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Overhaul of the current questing system

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Hello everyone! 

My name is Jonas C and today I want to share my thoughts about EFT's questing system and hopefully give any EFT developer reading this some inspiration for possible future improvements. This post contains my own opinions and I understand that not everybody feels the same way that I do.

With that out of the way lets gets started!

In my time in EFT I have spoken to both people who hate the current questing system and people who enjoy it and defend it. With this in mind my intent has been to focus on changes that would solve the system decisions being hated on for one playerbase while also trying to keep the elements the playerbase defending the system enjoy.

Current Quest types:
- Kill quests ( ex. Kill x of specified target )
- Pickup quests ( ex. Lore items, Barter items )
- Skill quests ( ex. Trader level reached, Character skill reached )
- Discover quests ( ex. Find a certain car )
- Mark quests ( ex. Mark a truck with a marker )
- Dropoff quests ( ex. Leave x items here )
- Modding quests ( ex. Build m4 according to specifications )
- Experience quests ( ex. Stay dehydrated for 5 minutes, Kill while being under certain effect)

I am going to start from the top and move down thrue the different types starting with "Kill quests".

Kill quests: 
This quest type is in a pretty bad spot at the moment. I enjoy kill quests in tarkov even if most of the time they aren't very inspiring or mind blowing. I would  however like to see some additions. An example would be quests for killing the different bosses and their pack of guards, another one could be for raiders on "The labs" or "Reserve". I am also looking forward to cultist kill quests being added when that feature hits gameplay.

The problem for me personally and many others I have spoken to is when the system forces certain gear to be used on my character or even worse a specific weapon. This is when a break in immersion occurs. Instantly upon wearing gear being forced upon me I feel detached from my character removing the RPG aspect of the game. And when being forced to run this setup for many raids in a row to try and complete one of the harder, more grindy quest it can drain your energy to play at all after only a few attempts. An example of this is "The tarkov shooter part 8" which required 3 PMC kills with the mosin bolt action in one raid  on woods.

In my case it does not help being a player that favors CQB combat using shotguns and smgs when trying to switch into a role like this quest requires. The quest "A shooter born in heaven" is also one of the harder quests which fits sniper players better then CQB players but atleast it allows you the freedom to solve the problem in your own way which makes the quest absolutely fine by me.

But hold up Jonas, one of my friend says: "Have you even read the quest? They want you to use this weapon because of the lore, some of these stories are taken from real-life scenarios".

I am not very involved in the lore but if it is the case that these weapons and gear sets are tightly tied to the quest lines I would like to see one of following changes:
- Choice of quest paths with different lore allowing different types of playstyles being used to progress the quest line.
- Make sure that the forced gear/weapons quests are not in both the grindy and hard category ( Example for "The tarkov shooter part 8" kill 7 scavs instead of pmc players  in one round is more reasonable )

What players end up doing today is queing up with their friends but not being in a party trying to enter the same game on a specified server. So the argument I have heard that only the most skilled player that can manage all weapon/gear types should be able to progress the quest line does not fly in my mind.

Pickup quests:

This quest type is in a okay spot but I would like to see some improvements. It is good in the way that it is forcing the player into different areas of looting/lore to find what they need. I dont mind these quests being a little bit grindy either, aslong as there is certain areas you can grind to increase your chances of finding the items needed.

Only downside I see with these quests currently is that some require "found in raid" and some dont. In my opinion all the items should be found in raid. The point of a quest is to send you on a mission. Not a short trip to the flea market.

I would also like to see more advanced quests in this category like the quest "Delivery from the past" forcing you between multiple maps with the quest item with the risk of having to start over at the first map.

Skill quests:

This quest type is a okay spot. I dont see any problems with how they are currently implemented. Even if i see complaints that people cheese them in different ways to get their skill level up faster it works absolutely fine leveling them passively if you have a little bit of patience which is the approach I have gone with.

Discover quests:

This quest type is a good spot. I think this quest type serves a cause forcing the players to different areas making them learn the map better. It is fun to find out locations based on cryptic instructions . But if the location/location of an item is supposed to be cryptic the clues should be in the game and not only on the official wiki. I should be able to figure out where exactly to go using ingame clues.

Marker quests:

This quest type leaves some to desire. I would want to see some sort of event being triggered while defending the objective. (Scav spawns? , PMC alerted somehow? ) to make it more interesting. The odds of someone taking your marker of a target is slim to zero so at the moment this quest type is pretty much a discovery quest but you also have to bring an item.

Dropoff quests:

This quest type is in a good spot, forcing the player to bring in items into the raid risking them on the way to a dropoff point is a good way to keep the round interesting.

Modding quests:

This quest type is in a good spot, it teaches people how the weapon building system works.

Experience quests:

This quest type is in a pretty bad spot, There are few quests of this type and when you have them they mostly just come across as being strange. Having to create scenarios where you recieve negative debuffs in order to try and progress a quest creates a break in immersion. Iam not sure on how to make this quest type interesting to be honest. My best suggestion would be to focus on the positive effects a player can apply to himself to educate the player on different ways to enhance combat scenarios. ( Different stims/consumables )

This quest type and the kill quest type using specific gear/weapons are the only times I have  seen people grouping up trying to get into the same raid without party trying to finish the quest.

Thats all for me. I hope some people  found this post interesting :)

Edited by Spelvargen
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Just. Wow. 

I admire your determination to put up a thread like this. And then I am even more amazed of how rational and understamding your suggestions are. 

I have read many dozens of threads suggesting changes to the quest system, and most of them were in line with "crying because too hard, too grindy, too demanding" which I do not agree for the most part (I believe quests should be challenging, hard or maybe even grindy, but I agree that quests that are both grindy and hard are bad idea).

But none thread so far have been so lengthy and detailed as yours and I find myself agreeing with everything you wrote.

Even though I like Tarkov Shooter quest line and would normalny defend it, I find your idea of choice between several questlines more interesting. 

Good job man, I hope devs will read it and maybe get inspired by it. 

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