What's the first thing you got rid of with V3?

Zombie Digging, Crafting Progression, Magazine Abundance, New Player Protection, Into Challenges, Intro Quest, Storm Frequency (This only turns off those new special storms from v2.0), Biome Progression, Loot Respawn Days, Mark Air Drops.

Heat map to Low. Max Enemy Tier Ferals, Limited Backpack Crafting, Max Crafting Tier 1, Headshot finisher, Headshot multiplier 250%, Feral speed Run, Zombie night to walk, BM zombies Run. Smell to Walk.

I changed loot stage for POIs to High.
 
I certainly found setting sell prices to 50% normal, restock to weekly and trader gamestage (forget the exact name but it controls trader inventory quality) to low was a massive improvement.

Changing sell prices significantly slows up your ability to make masses of cash, because of the way barter skills and items work.

7 day reset means less urge to constantly visit traders when wanting specific items, while also cutting back overall item availability from them.

Inventory quality at low means trader inventory lags a bit behind what you can loot and craft, so they become more of a last resort than a go to. Buying low quality weapons with good stars is very powerful in 3.0, so limiting that is a good thing in my book.
Think we'll go for that 7 day restock for sure. That alone will slow things down a decent amount. We usually don't have anyone who starts with the intellect tree, but in the event someone does, dialing back buying power will be important.
 
Think we'll go for that 7 day restock for sure. That alone will slow things down a decent amount. We usually don't have anyone who starts with the intellect tree, but in the event someone does, dialing back buying power will be important.
I don't usually play Int but I do play perception, which also has the ability to make basically limitless money through scrapping at fairly low levels, if you play standard settings.

I found lowering sell to trader prices nicely nerfed that, while still leaving money from trader jobs able to buy a few essentials, especially early game. Reining Int in might require raising buying prices as well as selling, as you can make quite a lot of cash from daring adventurer as well as better barter.

Next game I'll also lower max item quality, at least to 5 and probably lower. As you get into late game the traders start stocking an unholy amount of Q6 gear, which makes crafting feel a bit pointless. Because of the way stars work, being able to buy even Q1-3 stuff is really strong, so in no way would Int's trading abilities be useless even if a trader never stocks items over Q1.
 
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