PC The big crying thread for 17.2 Economy

Please elaborate in case I am missing something. Why can't pools be player-specific? Or even common in co-op?
PLease elaborate, why do you think traders should be nerfed further ?

We allready reached the point with 17.2 enough people encumber/will encumber

 
PLease elaborate, why do you think traders should be nerfed further ?
We allready reached the point with 17.2 enough people encumber/will encumber
The interesting question is why do you want 500k dukes rotting in a box with nothing to buy for it?

To be clear, I'm speaking of A17, not a hypothetical A18 with legendary weapons providing a possible sink for such heaps of money. And my opinion is anyway that the trader should not be able to sell legendary weapons, but that's a discussion for another day.

 
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The interesting question is why do you want 500k dukes rotting in a box with nothing to buy for it? To be clear, I'm speaking of A17, not a hypothetical A18 with legendary weapons providing a possible sink for such heaps of money.
Nothing else to do. Why do you want to gate Money that fulfill as you say yourself, no purpose.

Why restricting a Sandboxgame without a aim ?

 
PLease elaborate, why do you think traders should be nerfed further ?
We allready reached the point with 17.2 enough people encumber/will encumber
On the contrary, Royal. Think about it. This pool would act like a safety threshold and would only affect late gate. The player shouldn't be able to drain it at early game, so it shouldn't affect early game at all and prices don't have to be overnerfed in favor of late game mass production tactics that make dukes obsolete.

 
Can you go into more detail here? Who is this Duke and in what way is he "in charge"? There are still zombies everywhere and the Duke provides no services that would cause me to owe him allegiance, nor any threat that would obligate my fealty. If somebody raids my base can I call the Duke and demand restitution?
The duke will probably raid your base. He's like a neagan of TWD. Can't really get into details for spoilers the duke ships with the gold version of the game.

 
The duke will probably raid your base. He's like a neagan of TWD. Can't really get into details for spoilers the duke ships with the gold version of the game.
That sounds interesting. Will we be able to hire people to help us in this attack? Sounds way harder than a blood moon horde. Rick had to ally himself with bunches of people to defend against Neagan after all...

 
On the contrary, Royal. Think about it. This pool would act like a safety threshold and would only affect late gate. The player shouldn't be able to drain it at early game, so it shouldn't affect early game at all and prices don't have to be overnerfed in favor of late game mass production tactics that make dukes obsolete.
Allways when you start talking about a max amount of coins trader have i am remembered on Fallout 3. I hated this sooo much.

I spended a huge part of my gametime only by moving around from trader to trader to raise my money. And then when i buyed something valuable i directly sold stuff to get my cash back. Cant remember any good on this topic.

Anyway, for the worst case i spam traders all over the map. The worse is only that this screws other balanced content, like the chance to find a auger at a trader

 
The duke will probably raid your base. He's like a neagan of TWD. Can't really get into details for spoilers the duke ships with the gold version of the game.
There's another use for tokens in the game, as "protection money" to regularly pay off the duke so he won't raid you.

The more money you have, the larger the "protection fee" is. :D

(Kind of like Rimworld, where the more total "value" all your items add up to, the larger the attacks against you are.)

 
There's another use for tokens in the game, as "protection money" to regularly pay off the duke so he won't raid you.
The more money you have, the larger the "protection fee" is. :D
So literally Neagan then. You can either pay a "tax" or he raids you and you attempt to defeat him instead, just like in TWG, and maybe he doesn't kill you, instead captures you and kills off one or two of your NPC's you hired with his melee weapon "Lucille" in a dramatic execution style... then you have to escape and get your stuff back ... ok, maybe that's a little too much of TWG rip off lol

 
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So literally Neagan then. You can either pay a "tax" or he raids you and you attempt to defeat him instead, just like in TWG
Sure! I never watched TWG, but it's a logical outcome in a zombie apocalypse. :)

 
Nothing else to do. Why do you want to gate Money that fulfill as you say yourself, no purpose.Why restricting a Sandboxgame without a aim ?
Because I have a desire to get good armor, weapons and mods and stuff and a game is only interesting as long as this chase is on and not too easy. Buying from the trader is too easy.

An optimal balance for me would mean that a scavenger would have at least 70%-80% of his gear found in POIs and only a few missing pieces bought from the trader. The trader would be mostly there for getting more ammo or building materials. It would be the place miners go to as an alternative to scavenging.

 
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Because I have a desire to get good armor, weapons and mods and stuff and a game is only interesting as long as this chase is on and not too easy. Buying from the trader is too easy.
An optimal balance for me would mean that a scavenger would have at least 50%-80% of his gear found in POIs and only a few missing pieces bought from the trader. The trader would be mostly there for getting more ammo or building materials. It would be the place miners go to as an alternative to scavenging.
Maybe use a seed with only one trader.

Or set the trader restock to 17368 Days

Code:
<set xpath="/traders/trader_info[@id='1' and @reset_interval='3']/@reset_interval">17368</set>
 
Maybe use a seed with only one trader.Or set the trader restock to 17368 Days

Code:
<set xpath="/traders/trader_info[@id='1' and @reset_interval='3']/@reset_interval">17368</set>
Nah. I would limit the trader to only have stuff up to quality level 4 or limit everything above to be much more seldom and limited to the stash and high barter perk.

And make a few things only available through scavenging, some only through trader.

And if I can't limit the amount of money a trader has, increase mark-down. The goal must be that even in mid-game I have to carefully think what to to buy and what not. This is the case in early game in A17.1 but not later in the game. Maybe it is in A17.2?

Limiting the number of traders doesn't work because they are essential for quests

 
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Because I have a desire to get good armor, weapons and mods and stuff and a game is only interesting as long as this chase is on and not too easy. Buying from the trader is too easy.
An optimal balance for me would mean that a scavenger would have at least 70%-80% of his gear found in POIs and only a few missing pieces bought from the trader. The trader would be mostly there for getting more ammo or building materials. It would be the place miners go to as an alternative to scavenging.
However, this would require that you can also find appropriate equipment in the POIs. At the moment it looks rather bad. Even with lucky looter on 5 and the lucky googles you will usually only find level 1 and 2 items and hardly any good imods for the weapons or armor.

But without the appropriate equipment you will hardly dare to enter the increasingly dangerous POIs. This leads you to avoid the POIs and try to get XP via other ways until you can build your own equipment.

 
However, this would require that you can also find appropriate equipment in the POIs. At the moment it looks rather bad. Even with lucky looter on 5 and the lucky googles you will usually only find level 1 and 2 items and hardly any good imods for the weapons or armor.
But without the appropriate equipment you will hardly dare to enter the increasingly dangerous POIs. This leads you to avoid the POIs and try to get XP via other ways until you can build your own equipment.
The big problem is as you point out the discrepancy of poi costing you more than you get out. Since this specifically concerns ammunition and not other stuff I would propose that lucky looter also makes you find ammo more often and in bigger quantities

A scavenger has to find his ammo in pois and therefore must get a positive ammo balance out of a poi (either directly or through trade, but then the trader needs much more ammo). A miner on the other hand (with a low lucky looter perk) will get his ammo out of the ground and look for weapons or mods when he visits a poi. He would accept to get less ammo out of a poi than he uses up.

 
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Leveling the trader skill is not really worth it in terms of incresing gains from selling things, but it really lowers the prices a ton. I do feel its a tad TOO hard to make dukes now though. Used to make most of my money off the plastic/mechanical/electrical parts, but now they aren't worth farming to sell anymore.

 
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