I see your point, and I agree. I think some simple adjustments would make it both realistic and fun, if not too complex to implement: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.
Agreed. Basically you'd have 20 traders.Guppy likes it and thats what counts :chuncky:
Nice changes, but I still think we need more ammo, specially brass 7.62mm. Something I noticed: there is more casings and bullet tips for sale, but not much gunpowder (like 10, 20). Would be possible an increase?Guys I appreciate the brainstorms, but its out of the scope of what I can achieve with xml editing. Mainly I'm looking for big exploits, stuff that is underpriced/overpriced. I will add specifics to each trader. I've already done this:
+Changed: Increased chance for rare medicine at traders (Joel)
+Changed: Increased the duke value of raw meat (Joel)
+Changed: Nerfed barter perk sell rates to half of what they were. (Joel)
+Changed: Cut sell rate from .2 to .15 value (Joel)
+Changed: Reduced amounts of food for sale at traders (Joel)
+Changed: Added acid to traders (Joel)
This helps a bit with selling stuff for a lot of dukes, but you can still earn decent money with no perks.
MM so maybe I am confused (and I could be - being an old phart with a scotch in hand...) when you say nerf the barter rates you mean in favor of the player who takes the perk? so for example, I buy for 100, but with barter perk 1/5 maybe 90/80/70/60/30 (perks 1-5/5) ?Guys I appreciate the brainstorms, but its out of the scope of what I can achieve with xml editing. Mainly I'm looking for big exploits, stuff that is underpriced/overpriced. I will add specifics to each trader. I've already done this:
+Changed: Increased chance for rare medicine at traders (Joel)
+Changed: Increased the duke value of raw meat (Joel)
+Changed: Nerfed barter perk sell rates to half of what they were. (Joel)
+Changed: Cut sell rate from .2 to .15 value (Joel)
+Changed: Reduced amounts of food for sale at traders (Joel)
+Changed: Added acid to traders (Joel)
This helps a bit with selling stuff for a lot of dukes, but you can still earn decent money with no perks.
Guys I appreciate the brainstorms, but its out of the scope of what I can achieve with xml editing. Mainly I'm looking for big exploits, stuff that is underpriced/overpriced. I will add specifics to each trader. I've already done this:
+Changed: Increased chance for rare medicine at traders (Joel)
...
+Changed: Added acid to traders (Joel)
This helps a bit with selling stuff for a lot of dukes, but you can still earn decent money with no perks.
I'm having the opposite experience. I just bought 230 gp, have about 400 brass casings in storage and I'm short on lead. Obviously if I mine some I'll have tons of lead, but just scavenging and buying I have more brass, some gp and little lead. I bust all the resource rocks I can and craft gp as well.Nice changes, but I still think we need more ammo, specially brass 7.62mm. Something I noticed: there is more casings and bullet tips for sale, but not much gunpowder (like 10, 20). Would be possible an increase?
I changed it so you sell for .15 of the value instead of .2. I also reduced how much you sell for with perks. It was crazy op, I could craft 3 sets of leather armor and make 300 per piece with green and no perks, imagine getting 50% more than that. Its literally thousands and thousands of dukes.MM so maybe I am confused (and I could be - being an old phart with a scotch in hand...) when you say nerf the barter rates you mean in favor of the player who takes the perk? so for example, I buy for 100, but with barter perk 1/5 maybe 90/80/70/60/30 (perks 1-5/5) ?
right now as a miner they only way for me to level is with my farm harvest XP and my turning ore into tools to sell at trader and use barter perk + Cigar to help with prices and XP. the downside is the traders take 3 of each items.
QUESTION - is there any way to have the trader buy more then 3 of an item of you have barter perk?
Needs some testplay, but (even if it hurts ^^) i guess it fitsI changed it so you sell for .15 of the value instead of .2. I also reduced how much you sell for with perks. It was crazy op, I could craft 3 sets of leather armor and make 300 per piece with green and no perks, imagine getting 50% more than that. Its literally thousands and thousands of dukes.
I still made about 1800 for completing a T3 quest. A 1000 wood sells for about 75 dukes right now with 0 perks. You can still make money, just not going to be a millionaire at level 20 any more.
Yes and I don't think that many people know this, if you sample the gravel (watch the harvest) that is what you will find underneath. So if you get gravel/rock/iron when you dig the surface gravel spots you've hit an iron mine. If it doesn't produce a special ore, its a dud, move on.Another thing to keep in mind with Ammo is that once you get the rad remover mod on a weapon it drastically reduces ammo usage. As you start to perk up and specialize in whatever firearm(s) you use - that too greatly reduces ammo expenditure. Eventually, even if it takes some until later in the game - you will all start to get a continual surplus.
The mining is also much, much better now than it was at the start of A17 - I feel that few players know about this yet as I constantly read people talking about surface boulders still (much slower to accumulate now over the long-term in comparison to a proper mine) - once you get a few mines made and are perked in mining - you can go in something like your coal mine with a steel pickaxe early in the morning and come out and have a 6,000 stack of it before noon. Takes very little time to do it once you get it all set up and you've perked it a bit. It's not a tedious grind and there's ore everywhere..the veins go quite a ways-and most importantly no more cave-ins. Much, much better.
That makes sense, except beakers should remain rare IMO. In a 7D2D apocalypse, I'm sure people living in the area would be most concerned with ammo and medicine (they already would have protected gardens). So a trader would always want any ammo or meds a player offered to sell.In my mod, I make the following changes and they have worked quite well.
-changed <traders buy_markup="2" sell_markdown="0.2" to
<traders buy_markup="1.8" sell_markdown="0.3"
(better economy)
-changed rareMedicine count from 1 to 3
-changed medicine count from 1 to 3
-added beaker to medicine group
(beakers available at traders more often)
That's a good foundation to start with, but some individual item prices could definitely benefit from a little tweaking.
Yeah, normal ferals aren't much of a problem because a full modded compound bow/crossbow can kill them (well, at least the way I play), but radiated definitely yes. I'm on day 68 and to clean a POI ou quest I always need to go through the roof to have some advantage, therefore save ammo, but I'm still having problems because I need 7.62 for blood moon so I can't explore a lot like early game. As I said, I already got 3 full rotatios, all 5 traders and not a single bullet to buy...rng is killing me...haha.I'm having the opposite experience. I just bought 230 gp, have about 400 brass casings in storage and I'm short on lead. Obviously if I mine some I'll have tons of lead, but just scavenging and buying I have more brass, some gp and little lead. I bust all the resource rocks I can and craft gp as well.
I had about 230 rounds of 9mm on me but 3 radiated spiders and a feral biker and a few vultures made me use up half my ammo on one T3 fetch/clear quest. If it gets pretty bad with ferals I'll add more ammo. But I found 3 traders if you make your rounds you can stock quite a lot as long as you have the money.