Page 1 of 2 12 LastLast
Results 1 to 15 of 28

Thread: Traders are OP

  1. #1
    Refugee
    Join Date
    Dec 2019
    Posts
    13
    Rep Power
    0

    Traders are OP

    Everyone has their own play style and enjoy different aspects of the game. For me, I enjoy a slower power progression and to me the traders almost make the game to easy.

    You potentially get early access to a WS, Forge, Chem station and/or Mixer. Running quests gives nice items and dukes to buy almost whatever you need.

    Ive stopped using them and along with 75% loot drops I'm having a lot slower progression and enjoying it.

    I did see a mod for a wandering trader that I might try. Hoping it's something you find rarely and has very limited and expensive loot.

    Personally, I'd like to the traders have stupid expensive
    limited items that you really have to earn. They shouldn't buy just about everything either. As of now, short of buying solar panels everything else is trivial. Even those become a non issue in fairly short order with the sell prices. Repair an item and toss in a few mods and you are getting 20k+ per POI clear.

  2. #2
    Leader Laz Man's Avatar
    Join Date
    Jan 2014
    Posts
    5,481
    Rep Power
    1
    From a survival game aspect, I can see how they detract from it. It would be nice to see an option at some point that either limits the stock of what traders have to buy/sell (e.g. tied to loot abundance) or the number of traders max per map...

  3. #3
    Survivor fluffyrizzo's Avatar
    Join Date
    May 2017
    Location
    PA USA
    Posts
    96
    Rep Power
    1
    Pretty much everything in this game is mod-able through xml files. That is what makes this game amazing.

    Take a look at the files. If you break something, you can always put it back.

  4. #4
    Colony Founder AtomicUs5000's Avatar
    Join Date
    Nov 2018
    Location
    US
    Posts
    1,981
    Rep Power
    1
    Up until A18 I never used traders. They were kind of unimportant background noise to me.
    Now the game pushes me to use them. This has taken a lot away from the survival part of the game. Right from day one, Iím no longer alone in the world, forming a mutually beneficial relationship as I accept that first quest.

    Iíve accepted that the game has changed and I can appreciate that I now use a large portion of the game that I previously ignored for what seems like forever.

    However, I think now that TFP have proven the tradersí worth, there needs to be some buildup before you have access to them. This could be done several ways. Perhaps you find the trader somewhere else because the outpost was overrun with zombies and you have to clear it and help him/her rebuild its defenses before it is operational. Of course since you are just starting out, youíll have to gather some weapons and armor first.

  5. #5
    Leader Laz Man's Avatar
    Join Date
    Jan 2014
    Posts
    5,481
    Rep Power
    1
    Quote Originally Posted by AtomicUs5000 View Post
    Up until A18 I never used traders. They were kind of unimportant background noise to me.
    Now the game pushes me to use them. This has taken a lot away from the survival part of the game. Right from day one, I’m no longer alone in the world, forming a mutually beneficial relationship as I accept that first quest.

    I’ve accepted that the game has changed and I can appreciate that I now use a large portion of the game that I previously ignored for what seems like forever.

    However, I think now that TFP have proven the traders’ worth, there needs to be some buildup before you have access to them. This could be done several ways. Perhaps you find the trader somewhere else because the outpost was overrun with zombies and you have to clear it and help him/her rebuild its defenses before it is operational. Of course since you are just starting out, you’ll have to gather some weapons and armor first.
    I think that would be a fabulous idea and hope the devs consider something like that. As much as I do appreciate and enjoy what the current implementation of the trader system. It does make surving the apocalypse so much easier. There will probably be many opinions on how much is too litte/too much when it comes to the trader system which is why I think there should be a tie in to one of the existing settings (or new one) so players can tweak the survival experience to match their tastes.

    On the flip side, if the devs run out of time to develop it further, at least there is enough accessible to the modding community to create some mods for it...

  6. #6
    Super Moderator Roland's Avatar
    Join Date
    Feb 2014
    Location
    On a Zipline
    Posts
    16,786
    Rep Power
    2
    Quote Originally Posted by AtomicUs5000 View Post
    Up until A18 I never used traders. They were kind of unimportant background noise to me.
    Now the game pushes me to use them. This has taken a lot away from the survival part of the game. Right from day one, Iím no longer alone in the world, forming a mutually beneficial relationship as I accept that first quest.

    Iíve accepted that the game has changed and I can appreciate that I now use a large portion of the game that I previously ignored for what seems like forever.

    However, I think now that TFP have proven the tradersí worth, there needs to be some buildup before you have access to them. This could be done several ways. Perhaps you find the trader somewhere else because the outpost was overrun with zombies and you have to clear it and help him/her rebuild its defenses before it is operational. Of course since you are just starting out, youíll have to gather some weapons and armor first.
    Itís easy. Cancel the tutorial quest chain. The trader quest will never start and you may have a full week or more before finding one. That will give you time on your own surviving and experiencing that part of the game. Iíve done it and it is a tougher startóespecially without the skillpoint booster shot you get from it.

  7. #7
    Ranger
    Join Date
    Mar 2016
    Posts
    330
    Rep Power
    0
    Vendors are definitely OP in their current form. My latest map I could have had a fully functional Gyrocopter in the first few days if I felt like grinding out dukes enough. It would be nice to see their inventory be dependent on gamestage as well. That way you won't see certain things until you have progressed so far in the game.

    I'm hoping they will change the way traders work when they add in factions. Would be nice to see all the traders at one base, higher faction rep gives you access to the different traders and the higher your rep the better loot they will sell you. When you first join maybe you only have access to a food vendor that will sell you just the basic food ingredients. Then you can unlock a vendor for better weapons and armor but they only will sell you basic stuff until you show you are trustworthy enough to get access to the "good stuff".

