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Thread: Trader and economy balance thread

  1. #151
    Fun Pimps Staff madmole's Avatar
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    Quote Originally Posted by lord_ahriman View Post
    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.

  2. #152
    Fun Pimps Staff madmole's Avatar
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    Quote Originally Posted by Lonestarcanuck View Post
    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.

  3. #153
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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?

  4. #154
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    Quote Originally Posted by madmole View Post
    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

  5. #155
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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.

  6. #156
    Fun Pimps Staff madmole's Avatar
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    Quote Originally Posted by Doctor3D View Post
    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.

  7. #157
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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.
    Last edited by Mephistopheles; 4 Weeks Ago at 08:40 AM.

  8. #158
    Leader Aldranon's Avatar
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    Quote Originally Posted by Mephistopheles View Post
    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.

  9. #159
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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.)

  10. #160
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    Quote Originally Posted by madmole View Post
    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.

  11. #161
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    Deleted.

  12. #162
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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.

  13. #163
    Colony Founder Lonestarcanuck's Avatar
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    Quote Originally Posted by madmole View Post
    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.

  14. #164
    Colony Founder Lonestarcanuck's Avatar
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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.

  15. #165
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    Hello. My idea: Let the trading machines never restock and u can buy only with old cash. Because its an old machine from past times

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