PC Trader and economy balance thread

Solo, I'm richer than Cresus, so it's hard to give any advice other than "raise the prices!"

Quests pay too much. I think prices should be indexed to the player's reputation with the merchant. And the reputation should depend on successful quests (and their level) or quests that are not successful or canceled (the reputation should drastically fall in this case).

I would also like merchants to offer more decorative items, anything that is not craftable.

I would prefer that vending machines disappear, but hey, it's personal: I find these things counter-immersive and totally inappropriate in a devastated world.

And as has been suggested, I would much prefer specialized dealers, which would require to look for them: a gunsmith, a grocer, a doctor, a furniture merchant, etc.

edit : and when we're infected or sick, they should refuse to trade (or shoot at sight ^^)

 
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In my opinion, traders should always be the second option.You spent so much time making the A17 harder, and now, i just buy tons of meat from a wending machine ... Everything has to have a price, and be available at the trader, but prices has to be high, so you only chose to buy food for example, if you have no other choice.Otherwise, the whole new things are useless .What is the point of having the new food/drink thing if i can just sell some cloth fragments i can easily get and buy all the food i need for weeks?I find like 15 meat in a wending machine, took down a tent, sold the cloth and brought the meat on day one.First night i was eating bacon and eggs and you call it survival game:P

I agree, all specialization has to be able to use the trader, but for example if i'm a miner , force me craft something from what i mine and sell it, and so on.Make the trader buy vehicles, ammo, cooked food, steel blocks, hard to get things, for each specialization.

One of the things i buy from the trader is glue/duct tape, i used to have tons of bones in A16 and craft glue, then duct tape.But then, why is the trader selling glue, and not bones?

 
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.

Vehicles or Vehicle parts. They should be sold only after you've ranked your trader up to their cap and for a very high price so non intellect players can acquire them after much work. Trader Perks should be taken out and instead replaced with the Trader Rank system where by doing quests levels up your trader (kind of how it is now with getting higher tier quests) which will increase your Bartering skill and unlock better stuff in their secret stashes. This would be easily modifiable too with by just basically upping or lowering the amount of quest you do in order to rank up. If you want to go extra bad ass have a visual change to his base every time the trader ranks up.

 




2.) Make it possible to make a living role playing.

Whether it be a lumberjack, a rock miner, a blacksmith, hunter, crafter selling his goods, scavenger selling things, I think you should be able to make a modest living. I'd want to know what trades are under powered and which ones are overpowered or not even supported.

Tie this quests. Something like "Carpenter Quest Tier 2" and make is so you have to craft specific things and then deliver them to the trader. You can make a little kiosk to sell said quests so they are separate from the main trader quests. The rewards can dukes and exp with a chance for a rare item to further enhance your Carpentry skill. This would make Jobs a helluv a lot more immersive and fun.

3.) Perk balance. Are the trading perks too good? I typically get by without them so maybe they are OP?

As said earlier, take them out and tie them to questing and ranking up your trader.

 
Solo, I'm richer than Cresus, so it's hard to give any advice other than "raise the prices!"
Quests pay too much. I think prices should be indexed to the player's reputation with the merchant. And the reputation should depend on successful quests (and their level) or quests that are not successful or canceled (the reputation should drastically fall in this case).

I would also like merchants to offer more decorative items, anything that is not craftable.

I would prefer that vending machines disappear, but hey, it's personal: I find these things counter-immersive and totally inappropriate in a devastated world.

And as has been suggested, I would much prefer specialized dealers, which would require to look for them: a gunsmith, a grocer, a doctor, a furniture merchant, etc.

edit : and when we're infected or sick, they should refuse to trade (or shoot at sight ^^)
Disagree about that because it goes against "1.) Support all play styles". Most builders couldn't care less about quests so we need to buy everything, specially ammo. So should we pay more because play style? Absolutely not.

 
Disagree about that because it goes against "1.) Support all play styles". Most builders couldn't care less about quests so we need to buy everything, specially ammo. So should we pay more because play style? Absolutely not.
You should pay more, but have something specific to builders to sell for more, for example concrete.Or, a quest to build something for the trader for dukes.If not, an option when i start the game to chose specialization, cause i don't wanna buy all my ammo from the trader just because you want, but ill still do it if it easier than looting or crafting it

 
You should pay more, but have something specific to builders to sell for more, for example concrete.Or, a quest to build something for the trader for dukes.If not, an option when i start the game to chose specialization, cause i don't wanna buy all my ammo from the trader just because you want, but ill still do it if it easier than looting or crafting it
Disagree, prices should be same for everyone. Specific "builders" quests are not viable because it would take too long, so reward needs to be very significative and I don't think that's fair.

