Balancing the amount the trader gives away is one part of a fix, if a quest gives too much at 100% it would give too much at a 25% setting as well. The other part is simply not in the game (yet), at least not as an option. EA, remember? The loot setting by the way is called **loot** setting because it is about changing the loot, not the trader rewards. It also doesn't change mining results nor scrapping results, which would be necessary for a complete solution to all resource aquiring.
I know that loot option is a loot option and I agree with that. Apparently, you are inattentively reading what I write, because that's what I am talking about. We should have 2 options "loot" and "trader's rewards/assortiment". I wrote several times that each option in the world settings menu does not change anything except what is written in it. I did not suggest changing this
What constitutes the toilet in this game depends largely on personal views, I can easily ignore traders or quests or make limits what I buy from the trader if I want to, but throwing away 3/4 of any loot I get is hardly practical.
This is what satisfies the basic needs of the player. Does the word toilet amuse you? Haha. Well done, but I can lie in bed and play 7 days to die in my head. What's next?
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.
Okay, I realized that this word should be used only when it is convenient for you. Every time I was sent to change xml files, look for mods or artificially deliberately limit myself in something, these tips were supplemented by the words that this is a sandbox game. Now you literally tell me "no, man, this game is not a sandbox, well, more precisely, a sandbox, well, not quite, well, you know, I just don't want to agree with you on anything."
Care about new players? You are pushing for a setting that has nothing to do with new players. New players don't need options. They can't estimate if this or that option should be set or not. And turning off traders would definitely be the wrong move for a novice player. Options are for experienced players who know the game and want something different.
It depends on what you call care about new player and who the new player is and how long they will stay in the game. If this is a twitch user who buys, plays for 2 days and forgets, then really, for such people, the integration of Twitch and drones is the best content, and we do not need any options. But if we are talking about people who will come, love the game and stay with it for a long time, strengthening the community of this game, then it needs variability and replayability. The quick profit road usually leads nowhere
Not at all comparable. I whipped this out in about 10 minutes and tested it to verify I had no mistakes in my code. However, this is nothing compared to modifying the traders to allow optional settings and redoing the UI to accommodate even more settings / options. And if I was to modify the traders to provide options, I can see why TFP has not made this as a priority. If they are going to add more options, they will want to do it all at once rather than constantly having to update the interface over and over again. And bandits? I shudder trying to code the AI to make it look good. I am expecting Faatal and his team to amaze us when they are finished with it.
In addition, the starting quests and the quest to find the first trader are in there for new players (and those that like 4 free perk points). They even tweaked them in Alpha 20 to make it easier to find the components at the beginning. For those of us that are driven and want something different, it is on us. We can modify the starting quests if we want to, make them take longer, tailor them to a specific build or end goal, or just delete them / ignore them altogether.
<config>
<remove xpath="/quests/quest[@id='quest_BasicSurvival1']"> </remove>
<remove xpath="/quests/quest[@id='quest_BasicSurvival2']"> </remove>
<remove xpath="/quests/quest[@id='quest_BasicSurvival3']"> </remove>
<remove xpath="/quests/quest[@id='quest_BasicSurvival4']"> </remove>
<remove xpath="/quests/quest[@id='quest_BasicSurvival5']"> </remove>
<remove xpath="/quests/quest[@id='quest_BasicSurvival6']"> </remove>
<remove xpath="/quests/quest[@id='quest_BasicSurvival7']"> </remove>
<remove xpath="/quests/quest[@id='quest_BasicSurvival8']"> </remove>
<remove xpath="/quests/quest[@id='quest_whiteRiverCitizen1']"> </remove>
</config>
Great, but are you serious about the fact that changing the UI to add new options is hard task? Let's leave the trader settings aside, because probably, the mechanics of rewards and assortment of the trader do not include variability and customization. Let's just say it's difficult to implement. But what about settings we can change in the XML file now? For example,
Wandering Hordes. Why can't the player be allowed to modify this XML file through the game interface? Or are you talking about the need to create a new tab or scrollbar in the menu? Well then it must be a joke
How do these same players change other games if they don't know how? By finding people who did mod the game and download their mods. Just because you or I or anyone else want something in this game, it doesn't mean it will happen. This is TFP's game, not ours; and they have a plan on how they want to do it. They will take feedback and implement ideas they think are great to have, but if it doesn't fit the plan, the odds are that it won't be added.
No way. They play at default settings and forget about the game when they get bored. What percentage of players do you think comes to installing mods or finds out about manual editing of xml files?
Of course, I understand that this is their game, not ours. I have no illusions about this. I just express my opinion
Now, I can only speak for myself in this.....If I am not going to get what I want, what should I do? Complain about it not being in? Imply that the Developers are being lazy because it hasn't been implemented yet? No. I realize that what I want may be different than what they are planning on doing, so I learned Xpath and been experimenting with various changes I can make on my own. Everyone reacts differently in these situations. I choose to spend my time learning a new skill and implementing my vision on the baseline that TFP have created with this game. I try to make my response to a situation productive. In the end, doing this has not only made it possible for me to tweak this game to my liking, but to offer assistance to others.
Yes, you are great, this is a good approach. It's probably better than complaining on the forum, but let's be honest, how many people have played with your modification? How many people generally play mods or manually edit the xml? How does this compare to the total number of players in 7DTD? I think this only applies to deeply interested connoisseurs. Do not think that 100% of the players in this game live on this forum. And I don't think that many people even think about such opportunities. They just buy the game. They are playing. They get bored. They delete the game. End.