PC The no-trader challenge

We are up to day 26 and have survived each horde night pretty well. We expected the slow start.

When playing in a team it really helps to divide up the skill areas and corresponding literature. Specialize. 

Beyond that we created a very large map with huge cities so we wouldn't run out for a good while. We haven't  made much of a dent in it yet.

 
Max Headroom said:
Haha!

In addition to my MP game I am now also playing a solo no-trader game. Odd things tend to be a problem with this play style. In this game it was mechanical parts. I raided three different Pass-N-Gas pois and still didn't have enough to make a workbench. Then a wrench dropped in a zombie loot bag. Now I'm cruisin! 🙂
FWIW, I have never used the trader for mech parts.  Attributing their scarcity due to a "no trader" run seems like an interesting observation.

 
So we're now at day 31. There are three of us and we've specialized in order to not diffuse progress in key skill areas. We now have 2 workbenches, 2 forges, a secure home base (Taylor Manor) protected by a system of turrets outside the wall. We just found a beaker and crafted up a chem-bench. In my standard play-throughs the chem-bench was usually a quest reward as were many of the better weapons. In this game we've crafted almost everything so many things have come later than usual. We tool around on minibikes and just need some more wheels to step up to motorcycles.

We are using existing POIs (some mods allowed) for horde nights. The last horde-night went well. We used a pair of linked buildings simply called "Downtown Apartments". Some demo-zombies showed up but we didn't set any of them off. We were one mistake away from failure. 😉 

At this point we have shown to ourselves that we can thrive without trader questing with the single exception of dew collector filters. I'm not sure how much farther we will go with many of the key achievements in the bag. It's no longer a struggle to survive. So we're looking for new things to strive for. Perhaps surviving horde night without any horde base? Just running around? I've seen videos like that.

 
Your team is pretty good.  I am always solo, so it is even slower than what you describe.  Kudos on sticking with it.  I believe it is the better game IMnsHO.

 
SylenThunder said:
IIRC there are three POI's with a broken dew collector. Looting that has something like a 5% chance to have a filter in it when you loot it. Destroying it doesn't do you any good.
5% of a 5% chance actually. So a 1/400 chance

 
Thought of something else. Since we aren't doing "clear" quests where the object is to kill every last zombie, we never have an issue with zeds not spawning because of trigger issues. 

🙂

 
So we just cleared the day 42 horde night. We are operating under a self-imposed rule of using existing POIs for horde nights instead of constructing elaborate horde bases.

This time we used a multi-level parking garage POI that featured a long set of stairs running up one side in a series of switchbacks. I think it was five levels high. The structure has steel columns and concrete floors so it's pretty solid. We set up punch-turrets on three of the stairway landings. We fought on the landings, starting with one of the lower landings and falling back to higher landings as the fight progressed. At the top floor things got hairy as the horde pushed us off the top landing and I started to get chewed up pretty bad. I finally had to jump off the building and commenced running around the outside, reloading and applying med kits. At some point I picked up a pursuing pack of zeds that included a demolisher. I managed to shoot him on his button and he took out most of the pack when he exploded. 🙂

We are each around gamestage 115 at this point so the hordes are getting pretty serious. Also true of the higher level POIs we raid. Lots of ferrals and radiated zeds. A particularly nasty prefab is Baslica Cistern by MPLoque. Diabolical! MPLoque has some really interesting prefabs.

 
We decided that a good finale for this play-through would be to host the day 56 horde in Dishong Tower. We made very little in the way of changes to the tower. Our game-stages were around 150. 

Turns out the horde can't get through Dishong. From the top we couldn't even HEAR them. It was ... boring.

 
Turns out the horde can't get through Dishong. From the top we couldn't even HEAR them. It was ... boring.


Yeh, in A19 four of us fought a late game horde on the steps between floors 1 and 2. I remember having to create holes to help the horde get into the building.

 
zombiehunter said:
I've done a few no trader playthroughs and it does make the game feel a lot different, although I only play single player.  I think you'll enjoy it.


Thats how the game was in earlier alpha's there was no trader, then there was a trader but they did not have quests at first, you could just buy and sell items with them and that was it. Then the quests were added which basically broke the balance as trader quests are one of the best ways to get dukes and gear. Why would I go loot a random poi anymore when I can grab a quest to loot one instead? that will reward something usually far better than I would be able to loot. I mean tier 4 quests aren't hard and offer t3-5 steel tools and the guns like auto shotguns etc. If you do trader quests only to loot poi's well most anyway as some like crack a books or certain ones do not have quests, you can basically get fully geared just from those quests and never really have to touch the crafting system, In fact its actually more efficent to just do trader quests to explore poi's, As you not only get the loot at the end as normal you also get a decent amount of exp, dukes and a choice of sometimes some really good items.