 
Disagree, prices should be same for everyone. Specific "builders" quests are not viable because it would take too long, so reward needs to be very significative and I don't think that's fair.
Builders could sell their pebbles and their clay as part of quests, like "hey will mine for 4 hours, and you'll get a 10% discount." Thus, they would be happy and let the survival players enjoy the implementation of the reputation in a role play survival game.

Or maybe players who use the game only in a minecraft way should remember the creative menu and stop ruining the game for their own comfort.

 
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Definitely add some more variety to what you can do for the trader. Call it quests, requests or jobs. This would include (gathering some of the previous solutions also, which i vote for also):

1. Package delivery to another trader - self explanatory, especially if we take into account various trader types (gunsmith, blacksmith, general goods, etc.), but the package itself (or multiple packages) can have an icon of a box or something, so anything can be inside, but takes up a slot/s in the inventory.

2. Crafting materials for repairs - I would love to see all of the stations (apart from 1 random or something) to be broken, but you can pick up a quest to repair them (only available at a trader). This would require some specific materials (workbench would require something else than a forge or chem station) and reward with some xp, coins and the possibility to use the station.

3. Specific materials for a request - The trader has a couple materials that needs for a delivery to another trader or for some work at the camp, so he'll buy them for a higher price (marked in a different color or something). Maybe even the cap for the amount of specific items can be raised. This will give incentive for bringing some materials. Enhanced edition with trader types - specific types will mostly focus on specific items, gunsmiths on guns and mods, builders on building materials, general goods will buy most common items, etc. This will allow taking specific loot to specific traders.

4. New quest type of finding specific materials - Different than the previous, where this is a quest and you simply have to gather/craft/buy the materials somewhere and bring them to the specific trader. Rewards are similar to regular quest rewards.

Can't say much about the prices, but definitely more ammo would be needed as it's always a rare commodity. Unless it will be tied with the "questing rank", so that when you raise your tier you can get more ammo and common materials.

 
Disagree, prices should be same for everyone. Specific "builders" quests are not viable because it would take too long, so reward needs to be very significative and I don't think that's fair.
Specialization means , you do something very easily and the other thing harder cause you chose to specialize.

I want this game to be the survival crafting horde game it is supposed to be.I want to build, i want to craft, i want to hunt, i want to kill zombies, i want to mine, etc and plan my time accordingly.One of the things that allowed this was the raising of specific skills by doing that action>i hate spamcrafting, but maybe some skills need to be that way.Specialization is very important on MP, but on the forum we are just maybe 1% or less of the total player base.On single player, you can't really specialize.

If you want specialization , you need to have something more than others on that field but also loose something.That is how it works.If you wanna be a builder but still loot like looter, that is not possible not in real life, and not in games.

 
Trader perks for selling stuff, is not only op it is bugged and broken.

Description says 10% better prices, etc what really happens is 100% per level.

Current meta is go to at least Barter 3 or 4 right away, then wrench cars sell the parts and buy high level guns, tools and mods with Barter 4 you can buy lvl 6's, and have almost end game gear at player level 30ish.

 
As always people call devs to make the game harder and harder. I play always random gen and in my last game I couldn’t find any animals for like 10 days. I survived only because of the meat at traders and vending machines. Pls don’t remove vending machines, most ppl don’t care about “immersive gameplay”, there are ppl like me who just want fun and don’t care about how vending machines can be filled in a post-apocalyptic world.

I think the only option to make all happy is to make a difficulty setting for traders. Something like u can choose before starting a game for 25%, 50%,75% or 100% higher prices.

 
Vending machines* add again more coffee to the vendingmachines

* Small ammounts of Bandages

* Small amounts of Painkillers

* Small amounts of ammo (maybe)

* More cans

* Less fresh food

Thats how i would fill my vending machines as a trader in the 7D2D world

(my mod 3 pictures how my my Vending machines are filled https://7daystodie.com/forums/showthread.php?103985-Vanilla-modlet-collection&p=923858&viewfull=1#post923858

Trader

Trader are too much RNG dependent

In one game you have a Q4 Auger on day 1 by a trader or a Q5 by loot.

And next game the first auger you see is at level 100 the Q6 auger you produced yourself.

