You can't increase its quality unless you can craft one thats less than 100 points quality diff, but you can repair it with the same item without losing quality regardless of your skill. Its always nice starting a new game and seeing a 500+ quality iron pickaxe, or a good melee weap or a machete, even better if said trader has a workbench as you can make a iron pickaxe and combine it to repair the 500+ quality one without having quality loss. I never get the armor craft skill I just buy my armor off trader (iron gloves, boots, legs, chest) the goal is not to get hit in the first place in 7dtd. I get most of my gun ammo from them as there is little else to buy that I need. Get 4 mechanical parts from trader or the skater zombies to make my own first wrench. Cloth you'll almost always have excess of to make duct tape.Īs for stuff I buy from traders? Good weapons, tools, I buy forged steel as well if they have any even early game. Duct tape is also a good seller, as bones are common as hell from zombies, 2 bones and 1 murky water=1 glue, or 1 bone 1 water at a chem lab. Coat type items sell well too as its been mentioned and are easy to repair to get the full value from them. I even sell excess scrap iron as I don't need anywhere near as much as I pickup from wrenching/scrapping things. ANYTHING you can wrench again stacks like crazy and sells decent per piece. I sell oh boy lets see, Any leather I have above 20, excess cloth if I don't need/plan to level medicine anytime soon, all the stuff from cars save for engines/batterys stack and sell for a ton (they stack up to 500+), Plastic like from axeing the chars in the school poi sells for alot mostly due to its large stack sizes. I'd rather have trader prices reflect general world scarcities and demands. If it's based on what players do, how do you even determine what the player does? Does this mean guns/ammo should be cheap, as they're not in demand by that player? And vice versa. One might hardly ever use fire arms, preferring melee and bows. And even among the players, each one plays slightly (or very) differently. The player isn't necessarily the "average man" around. Now since players usually end up farming/scavenging for a lot of food and build up nice supplies, food quickly becomes a non event for us, but for the general "remaining" population it might still be a major thing. Ie, if food is seen as very scarce, then food prices should be high. I would rather the trade reflect the general sentiment TFP is trying to build into the game, the atmosphere and not always necessarily functional aspects. On the other hand, I disagree in the sense that the player is or always should be the determiner of price imbalances. which hazmat won't protect against, it really is overpriced. Theoretically if it did protect against radiation (and if that was a hazard) then yes, but since there is no radiation except edge map. I do agree that some things have a price which does not seem to reflect its utility, such as the hazmat. Well, can I agree and disagree at the same time? In other words, if these were more expensive, they'd still be worth buying in this player's judgment.Īgree? Disagree? Let's help dial this in. Specifically, you can often get a pretty darn good melee weapon for 1000 Dukes or less - one that will last you multiple weeks in the early or mid-game before you outgrow it. Until radiation is a real part of the game, I would suggest hazmat clothes be disabled, or otherwise significantly reduced in economic value.Īs for what's best to buy from the trader, value-wise, weapons would be at the top of my list. So their value to the player is more comparable to 'regular' cloth or leather clothing. Unless I'm mistaken, their high radiation protection has no actual effect in the game (yet). Other hazmat clothes sell for similar prices, which I think is tied to military fiber, the material from which they're made.įor now, the only value of hazmat clothes is that they are especially warm. With a barter level in the 50s, I sold an orange quality hazmat shirt to a trader for about 2000 Dukes. What's the best thing to buy or sell at the trader? So just by asking what's best to buy or sell to the trader, we can get data on which items may have economic values that are artificially high or low. It occurs to me that isolating which prices aren't tuned should be pretty easy, compared to balancing other things.Įven though the game's economy isn't dynamic, every player is effectively an arbitrageur, looking through the inventory to buy things with the most value for the lowest price, and sell things with the least value for the highest price. I think most players would agree that the trader's asking price to buy some of your stuff still needs some balance work.
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