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Aithaed

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  1. One of the traders has a line "If we don't have what you're looking for, we can always get it". I think it would be cool if players could pay Dukes for the Trader to make an attempt to find the item. It would always be of a random quality and quantity between predetermined values (with those values and quantity/quality being increased based on Quest Tier for that Trader and Better Barter skill level). Players could also pay additional Dukes to attempt to increase the quality/quantity, or reduce the time requirement, which would also be based on the item, quantity, and quality being asked for. The prices for doing this would be slightly increased compared to the prices that those items in that quantity would cost to buy directly, as the Trader would have to either find those bits 'n bobs or hire somebody to get them. (This also further justifies the Fetch quests, which I think is cool) (Quest Tier representing reputation, and that + Better Barter representing how likely the Trader is to try to scam you with something of poor quality) I don't feel like this would impact the game all too much if balanced correctly, because ideally by the time the player has enough Dukes to afford a T6 <insert tool/gun> Trader Fetch payment (and afford the chance of getting lower quality/quantity than asked for), they've probably already got everything else they need. This mechanic is just supposed to help players fill in the gap if they are unable to get a very specific type of item, tool, or book (I know the books part will be outdated, but it's here anyways) once they're past a particular stage in the game. --------------------------------- There are also a lot of other ways this system could be modified. The Trader's ability to obtain items could be based on which Trader they are (Ex. Trader Jen only fetches Medical supplies), what structures there are in the Town/City they're attached to (Ex. T5 Pop Pills factory means availability of medical supplies increases), or an ACTUAL Reputation mechanic. Another variation would be that the cost of the Fetch process is significantly lower than the price of the item, and follows a similar procedure to the original idea except it ends up in the normal Store interface and can then be bought from there as normal.
  2. Hello. Started using this and it seems pretty great, only I have a hard time telling how effective it is beyond the number of materials that are consumed by it because I repaired all the major damage to my base during the horde night. However, when I open the claim repair block it gives me an error "Claim Auto Repair could use Land Claim Block". The CRB's outline is sometimes white, and it IS consuming materials. The CRB's outline is also sometimes red, to indicate that it doesn't detect an LCB. I did read the original post and the meanings of the outlines, but considering the CRB is directly next to the Land Claim Block I don't know how it's not detecting that. (To clarify, it IS repairing things, but it also apparently doesn't detect the LCB) I am using a few other mods but none of them effect land claims. I do have the claim area size increased higher than its default (not through a mod). I don't think that would effect it though. EDIT: It's clearly eating my materials and doing something with them, but there are a few blocks that I found that did not get repaired.
  3. Better inventory management I do think is a must-have QoL option, though if you want it right now there is a mod for that. In-inventory refueling for vehicles would be pretty great. A better system for retrying lockpicking might be nice. I think an easy solution would be to make pressing E on a lockpick-able object automatically try to lockpick it instead of having to navigate through the hold-E menu. Character creation options would kinda have to have something worthwhile; restricting cosmetic options in a sandbox game to only people who make a 1-time choice at the beginning of their game would be quite annoying to anybody who wants to use multiple of those cosmetic options. If the options were added, why wouldn't they just be allowed to everybody by default, or even simply restricted to Schematics? Some alternative examples for character creation I had thought of previously were to spawn with a set of books (either preset based on occupation or just randomly selected at the start of the game), but in all honesty I don't think a prior occupation system is a good idea for 7D2D. The multiplayer experience already has an issue with how skill point upgrades rapidly scale higher leveled players beyond lower level ones, any occupation selection beyond purely cosmetic options would provide SOME benefit to the people who follow a meta strategy and devalue the rest of the possible options. The same would technically apply to those purely cosmetic building options, as there would doubtlessly be some option that COULD provide value in some way, which would then be the exclusively picked option. Separately, I do think that having more cosmetic options IS a fantastic idea. More cosmetic customization never hurts anybody, and with how clothing has statistical benefits to your character there isn't any reason to not wear the leather duster when you find one, which can make personalizing the outfit of your character in multiplayer more difficult.
  4. That's cool, and i'm not adverse to adding mods to the game or changing XML files, but I think this change would be good for the base game. I also still want it to be randomized; this change isn't actually about changing the total quantity of loot received, it's about changing what items would get received by increasing/decreasing the variety of items in respect to loot abundance. It is entirely your opinion how much loot is appropriate to receive from POIs. There's a setting in-game to change that to whatever "more skilled" value suits your tastes (as well as mods to set it even lower), so keep it in its own thread. This one has nothing to do with relative quantity/quality of loot, just increasing the randomization of quantity when you customize your loot abundance. Short mention on the topic though, POIs and such are always going to be inherently piñata-esc because they give random loot. Can't argue that decreasing quantity would remove that fact, the items would still be random, so you could still potentially find a pistol in a toilet.
