PC I miss old trader progression.

Yeah, leveling up each trader is annoying af. They are all the same faction. Clearly a way to stretch playtime because there is no real endgame. One of many reasons to play overhaul mods. Rebirth right now, levels all traders and on day 64 we are not ready for wasteland or burnt forest. (Burnt Forest is the endgame biome in that mod)

 
Yeah, leveling up each trader is annoying af. They are all the same faction. Clearly a way to stretch playtime because there is no real endgame. One of many reasons to play overhaul mods. Rebirth right now, levels all traders and on day 64 we are not ready for wasteland or burnt forest. (Burnt Forest is the endgame biome in that mod)


White River, right? I'm not sure Hugh's part of that faction, I've heard him say something negative about White River.

 
Specifically, having to "level up" each trader's quests individually. I feel like it gives players more incentive to remain in another biome for a while before moving on.
Same here.  I really dislike the way it is now.  I've had playthroughs where I'm already at T5 quests by day 22 or so.  I'm no way near ready to take on those at that point.

Additionally, I really dislike how the progression is all scripted now.  Before, you never knew what trader you would be sent to after completing a trader's quests.  Now, you know how it's going to go before you even start.  I miss the randomness of it.

 
Specifically, having to "level up" each trader's quests individually. I feel like it gives players more incentive to remain in another biome for a while before moving on.
I can see the pros and cons for this. If we couldn't go back to an easier tier it would be more difficult if we get to the wasteland and you are already top tier only quests.

The way I see it is they are a faction in an of themselves, and they are all communicate with each other and share lists of people who aren't allowed in their stores, or who doesn't pay their bills.

 
Can´t agree with that. Once you reach T6 in the forest even wasteland T1 quests are a walk in the park. Most people who reach T6 quests in the forest also can handle any bloodmoon horde being thrown at them aswell.

I mean look at your char and gear once you reach T6 in the forest. OP af.

 
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Specifically, having to "level up" each trader's quests individually. I feel like it gives players more incentive to remain in another biome for a while before moving on.
I also liked that more than the current system.

Perhaps a compromise system?

Have player settings that allow a choice of old way, current way, and this:

Choose between traders within a Biome are like now, all shared, but each Biome are separate, or each trader is unique, and has things that they only do with characters that have 'proven themselves' worthy of interactions with a specific trader.
 
Choose between traders within a Biome are like now, all shared, but each Biome are separate, or each trader is unique, and has things that they only do with characters that have 'proven themselves' worthy of interactions with a specific trader.
I think trader progression as far as proving yourself should open up a large variety in the secret stash :) Level regular for sale items based on your level, and secret stash based on relationship
 
I think trader progression as far as proving yourself should open up a large variety in the secret stash :) Level regular for sale items based on your level, and secret stash based on relationship
Or maybe not even a stash - it could be like "Hey, I'm startin' to like you. I have some jobs to offer you with some extra-special compensation, if you're willin'"
 
Some things I would love to see:

If using 'Individual Trader' settings, you have a 1 on 1 Quest progression, for each and every trader you run into on the map. If using 'Biome Trader' settings, quest progression is specific to each Biome, and all the traders within that biome share quest progression like now, but that still gives us 5 different quest progressions to work with in each game.

Have your relationships with a trader expandable by your game settings, the more you want the traders to play a role within your gaming experience, the more potential customizable content you can enable.

Perhaps some of these things could be used?

1) Increase the number of quests a specific trader (or all the traders within a biome) offer. Right now we get 5 quests to choose from, but what if, we could increase the number of potential quests being offered up, perhaps on a 1 - 1 basis for tier completion, so by the time you have completed 5 tiers, you now get 10 quests to choose from?

2) Perhaps have different quest paths, some count towards overall quest progression, some for biome specific things, and some for individual traders. Right now, only the "Opening Trade Routes" is offered as a special quest, what if, if using optional game settings, we could see this expanded for those that would like this. it might look something like this:

G) General Quest. All current quests fall under this.
B) Biome Quests. Such quests only count towards their own biome's progression.
I) Individual Quests. Quests for one specific trader.

For me, I would love the ability to work to getting a better relationship with a specific trader, and opening up more fun interactions. More quests allowed for choice, more quests allowed at a time, Trader buys More than three stacks of stuff, the extra being earned as you do missions for that trader.
 
Have your relationships with a trader expandable by your game settings, the more you want the traders to play a role within your gaming experience, the more potential customizable content you can enable.
God, no. Don't restrict my options because I don't want to deal with the tedium of leveling up traders individually. I hate it when games do stuff like that.

More options? Sure, good. More options that are only available if I play the game in a way I hate? No, that's awful.

I'm all for more content and options, but restricting available options based on other options is just not something I'd want to see in any game, ever.

If quests were more interesting and like...story-based, I'd have no problem leveling up traders individually. But being forced to spam tier 1 quests when I'm level 100 is just tedious.
 
Can’t you choose lower tier quests voluntarily? If doing all the tiers for each new trader is the fun way to play the game then I think you can currently choose to play that way if you really want to.
 
Can’t you choose lower tier quests voluntarily? If doing all the tiers for each new trader is the fun way to play the game then I think you can currently choose to play that way if you really want to.
Yes and No.

Yes, we can choose to do previous tier quests. No, we cannot have a trader keep track of where we are with them, game doesn't support that any more. :(

What we really need is quests that are part of different quest paths.

Main quest path would be all the quests in game currently. Add in other quests, that advance other paths, for instance, a Biome wide quest path might be a good idea, where any quests done for any of the traders within that biome are shared, while another quest path would be for each individual trader, which would allow folks to, if they choose to accept the game settings, to play around with such, and for those that didn't want to play with game settings that allow traders to have three different types/paths of quests, they could just opt out of them, but then they also opt out of the rewards.
 
Same here. I really dislike the way it is now. I've had playthroughs where I'm already at T5 quests by day 22 or so. I'm no way near ready to take on those at that point.

Additionally, I really dislike how the progression is all scripted now. Before, you never knew what trader you would be sent to after completing a trader's quests. Now, you know how it's going to go before you even start. I miss the randomness of it.
amen reverand... i wanted to level up a bit in the easy area before having to tackle other biomes now ya are forced... also starting with rekd $@#$@ annoying
 
amen reverand... i wanted to level up a bit in the easy area before having to tackle other biomes now ya are forced... also starting with rekd $@#$@ annoying
Nothing stops you from staying in the forest as long as you want to. The only limitation is that RWG only makes small towns in the forest, so you won't see the highest tier POIs there. But you can do any POIs that are in the forest (this may include higher tier wilderness POIs since I don't think those are limited to higher biomes, but I'm not sure about that).

Still, I also don't like the trader progression and biome progression either. I choose to make maps with Teragon so that I don't have to start with Rekt in the forest (I still might, since the traders are randomly placed and Rekt may still be in the forest, but it's not forced to be that way), and I can have any sized cities in all biomes. So much nicer. My point is just that you don't have to leave the forest until you're ready. You only miss out on certain higher tier POI. Until 2.0 when they cap loot by biome, there isn't any other thing you lose out on by staying there (I'm ignoring "seeing" the other biomes and such, and of course you need shale from the desert and if you want to do the open trade route quests, you'll also have to leave). But you can stay mainly in the forest just like in older alphas if that's what you want.
 
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