Sadly the game is basically balanced around the trader for the most part now in a21, and the jar change basically means you almost have to interact with the trader now as the thing you can loot for a chance of a filter is super rare. I honestly feel the water filters should also spawn in Lab loot crates, or even Shamway boxes as it is food/drink related.

We decided that a good finale for this play-through would be to host the day 56 horde in Dishong Tower. We made very little in the way of changes to the tower. Our game-stages were around 150. 

Turns out the horde can't get through Dishong. From the top we couldn't even HEAR them. It was ... boring.


Thats because there is a max path distance for performance reasons, once your that far away from them the pathing essentally breaks and they go into random destruction mode. its not just Dishong tower either, any tall building will cause this as its too far for them to path even on horde night.

 
I've added a mod to allow crafting the filter


Our recipes are similar.

Your recipe:

20 Polymers

10 Coal

10 Sand

5 Cloth

3 Glue

My recipe: (My own private Mod)

25 Polymers

10 Coal

10 Sand

20 Cloth

10 Stone

I also have an "Unfiltered Dew Collector" that is the normal Dew Collector recipe but leaves out the Filter and generates Murky Water. You can change it into a normal Dew Collector by adding a Filter.

 
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I also have an "Unfiltered Dew Collector" that is the normal Dew Collector recipe but leaves out the Filter and generates Murky Water. You can change it into a normal Dew Collector by adding a Filter.
Now that's interesting.

 
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I also have an "Unfiltered Dew Collector" that is the normal Dew Collector recipe but leaves out the Filter and generates Murky Water. You can change it into a normal Dew Collector by adding a Filter.
I like that idea!

In general I like to assume all water is contaminated and should be filtered for particulates (and parasites) as well as being treated (filtration and boiling/chemicals) for bacteria, viruses, and other pathogens.

Arguably its may be busy work and may not enhance the game experience of many.  But to simplify and expand the water system;

Tier 1 - Introduce a Rain Barrell workstation (with a craftable Gravity Water Filter); that collects up to 4 jars of murky water at 50% of the collection rate of the vanilla dew collector.  The Rain Barrell unlocks at Workstation Level 3 and the Gravity Water filter at Medical Level 3.  

Tier 2 - Would be the vanilla Dew Collector workstation (with a craftable Water Filter); that collects up to 3 jars of murky water at the rate of the vanilla Dew Collector.  The Dew Collector workstation unlocks at Workstation Level 10 and the Water filter at Medical Level 10.   This workstation could also employ tools; a Bottle Rack (Workstation Level 5) to increase storage to 6 jars and an Activated Charcoal Filter (Medical Level 15) to produce clean instead of murky water.

Tier 3 - Would introduce a Potable Water Station (with a craftable Water Filter); that collects up to 6 jars of clean water at 125% of the collection rate of the vanilla dew collector.  The Potable Water Station unlocks at Workstation Level 25 and the Activated Charcoal Filter (Medical Level 15).  This workstation could also employ tools; a Bottle Rack to increase storage to 9 jars, a Solar Still that increases the collection rate by 15%, and an Activated Charcoal Filter (Medical Level 15) to produce clean instead of murky water.    

 
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In general I like to assume all water is contaminated and should be filtered for particulates (and parasites) as well as being treated (filtration and boiling/chemicals) for bacteria, viruses, and other pathogens.


Me too. I have bottled water (the variety coming from boiling and normal dew collectors) as having a chance of dysentery -- enough that Iron Gut can eliminate. Only the game's "mineral water" is what I consider to be drinking water and it is made at a chemistry station which I assume includes a still.

I do like the multiple tiers idea and the progression you layout. If I had any criticism, it would be that we don't have multiple tiers of workstations now -- arguably, having multiple tiers for cooking sounds good to me. (Campfire > Wood Burning Stove > Electric Range) -- but that's not where TFP has gone. Instead, I think giving the Dew Collector slots for tools fits the spirit of the current workstation design. Then a filter (or even multiple tiers of filters) could do cool things.

BTW (trivia), I recently designed a POI where the entire POI is one giant Dew Collector. See below...

Watering_Hole_02.jpg

 
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