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Endgame goals


Zombo82

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I did not play too many hours yet but I am concerned in the end it might get a bit boring.

Maybe some kind of missions like restoring power, water, radio/TV stations or what ever would be nice.

tv and radio so you could maybe get bonus to skills where there are no books books for .

 

right now its just to survive as long as you can and done ...

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Restoring Power Plants and Water Treatment Stations would definitely be worthy end-game goals. Can't get rid of the zombies, but at least you can enjoy your last few years in luxury! I definitely think the planned Factions will be locked behind establishing some kind of radio tower. I can't imagine you will just be able to start building a faction up the second the game begins, since I think that will be when you are still operating under the 'Group' mechanics at that point. Would definitely be nice to build up a bunch of different skills or rally different specialist PCs or NPCs and have to commit to a long-term goal of either Electricity, Running Water, or Rebuilding Civilization once you reach a certain point of survivability.

 

I have said on other threads that the game needs some more Late-Game Machines that make getting to high levels on MP (and SP when NPCs are added one day) actually rewarding and fun. Things like getting a Sawmill that turns logs into planks automatically at McCoy, a Sewing Machine that can be used to make homemade clothes with enough tailoring at the Mall, a big Combine for harvesting crops (or corpses) en masse at the Pony Roam-O; Moonshine Distill, Personal Computer, Coal Generator, Metal Press, etc. These would first need to be located, then moved, then repaired, before finally needing steady supplies of resources (and power) to continue running. So there would be whole months of the game dedicated to making one fully operational. IMO these would function as the End-Game goals for most SP worlds (at least until NPCs are added), but in MP these would be more like important resources to compete and war over. Things that your average big dog faction can maintain and use to their advantage. So here, your ideas about restoring water and power could fill that need for a real END-GAME goal nicely.

 

So I imagine each of the 4 starting zones will have their own Power Plant and Water Treatment Station that could be restored, but you could only fix one of each. This way, you can never restore full electricity and running water to the world, but you could have plumbing for your farm settlement outside of Rosewood and appliances/lights at your HQ in Riverside, or both in Muldraugh. Radio Towers would probably be constructed at the site of your base, but maybe they could follow the same logic of having one in each spawn area. Knowing that PZ has a super hardcore and dedicated community, though, I wouldn't be surprised if these quickly become late-game rather than end-game goals for most players:D

 

With that in mind, here's a few other ideas for End-Game Projects the devs could add:

- Setting up a Telegraph/Telephone network

- Repairing a Forklift that can move thousands of kilos at once

- Repairing a Military APC vehicle

- Renovating a Woodwork Factory for use in mass producing some basic furniture

- Renovating a Silverware Factory for use in mass producing kitchen cutlery

- Renovating the Louisville Slugger factory (when Louisville is added)

- Renovating the Dog Food Factory

- Reestablishing a Quarry for automated stone collection

- Arming a Missile to destroy any one of the 4 starting zones

- Repopulating a Nature Reserve for hunting exotic game

- Clearing out a caved-in Mineshaft for a renewable supply of (char)Coal

- I'm sure there's plenty more too! Those were just off the top of my head.

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Restoring old infrastructure seems like it would be beyond the capability of the common self-taught person, especially if they're working on their own.

It might be more sensible to look at smaller historical options. Are the rivers in this area swift enough for a water wheel for instance? There's a traditional source of power that might be an option for more power.

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1 hour ago, BentNose said:

Restoring old infrastructure seems like it would be beyond the capability of the common self-taught person, especially if they're working on their own.

 

Yes, but my thoughts are these would be impossible to do solo, you would either need multiple trained PCs or NPCs most likely with specific professions to accomplish these goals. For example, if your group consists of electricians and engineers, you can restore a power plant. However, if your group is instead comprised of veterans and mechanics, the APC vehicle would be the better choice.

