and cuts their way in to grab the loot and head back to base without having done it as a quest all they get is a stack of plant fibers that Player C left behind in one of the chests to make room in his inventory. Meanwhile, Player A gets one of the best rewards of questing: A reset POI with a reset loot room with reset loot.
The benefits of the quest do not begin and end with the item the trader offers you. The full reward over what someone who doesn't quest gets is:
A reset POI to allow doing it again
Dukes
The small item choice
Reputation point increase
Comparatively, someone clearing a POI without a quest gets none of that. They get the loot they find in the POI same as the player who quested....unless, of course, the POI has already been looted at which point that player is SOL and has to look for a different POI.
I get that compared to the rewards of A21 the rewards of 1.0 are way less extravagant. But that comparison is worthless since you can't play the A21 way vs the 1.0 way. The only comparison that matters is to clear a POI without a quest or as a quest and when you stack up the existing 1.0 benefits, any reasonable player is going to choose the quest version which means that TFP did just fine if not too little in their nerf since it STILL makes sense to choose to be player A rather than player B every time.
I played a mod in which the only reward was Dukes in payment for the job. The mod author made the mod because they felt it would only make sense for the traders to pay you in coin which you would hopefully spend in their store. Why would they give you stuff instead of have you buy stuff? So, to me, getting dukes in payment for the job plus a little something something for the missus back at the base is still way better than just doing POIs without a quest.
I have a small tip for you if you want beter rewards, go into the stronger bioms and do the quests there and do quests of tier 5+ the rewards are good because you dont get high end weapons but you get other stuf that is worth
Hi everyone! I’ve been playing on many servers with my friends, and we’ve come across some common strategies that players use in POIs. I believe that by addressing these, we could make gameplay more challenging, engaging, and rewarding for everyone. Here are some thoughts I’d like to share.
Encouraging Full POI Exploration:
Currently, players can loot everything through walls, bypassing the intended progression through a POI. Making buildings indestructible (except for doors and windows) during quests would encourage players to clear the whole area, enhancing their gameplay experience.
Addressing Nerd Poling and Building Block Strategies:
Players often use these tactics to access rooftops and higher areas. By adjusting building indestructibility during quests, we could incentivize players to tackle POIs as intended, leading to more fun and engaging gameplay. Additionally, if players attempt to build within this blocked zone or use block-offs or nerd poles to access loot, they should be prevented from doing so, ensuring that they face the challenges as designed and experience the intended level of gameplay. This would be a more effective solution than nerfing Quests and Quest rewards, as it preserves the rewarding nature of the game while addressing the issues at hand.
Enhancing Rewards for Completion:
Along with increased challenge, improving rewards would give players a better incentive to complete quests. This could be accomplished by offering better loot or more satisfying in-game perks, such as day-long buffs or other incentives, depending on the Tier of the POI.
Balancing Trader Rewards:
Rather than nerfing Traders and their rewards, it might be better to focus on improving the overall POI experience, as outlined above. This way, players still feel rewarded while enjoying more immersive gameplay.
I believe that these changes could enhance gameplay sessions for everyone, making the game more challenging and fun while preserving the satisfaction of obtaining rewards.
Thank for your time
Kudos
I think they're fine. It's not like you should be going down to the local trader and buying your Lulu Lemon +6 armor...
I disagree that all the rewards are garbage. I feel the rewards from tier 1,2, and 3 are all pretty fair and balanced for the level of the game.
I DO think that tier 4 loot is weak, but not the worst. I'd like a little more variety or quantity in some of the things they give (like make 5 duct tape 10, make 100 ammo 200, make 1 blueberry pie into 3, something along those lines). Maybe even vehicle parts (chassis, and the like. Engines, etc).
I haven't done the tier 5 quests yet, but from what I've seen in videos, I really think they should up the quantity of rewards, and add things such as weapon parts for what weapons your spec'd into as rewards, and increasing the quanitity/quality of ammo to the rewards. I'll be able to comment better once I run tier 5's myself.
I don't think dialing back trader rewards was a bad thing. It creates a balance into leaning into crafting, looting, resource harvesting, and trader jobs for everything you want/need. BUT it does feel underwhelming going into the tier 4 rewards to see 3 food items of quantity one, 60 shot guns shells, and a crafting magazine bundle as the options when that was kind of what I have been seeing since tier 2 rewards.
I think so too. Yeah, an I win badge would be nice. But if anyone has ever went a couple days without eating in real life, a frikken potato is a reward.
So you have to craft the things? Just saying.
At that point it's a RNG roll to give you a slightly better version of what you already have and can likely craft. As it should be.
I most do trader quests for the Crafting skill Magazine bundles. (which I would like to see become a garenteed reward option.... 'cus it's always a nice "everything else sucks" option)
They did the magazine based skill up system in the past, and for the most part the community hated it so fun pimps naturally brought it back.
The clothing system was fine in the past IMO, you add a ton of different mods to make good clothing. The set bonuses of the new stuff isn't all that great, but mixing and matching pieces makes for some good stuff, albeit with less places to put mods.
And i am even finding zed hoards in early game, on easy setting, that give late game hoards a run for their money. Day 5 night, easy setting, 35 zed hoard, 10 irradiated, 10 feral and 15 normal, thankfully no cops or vultures, but that is still something a day 5er is not likely to handle, and i sure as heck was not able to run away.
This experimental seems to be another case of Fun Pimps trying to take even more fun out of the game, like they seem to do with every alpha.