View Poll Results: Which do think is most exciting for future mods (both are coming for A17)

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  • POI Editor and huge block id limit increase

    86 65.65%
  • Moddable dialog trees and quest objectives

    45 34.35%
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Thread: Which is the more important main feature of the game VI

  1. #1
    Super Moderator Roland's Avatar
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    Which is the more important main feature of the game VI

    So if you aren't into modding yourself you can still vote for the one you are most excited to see be part of the mods you might play and if you aren't into either creating mods or playing mods then please use this window of time before A17 releases to pull that particular trigger and download a mod and try it out. Just ask if you don't know how and people will compete to give you the best and most clear step by step answer on what to do. You could be playing an overhaul mod in just an hour or two from right now(depending on your download speed) and be experiencing a totally new and fresh way to play this game.

    So to be clear for those who play mods but don't do modding the first option would be voting for more POI's with lots more variety in custom block types than we currently have.

    The second option would be voting for more user created objectives and dialogues for quests so that an overhaul mod could have a story line to go with it.


    Both of these are coming so it isn't one or the other. It is simply which you are MOST excited for.
    Last edited by Roland; 03-06-2018 at 07:40 AM.

  2. #2
    Colony Founder JaxTeller718's Avatar
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    Quote Originally Posted by Roland View Post
    So if you aren't into modding yourself you can still vote for the one you are most excited to see be part of the mods you might play and if you aren't into either creating mods or playing mods then please use this window of time before A17 releases to pull that particular trigger and download a mod and try it out. Just ask if you don't know how and people will compete to give you the best and most clear step by step answer on what to do. You could be playing an overhaul mod in just an hour or two from right now(depending on your download speed) and experiencing a totally new way to play this game.
    This Is an amazing sentiment and I support it 100 percent.

    But... what does this have to do with a main feature of the game. MOAR POLLZ ROLAND! I expected POLLZ!

  3. #3
    Super Moderator Roland's Avatar
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    Quote Originally Posted by JaxTeller718 View Post
    This Is an amazing sentiment and I support it 100 percent.

    But... what does this have to do with a main feature of the game. MOAR POLLZ ROLAND! I expected POLLZ!
    lol...patience. I have to create the thread first and then the poll comes second. It is up now.


    I voted quests. From what Prime said, you will be able to do quests and once fulfilled return to the trader to collect a reward. Part of that reward could be another quest meaning quests could be chained into a main storyline group of quests that could give purpose and keep things interesting in.....you guessed it....the late game. This could be super exciting and hopefully with a good variety of quest types breathe new life into the game for those of us who don't see "megabase" as the lategame activity of choice.
    Last edited by Roland; 03-06-2018 at 07:47 AM.

  4. #4
    Colony Founder JaxTeller718's Avatar
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    There's nothing much to do at 3am but refresh this forum obsessively!

    Oh damn this is a VERY hard one to choose between. Initially I wanted block limit increases because I need it desperately. BUT then i thought about it and being able to write in our own lore, our own quests and our own activities for players to experience just sounds SO much more fun and can allow the creative juices to flow.

    I have this whole idea and backstory for Ravenhearst, and to be able to make that happen through choices and dialogue sounds completely amazing to me. I know Guppy will like it as well. I can imagine a whole medieval themed story to go along with this mod.

    Either way this is the best poll ever. There IS no wrong answer here. Have a brownie Roland!

  5. #5
    Fun Pimps Staff Gazz's Avatar
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    I see how it is.

    Now that you're getting a huge block id limit increase all you want is a hugerer block id limit increase! =P

  6. #6
    Colony Founder JaxTeller718's Avatar
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    Quote Originally Posted by Gazz View Post
    I see how it is.

    Now that you're getting a huge block id limit increase all you want is a hugerer block id limit increase! =P

  7. #7
    Community Moderator SylenThunder's Avatar
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    Quote Originally Posted by JaxTeller718 View Post
    There's nothing much to do at 3am but refresh this forum obsessively!

    Oh damn this is a VERY hard one to choose between. Initially I wanted block limit increases because I need it desperately. BUT then i thought about it and being able to write in our own lore, our own quests and our own activities for players to experience just sounds SO much more fun and can allow the creative juices to flow.

    I have this whole idea and backstory for Ravenhearst, and to be able to make that happen through choices and dialogue sounds completely amazing to me. I know Guppy will like it as well. I can imagine a whole medieval themed story to go along with this mod.

    Either way this is the best poll ever. There IS no wrong answer here. Have a brownie Roland!
    This was exactly my struggle. In the end I chose the second. Having more blocks is neat, but doesn't really add much to the game. Being able to write custom quests/dialogue trees for my mods... Now there's a real winner. That adds quite a lot to the game.

  8. #8
    Colony Founder Maharin's Avatar
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    Will the POI editor work on operating systems other than Windows? Please say yes.

  9. #9
    Tracker
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    And does modded POI's and meshes will works with server side loading without clients install required?

  10. #10
    Community Moderator OzHawkeye's Avatar
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    As others have mentioned, not an easy one to pick this.

    I went for block id increases and poi editors, since what the community will, over time, add through that will be awesome I suspect. That could easily be said for the second option to, so it was a coin toss for me on which way I voted.

  11. #11
    Reconstructionist RestInPieces's Avatar
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    I do know much about modding but aren't moddable quest objectives just a way to have an already existing functionality that can be modded, pinned onto a quest objective?

    For example can't atm modders spawn a spider zombie that will hold a specific loot table after a specific event and this will just pin it on a quest in the UI? Or can't they already plant an item in an area that will spawn after a specific event? Where will moddable quest objectives help?

    Also, quest dialog branches may sound great having played games like fallout etc, but will they really add anything to this game? Can anyone make an example or such an instance?

  12. #12
    Leader Tin's Avatar
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    Both are great and can't wait but since I need to choose..
    Moar blocks and a built in poi editor.

    Although not slick like the up coming conversation tree, we can already give quest n such.
    Having a non 3rd party poi editor (hopefully more extensive then the 3rd party poi editor) and more blocks seems to edge out the convo tree imo.

  13. #13
    Guppycurian Forum Whore Guppycur's Avatar
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    Quests/dialogues, because it's something we can't currently do, over block id's/prefab building, which is something we CAN currently do.

    Yes, there are are some functions we can perform via quest, but "kill x to get y" becomes real redundant, real quick.

    Conversation trees open up whole new levels of quests...

    Roland should have added the new buff system to the poll, to get a clear winner. I guess vii will be buffs vs weapon mods.

  14. #14
    Nomad
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    Quests get old fast. Blocks last longer.

  15. #15
    Reconstructionist RestInPieces's Avatar
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    Quote Originally Posted by Guppycur View Post
    Yes, there are are some functions we can perform via quest, but "kill x to get y" becomes real redundant, real quick.

    Conversation trees open up whole new levels of quests...
    Surely, quests have to be a LOT more creative than that. In general, I am not a fan of quests, expect perhaps if they were to be implemented in a specific manner, which I have posted about in the past - seamless, dymamic and random, so that they don't feel like quests at all.

    Anyway, I still don't quite get what "moddable quest objectives" include. Can anyone make an example?

    As for dialog trees, save for various quests/stories with different outcomes that modders will create, I don't see much use for them in this sandbox survival we have here. And these will essentially be one-time content.
    Note that I am a huge fan of rpgs that involve dialog trees etc, fallout included, but I am having a hard time imagining how they will offer something substantial to this game.
    Last edited by RestInPieces; 03-06-2018 at 03:34 PM.

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