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Trader and economy balance thread


madmole

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Nice changes, but I still think we need more ammo, specially brass 7.62mm. Something I noticed: there is more casings and bullet tips for sale, but not much gunpowder (like 10, 20). Would be possible an increase?

 

I'm having the opposite experience. I just bought 230 gp, have about 400 brass casings in storage and I'm short on lead. Obviously if I mine some I'll have tons of lead, but just scavenging and buying I have more brass, some gp and little lead. I bust all the resource rocks I can and craft gp as well.

 

I had about 230 rounds of 9mm on me but 3 radiated spiders and a feral biker and a few vultures made me use up half my ammo on one T3 fetch/clear quest. If it gets pretty bad with ferals I'll add more ammo. But I found 3 traders if you make your rounds you can stock quite a lot as long as you have the money.

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MM so maybe I am confused (and I could be - being an old phart with a scotch in hand...) when you say nerf the barter rates you mean in favor of the player who takes the perk? so for example, I buy for 100, but with barter perk 1/5 maybe 90/80/70/60/30 (perks 1-5/5) ?

 

right now as a miner they only way for me to level is with my farm harvest XP and my turning ore into tools to sell at trader and use barter perk + Cigar to help with prices and XP. the downside is the traders take 3 of each items.

 

QUESTION - is there any way to have the trader buy more then 3 of an item of you have barter perk?

 

I changed it so you sell for .15 of the value instead of .2. I also reduced how much you sell for with perks. It was crazy op, I could craft 3 sets of leather armor and make 300 per piece with green and no perks, imagine getting 50% more than that. Its literally thousands and thousands of dukes.

 

I still made about 1800 for completing a T3 quest. A 1000 wood sells for about 75 dukes right now with 0 perks. You can still make money, just not going to be a millionaire at level 20 any more.

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One thing I would like to point out about "Beaker Rarity"

 

The medicine cabinets no longer show up in the majority of POIs, I believe I read they were being worked on a few experimentals ago.. When they are back chances to find a random beaker will improve alot, no?

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I changed it so you sell for .15 of the value instead of .2. I also reduced how much you sell for with perks. It was crazy op, I could craft 3 sets of leather armor and make 300 per piece with green and no perks, imagine getting 50% more than that. Its literally thousands and thousands of dukes.

 

I still made about 1800 for completing a T3 quest. A 1000 wood sells for about 75 dukes right now with 0 perks. You can still make money, just not going to be a millionaire at level 20 any more.

 

Needs some testplay, but (even if it hurts ^^) i guess it fits

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Another thing to keep in mind with Ammo is that once you get the rad remover mod on a weapon it drastically reduces ammo usage. As you start to perk up and specialize in whatever firearm(s) you use - that too greatly reduces ammo expenditure. Eventually, even if it takes some until later in the game - you will all start to get a continual surplus.

 

The mining is also much, much better now than it was at the start of A17 - I feel that few players know about this yet as I constantly read people talking about surface boulders still (much slower to accumulate now over the long-term in comparison to a proper mine) - once you get a few mines made and are perked in mining - you can go in something like your coal mine with a steel pickaxe early in the morning and come out and have a 6,000 stack of it before noon. Takes very little time to do it once you get it all set up and you've perked it a bit. It's not a tedious grind and there's ore everywhere..the veins go quite a ways-and most importantly no more cave-ins. Much, much better.

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Another thing to keep in mind with Ammo is that once you get the rad remover mod on a weapon it drastically reduces ammo usage. As you start to perk up and specialize in whatever firearm(s) you use - that too greatly reduces ammo expenditure. Eventually, even if it takes some until later in the game - you will all start to get a continual surplus.

 

The mining is also much, much better now than it was at the start of A17 - I feel that few players know about this yet as I constantly read people talking about surface boulders still (much slower to accumulate now over the long-term in comparison to a proper mine) - once you get a few mines made and are perked in mining - you can go in something like your coal mine with a steel pickaxe early in the morning and come out and have a 6,000 stack of it before noon. Takes very little time to do it once you get it all set up and you've perked it a bit. It's not a tedious grind and there's ore everywhere..the veins go quite a ways-and most importantly no more cave-ins. Much, much better.