  8. #8
    Colony Founder
    Join Date
    May 2017
    Posts
    1,584
    Rep Power
    1
    Quote Originally Posted by Sjustus548 View Post
    Vendors are definitely OP in their current form. My latest map I could have had a fully functional Gyrocopter in the first few days if I felt like grinding out dukes enough.
    If you find the schematics or the parts of the Gyrocopter you can get it without a trader. For example, I had the minibike on day 3 because I found one part of the minibike and could make the other part based on a found schematic.

  9. #9
    Colony Founder AtomicUs5000's Avatar
    Join Date
    Nov 2018
    Location
    US
    Posts
    1,981
    Rep Power
    1
    Quote Originally Posted by Roland View Post
    Itís easy. Cancel the tutorial quest chain. The trader quest will never start and you may have a full week or more before finding one. That will give you time on your own surviving and experiencing that part of the game. Iíve done it and it is a tougher startóespecially without the skillpoint booster shot you get from it.
    That is true. It would be nice to have to explore and find the trader on my own. Of corse a lot is going to depend on randomness, like where you happen to spawn and where the trader happened to be placed, but still.

  10. #10
    Reconstructionist
    Join Date
    Sep 2015
    Posts
    558
    Rep Power
    1
    Honestly, lore-wise the traders make no sense.

    The trader's won't let you stay in their location for the night. The main "threat" of the game is the blood moons. If the trader and the trading post are invincible to zombies, then there's no LORE reason to keep out the player. Assuming that the trader would NOT be invincible, then whether the player is geared up and proven or not, it would be in the trader's best interest to have ANOTHER living, breathing, zombie-fighting body with them as much as possible. If the trader is going to trust another human to approach them with a drawn pistol, then there's no reason to kick another surviving human outside at night. Clearly the trader is meant to be a part of a larger NPC-driven game, because otherwise who is the trader trading with? If there are eventually going to be non-hostile NPC settlements, the traders make sense, but then the main threat of the game (the nighttime hordes being the biggest danger) makes no sense, since the player SHOULD just stay with and defend the settlement during nights/blood moons.

    In short. Traders and hordes are rather mutually exclusive. Either it makes sense to hole up with NPCs during a horde, or the threat has to include keeping the settlements alive by making the survivor leave and run quests vital to the settlements.

    Making hordes in the game that, for no logical lore reason, you can't join forces with the NPCs to fight against makes no sense. Introducing permanent NPCs into a game where the player is dissuaded from, or forced into avoiding joining forces with against the main enemy makes no sense.

  11. #11
    Refugee
    Join Date
    Oct 2019
    Posts
    29
    Rep Power
    0
    Quote Originally Posted by Roland View Post
    It’s easy. Cancel the tutorial quest chain. The trader quest will never start and you may have a full week or more before finding one. That will give you time on your own surviving and experiencing that part of the game. I’ve done it and it is a tougher start—especially without the skillpoint booster shot you get from it.
    That's not going to help. It will only delay the inevitable. Traders scale really, really well with your character's power via Barter, Daring Adventurer and quest tier progression. Eventually you will reach a point where most activities in the game pale in comparison to chaining high-level quests; they are just that good.

    I really like the idea of actively building up your own trader's power. At the very minimum it will make trader power growth much smoother. Hm... now that's an interesting idea for a mod.

  12. #12
    Ranger -Holo-'s Avatar
    Join Date
    May 2016
    Location
    In a nice POI
    Posts
    268
    Rep Power
    0
    Traders are just a nudge away from creative mode I think.
    I will need to mod them to only carry basic stuffs like some building materials and some other basic junk.
    Not forges and great guns and nightvisions and whatnot.

    The questing system is wonky too. Just how much resources does this man have? letting a player do a few quests a week maybe, not chainquesting.

    This I certainly hope is a huge work-in-progress though.

  13. #13
    Colony Founder Ghostlight's Avatar
    Join Date
    Jan 2017
    Location
    Scotland
    Posts
    1,605
    Rep Power
    1
    Quote Originally Posted by Roland View Post
    It’s easy. Cancel the tutorial quest chain. The trader quest will never start and you may have a full week or more before finding one. That will give you time on your own surviving and experiencing that part of the game. I’ve done it and it is a tougher start—especially without the skillpoint booster shot you get from it.
    Roleplaying again?

    - - - Updated - - -

    Quote Originally Posted by AtomicUs5000 View Post
    Up until A18 I never used traders. They were kind of unimportant background noise to me.
    Now the game pushes me to use them.
    Same.

    I don't really mind though. If they were nerfed or removed the early part of the game would be an unplayable bore I think.

    - - - Updated - - -

    Quote Originally Posted by -Holo- View Post
    The questing system is wonky too. Just how much resources does this man have? letting a player do a few quests a week maybe, not chainquesting.
    Bye bye end-game.
    Last edited by Ghostlight; 12-10-2019 at 05:38 PM.

  14. #14
    Ranger -Holo-'s Avatar
    Join Date
    May 2016
    Location
    In a nice POI
    Posts
    268
    Rep Power
    0
    Quote Originally Posted by Ghostlight View Post

    Bye bye end-game.
    Isn't that also a problem if it's the trader that provides the endgame content? :/

  15. #15
    Colony Founder Ghostlight's Avatar
    Join Date
    Jan 2017
    Location
    Scotland
    Posts
    1,605
    Rep Power
    1
    Quote Originally Posted by -Holo- View Post
    Isn't that also a problem if it's the trader that provides the endgame content? :/
    Well any old NPC could be added to give out quests. Holo's point was that the quest-giver (regardless of who he is) was giving out too many quests and they should be limited to only a few per week.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •