PC Trader and economy balance thread

When it comes to "Legendary" I would be more than happy with tools that don't degrade or do so at a marked decrease in rate. Unique Armors and Armor mods that Auto-stop Bleeding or add a small bonus to Night Camo are a few other things on my wish list. Nothing game breaking but items I would certainly go out of my way to try to gain to make life easier in 7D2D.

How about a Grapple Hook Launcher? hehe

 
Maybe you should call them custom shop items or something to fit the theme a little better, can't wait for them either way :)
Legendary items by any name would smell as sweet. I dont think its silly to call something legendary. Before the apocalypse there would have been many legendary weapons being hoarded by the "preppers" in little underground bunkers. Can't see anything wrong with calling them legendary.

 
Or maybe make a poi that is only for that like a bus stop
But yes, a vending machine fresh restocked in a Zombie infested basement ... is not immersive.
I dunno, I think the vending machines selling bacon and eggs, meat stews and such is worse than where you can find them. I mean bottled or canned food/drink makes sense, but the stews and the rest does not. I'd also like to see that ONLY the vending machines inside a trader POI actually restocks, it makes no sense how this random vending machine in some poi in the middle of no where restocks everyday.

 
I think some may be under the impression that "legendary item" = Mjِlnir.
That is not the kind of scale we're talking about. ;)
Maybe not, but I'm hoping they're at least unique items that aren't just "more powerful" versions of the same crap we already get.

I made a radiation dampener that removes the regen effect from rad's in an area around a player; (sure, they have to hold it because of mod limitations [can't aoe custom buffs on blocks], but it'll serve well in a multiplayer environment... a party explores Dishong, it'll come in handy). It's unique and rare, that kind of thing.

Point is, a gun that adds just another 10% above what the previous level gun does in damage isn't "legendary", it's just another boring upgrade. So mjolnir? Maybe not. But I hope y'all do SOMETHING special with them.

 
"Just damage" is super boring.

That's why there are very few mods that directly add damage. (block damage is a different beast)

Rate of fire "adds damage" but also costs more ammo so it's not that bad.

 
I'm just saying; y'all are creative folk, get creative! Make something unique. Use those cvars and show us how it's done. =)

(hoping that by doing so, it'll expose the mod limitations to you guys and more mod stuff will be fixed)

 
Maybe you should call them custom shop items or something to fit the theme a little better, can't wait for them either way :)
Falldown 67 developer Larry: "Ooh, that armor is totally OP and will unbalance the game. We have to do something"

Falldown 67 developer Moe: "Lets call the armor "rust bucket". Done".

I think TFP can do better :fat:

 
I see a lot of talk about having traders specialize in what they sell. I like the idea a lot, but think it might be better if they specialize what they sell by biome rather then item types (or maybe in conjunction with types).

Examples:

Desert trader would either alway carry or have a high chance of stocking:

first aid bandages

yucca juice

aloe/yucca seeds

oil shale

gas

oil

heat resistant clothing or mods

desert trader would have a low or no chance of stocking things like:

wood

water

cold resistant clothing or mods

probably other stuff

I'll leave it to your imagination what other biome traders would be likely to carry or not :)

 
Maybe a gun that uses 1/2 the amount of ammo. That would be awesome. Or the ability to paint or customize a bike. Also awesome.

 
"Just damage" is super boring.That's why there are very few mods that directly add damage. (block damage is a different beast)

Rate of fire "adds damage" but also costs more ammo so it's not that bad.
That depends. I find the MUCH more damage on a couple weapons hilarious, thanks to the ragdoll physics.

There is a downside too though. 3rd burst into a pig with my machinegun, and well, no bacon for you.

Without the burst mod in it, it's automatic fire, so you do waste ammo.

All kinds of legendary effects you could add, and/or legendary items.

Non-craftable, perhaps some even non-repairable.

Some useful, but PLEASE make some that are just downright silly. For teh lulz.

