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Posted

Basically, two things gave me this idea: first, in one of the interviews with the developers, a few words were mentioned about wandering merchants; and second, the number of forum posts where players complained that they couldn’t find what seemed to be a common item (hello, Limestone). Given that the assortment of merchants (that are already in curent version of the game) changes periodically, why couldn't we place orders for specific items that might appear in the next assortment update? (obviously, based on the type of product the merchant is selling). Long story short, I have a few ideas on how to implement this:

  1. Upgrade existing merchants. During the current item cycle, a player can place an order for an item that could theoretically appear in this merchant’s rotation (based on the table of possible trades), which will result in the selected item appearing in the next cycle. Perhaps, for the balance, players should pay a small amount up front to assure the merchant that their efforts to find a specific item won't be pointless.
  2. Wandering merchants. While exploring the world, player may come across a camp that is empty most of the time. In the camp itself, there may be a sign or a note with specific dates on which the wandering merchant arrives. Overall, he can sell completely random items, but I’d like to focus specifically on the ordering feature. So player could order any items from the “ore,” “stones,” “seeds,” and other similar categories (obviously, no items specific to ancient ruins and certainly not RA, so that the motivation to travel in search of unique items would still be there). Obviously, the balance restrictions in this case need to be even stricter. For example, the number of items that can be ordered at one time will depend on the rarity of that item. And, of course, no more than one type of item per order.
  3. Both options at the same time, because "why not?".😉

I understand that, from a game balance perspective, there may be a few rough edges here, but I'm really excited about the idea of such orders. So, perhaps not in the form I proposed, but the concept could work.

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Posted

First off, welcome to the forums!

7 hours ago, BorodataHata said:

Upgrade existing merchants. During the current item cycle, a player can place an order for an item that could theoretically appear in this merchant’s rotation (based on the table of possible trades), which will result in the selected item appearing in the next cycle. Perhaps, for the balance, players should pay a small amount up front to assure the merchant that their efforts to find a specific item won't be pointless.

I wouldn't mind paying a bit more upfront to order specific items from traders, rather than relying on RNG all the time. The game Banished had this feature with its traders, where you could order specific resources for the next trader shipment.

In regards to upgrading merchants though, I'd rather some sort of reputation system, where the player can potentially befriend the trader and gain permission to use a guest bed and the firepit at the trader's residence(but not have full permissions on the property, because players will strip it bare). Or perhaps by frequently doing business with a trader, the player will get better prices and unlock some special trades, since they've proven that they're good for business.

  • Like 3
Posted
16 hours ago, BorodataHata said:
  • Upgrade existing merchants. During the current item cycle, a player can place an order for an item that could theoretically appear in this merchant’s rotation (based on the table of possible trades), which will result in the selected item appearing in the next cycle. Perhaps, for the balance, players should pay a small amount up front to assure the merchant that their efforts to find a specific item won't be pointless.
  • Wandering merchants. While exploring the world, player may come across a camp that is empty most of the time. In the camp itself, there may be a sign or a note with specific dates on which the wandering merchant arrives. Overall, he can sell completely random items, but I’d like to focus specifically on the ordering feature. So player could order any items from the “ore,” “stones,” “seeds,” and other similar categories (obviously, no items specific to ancient ruins and certainly not RA, so that the motivation to travel in search of unique items would still be there). Obviously, the balance restrictions in this case need to be even stricter. For example, the number of items that can be ordered at one time will depend on the rarity of that item. And, of course, no more than one type of item per order.
  • Both options at the same time, because "why not?

Great suggestion. Hopefully the base game will get that with 1.23 (here's hoping). Or until its added to the base game, someone makes a mod for that (crossing fingers)

  • Like 1
Posted

Overall I think this is a great idea with 1 small caveat:

I think it's important to make sure if a mechanic like this gets implemented for it to not take the place of proper exploration, any item you could order should be very carefully balanced so that ordering them from merchants does not instantly and very obviously become the easiest/most efficient way of obtaining said item.

example: enderpearls in the other block game, after bartering was introduced you'd basically be shooting yourself in the foot trying to get enderpearls by killing endermen for them, which was initially the intended way to get them.

Overall I agree with it though, I have spent some time running back to the same trader over and over again hoping that he would show up with salt some day only for it to never happen, I'd gladly pay more for it if it guarantees a spawn simply because the quantity of salt you could buy doesn't outweigh the benefit of actually finding a salt dome, but it could relieve some of the pressure regarding the timing.

But something like cabbage seeds I am less sure about for example, anything that could make the seeds to what is objectively the best vegetable in game much easier to find could discourage exploration and interaction. If you find the right trader you can just walk there and get the seeds at any point and get them because you have full control of it spawning might not be the best idea, currently it's just rng based which is also not great but still. Something to think about.

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Posted

As an aside, I don’t think that traders should be so picky about what they want at any time, so if they’re willing to buy something from a category (tinbronze pick, lead lined small lantern, blueberry wine in a white ceramic jug) they should buy other similar things, within a margin (bismuth bronze pick, copper lined small lantern, blueberry wine in a red ceramic jug).

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Posted
5 hours ago, SnapJelly said:

But something like cabbage seeds I am less sure about for example, anything that could make the seeds to what is objectively the best vegetable in game much easier to find could discourage exploration and interaction. If you find the right trader you can just walk there and get the seeds at any point and get them because you have full control of it spawning might not be the best idea, currently it's just rng based which is also not great but still. Something to think about.

I think it would probably be fine. Cabbage seeds are decently expensive...I think 5 gears for 2 seeds? And they're only sold by agriculture traders, not other trader types. Placing an order could easily add a couple of gears onto the price to compensate the trader fairly for the effort, and if the trader in question isn't an agriculture trader then the fee could be increased even further since they're going to even more effort to acquire the thing. The player doesn't have very many gears to spend early in the game, and the gears they do acquire they may want to spend on other things(like a mount or other resources they have trouble finding, like salt). It also takes some time to build up a stockpile of gears, which is time the player isn't spending on other things that may be more important. Likewise, it also takes time to have things delivered, so it could easily be a few days before the player's order actually arrives.

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