PC Trader not being utilized by players.

the problem with ppl not being able to find them is their to busy whining about nstead of spending that time looking :)
Because running around accomplishing nothing isn't a completely idiotic in a crunch-heavy game like this?

If you get the 0.0 distance thing, you're bugged. Restart the same map and finish the tutorial sequence again. That usually fixes it, eventually.

 
The complainers expect everything to be given to them at day 1 lol. I love this change and I hope they don't change it back; if they way a forge spitting out cement mix and steel on day 1 then let them use console commands/creative mode and spawn it in themselves, to be honest.
Let's gate the forge to level 100 better, and if you find it too much, I'd just say "players want everything at day 1" with a smug voice

The balance problem goes far beyond wanting everything at day 1. The problem is this is turning into a zombie farming game. I kill zombies very easily, even more than in a16. With a few perks, my lvl 1 wood club kills them so fast. The problem is that anything else I want to do besides killing zimbies, needs me to just farm zombies for days. I find that boring. This isn't a good combat game, it's a good building game. And the xp of anything besides killing is wasting time.

 
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Yeah, like forged iron to repair tools. There is plenty of it lying around - not. You can spend all your coin to buy an iron axe, cut a few trees with it and then what? It takes a couple of forged iron bars to fix and you just spent those to fix your only wrench or whatnot.
It only works in theory. In real game your simply don't have enough coin and /or repair mats to use tools beyond your level.
Really? I have no problems keeping my tools repaired and such, I usually have more repair materials than i'll ever need, I don't know what your doing wrong but your doing something wrong I think.

 
Because running around accomplishing nothing isn't a completely idiotic in a crunch-heavy game like this?
If you get the 0.0 distance thing, you're bugged. Restart the same map and finish the tutorial sequence again. That usually fixes it, eventually.
If you get the 0,0 thing, hit f1, type dm, hit escape warp to 0,1 it'll fix it. then you can just re-enter your old co-ords to get back to them.

I mostly use the trader to offload junk, and to buy materials I am unable to make yet like forged iron/steel at day 1, so I can repair those tools if I find any. I love getting a sledgehammer early, it makes exploring poi's easy, as its power attack un modded, does over 150 block damage to stone or metal (less on wood). Its garbage for harvesting so its solely a kill zombies/bust walls/safes/doors weapon. It actually has higher block damage on power attack then the steel pickaxe does. I usually just use it as my melee weapon to save a slot.

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Let's gate the forge to level 100 better, and if you find it too much, I'd just say "players want everything at day 1" with a smug voice
The balance problem goes far beyond wanting everything at day 1. The problem is this is turning into a zombie farming game. I kill zombies very easily, even more than in a16. With a few perks, my lvl 1 wood club kills them so fast. The problem is that anything else I want to do besides killing zimbies, needs me to just farm zombies for days. I find that boring. This isn't a good combat game, it's a good building game. And the xp of anything besides killing is wasting time.
Maybe they could do what Ark survival evolved does? you get exp in ark just for surviving, sure you get more for killing things, but even just surviving has a steady trickle of exp.

 
Do people not use the trader for quests to get iron tools? Do they not buy tools from the trader? I'm seeing alot of talk about level gates and how you can't get a forge till level 20 yet I've had no issues finding working forges at either the traders or in a cabin. Same goes for getting iron tools from the trader so what exactly is everyone complaining about that it's impossible and difficult to get iron tools? Also you don't need the perk to repair tools or weapons it seems. Just need the require item for the repair.
The problem I have is there is no time to travel 2-3 km to do 1 quest at the begining, then run 2-3km BACK to turn it in. That eats up most of a day to turn in 1 quest. You need to farm tens of thousand of wood to try to make base defenses otherwise you die.

 
Reasons to use the traders/do missions (if you're not bugged):

1. Antibiotics

2. Dukes

3. Iron/steel tool rewards.

4. Supplies of forged iron, steel, and oil for repairs. usually.

Ran a few missions straight out of the gate. Now i'm sitting on 10 antibiotics, an iron pickaxe, a hunting knife, a half dozen forged iron bars, and 3 repair kits for the compound bows I keep finding. By day 3. Not shabby.

Trader keeps offering me a sledgehammer, but I took the antibiotics instead, just to be safe.

 
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I was so pissed with the trader in my new game, all the fetch quests where 2+ km away. But... When I got back I had enough loot that I was able to buy a quality 4 crossbow, and some steel bolts to add to the bunch that I had found. So its a trade off.

I'd like to say I got that done on day 1, but it was day 2 by the time I could turn the quest in. Also.. please, please let us move the fetch item to somewhere other then where it goes when we first pick it up. I'm being careful now, but that first time it was stuck in my weapon slot, and I nearly got my face eaten a few times.

 
If you get the 0,0 thing, hit f1, type dm, hit escape warp to 0,1 it'll fix it. then you can just re-enter your old co-ords to get back to them.
I used this, and did get the trader marked, but it left me stuck really high in the sky and unable to move. I had to suicide to get back to my base, losing all my backpack contents in the sky. How do you get back to the ground?

ok, so figured it out, turn flight mode ON, then OFF again, then die as you plummet... lesson learned

 
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Players who don't just the Trader will have a harde time.

I'm level 6 on a new play and already have iron pickaxe.