 

Yes and I don't think that many people know this, if you sample the gravel (watch the harvest) that is what you will find underneath. So if you get gravel/rock/iron when you dig the surface gravel spots you've hit an iron mine. If it doesn't produce a special ore, its a dud, move on.

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In my mod, I make the following changes and they have worked quite well.

 

-changed <traders buy_markup="2" sell_markdown="0.2" to

<traders buy_markup="1.8" sell_markdown="0.3"

(better economy)

 

-changed rareMedicine count from 1 to 3

-changed medicine count from 1 to 3

-added beaker to medicine group

(beakers available at traders more often)

 

That's a good foundation to start with, but some individual item prices could definitely benefit from a little tweaking.

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In my mod, I make the following changes and they have worked quite well.

 

-changed <traders buy_markup="2" sell_markdown="0.2" to

<traders buy_markup="1.8" sell_markdown="0.3"

(better economy)

 

-changed rareMedicine count from 1 to 3

-changed medicine count from 1 to 3

-added beaker to medicine group

(beakers available at traders more often)

 

That's a good foundation to start with, but some individual item prices could definitely benefit from a little tweaking.

 

That makes sense, except beakers should remain rare IMO. In a 7D2D apocalypse, I'm sure people living in the area would be most concerned with ammo and medicine (they already would have protected gardens). So a trader would always want any ammo or meds a player offered to sell.

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Please set the restock of the vending machines in the options. It very much disturbs the survival aspect of the game. It is also illogical that in buildings with zombies machines are filled.

 

Possible options:

 

Vending machine in general: Restock on the day 3, 7, 14, 28, never

 

Vending machine at the dealer: Restock on the day 3, 7, 14, 28, never

 

In the vending machine only durable things should be offered, such as canned food, water, tea, coffee and beer.

 

(Unfortunately, I can only speak very little English. I have used translation program German - English.)

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I'm having the opposite experience. I just bought 230 gp, have about 400 brass casings in storage and I'm short on lead. Obviously if I mine some I'll have tons of lead, but just scavenging and buying I have more brass, some gp and little lead. I bust all the resource rocks I can and craft gp as well.

 

I had about 230 rounds of 9mm on me but 3 radiated spiders and a feral biker and a few vultures made me use up half my ammo on one T3 fetch/clear quest. If it gets pretty bad with ferals I'll add more ammo. But I found 3 traders if you make your rounds you can stock quite a lot as long as you have the money.

 

Yeah, normal ferals aren't much of a problem because a full modded compound bow/crossbow can kill them (well, at least the way I play), but radiated definitely yes. I'm on day 68 and to clean a POI ou quest I always need to go through the roof to have some advantage, therefore save ammo, but I'm still having problems because I need 7.62 for blood moon so I can't explore a lot like early game. As I said, I already got 3 full rotatios, all 5 traders and not a single bullet to buy...rng is killing me...haha.

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Id like to see some kind RP for the Traders.

 

So instead of Barter Skill, you do quests for them instead for a usable rewards.

 

e.g.Trader has a broken Forge. "Get trader something to fix the forge", complete quest, Forge is fixed at the trader. It could be a few quests, not just one. It could even follow the same receipe to make a quest for the forge but using less Materials. so instead of 2 pipes, you just need 1 to fix a forge, etc

 

Also the more quests you do the "Bartering" would be better. So when youve fixed the Forge, Cement Mixer, Chem station, Generators (For the Lights), Radio mast as an example. Each time you fix something, you gain a level of Bartering with the trader.

 

I would maybe suggest that a player can stay inside the trader for an extortionate amount of dukes. Say like 100k dukes for 1 night. I mean theyre in it for the money right? Pay the right amount, you can stay in a garage. But thats just a nice to have idea.

 

I also like the suggestions posted already with each different trader specialising in different products.

 

I like that youve added medical quest can result in giving a beaker.

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Yes and I don't think that many people know this, if you sample the gravel (watch the harvest) that is what you will find underneath. So if you get gravel/rock/iron when you dig the surface gravel spots you've hit an iron mine. If it doesn't produce a special ore, its a dud, move on.