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in a world like PZ the power would probaly fail "only" because missing maintenace in the power plant. the power poles you hit with a car should be repairable. same with water. zeds wouldn't dig out waterpipes so most likely the pump station would stop working after a while --> without power

 

restoring power / water was just an idea.

i would like to have just something to do besides surviving. some random optional missions that provide some benefits when completed.

 

maybe also clearing roads off car wrecks so military transports or food/material supplys can travel to towns. endless possibilities.

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  • 9 months later...
On 1/11/2021 at 3:30 PM, TrailerParkThor said:

Restoring Power Plants and Water Treatment Stations would definitely be worthy end-game goals. Can't get rid of the zombies, but at least you can enjoy your last few years in luxury! I definitely think the planned Factions will be locked behind establishing some kind of radio tower. I can't imagine you will just be able to start building a faction up the second the game begins, since I think that will be when you are still operating under the 'Group' mechanics at that point. Would definitely be nice to build up a bunch of different skills or rally different specialist PCs or NPCs and have to commit to a long-term goal of either Electricity, Running Water, or Rebuilding Civilization once you reach a certain point of survivability.

 

I have said on other threads that the game needs some more Late-Game Machines that make getting to high levels on MP (and SP when NPCs are added one day) actually rewarding and fun. Things like getting a Sawmill that turns logs into planks automatically at McCoy, a Sewing Machine that can be used to make homemade clothes with enough tailoring at the Mall, a big Combine for harvesting crops (or corpses) en masse at the Pony Roam-O; Moonshine Distill, Personal Computer, Coal Generator, Metal Press, etc. These would first need to be located, then moved, then repaired, before finally needing steady supplies of resources (and power) to continue running. So there would be whole months of the game dedicated to making one fully operational. IMO these would function as the End-Game goals for most SP worlds (at least until NPCs are added), but in MP these would be more like important resources to compete and war over. Things that your average big dog faction can maintain and use to their advantage. So here, your ideas about restoring water and power could fill that need for a real END-GAME goal nicely.

 

So I imagine each of the 4 starting zones will have their own Power Plant and Water Treatment Station that could be restored, but you could only fix one of each. This way, you can never restore full electricity and running water to the world, but you could have plumbing for your farm settlement outside of Rosewood and appliances/lights at your HQ in Riverside, or both in Muldraugh. Radio Towers would probably be constructed at the site of your base, but maybe they could follow the same logic of having one in each spawn area. Knowing that PZ has a super hardcore and dedicated community, though, I wouldn't be surprised if these quickly become late-game rather than end-game goals for most players:D

 

With that in mind, here's a few other ideas for End-Game Projects the devs could add:

- Setting up a Telegraph/Telephone network

- Repairing a Forklift that can move thousands of kilos at once

- Repairing a Military APC vehicle

- Renovating a Woodwork Factory for use in mass producing some basic furniture

- Renovating a Silverware Factory for use in mass producing kitchen cutlery

- Renovating the Louisville Slugger factory (when Louisville is added)

- Renovating the Dog Food Factory

- Reestablishing a Quarry for automated stone collection

- Arming a Missile to destroy any one of the 4 starting zones

- Repopulating a Nature Reserve for hunting exotic game

- Clearing out a caved-in Mineshaft for a renewable supply of (char)Coal

- I'm sure there's plenty more too! Those were just off the top of my head.

Bumping this to try and get more ideas from the forums

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  • 2 weeks later...

@cat enthusiastmy expectation would be to find things like the missile and APC at Fort Knox. Assuming the devs still intend to add it to the final release or a subsequent update. Now I'm not sure if there is a missile silo at Fort Knox, but we can definitely fictionalize it and add one. I think it would take maxed out skills in Electrical and Mechanical (as well as Programming if computers are ever added to vanilla), and lots of resources and supplies. I doubt the devs would ever go for an idea like this, but it was inspired by Fallout 3 and the ability to destroy Megaton permanently from the game. It would be a one time use and whatever you destroyed would remove all buildings, resources, and supplies from that starting zone. All players and zeds within the blast radius would be killed, and a fire would start in the crater. It would obviously spread in all directions, potentially being even more destructive to Knox Country. On top of that, it would summon tens of thousands of zeds into the surrounding area. This would probably be better suited for a mod, however the idea is pretty fun to imagine on an MP server or when warring with future NPC factions. You could take out a threat to your survival in one fell swoop, PLUS destroy all their bases and supplies meaning they can't just go back to their base on new characters and get a better start haha.

