I Want This But You Want That?

And it's obviously impossible to make an RWG that can generate exactly one copy of a thing..? The dupes are silly, even if the reason is .. wait, "RWG sucks" as the reason? I mean, I guess.. :)
RWG is a lot bigger than Navezgane, so if they restricted it to one of each trader then traders would be few and far between. I agree its silly, but the only other option I could think of would be to have generic unvoiced traders that get added to RWG. I'm not sure if that would be better or worse, to be honest.

Frankly, is it any different than having thousands of the same 10 or so zombies all over the world?
 
RWG is a lot bigger than Navezgane, so if they restricted it to one of each trader then traders would be few and far between.
Would that be a problem?
Should that be a problem?

Depends on the design. It's only a problem if you're meant to go to one three times a day.
It's an immersion issue, not a big one.

Zed clones are more acceptable than "Beam Me Down, Scotty!" -zeds.
BMDS -zeds are more acceptable than unhittable zeds (been saying to my screen "have a hitbox" a lot today.. batons having problems)
Unhittable zeds are more acceptable than unboilable lakes (one is a bug, the other a design)

Trader clones? Why are we worrying about trader clones? :D
 
Would that be a problem?
Should that be a problem?

Depends on the design. It's only a problem if you're meant to go to one three times a day.
It's an immersion issue, not a big one.

Zed clones are more acceptable than "Beam Me Down, Scotty!" -zeds.
BMDS -zeds are more acceptable than unhittable zeds (been saying to my screen "have a hitbox" a lot today.. batons having problems)
Unhittable zeds are more acceptable than unboilable lakes (one is a bug, the other a design)

Trader clones? Why are we worrying about trader clones? :D
Fair enough, everyone draws the line on what is acceptable in different places. Trader/Zombie clones never really bothered me but I dont blame anyone for feeling differently
 
...People can have different opinions and it is okay. It really is possible to discuss those differences without name calling or yelling or swearing or any other negative or toxic behavior. Even when you have very different personalities, you can have a friendly discussion of your different views. It isn't that difficult.
This point here is the main reason why I started this thread. Good, fiesty, passionate, fiery discourse is a good thing. It's how many great ideas are born. We just have to keep our humanity in check. (Good luck with that, right?)

No matter how many things about the game annoy, enfuriate or trigger me, I still keep coming back. Why? I'm really drawn to the core gameplay. Elements of that core gameplay:

-"Overall" non-linear gameplay/freedom
- Apocalyptic survival
- Creative building/construction
- Destructive environments
- Resource/character attribute management

As long as those core elements remain, I'll continue to be hooked. Seems like a new build, create, craft, survive, explore, defend type game pops up everyday. The Bandwagon is real. But what does 7 Days have that the others don't? (Besides a 10+ year development cycle) 😉
 
Would that be a problem?
Should that be a problem?

Depends on the design. It's only a problem if you're meant to go to one three times a day.
It's an immersion issue, not a big one.

Zed clones are more acceptable than "Beam Me Down, Scotty!" -zeds.
BMDS -zeds are more acceptable than unhittable zeds (been saying to my screen "have a hitbox" a lot today.. batons having problems)
Unhittable zeds are more acceptable than unboilable lakes (one is a bug, the other a design)

Trader clones? Why are we worrying about trader clones? :D
Personally I would dislike having to travel very long distances to turn in a quest, but I suppose that might balance out questing and scavenging somewhat if traders were in the wilderness again.
 
RWG is a lot bigger than Navezgane, so if they restricted it to one of each trader then traders would be few and far between. I agree its silly, but the only other option I could think of would be to have generic unvoiced traders that get added to RWG. I'm not sure if that would be better or worse, to be honest.

Frankly, is it any different than having thousands of the same 10 or so zombies all over the world?
Does anyone actually listen to the trader dialogue? I'd be 100% fine with unvoiced traders, personally.
 
Yeah, simply copying existing traders is such a turn-off. It's my jars. A generic trader without dialogue would be so much better. I hope they fix this before they consider the game finished.
 
Would love a slider for how many duplicates of the traders spawn. I personally have a rule of the 1st trader each that I come across is the only one I use.
 
