Trying to look at Steam achievements and determine how many people do something is not going to get you very far. A lot of people buy a game and never open it, potentially for years. This is why your easiest achievements are often around 70-80%. Many others who do start the game will play for an hour or two and then shelf the game because it either isn't what they like or they have other things they want to play and just wanted to take a peek at the game, which is why most games have an even lower percent of people who have completed the first area/chapter/zone, etc. of the game and it steadily goes down from there. None of these players would be active players and so really don't count when trying to debate what active players are doing or not doing in the game. You can probably estimate most achievements at 2-3x what they are to get a good idea of active players, though that's nothing more than a general estimate you can make it basically any Steam game and may not be very accurate.
Regarding the traders, if you don't use Daring Adventurer, I think the traders are fine for what they sell and when they sell it. Of course, I rarely buy anything from traders except what I can't find or craft (e.g. solar). If you put points into DA, you need to accept that they'll sell stuff that will often be better than you can craft. If you don't like that, don't use DA. Quest rewards should relate to the tier of quest you are doing and so a high tier quest should give good quest rewards. I think the rewards in A20 were generally fine. And once the bug is fixed in A21, I think they'll be fine there as well. If you are rushing quests, you're in the same boat as DA... you're going to get better stuff than you can craft. If you're more casual in how you play, you'll be relatively even. That being said, I do think the magazine nerf slowed crafting down way too much to stay even with questing and should be bumped up again. That, or they should just adjust the number of magazines needed to craft things rather than changing the number of magazines you find. You can have magazine numbers be lower without killing crafting by just lowering the number needed to craft things, achieving a balance without needing a ton of magazines. To me, a balance is where you can craft pretty much the same things you find in loot if you quest around 50-70% of your day. If you are pushing quests more than that, then you should expect crafting to be behind and if you're doing less questing, you should expect crafting to be ahead. Those numbers could be adjusted some to fit what others might like but it would still be somewhere around there in order so most people are going to craft at about the same rate they loot.
The one change I'd make to traders is the quantities in their quest rewards. 1500 wood? 800 coal? 10 boiled water? This is too high. Most (not all) resource rewards are too high by 50-75%.
Not only that, but giving money AND loot for quest reward is too much. Dukes should be just one guaranteed choice and probably a bit less than now. Because ideally the trader could have better weapons on display if buying it would mean you would have to save up for it and get nothing else from rewards in the meantime.
The typical player would then start the game by saving up dukes for the filter in his first 2-3 quests, then either going full on saving up money or mixing it up and getting quests rewards or money whatever seems better, For example on day 5 the save-all player could then actually afford an iron quality 4 weapon by giving all his money, the other player could just buy a stone tier5 or iron tier1.
As it is now, my group of 4 gets so much money from questing that we could afford to buy everything of iron level useful to us the traders had offered. AND I got a quest reward from a tier2 infestation quest of a q4 steel pickaxe. On day 7! The only iron level item we actually crafted is a q2 turret, nothing at all was looted(!), about 5-8 iron level items were simply bought from the trader or were quest rewards
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