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As it is, it's been stated that Zomboid won't have any proper "objectives" or "goals" outside of the Story Mode's reimplementation, and as such, no real "end" either.

 

As far as personal goals go, though, you can make it just about anything. Restoring power is a good one, or even expanding your home base to encompass an entire city block and establish a sizeable "safe zone" for yourself and friends.

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On 11/7/2021 at 9:54 PM, vek said:

Computers are already in vanilla.

LOL good point, I should have worded it "if a Programming skill is ever added to vanilla". Something along the lines of writing lines of code for various tasks and interfacing with the primitive operating systems of 1993. Maybe creating websites or base wide e-mail networks, or even just using a text software to journal. Perhaps basic video games on floppy disks could be added as well for stress relief and fun.

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On 1/11/2021 at 5:55 AM, Zombo82 said:

I did not play too many hours yet but I am concerned in the end it might get a bit boring.

Maybe some kind of missions like restoring power, water, radio/TV stations or what ever would be nice.

tv and radio so you could maybe get bonus to skills where there are no books books for .

 

right now its just to survive as long as you can and done ...

ay bro there is a mod where you have to repair the EBS when it goes out after the power shuts off

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  • 8 months later...

I think some lore goals would also be cool. 

 

- Finding a dossie at the military base with a list of names/addresses of essential personal behind the incident.

- Traveling to various locations/homes (esp. in LV) across the map to locate more knowledge on those individuals 

- Setting up a signal to be sent out from the radio station north of Muldraugh to get this info out to the world. (this could be time sensitive or a general personal goal to beat each run - You sent the signal in 11 months and 4 days blah blah).

 

Anyone know of any mods that do something like this?

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I don't think we necessarily need an end-game, like escaping or rebuilding society or anything like that. But I do think it needs more things to do.

 

It's clear the devs don't want Zomboid to be arcade. I don't think we're going to get big character progression that turns you into a pro fighter or lots of different weapons with wildly varying stats and uses.

 

But there has to be something more than just "stay alive" because that gets boring quick, no matter the amount of zombies. Even with lots of zombies, all runners or something, you either have to live somewhere without any zeds (farms) or cheese their AI (windows, fences, congo lines & left click spam). And they both get boring quick.

 

We either need something else or staying alive needs to be more diverse and challenging than: 1 keep fed 2 keep away from zombies.

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Maybe a good way to add a more definite feel would be to set up a system like this:

 

     (1)  Every so often -- maybe every 6-12 months -- a popup appears congratulating you on surviving for so long and giving the option to retire your current character and "ramp up" the next run.

 

     (2)  Choosing to "Retire and Ramp Up" ends the current game (but keeps the save in a "hall of survivors" where you can revisit / play that survivor further if you like).  A new run then starts automatically, but with harder difficulty.  Harder difficulty could be achieved by applying random challenges like fewer points to build your character with, faster/more zombies, less loot, etc etc.  

 

     (3)  Alternatively, you could choose to retire and maintain the same difficulty or ramp back down.  

 

     (4)  Maybe there could also be a "scoring system" for each run, based on total time survived AND the average amount of time during which your character was suffering no negative effects (with a bonus for positive ones -- like being well fed, etc.).  This would give you motivation to beat prior runs by both lasting longer AND giving your survivor better quality of life.  

 

This wouldn't be a replacement for story-driven goals, but might be a nice way of giving a little more structure without requiring major changes to the game overall.  

 

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