PC No traders.

What would that be besides solare bank/panel and fergettin elixir? Solar doesn´t hurt you at all if you don´t have it. The elixir can be spawned in. I doubt that you will find a server with a no trader map, so that´s an exclusive SP problem imo. 

If those ways would exist, no one would buy solar or fergettin elixir anymore. And if those maps are super rare and super hard, it´s propably mostly too late in game as we have no endgame at all and it´s basically over after day 35.

@Matt115 Mod is a too strong word for compopack. It´s just adding a ton of POI´s. Wich is awesome. Compopack and Nitrogen/KingGen is what kept me playing. Pure vanilla was way too boring and repetitive.
Well - skyrim have this same problem for me - everything looks this same. Well at least immersive creature help with this problem

 
I think they are better off making it so that "none" is not an option.
Right now, the trader is a problem, but I suspect there will be a lot more problems in the final alphas.
I understand this is sandbox, but if an option breaks requirements for the game it should probably get removed. They could make it a special use case and have alternative code to place traders and come up with missions, but the work maintaining that special case will get ugly as things move forward.

 
^ This what I proposed as a variant to have separate slider/option to choose how many traders RWG should create.

Idk what you guys think is "a reasonable distance for quests". If you are talking about 50 meters away from traders, then meh. As for me, I like travelling — yea I play 90 or 120 minutes per day to compensate moving around, but still after acquiring a vehicle the travel aspect is no more a problem at all.

I dont abuse questing, I'd like to have a trader in wilderness to trade. I usually hoard junky stuff to sell - like it's usual way to play. It gives additional dopamine booster to sell @%$# and buy something useful. Instead it feels weird to have base without additional crate for trash items on sale.

ps dukes still can be used in vending machines, would be logical if you could pay with cash...

 
^ This what I proposed as a variant to have separate slider/option to choose how many traders RWG should create.

Idk what you guys think is "a reasonable distance for quests". If you are talking about 50 meters away from traders, then meh. As for me, I like travelling — yea I play 90 or 120 minutes per day to compensate moving around, but still after acquiring a vehicle the travel aspect is no more a problem at all.

I dont abuse questing, I'd like to have a trader in wilderness to trade. I usually hoard junky stuff to sell - like it's usual way to play. It gives additional dopamine booster to sell @%$# and buy something useful. Instead it feels weird to have base without additional crate for trash items on sale.

ps dukes still can be used in vending machines, would be logical if you could pay with cash...
Make 2 currency system would be pointless - too much of work for nothing. You like playing that way? Fine but hm... most people can't. you know : Job, family etc, so 50- 150 For tier 1 quest sounds reasonable. Btw now RWG system works by creating  titles - so traders can't be on wild anymore - you know roads etc. Okay this slider can work - this is true but traders still be in cities

 
I wonder if you could simply turn BACK on the towns and then edit the rwgmixer to have no cities and towns to be a single tile.     IMHO that would quite likely work since the only tile would be a trader tile.   Or perhaps 1 or 2 tiles to create essentially a crossroads with a corner store type of world.   I might play with that tomorrow.

 
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