  5. Hello again, this is actually two entirely different suggestions that i've simply put into one thread. If you have opinions, please specify what your opinions are about. 1) Shared Trader Quest Tiers. (All Traders, always. Not just sometimes) While I understand that conceptually some people would prefer if each and every trader had to go through the repetitive businesses of T1, then T2, then T3 (ect) Quests before reaching the higher tier, I think that there is a problem with that idea. Namely; Traders are guaranteed to spawn on the borders of Towns and Cities. That means that they WILL be in proximity to however many quests of each Tier, however, if a randomly generated Trader happens to not be in a City with a T5 Quest, they will hand you a T5 Quest however many KM away attached to an entirely different City. Hence the argument about how it wouldn't make sense for reasons of reputation mechanics itself does not make sense, as Traders will offer quests in entirely separate regions. -If you wanted to include in-character reasoning for game mechanics and whatnot, you could just as easily set it that Traders share their Tier minus 2 and say "oh yeah the traders talk to each other". This would also still present a requirement of interacting with a particular Trader before you become "trusted" by them, but T3 quests are far more interesting than T1 quests if only due to environment, length, and available loot. The reason for suggesting this is that I have developed a situation in a Level 200 world where I want to work on T5 POIs in other regions (namely the Wasteland for the increased loot modifier), but the Trader there is very under-tiered compared to the ones I have in the Forest, Desert, and Snow biomes, as when I got the up-tier quest the tier did not transfer over as it sometimes does. With my suggestion here, developing ANY Trader to that point would cause all of them to at least have a solid starting point. Also, entirely in my opinion here, but most of the T1 POIs have a similar issue to the T5 POIs in that their structure is so generally similar to each other due to the requirement of being a "starting point" that they kinda blur together. I've got all the T5s memorized like the back of my hand at this point, but T1s I can generally just guess and still be right. It also isn't an issue that could be solved by greater variety, because T1s need to be around the same difficulty, and there's a fairly limited number of designs that can fit into that. 2) Horde Day Calculations I generally reduce the time span between Hordes as I continue to play the game, as reaching higher levels tends to outscale the zeds, and I like more frequent horde night gameplay. My suggestion here is to make it so that the Horde Day Rate as set in settings is based directly off of how many days have passed as a multiple instead of basing it off of the current day. For example, with a 7 day timer changing to a 5 day timer, with 14 days having passed. If you started with a 7 day timer and just beat the day 14 horde, then changed it to a 5 day timer, you'd hit a day 15 Horde Night instead of hitting a Horde on day 19. This would make it easier to tell exactly when a horde is going to appear if you frequently change your gameplay settings.
  6. Hello. I have a simple suggestion; Rework how loot abundance works so that it functions off of increasing rerolls on a loot table instead of a multiplier for how much of each thing you get post-loot rolls. This would cause higher/lower loot abundances to have a stronger effect on things like how many different items you get per lootable object instead of just increasing the quantity of those things. Conversely having decreased loot abundance (below 100%) would cause reduced quality and quantity of items, and with the change it would reduce the variety of items as well. In general, such a change would spread out the available loot to a significantly higher degree, causing far more of a given lootable object's loot table to be found at any given point in time, instead of only finding a few bits at a time in varying quantities. My personal reason for wanting this is because I like to play on high abundance with increased EXP gain and mods, while also increasing zombie spawn rate/area cap significantly and adding in special zombie variants. So when I go to loot a chemistry table and see 59 chrysanthemums or Generic Flower(tm) instead of anything useful, it vaguely annoys me. It would also make the experience of looting a Gamestage 20 Workbench less absurd than seeing 50 Iron Bars and a stack of tool parts, instead of a variety of useful things in lower quantities. -If you disagree with my reason for wanting this I don't care. Draw a "skill issue" card from the "your problem" deck for your trouble. -The change itself only effects people who play on higher or lower loot abundance settings than 100%, so is mostly a "make this slightly more interesting" suggestion.
  7. I definitely think that stuff like Zombie spawn rate/clumps/maximum should be increasable without having to mod it in. I currently play A20 with a few other mods (more guns, bigger generator, prestige perks, ect) and while I generally prefer a more casual experience, i'm also absolutely a fan of upping the convenience while also upping the difficulty. I know OP's suggestion was masochism mode(s), but I think that difficulty options also apply to upscaled absurdity. It might be cool to have a challenges section that simply messes the hell out of your game in some of the ways described in previous parts of this thread rather than integrating all of the options into the central standardized difficulty.
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