Traders scale really, really well with your character's power via Barter, Daring Adventurer and quest tier progression. Introducing permanent NPCs into a game where the player is dissuaded from, or forced into avoiding joining forces with against the main enemy makes no sense. Making hordes in the game that, for no logical lore reason, you can't join forces with the NPCs to fight against makes no sense. Either it makes sense to hole up with NPCs during a horde, or the threat has to include keeping the settlements alive by making the survivor leave and run quests vital to the settlements. Traders and hordes are rather mutually exclusive. Clearly the trader is meant to be a part of a larger NPC-driven game, because otherwise who is the trader trading with? If there are eventually going to be non-hostile NPC settlements, the traders make sense, but then the main threat of the game (the nighttime hordes being the biggest danger) makes no sense, since the player SHOULD just stay with and defend the settlement during nights/blood moons. If the trader is going to trust another human to approach them with a drawn pistol, then there's no reason to kick another surviving human outside at night. Assuming that the trader would NOT be invincible, then whether the player is geared up and proven or not, it would be in the trader's best interest to have ANOTHER living, breathing, zombie-fighting body with them as much as possible. If the trader and the trading post are invincible to zombies, then there's no LORE reason to keep out the player. The main "threat" of the game is the blood moons. The trader's won't let you stay in their location for the night. ![]() Honestly, lore-wise the traders make no sense. I’ve done it and it is a tougher start-especially without the skillpoint booster shot you get from it. That will give you time on your own surviving and experiencing that part of the game. The trader quest will never start and you may have a full week or more before finding one. ![]() On the flip side, if the devs run out of time to develop it further, at least there is enough accessible to the modding community to create some mods for it. There will probably be many opinions on how much is too litte/too much when it comes to the trader system which is why I think there should be a tie in to one of the existing settings (or new one) so players can tweak the survival experience to match their tastes. It does make surving the apocalypse so much easier. As much as I do appreciate and enjoy what the current implementation of the trader system. I think that would be a fabulous idea and hope the devs consider something like that. Of course since you are just starting out, you’ll have to gather some weapons and armor first. ![]() Perhaps you find the trader somewhere else because the outpost was overrun with zombies and you have to clear it and help him/her rebuild its defenses before it is operational. However, I think now that TFP have proven the traders’ worth, there needs to be some buildup before you have access to them. I’ve accepted that the game has changed and I can appreciate that I now use a large portion of the game that I previously ignored for what seems like forever. Right from day one, I’m no longer alone in the world, forming a mutually beneficial relationship as I accept that first quest. This has taken a lot away from the survival part of the game. They were kind of unimportant background noise to me.
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