Cedric the Silent Posted July 2 Report Posted July 2 Not sure if anyone has thrown this idea out there before but I think it would be neat to be able to unlock recipes for certain items from the traders after doing a quest. The idea I was thinking was you earn their trust and they reward you with knowledge that adds a new trait to your character sheet something like " Carpentry (Exclusive craftable iron fence segment and Iron fence top) as an example. Have the clothing trader giving recipes for clothes and artisan allow us to craft some fancy pots, planter, and vessels with the unique designs on them. It would also give more value to the traders as now they aren't just a source of things to buy but also a potential teacher that you have some relation with, if say in a roleplay multiplayer server someone killed a trader you have history with you can do a little roleplay of "you slew my teacher prepare for my wraith!" for the lols. We got a trait system for the different classes but I feel like the game developers can make more use of it by adding unique traits out side of character creation that could be learned by blueprints found in ruins, given by Tobias, or taught by traders and Nadiyan villagers. 1
Cedric the Silent Posted July 2 Author Report Posted July 2 Lol just realized how silly it is to have the exclusive items for carpentry trait be metal fences, was just thinking what skill set a guy selling furniture make and carpentry was first thing that came to mind. With out thinking I then put metal fences down as the item recipe learnt because I noticed he sells those and I am tired on waiting for RNG for what day will he be selling me those fences when I need them for a build so they were on my mind at the time forgetting they aren't wood thus making no sense with the trait name. So either change my earlier suggested traits name or just include a bunch of wood based furniture item alongside the fences. 1
MKMoose Posted July 2 Report Posted July 2 1 hour ago, Cedric the Silent said: [...] I think it would be neat to be able to unlock recipes for certain items from the traders after doing a quest. While the idea certainly makes sense and could be interesting, I think it would have to be limited to a very small, carefully designed selection of items, and it might also make sense to make a quest with a trader into the only way to obtain these items (a bit like the the glider or the rickety translocator which can only be obtained for progressing the story). The point of having trader-exclusive items is to encourage interaction with the traders and create sinks for rusty gears, so giving players the ability to just learn the recipes and no longer rely on traders kind of defeats the whole purpose. The rusty gear sinks created by trader-exclusive can be a pretty important factor which improves the stability of multiplayer economies, so I would be doubly careful about letting players learn the recipes for them. 32 minutes ago, Cedric the Silent said: [...] I am tired on waiting for RNG for what day will he be selling me those fences when I need them for a build [...] I feel like this would be much better solved by just improving the traders in other ways. For example, imagine if you could: buy items from a long-term stock kept by the trader instead of a narrow rotating pool, interact with a simulated supply-and-demand system, where the available quantity and price of items changes dynamically based on factors like the current season, and is also affected by items that players buy and sell, build a cordial relationship with a trader by trading a few times and helping out with some specific requests, explore the world and talk with traders or pass maps around to connect suppliers with craftsmen, help a trader restore their workshop through some kind of quests, place a large order on specific items for a low price once you've helped out the trader, possibly also on the condition that you deliver some tools or resources that the trader needs to make it happen. Some related topics were discussed in this thread, if you're curious: 3
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