Yeah, simply copying existing traders is such a turn-off. It's my jars. A generic trader without dialogue would be so much better. I hope they fix this before they consider the game finished.
Do you really think a generic NPC with no character or dialogue is better? That's so boring.

I love the traders and what they have to say. Walking into Rekts and getting harassed always makes me smile. I'm glad people with some creativity are making the game and not yall.
 
And it's obviously impossible to make an RWG that can generate exactly one copy of a thing..? The dupes are silly, even if the reason is .. wait, "RWG sucks" as the reason? I mean, I guess.. :)

No, it's not impossible. One of the first mods I made for myself when biomeTags was introduced to the rwgmixer was an override to how the vanilla traders spawn. It's extremely simple:

<remove xpath="/rwgmixer/prefab_spawn_adjust[@partial_name='trader_rekt']"/>
<remove xpath="/rwgmixer/prefab_spawn_adjust[@partial_name='trader_jen']"/>
<remove xpath="/rwgmixer/prefab_spawn_adjust[@partial_name='trader_bob']"/>
<remove xpath="/rwgmixer/prefab_spawn_adjust[@partial_name='trader_hugh']"/>
<remove xpath="/rwgmixer/prefab_spawn_adjust[@partial_name='trader_joel']"/>

<prefab_spawn_adjust partial_name="trader_jen" biomeTags="forest" bias="20" min_count="1" max_count="1"/>
<prefab_spawn_adjust partial_name="trader_rekt" biomeTags="burntforest" bias="20" min_count="1" max_count="1"/>
<prefab_spawn_adjust partial_name="trader_bob" biomeTags="desert" bias="20" min_count="1" max_count="1"/>
<prefab_spawn_adjust partial_name="trader_hugh" biomeTags="snow" bias="20" min_count="1" max_count="1"/>
<prefab_spawn_adjust partial_name="trader_joel" biomeTags="wasteland" bias="20" min_count="1" max_count="1"/>

I also switched around Jen and Rekt's biomes, because I freaking *hate* Rekt.
 
Umm, thanks, I guess. :)
I was just snarkily pointing out that any difference to Navezgane is merely up to the implementation of the RWG; but glad to hear it's trivial even in the current version.

Yep, trivial for sure. 1 trader of each type per map. Why TFP generates a bunch of dupes is a mystery to me, because in the hundreds of test maps I've generated, my simple little fix has never resulted in a map with a missing trader. Setting the bias to 20 ensures that the gateway tiles (where traders spawn) will always prefer placing a trader over placing some random gas station or other POI.
 
Does anyone actually listen to the trader dialogue? I'd be 100% fine with unvoiced traders, personally.
Yeah the traders are fairly cringe. Not only that, my younger kids can't play due to the language. Wish there was a way to turn off the foul language at least.
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Ok, so many posts, threads, comments about what? Jars, progression, Alpha this and Alpha that, quests, optimization, yada, yada.

Can we all at least agree that what we like, dislike, want, don't want is all subjective to our personal tastes?

There are things about this game that I like, things I do NOT like, things I love and things I absolutely hate!! But there is at least one thing we should all be able to agree with: that overall, the game is fun and we should be able to discuss it with civility. If that were not true, none of us would be visiting this forum.

The animosity, sometimes name calling, accusations, assigning motives, point counter point and constant debating is really unnecessary.

This is a groundbreaking game that we all apparently love. How about we let that single point unite us as we provide constructive feedback to the developers so that this labor of love can reach its final destination: out of Alpha! 😉
What? I mean name calling is over the top but there's nothing wrong with debating or discussing what features we would like to see added or removed. Are we not supposed to voice personal tastes? I, for one will continue to post things I like and don't like. That's what forums are for. Not a love fest of syncophant simps.
 
Personally I would dislike having to travel very long distances to turn in a quest, but I suppose that might balance out questing and scavenging somewhat if traders were in the wilderness again.
Maybe they could implement a dukes and XP bonus based on the distance the quest POI is from the trader.
 
Do you really think a generic NPC with no character or dialogue is better? That's so boring.
Do I really think it is better to come to a generic trader with no dialog than coming to a copy of Rekt or one of the others? Of course. Coming to a copy of Rekt immediately dispels the gaming illusion that this is a real world. It makes me wonder if there is a glitch in the code, if I have come across some bug.
 
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