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Posted (edited)

Deeper npc to player interactions are on the road map, it is just not clear yet what those will look like. Personally, I really like the suggestion of a Stardew-esque model. Maybe we can't make our own villages, but perhaps we could complete missions and resource donations to expand/develop npc locations that already exist, like the traders' outposts.

For example: they could have a mission for us to...give them a certain number of logs + boards and they then build a look-out tower (a nice aesthetic reward paired with an increase to the rate at which the trader's inventory refreshes - since, narratively, the journey has become safer). Alternatively, they want seeds and some fencing, so they can build a little garden (adding that crop dependably to their trade inventory), or cobblestones and a forge to make a smithing hut (so you can purchase tool/armor repairs). These could be framed as additions to the trader's homestead, or as camp expansions for crafts-persons (like mini-traders) to come live on. That way different trader locations can be invested in by the player to tailor that relationship/market for what they need.

Ideally, there would be several different kinds of modular improvements, but each camp would only have room for 1 or 2. That way the player's decisions on what to add have weight, and the system (since it relies on loading in developer-made models at predetermined connection points, rather than letting the player build in restricted areas) doesn't bloat across the line into settlement building/management (which the devs have stated they aren't interested in adding). 

Spoiler

This same thing goes for the village we have so far. Even if we can't live there, being able to invest in expanding certain buildings would reward players aesthetically, materially, and (most importantly) in the feeling of having developed relationships with the npc characters.

As the lore does mention that other towns/villages and even cities exist, but most (if not all aside from Nadiya) have been destroyed by rust monsters or hubris, it would be interesting to find their ruins, and "restore them." Even if that only means having a handful of generic Nadiyans take up residence. Or, it could go the other way entirely, and we have options to recover relics/survivors to add unique improvements to Nadiya.

Maybe the most out there idea that I would love to see would be having missions to connect different trader camps via roads (a continuous chain of stone paths connected to a post-box type structure in each camp) in exchange for a cumulative cost reduction on purchases or increased wares quality within the network; just to make it really feel like we are bringing the world back from ruin in a theme appropriate way for the game (by creatively re-shaping our environment through building/crafting).

Even if these improvements were purely aesthetic, or only received a one time payment as compensation, Stardew Valley stands as the text-book example for how the possibility of altruism, balanced with the need for survival, can gift players another frame for filling out their personal narrative and setting: of wasteland survivors or frontier "communities;" of relationships based in neighborliness or pragmatism; if these are the seeds of a new age or the last husks of a dying one; and, most of all, whether the players engage with that setting as a backdrop, or a dynamic character, in their story.

(acknowledgments to @Zero_ in the "The only major thing still missing" thread, where I originally posted this as a response, before deciding it was more of a separate suggestion)

Edited by Perdido Street
More accurate title/grammar + due credit
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  • Perdido Street changed the title to Developing Trader Outposts (npc locations) - A Stardew-like Upgrade Mechanic
Posted

I've written elsewhere about clustering traders and small communities and I'll attach a link to it at the bottom.

I really like the idea of upgrading existing structures by helping out, but I think it'd be important to do it carefully. The biggest question these sorts of mechanics make me ask is "Why did it need me for this job to get completed?" I don't feel like the humans in V.S. are helpless, just busy with menial tasks and challenged by the rust-foes.

On 5/29/2026 at 1:51 PM, Perdido Street said:

Maybe the most out there idea that I would love to see would be having missions to connect different trader camps via roads (a continuous chain of stone paths connected to a post-box type structure in each camp) in exchange for a cumulative cost reduction on purchases or increased wares quality within the network; just to make it really feel like we are bringing the world back from ruin in a theme appropriate way for the game (by creatively re-shaping our environment through building/crafting).

I think this is a really good sort of quest, because it's suited to seraphs and not suited to humans. The wilderness is genuinely too dangerous to risk human lives building roads through, the rust-foes would make it impossible. Building more onto existing structures seems like something traders (or small homestead families) would be able to do, if they needed to, and not so well suited to seraph intervention. 

I think the best way for a seraph to help human settlements would be to help bring lonely humans together. I imagine you could find a small gathering of traders in a well-defended area and speak with them. They might say "We need more people here, to work the gardens, do the accounts, fight off the deamons in the night," or they might say "Young Jennifer is getting too big for her boots, she needs to find somewhere where she's really needed." You could then offer to guard and guide a human on their travels, to establish a new trader somewhere where they're wanted. Then there would be a sudden need for building projects, etc. because there's a new person to house. You could also either suggest what sort of trading goods would be in need in the new location, or direct them to a location which you want to improve because it's close to your place. 

I also think we could do with figuring out how the traders get their goods, and why they've set up scattered across the middle of nowhere. It's very weird. Maybe that's why they're always laughing behind their hands when we speak. They're hiding something.

 

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