Im back( :wth: )
No. You say I made contradictory claim, one of them being it is not a sandbox. So again, where did I say "It is not a sandbox".
Okay, I was wrong about the sandbox, and I'll explain to you where I was wrong.
As a mix of lots of genres they can pick whatever they want from each genre and call it that. And there is no clearcut definition of sandbox. The obvious element of 7D2D that gets them the label sandbox is clearly the building part which many other sandbox games lack in this detail. Another sandbox element is that you can largely play as a miner or tradesman, though in earlier alphas the "sandbox" part was much bigger.
In this paragraph, you are claiming that this game is a sandbox only in terms of construction and the possibility of role-playing.
Many people on this forum have assured me that this is a sandbox game, and I was clearly convinced that this was usually an excuse for having to fix XML files. In fact, this is not the case. I checked. Perhaps there were such cases, but there were not many of them.
But for you to understand why I have complaints about the definition of a game as a sandbox, I believe that in a sandbox we set the rules and laws ourselves. If this feature is not a strong point of the game and a priority, then this is not a sandbox. My opinion.
Probably you dont consider, or dont say that you consider, flexibility and freedom to customize the world as a property of a sandbox game. I was wrong. Sorry. Stop talk about this.
Off the top of my head
1) The trader is endpoint not only for quests he gives out but quests that can be found in the wasteland. All of those have to be deactived **depending** on this option. According to an experienced modder this might not be possible yet in XML so further changes in c++ code would be necessary.
2) The trader in A20 is a neccessary ingredient of any town as it is the endpoint of the highway to it. No trader, no highway that ends in that town. It probably would need some changes in random world generation to use an alternative newly-created POI for this as well (which I think would be the easiest fix)
3) Whether you believe it or not, bandits and story and possibly a faction system will be in 7D2D in the future, with the traders assumed to be in the middle of some of the mechanisms of this. Only TFP knows the detials, but such an interconnectedness would probably need additional code to make the game work without trader.
Blood Moon is not part of anything else, it just makes lots of zombies spawn at a specific time. I don't see any other feature of the game touched by BM.
1) But we are talking about how the quests, that he gives out, have a very detrimental effect on the gameplay. First, they tie you to the area around the trader. Second, they force you to clear the same points of interest. Thirdly, you receive too valuable rewards, that speed up development too much, for completing quests. These are real problems, and I've come up with some simple solutions to all three. And this is not the removing of the trader. First and second problem can be solved by adding option "
All trader's quests are unique (1 POI = 1 use in quests)", third problem can be solved by adding option "manual setting of the assortment and trader's rewards in the world options menu". Simple rebalancing won't help those who want to play with 25% or 50% loot.
Recently i started a new game on Vanila in Navezgane at a fairly high difficulty. On the 12th day I have a auger, a grenade launcher, a truck, a concrete base, all kinds of electric traps and electricity, a lot of ammunition and grenades. On the 14th day BM will come and how do you think I will experience the pleasure overcoming the difficulties offered by the game on this day? And I would not say that I was speedrunning a lot, I was playing a very ordinary game. So trader's rewards and shop is really broken, because I bought concrete from him, from him I bought a crucible and some steel for the car, from him I bought an AK-47 level 4 and level 2 (on day 2), from him I received thousands of ammo for this AK, from him I received hundreds of grenades, from him I bought a grenade launcher and ammo for it, I bought a drill from him and much more. Not to mention the tens of thousands of experience as rewards and for items sold.
By the way, what kind of wasteland quests are you talking about? Those raw notes that give you 300 dukes and 500 experience and nothing else? From extreme to extreme
2) I did not know about this, but what prevents to dont literally remove the trader, but to make him uncommunicative, as an example? I don’t know, maybe you’re right and removing it is a more difficult thing to do than make him able to setting up.
3) In general, I assumed that all this future content would disappear with him, but we dont have it yet, so what are we talking about
4) The trader is also not part of anything else today. I proceed from what we have now and in the next few years.