Guppycur
Well-known member
Yep.All sounds good. Now we just need the protective shielding around traders removed...![]()
Yep.All sounds good. Now we just need the protective shielding around traders removed...![]()
At what level did it become OP? This whole trader thing bugs me since it was an alternative to help SP level up and SP seems to be getting hit harder with the nerfs than MP. I was fine with gun nerf sale prices since we could craft them so it was understandable and we could always sell resources or bullets. Doing Tier 1 which I consider beginner quests for the trader were also an alternative for me, yeah the distance was annoying but I didn't mind that much until the recent food and water issues became a problem. I can agree with the higher tier trader quests needing the player to have some mode of transportation but not the Tier 1 quests..hell I'm fine if you remove the items from Tier 1 trader quests and just have it give a little more exp, dukes and the quests for tier 1 be somewhat close like 600m - 1 km from the trader.It was really OP dude. If you bought the perks you would know. If you advance in the quest tiers the loot gets really good. Wait until you have a bicycle to start working for the traders.
Since the weapon prices are now nerfed below oblivion, and none can get rich on making guns, does that meansThe hard thing to do is players can craft guns so we can't have them getting rich selling pink guns. That is part of the reason I increased the parts requirements for guns so people can't get super rich crafting.
Unfortunately, we're only getting a small glimpse at the development process. I'm not saying it's a bad thing, but I feel a lot of complaints stem from people not understanding the actual development process. I personally do, so when I come to the forum with a critisism, it'll typically be with a proposed solution or at least a "what I feel should have happened vs what actually happened" input. I've learned in my years of project development, prototype integration, and design implimentation that it does not good to complain without at least the idea for a solution. I wish most people who participate in Early Access games had that same mentality because it would absolutely make for a more constructive environment where we all felt like we were contributing to the end goal.“Stop changing systems and pick one”“Change more slowly!”
“The game is currently unplayable”
Do you know who will never ever complain about this stuff? People who buy the final version. They’ll never know the zigs and zags we saw. I’m not talking about not giving feedback about the game. I’m talking about an intolerance for getting this chance to step behind the curtain.
I have played a lot of early access games that are early access in name only. They aren’t REALLY going through the raw development process in view of their customers. They just have an already pretty much finalized game they are updating and when their game “goes gold” there really is no difference. The updates after 1.0 feel the same as the ones before when the game was supposedly still being designed.
7 Days development is the real deal. They were being honest when they said their game is a work in progress. They also take experimental seriously.
If you want the equivalent of DLC updates to an already finished game then put it away until the notification comes that it’s done. Otherwise buckle up and enjoy the ride for what it is. Every update is amazing to me how the changes affect the overall game. They aren’t all good but the process is definitely interesting to participate in if you have the stomach for it.
I see a potential work around here. Simply code in a tag that gets put on player made guns. Doesn't have to be anything displayed, but it would help if it was. Then just reduce the trader value of so tagged guns by 75%. Elegant fix. Found guns maintain value while people aren't making hundreds of thousands of dukes every trader cycle from selling crafted guns. Also, I don't mind the relatively high cost of crafting a gun. You're making a damn gun, possibly one of the most OP things you can now craft in the game. It should be a resource drain.Modded items getting into the trader loot was kind of a bug so we removed it. We will add it back when we have some means of controlling it. I'm buffing the xp and dukes right now, it is crap. The hard thing to do is players can craft guns so we can't have them getting rich selling pink guns. That is part of the reason I increased the parts requirements for guns so people can't get super rich crafting.
Hahaha that's a fair question Kat.Since the weapon prices are now nerfed below oblivion, and none can get rich on making guns, does that meansthe parts requirement will be reduced?
And traders to be mortal!All sounds good. Now we just need the protective shielding around traders removed...![]()
The triple of 1 is still only 3, while a bowl of stew still costs 200 - 300.And traders to be mortal!
Also, putting 2 points into the barter perk TRIPLES your sell amount so I don't see why people are whining...
So my t1 quests will give around 5k xp and 750 dukes? Much better. Thanks mmI increased quest rewards x5 on xp and x3 on the duke reward (b241) so there is that. There is always mining for gold and silver which is still pretty valuable. My plan is to play after stable for quite some time and keep patching balance changes. Like you should be able to make a living being a miner or blacksmith, or lumberjack, etc.