The concept of 1 quest per day at the trader would be a fantastic change in my opinion and it should have honestly been done when quests were first introduced in A17, but better late than never.

It makes absolutely no sense that a trader would offer you multiple quests to complete on a daily basis. Realism aside, this would also be great for balancing, especially early game when there is limited items to sell. If there's a coveted item that you really want, either give up hope, or explore to find a new town and take a quest from another trader to earn those dukes. This would also greatly encourage players to go deep into Better Barter & Daring Adventurer.
I know the goal of this isn't to crush "evil spam questing" lol. But honestly, I'm not a fan of spam questers - I've only been doing 1, max 2 quests from a trader per day for a couple playthroughs now, and I find it to be a better experience overall.
Also, acquiring a bicycle is far too easy right now. I'm hearing people getting that reward from the trader on the morning of day 2, which is ridiculous. This cancels out the gameplay path of crafting one yourself because, why would you?
@Roland For people who are against this change, I propose a compromise of sorts. Perhaps an additional bonus to the Daring Adventurer perk would be the ability to take two jobs from the same trader per day? It could be locked behind rank 2 or even rank 3 out of 4.
Alternatively, perhaps the player could accept multiple quests per day from a trader, but just one per tier.
I usually don’t do more than 1 quest per day (if even that) but the the traders in single player just feel like a “let me check if I can get what I want and not have to loot for it” items (usually the rare items). I try to craft everything else *unless* I’m short on ammo and horde night approaches…
anyway, I think it would be neat if these were trader options:
- “empty/dead” trader: like a 15% chance the poi is there, but they are not or are a corpse. Not a lot of traders on a normal map, and 1 per town might make that town more of a challenge. if they’re not there/dead, it’s not protected as well.
- each trader is supposed? To be balanced for certain items/goods (Jen for medical, etc). I think adding a new quest type like “Jen needs medical supplies, bring back x medical items” and you just go find/craft them, no POI or burial quest like we have today. She needs 10 Medkits? Cool, go find or make them somewhere. The reward might just be dukes, or maybe a discount to normal items she already stocks that are not medical (like weapons, building, electrical) as those are things she’s less concerned with.
- trader “faction” or something where things you do in game may make them not offer quests or bump up prices. Basically they do or do not like you based on something. Maybe you keep shooting other players, so Jen isn’t gif to talk to you anymore but Rekt is now your best friend. Maybe you walk in with a weapon and they tell you to get lost and don’t talk to you until restock day, or 7 days. Maybe if you die a lot Jen becomes more friendly. Sure, you can cheese these mechanics, but it might be neat to discover a trader hates/likes you and you get some unique quest options or deals.
- make trader “inventory” a lot more random in regards to the number of throngs they have. It seems they have a lot of items, but it might be neat if a trader only had 20 items (and maybe 1 item in secret stash) as they just ran out of stuff.
- a way to make a request to the trader for something you want. maybe Over time (many days or weeks, or less time if they like you) that item appears and they point it out (like a quest reward, but you can decide to buy it vs take your reward). Maybe the price of this item is much higher than normal as they specially got it for you. Might be a good way to get hard to find items.
- do the “player vending machines” at traders even work in single player? I don’t think I’ve been on a multiplayer game where they are used at the traders (they always build special trading hubs or other options). I heard that “NPC’s may buy items in these machines” which would be nice (even if you don’t see them do it) It would give some reason to use them in the game as a way to convert stuff to dukes, and also use it your own personal stash for junk at the trader too.
- traders just “not there today”. Literally some chance (20%?) they’re gone all day maybe taking a nap or scavenging. If not this, then maybe a place the trader can “walk away to” like a downstairs bunker so they can come and go and you can visually see them when/if they come out during the day. If they were “not there” (and could walk out of their bunker) you could choose to hang around and see if they appear. Maybe they don’t. If this were a mechanic maybe you could make them come out if you had something they needed (like for Jen, maybe there’s a note or a quest list or some way to get quests for “things Jen needs” and that’s where you can get some “fetch x medical items” quests.
for multiplayer, the traders just seem to be what you do as you can wipe out POis so fast as a team, and quests can be shared, so doing quests (and them quickly) is a more normal things to do I believe. I’ve also seen a lot of people just run/ride to all the traders on restock day to buy everything they need. I’m not sure how many single player people do this, but in multiplayer the “early bird gets the worm” for cool/new trader items. Maybe some of the mechanics I listed above could be used to combat that a little and make trading at traders a bit less … easy? In multiplayer I also see players just trading with others, which is great and almost a reason to not have traders in multiplayer (or at least make traders not such easy pickings).
another far out idea: have vehicles need “keys”. Yeah, I know we can just lock them today. If they had keys you could have vehicles parked at the trader (like 3 motorcycles, 2 SUV’s, a gyro, 5 bicycles. All pre colored and locked) and you buy them by buying the key for it. Might make the trader feel/look a bit neater. Of course, keys would disappear once “used” on a vehicle and you claim it. Traders could then be redone a little to have little internal parking or place for everyone to drive in/out and the gyro to fly out/in from there.
- multiplayer “bounties”? Maybe if you shoot/hurt the trader, or just make them not like you, the trader puts a bounty on your head. Anyone who kills you claims it

. Alternatively: the top x players with the highest kill counts have all traders no longer trade with them, and they all get offered up as bounty quests. Sure this could also be cheesed but maybe the bounty isn’t a lot of money, or is something symbolic like a sheriff badge or something by your name so people know you are a good shot, but unlikely to just kill them for their stuff.
- speaking of badges next to your name, it might be interesting to be able to do enough quests or something to get indicators for others to see. Like you could have a “trader” or “hermit” or “questor” or “murderer” badges so people know what kind of reputation you have (maybe a board at the trader if not always by your name) and can deal with you based on reputation. like “oh doughphunghus has 20 player kills, but trader reputation indicates they are not a murderer but a trader”. Then people can more freely team up or meet up with players , or avoid them based on reputation or bounty. Almost like “LBD but for role play”. Players never are bound to act by reputation, the traders just assign it based on actions or are where you go to see it.