In my opinion the Perk buff is far too strong. Maybe rise the Basis value to that what you have now at Perk 2/5. And distribute the Value you have now at 3-4 of 5 to 1-5 of 5

AMMO

Trader need more ammo

FAR MORE ammo

Did i mention AMMO ?

There is only one reason to visit traders after day 49 and this is AMMO

A M M O (can i make the text blinking ?)

No really, if you want enough ammo in the game you can

Spend 4/7 days of the week by harvesting boulders

or

Move too all traders and Nitpick loot at 100% lootabundance

or

Play on 200% Loot and still Nitpick the best lootcrates

If you play normal you never will have enough ammo

Even with Daylie restocking traders it can be problematic (Still testplay)
I like the vending suggestions. Fresh food wouldn't be in there anyway. On the ammo, are you killing 100% of your enemies with bullets? I kill all I can with my fire axe, and reserve bullets for hordes and oh ♥♥♥♥ situations. I've added way more ammo but it could still be a ways off from what you would need late game.
 
Different traders have different goods they specialize in. Give ppl a reason to go and actively find them all.
  • 1 trader has 80% mostly food/med supplies and 20% general goods.
  • 1 trader has 80% mostly ammo and guns, 20% general.
  • 1 trader has 80% mostly building supplies, 20% general.
  • 1 trader has 80% clothing/armor goods, 20% general.
  • 1 trader IS a general goods trader and has equal amounts available for everything.


All traders have a quest to travel to the other trader locations like:

  • The general goods trader has a quest to go to the Foodie trader.
  • The foodie trader has a quest to go to the building supply trader.
  • The building supply trader has a quest to go to the Armor trader.
  • The armor trader has a quest to go to the weapon/ammo trader.
  • The weapon/ammo trader has a quest to go to the general goods trader.


heh, kinda like gup said and it has a built in balance just by goods available that each shop mostly deals in.
I'm pretty sure we don't support traders having special inventory per trader. It was on my wish list when I designed the traders. It would help for sure, Jen was supposed to be meds, hugh firearms, Joel general, bob vehicles and electricity.

 
As always people call devs to make the game harder and harder. I play always random gen and in my last game I couldn’t find any animals for like 10 days. I survived only because of the meat at traders and vending machines.
Sorry, but as always beginners want the game easier and easier. 10 days without finding a boar or a snake ? They are everywhere, even waiting for you in POI. It's not because you don't know the game that it has to be fixed at your level. Your level will raise, try harder. In the worst case, eat eggs. And don't tell me you can't find eggs, RWG is nestland. Vending machines are creative menus in game. These things should electrocute you every time you approach them :)

 
I'm pretty sure we don't support traders having special inventory per trader. It was on my wish list when I designed the traders. It would help for sure, Jen was supposed to be meds, hugh firearms, Joel general, bob vehicles and electricity.
It's doable now and works, except all traders can buy all things. That, and something weird about the trader id going over 5 or something... But it all worked.

Seems that since you're already looking into balancing traders, that revisiting your wish list is a good idea. :)

- - - Updated - - -

As always people call devs to make the game harder and harder. I play always random gen and in my last game I couldn’t find any animals for like 10 days. I survived only because of the meat at traders and vending machines
...so you survived. You found a way. Sounds like that game was well balanced.

 
As always people call devs to make the game harder and harder. I play always random gen and in my last game I couldn’t find any animals for like 10 days. I survived only because of the meat at traders and vending machines.
To add to what others have said: It also is really hard not to find animals. If you go out exploring even a little bit, the animals are there. Goodness, I went 1 km to a trader and came back with 200 meat. You have to watch for them, and you have to choose to stop your other task to get them.

Guppy is spot-on though: You survived.

 
Someone in another thread has come up with the idea of introducing a new type of quest where you have to deliver supplies to another trader. This way you could find new traders which would be especially useful on a random generated map.
I second this. There are a ton of new blocks that would eat up recipe space but could be accommodated if put in the trader.

"Exit" signs if nothing else.

 
I'm pretty sure we don't support traders having special inventory per trader. It was on my wish list when I designed the traders. It would help for sure, Jen was supposed to be meds, hugh firearms, Joel general, bob vehicles and electricity.
Well, I hope you can revisit your wish-list.

Haha, again on what guppy has said.

It's doable now with minor issues, but issues I'm sure you could get the others to address and make it work to how you wanted it to work.

Edit: Yeah, It may be a good time to go back and revisit a lot of things you, and the others, wanted to do in the past, but couldn't at the time.

 
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