Pie in the face of the zombie and they just stop, flaile about squealing kinda thing. :)

Could also have things come with one of the useful mod effects already on it, but not using a modslot.

(gun with burning mod, or gravedigger.. pick with burst fire... heh)

Fun Pimps Hat (with feather): +1 to all attributes

and yeah, a Thunderfury with the lightning effect would be hilarious. Mobile electric fence.

Oh gods, the possiblities are endless with this.

(oh yeah, make sure it's moddable pleeeaaasseee) :D

 
Legendary? Why would you do this? Why not add things we need like brass, medical supplies that are needed to craft, food needed for crafting food etc. Adding items that break the games challenge is game breaking IMHO. Survival crafting game not Wow lite please.
How can you add what is already there?

 
I see a lot of talk about having traders specialize in what they sell. I like the idea a lot, but think it might be better if they specialize what they sell by biome rather then item types (or maybe in conjunction with types).
Examples:

Desert trader would either alway carry or have a high chance of stocking:

first aid bandages

yucca juice

aloe/yucca seeds

oil shale

gas

oil

heat resistant clothing or mods

desert trader would have a low or no chance of stocking things like:

wood

water

cold resistant clothing or mods

probably other stuff

I'll leave it to your imagination what other biome traders would be likely to carry or not :)
That is counter realistic though. The whole trading system was invented because of lack of specific resources. So people with no wood, traded with people who did have wood, so that they could sell it, because it is in high demand. I found out we can do trader specific inventory, so I'm going with the original design idea there.

Edit: If anything it would be the opposite, wood and water would be stocked high in the desert. Oil might be for sale in the other biomes since anyone in the desert can go find it easily.

 
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That is counter realistic though. The whole trading system was invented because of lack of specific resources. So people with no wood, traded with people who did have wood, so that they could sell it, because it is in high demand. I found out we can do trader specific inventory, so I'm going with the original design idea there.
Edit: If anything it would be the opposite, wood and water would be stocked high in the desert. Oil might be for sale in the other biomes since anyone in the desert can go find it easily.
sweet!

 
I dunno, I think the vending machines selling bacon and eggs, meat stews and such is worse than where you can find them. I mean bottled or canned food/drink makes sense, but the stews and the rest does not. I'd also like to see that ONLY the vending machines inside a trader POI actually restocks, it makes no sense how this random vending machine in some poi in the middle of no where restocks everyday.
Have you seen the plethora of pre-packed non-refrigerated foods available? They have entire meals on the shelf these days. Meatloaf & mashed or beef stew is something I see a lot.

I've never eaten one though, not even on a dare.

 
Imo I'd like it if there was an option for traders to only offer quest for exp/dukes, and only sold ammo, and maybe some medical supplies. Basically the the consumables you likely need to complete a quest For the trader.

basically you're a freelance bounty hunter and you purchase your own supplies from your "employer".

How much ammo you use doing a quest just depends on whether you're efficient or not. So you could come out ahead, or behind ammo/consummable wise.

As it is now They are so completely op that it really takes away from The need to loot and search for or craft items. And it's hard to ignore them and what they are offering if you try to play without them.

Likely it will have to be modded in to get it the way I'd prefer it. Though, that means I'd have to make sure solar banks/cells could be looted/crafted. I'm not sure if they are still for sale only.

 
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That is counter realistic though. The whole trading system was invented because of lack of specific resources. So people with no wood, traded with people who did have wood, so that they could sell it, because it is in high demand. I found out we can do trader specific inventory, so I'm going with the original design idea there.
Edit: If anything it would be the opposite, wood and water would be stocked high in the desert. Oil might be for sale in the other biomes since anyone in the desert can go find it easily.
I agree, if I made my way though a scorching desert and found a trader and he was selling sand I'd probably lynch him.

 
How can you add what is already there?
Were talking quests here not traders inventory unless I'm missing something from Gazz post. I'm also talking resources that are needed to craft the end result not the end result. Another problem with quests is they get to cheat the loot respawn setting of the server.

 
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