 

This is good info - is there any way to add a mining quest to the starter quest that involved gravel and finding 10x of each times of mineral or something like that? I feel a lot of players do not understand the geology in the game.

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How about an occasional event where a horde attacks a trader , and you have to fend it off or loose that trader for good.

 

Everyone on server gets a message like : A horde is heading to trader at x coordinates and will reach it in x hours/ x days .

 

Of course , I understand that would take some programming voodoo to make zeds able to damage the trader protection without the players being able to.

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That sounds awesome. I don't know if that would be viable in A17 though since zombies don't deliver food and junk resources like before.

 

A bit OT but needs to be said so you guys get a grip on what can and cant be done. He is surviving the tower in A17.. Walked in with standard starter stuff. No drops from Z's. Only what he can find and make. On day 9 now I think. Pretty cool idea for a challenge. He is good, but could work a little bit on his presentation ;)

 

Episode 1.

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We're going to add legendary items with probably random values, so the quest for the best loot will be endless.

 

yes that would be great. I have one character that is 238 and well at that point not much else to do but build/farm/mine - I don't need anything and I can make and have made all items.

 

have items and clothing and stuff that you can show off because you are 100, 150, 200, 250, 300 would be great.

 

I found that as a crafter/miner/farmer its touch until about 40, when you can do the basics to make decent coin and mining is not a boring.

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Please set the restock of the vending machines in the options. ... ... In the vending machine only durable things should be offered, such as canned food, water, tea, coffee and beer.

 

Addition to my contribution before:

 

The trader should not offer any basic ingredients (such as potatoes, corn, yukka, aloe vera, blueberries), which the player can grow on a field. Instead, the trader should have plant seeds on offer.

 

The trader should only offer ingredients that the player can not grow on a field himself (for example Snowberry).

 

The trader should always have a quest after the Restock, where the player supplies the dealer with ingredients. In the quest, the player gets a good price for its ingredients and a reward. A farmer supplies the trade.

 

A garden hoe, the dealer should also have on offer more often. For players who are unlucky and want to grow plants early.

 

Perishable processed goods (for example meat stew, eggs and bacon) should have a high price at the merchant. That would somewhat reflect the profit margin between raw ingredients and processed products. In an emergency, there are still old low-quality canned food.

 

Along with my proposal for the vending machines, it would be a plausible system in terms of food. A kind of cycle.

 

- - - - - - -

 

I like the game mechanics that the dealer only buys things that he does not have enough. If the dealer already has three pistols on offer, then he should not want to buy a fourth pistol from me. When restock the oversupply should be minimized.

 

(Unfortunately, I can only speak very little English. I have used translation program German - English.)

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someone else suggested it but a medical quest for beakers would be nice. in almost all games I have played since A15 the beaker is one of the high value items.

 

What is the use of beakers/ chem station in a17 besides gas now?

 

Medkits arent OP over aloe bandage anymore, Cant drink grain alcohol, duct tape is same recipe? 2 Beakers used to be a pressing matter, but in current state its value has gone down quite a bit unless I am forgetting something major here.

 

I automatically feel I need a working chem station because that is how its always been, but then I make one and I think "What did I need this for again?"

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Cause it reduces the number of resources needed for a number of recipes . In particular , glue will only require 1 bone in the chem station , as opposed to 2 in the campfire.

 

Gunpowder also requires half the materials to create in the chem station.

 

 

EDIT: I swore that i did reply with quote . This was in response to Maynard asking about the usefulness of the chem station.

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You should really try what I have just modded for the server I'm playing on.

 

Removed all buyable items from the traders except decor and solar stuff. Disabled selling completely.

 

Increased loot count of coins to compensate. Increased loot chances of Acid and Military Fiber, as you depended heavily on buying to get enogh.

 

Changes force you to do quests, loot buildings and trade with players. Instead of building tools, selling for Insane amounts of coins and never need to quest and loot anymore.

 

Made nuggets and Diamonds recipe thst gives coins to keep them useful.

 

Admin will create a tradepost area with lots of vending machines for our server trading.

 

So excited how this plays out!

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