Just use him smart

 
Love Traders!

I always try to build near one if I can.

Early game they can make or break your game on higher difficulty levels.

Mid game, if you know what to make [I don't want to say or TFP will change them], you can buy so much time.

Also I tend to edit the XML's so Traders sell decent things with reasonable amounts.

Yeah loving traders.

Now that they have quests they are even better!

 
I also had a trader bug until i came below 4km the marker appeared (my base is around 4.30 km away). Also, i had problems with not many things to sell, but thats just me.

People still think the old way - traders are not useful or only for some minor things. They are now a new possibility to advance ingame (not a necessity). Cheersbto TFP for that.

 
Do people not use the trader for quests to get iron tools? Do they not buy tools from the trader? I'm seeing alot of talk about level gates and how you can't get a forge till level 20 yet I've had no issues finding working forges at either the traders or in a cabin. Same goes for getting iron tools from the trader so what exactly is everyone complaining about that it's impossible and difficult to get iron tools? Also you don't need the perk to repair tools or weapons it seems. Just need the require item for the repair.
I've yet to start a game in A17 where I spawned in range of the trader for the original quest. I've traveled quite a few KM and only got directions to a trader in one game but the quest says it is 0.0 KM away. I wish there was a workaround for their range bug.

Thanks to Scyris for the workaround

If you get the 0,0 thing, hit f1, type dm, hit escape warp to 0,1 it'll fix it. then you can just re-enter your old co-ords to get back to them.
 
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I've yet to start a game in A17 where I spawned in range of the trader for the original quest. I've traveled quite a few KM and only got directions to a trader in one game. I wish there was a workaround for their range bug.
I think in another thread someone was testing one, where it's just a numeric value in one of the xml files that you can change, but I don't recall if that change worked or not and I don't know where those posts are now... still it might be in there, in quests.xml, as a number in the quest settings.

 
I noticed that vehicles gives ridiculously much money for selling... i sold my bicycle for about 200 thousend! O-O And that also gave me about 20 levels...!! So thats a thing that must be taken a look at by the pimps!

 
OP -- I tend to agree. I have some major issues with more than a few of the mechanics in A17, but this really isn't one of them. Having to rely on POI and/or traders for forges and other higher level tools doesn't bother me one bit -- it actually fits in with the survival motif quite nicely.

My only trader gripe has to do with quest balance. Sending someone 5km away for XP equal to 1 1/2 zeds and a possibly useful item is underwhelming. I'd like to see more general and/or localized quests. For example, a trader in a burnt biome might require you to kill a bunch of burnt zombies, a trader in a snow biome may require you to fetch a ton of leather, etc.

 
I've always found the trader to be all just short of useless. By the time you have enough chips to buy something worth buying, you don't need it. But a couple of times I've gone to the trader on the verge of starving to death and sold him a bag of loot to get enough tokens to buy one or two cans of food from the vending machine outside. So like I said, almost useless.

TFP did one good thing with the trader by including a random chance of a working forge or workbench for people to use. That's actually useful. They could go a step further and let you rent a safe room for the night if you get there near sundown and have no place else to go. I've been kicked out at sundown on day one and then immediately killed outside the fence. Why? You can't build in there, so why not let it be a safe space for nomads to spend the night? Did anyone ever consider that?

 
I was under the impression that some people were having trouble finding them, but that could just be a few people and not a general issue. I agree though, when I see people complaining (not questioning, but just whining) about not having tools and who can't craft, I just wonder why. Granted that not every trader has all stations working, but even if it's just a forge, you can load it up from what you scavenge during the day, then put a bunch of wood frames in it for fuel and let it cook all night. It's not perfect, and you basically can't use it at night, but it's still better than trying to rng into items.
That also gives me a decent rhythm. Farm what i need and am going to shove in the forge during the day while scavenging, let it cook at night while i craft, explore, do quests, or try and cobble together a base and defenses. Maybe i'm just not having the same problems with the game others are experiencing, and i'm really liking the changes. Grinding doesn't bother me like it does some people, and while some things need adjustment (some of the gating for skills seems more restrictive that i'd prefer, items need balancing), I figure that is exactly what the experimental portion is for...finding what needs to be fixed and going from there.
Traders in general seem to be either sparse or 'why are there so many in this small area'. I had one map where I only found the trader that my quest pointed me to and another where on my way to said quest trader, I passed 4 others lol. So far, my experience with the traders has been mixed - no iron or steel tools except for the hoe. The hoe is nice, but useless for material gathering. They've always had food, which has saved me a couple of times.

I've also had really bad luck with RNG on some maps where, even if I search out POIs with Working stiffs crates, I still didn't get tools. Just more hoes. I had seven hoes by day 4 at one point. At least I got to sell them to trader for more food!

Finding a working forge can be a mixed bag. The map I'm currently playing has two working forges that I found. 1 in the desert but I have no clothes to survive the heat yet and one out in the middle of nowhere. I played one map where after checking 8 locations, I still had no working forge.

On the one hand, I really like the trader and workstation POIs having, or potentially having, greater significance in the early game, the RNG nature can really kill that significance. IDK if it would be possible to work the trader's inventory to give them better chances of carrying tools in the early game, but if so I think that would help. Or fixing the RNG of crates so they are less likely to spawn multiples of the same item.

 
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