Katitof
New member
These two are directly connected.Hey guys and gals, I am working on making traders and the economy as good as possible and need your input. My goals are:
1.) Support all play styles, so non crafters can get what they need.
For this let me know if there are any items or resources sorely missing from trader inventory.
3.) Perk balance. Are the trading perks too good? I typically get by without them so maybe they are OP?
Base traders offer some stuff, but that stuff is hardly useful or even decent quality.
If you want to make actual money and buy items that are actually needed if you're not dumping points into int, you NEED barter perk, no other way around it, you just have to have it and if you have best armor, weapons and mods, you HAVE to spec into full barter, which means you need 10 int, which means you might as well just pick the perks and craft the stuff yourself. That sadly goes for every singular craftable item.
While it is logical to have all crafting behind int, its also a massive problem, because if you want to do anything crafting wise, you have to spec for it and you can't even rely on buying that stuff, because again, you have to go full int anyway.
From my observations, the price between 0/5 barter and full barter is IMMENSE and while you may get something nice in secret stash with 0 points, you almost always get something great with 5 and the price drop together with higher selling price is just too good to pass.
As it is now, you are always forced to spec into int, regardless if you want to craft items yourself or not.
Not being able to get better vehicle then a minibike and said minibike being pretty damn terrible(due to lack of vehicle mods I assume) is also a factor pushing people into enough int to at least get a hog.