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That is a pretty good approximation actually 😂

Maybe once bandits are in they can expand on possibilities.

I once suggested quest lines involve unlocking npcs which would populate the traders and have special item benches to craft things we can't. In relation to your question I suppose this could also be extended to both the skills or questline/ reputation buildup with traders in order to fulfil your desire:

To unlock muscle for hire 😏

How cool would it be to be able to quest for a free timed help from the trader or be able to pay dukes in varying amounts for rentable npc's; of your Noah or Duke allignment, to join you for looting and exploration? 🤭
as  nothing. Less influence of friendly npc = better game

 
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in what way do you think it ignores gamestage? 

i am 115 game days into this  but the traders still are offering pipe guns and very low level stuff the only tier 5 guns i have were loot. if it wasnt for quests i would still be rocking a tier 6 pipe pistol. to me it feels like the trader inventory is trying very hard to hold me back/slow me down....  not a bad thing as i am still not bored with this playthrough

 
Trader balance? sounds like a positive spin on trader nerfs, which are needed because the trader is imbalanced as heck atm. I think trader prices are fine. The problem imo with the trader is that his current inventory ignores alot of the gamestage progression. I wonder what the new specialization will mean though. 
This  connnected with quest rewards

 
This  connnected with quest rewards
what aspect of quest rewards? the dukes and the exp seem fine. the items themselves maybe, or limiting quest per day?

If they are going to balance traders, and they do end up limiting quest per day, then they should have a way outside of being an admin to be able to reroll quest as well

 
With the wonderful new traders can we have player purchasable vehicles actually appear at said trader if they are available in his stock? It really would add to immersion if instead of putting it in our pockets we could actually drive it away. It would also add to the excitement especially for new players to see that vehicle for sale for real.

Expanding upon this it is my wish to see vehicles appear in the world as repairable entities rather than them being craftable pieces. Only those perked into grease monkey  could build required parts to repair them. 

This is not something for a mod in my opinion but necessary polish to how vehicles work and to add the discovery element to vehicles in the game.
Well.... even now you can buy vehicles - i see few time 4X4 or i bought few times bike

what aspect of quest rewards? the dukes and the exp seem fine. the items themselves maybe, or limiting quest per day?

If they are going to balance traders, and they do end up limiting quest per day, then they should have a way outside of being an admin to be able to reroll quest as well
Well items - probably less bullets lesst first aid bandages etc

 
Well.... even now you can buy vehicles - i see few time 4X4 or i bought few times bike

Well items - probably less bullets lesst first aid bandages etc
what if the majority of quest rewards weren't items, but bundles. say a first aid bundle could contain things like bandages, vitamins, painkillers etc

or what if they offered random book/schematic packages that would contain random books or schematics?

Idk, they could do alot of things, we will just have to wait and see

 
as  nothing. Less influence of friendly npc = better game


That's your opinion.

My opinion is it would make the world a little less empty and a bit more worthwhile doing quests and beinging people together.

Since we have two opposing opinions, the best way to handle it; time and resources (and willingness of the devs of course); outside of modding, would be to make it a toggleable option.

 
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what aspect of quest rewards? the dukes and the exp seem fine. the items themselves maybe, or limiting quest per day?
I was thinking what if the higher tier quests you unlock, the better items the trader will sell?

Would mean you can't necessarily make trips around the map to other traders nearby and buy up all their good stuff... but now I realize that would probably defeat the purpose of better barter? so maybe not a good idea 😐

 
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what if the majority of quest rewards weren't items, but bundles. say a first aid bundle could contain things like bandages, vitamins, painkillers etc

or what if they offered random book/schematic packages that would contain random books or schematics?

Idk, they could do alot of things, we will just have to wait and see
maybe budles will be added

Oh, you mean Buckets, ropes and the such?
No. i mean - then 100 bullets now 20 bullets, then 4 tier pump shotgun now 2 tier pump shotgun

 
That's your opinion.

My opinion is it would make the world a little less empty and a bit more worthwhile doing quests and beinging people together.

Since we have two opposing opinions, the best way to handle it; time and resources (and willingness of the devs of course); outside of modding, would be to make it a toggleable option.
Well... that's point of post apo with zombie - 99,9999% of people are dead but zombie are everywhere. 

 
Ah, ah! Gotcha! You missed my joke!  :playful:
Well we have buckets soooooooooo..... it can be one of the rewards 😛 - and we are going to get bandits so maybe  we will get rope too... well be sherrif ! i just need horse, sixshot and fire water to drink 🐎 💣 🍹

 
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