PC Trader and economy balance thread

Id like to see some kind RP for the Traders.

So instead of Barter Skill, you do quests for them instead for a usable rewards.

e.g.Trader has a broken Forge. "Get trader something to fix the forge", complete quest, Forge is fixed at the trader. It could be a few quests, not just one. It could even follow the same receipe to make a quest for the forge but using less Materials. so instead of 2 pipes, you just need 1 to fix a forge, etc

Also the more quests you do the "Bartering" would be better. So when youve fixed the Forge, Cement Mixer, Chem station, Generators (For the Lights), Radio mast as an example. Each time you fix something, you gain a level of Bartering with the trader.

I would maybe suggest that a player can stay inside the trader for an extortionate amount of dukes. Say like 100k dukes for 1 night. I mean theyre in it for the money right? Pay the right amount, you can stay in a garage. But thats just a nice to have idea.

I also like the suggestions posted already with each different trader specialising in different products.

I like that youve added medical quest can result in giving a beaker.

 
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.
This is good info - is there any way to add a mining quest to the starter quest that involved gravel and finding 10x of each times of mineral or something like that? I feel a lot of players do not understand the geology in the game.

 
someone else suggested it but a medical quest for beakers would be nice. in almost all games I have played since A15 the beaker is one of the high value items.

 
Hello. My idea: Let the trading machines never restock and u can buy only with old cash. Because its an old machine from past times :)

 
How about an occasional event where a horde attacks a trader , and you have to fend it off or loose that trader for good.

Everyone on server gets a message like : A horde is heading to trader at x coordinates and will reach it in x hours/ x days .

Of course , I understand that would take some programming voodoo to make zeds able to damage the trader protection without the players being able to.

 
That sounds awesome. I don't know if that would be viable in A17 though since zombies don't deliver food and junk resources like before.
A bit OT but needs to be said so you guys get a grip on what can and cant be done. He is surviving the tower in A17.. Walked in with standard starter stuff. No drops from Z's. Only what he can find and make. On day 9 now I think. Pretty cool idea for a challenge. He is good, but could work a little bit on his presentation ;)

Episode 1.

 
We're going to add legendary items with probably random values, so the quest for the best loot will be endless.
yes that would be great. I have one character that is 238 and well at that point not much else to do but build/farm/mine - I don't need anything and I can make and have made all items.

have items and clothing and stuff that you can show off because you are 100, 150, 200, 250, 300 would be great.

I found that as a crafter/miner/farmer its touch until about 40, when you can do the basics to make decent coin and mining is not a boring.

 
have items and clothing and stuff that you can show off because you are 100, 150, 200, 250, 300 would be great.
But please with only a really small buff after lvl 200.

Else the "Casual" players will encumber why they are denied to get all this nice endgame stuff

 
Please set the restock of the vending machines in the options. ... ... In the vending machine only durable things should be offered, such as canned food, water, tea, coffee and beer.
Addition to my contribution before:

The trader should not offer any basic ingredients (such as potatoes, corn, yukka, aloe vera, blueberries), which the player can grow on a field. Instead, the trader should have plant seeds on offer.

The trader should only offer ingredients that the player can not grow on a field himself (for example Snowberry).

The trader should always have a quest after the Restock, where the player supplies the dealer with ingredients. In the quest, the player gets a good price for its ingredients and a reward. A farmer supplies the trade.

A garden hoe, the dealer should also have on offer more often. For players who are unlucky and want to grow plants early.

Perishable processed goods (for example meat stew, eggs and bacon) should have a high price at the merchant. That would somewhat reflect the profit margin between raw ingredients and processed products. In an emergency, there are still old low-quality canned food.

Along with my proposal for the vending machines, it would be a plausible system in terms of food. A kind of cycle.

- - - - - - -

I like the game mechanics that the dealer only buys things that he does not have enough. If the dealer already has three pistols on offer, then he should not want to buy a fourth pistol from me. When restock the oversupply should be minimized.

(Unfortunately, I can only speak very little English. I have used translation program German - English.)

 
someone else suggested it but a medical quest for beakers would be nice. in almost all games I have played since A15 the beaker is one of the high value items.
What is the use of beakers/ chem station in a17 besides gas now?

Medkits arent OP over aloe bandage anymore, Cant drink grain alcohol, duct tape is same recipe? 2 Beakers used to be a pressing matter, but in current state its value has gone down quite a bit unless I am forgetting something major here.

I automatically feel I need a working chem station because that is how its always been, but then I make one and I think "What did I need this for again?"

 
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gunpowder is far too rare, and the trader is far too necessary. the answer should not be just drive around 6k per day and visit all the traders. snore.

 
Cause it reduces the number of resources needed for a number of recipes . In particular , glue will only require 1 bone in the chem station , as opposed to 2 in the campfire.

Gunpowder also requires half the materials to create in the chem station.

EDIT: I swore that i did reply with quote . This was in response to Maynard asking about the usefulness of the chem station.

 
You should really try what I have just modded for the server I'm playing on.

Removed all buyable items from the traders except decor and solar stuff. Disabled selling completely.

Increased loot count of coins to compensate. Increased loot chances of Acid and Military Fiber, as you depended heavily on buying to get enogh.

Changes force you to do quests, loot buildings and trade with players. Instead of building tools, selling for Insane amounts of coins and never need to quest and loot anymore.

Made nuggets and Diamonds recipe thst gives coins to keep them useful.

Admin will create a tradepost area with lots of vending machines for our server trading.

So excited how this plays out!

 
Sounds not bad, but i guess thats nothing for the vanilla game.

So far i understand this most kinds of gameplay are impossible (Lumberjack, Farmer, Miner, Crafter)

Only looter on multiplayer will really like this i guess.

 
How do you play 7dtd as a pure Lumberjack? :o

There aren't even wandering hordes atm to make this more exciting.

Just fell trees, sell wood and buy everything without entering any POIs?

Ofc this is mostly for multiplayer, as it relys a lot on trading, but not exclusively. It just removes this heavily overtuned "sell me anything, buy everything" strategy currently in place. Hopefully it delays endgame by a few levels.

 
Cause it reduces the number of resources needed for a number of recipes . In particular , glue will only require 1 bone in the chem station , as opposed to 2 in the campfire.
Gunpowder also requires half the materials to create in the chem station.

.
You probably haven't seen the A17.1 changelog:

"Glue requires only 1 bone now instead of 2"

This is refering to the campfire recipe.

 
With the upcoming blood moon optoins (every day,3,7,10,14,30,random, never) a person can role play more freely and aren't forced into horde night inevitable destruction. So being a rogue traveler with just a few shacks to stay in here and there should be viable, or just a guy with a basic brick fort should be able to withstand a few wandering hordes or heat map hordes. Of course you can scavenge concrete mix now so a small concrete base is definitely doable early game now.
This is the single best post I have ever seen on the forums. If I could actually speak with you I would thank you personally.

 
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.
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.
Needs some help with beakers...level 70 and have not found one beaker. Airdrops and traders don't have them and the seed I'm playing is nearly completely void of medical POIs.

 
Beakers can be found mostly in medicine cabinets, medical loot piles, pills boxes and air drops. But also with a low chance in nightstands, drawers, metal desks, luggage, lockers, purses, zombie loot drops and traders.(according to xml)

They also can be offered as a quest reward. According to xml you get one medical/armor/Melee/Ranged as a fixed quest reward, i.e. you always get one item out of these categories additionally to the quest reward you choose (if I interpret the developer comments in the xml correctly). Naturally the time to do a quest is longer than opening a chest, but if there are medicine cabinets, nightstands and purses in a quest poi you still maximize your chances.

 
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