Merchant/ Vendors

Add a wondering merchant that will rotate each week to a different bunker. Or be around our base some where. He/she would sell anything from ammo, guns, crafting schematics, trap materials, and even weapon attachments. You could even make a separate vendor for each category. Make a world currency system maybe bullet casings could be a source that way the ammo we dump into machines has a secondary use the more machines we kill the more bullet casing we obtain for the merchants.

I’d give big NO. We already have quite OP crafting and being spoonfed with ammo and other resources. Besides, my observation indicates, that game becomes lazier with every update - I mean less and less overall effort needed to progress with all this crafting, exp. guns, ammo and dumsimplified AI (comparing to that dreaded Apr’20).

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Not mention that know when you’re own Soviet or US DLC you’ve got a LMG+RPG and ammo,I agree that even if that will fit the lore etc,Have vendors will break the game completly beyond repair but that just my opinion.

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I think it whould destroy the GZ feeling when you just have people walking around östertörn and selling stuff

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Merchants/Traders/Vendors etc, when implemented properly (e.g DayZ, 7 Days 2 Die), do add value to the game. But not all games are suited to house Traders. And GZ is one such game.

Personally: No.

This paves the way towards micro-transactions and latter doesn’t fix anything. Instead, it brings more trouble and issues.

Few other topics where this has been discussed as well:

  1. Micro Transaction Idea
  2. The Ammo Overload Crisis: My Solution

If we wouldn’t have crafting in the game and there is a (high) loot scarcity, then, perhaps, the Trader would suit the game. But since there is loads of loot containers in the game, and with the freedom to craft all the ammo types and first aid kits, i don’t see a reason why NPC should sell any gear for you.

Besides the vanilla ammo and first aid kits, we now can craft experimental consumables and as time goes onwards, it is highly likely that at some point in time, we can craft everything found in the game. Thus making the “NPC trader” obsolete.

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It was just a question you don’t mean like I wasn’t being serious I understand that the game gets easier with every update the fact that you can just run over to the forest region and basebuild and immediately win And get A experimental crafting recipe I feel like it should be at least a little level locked It’s like make it so you only get apparel crafting recipes until you hit level 25

I would agree with @Aquablade95 , but only if they add more weapons/items in the game. Otherwise, it will be extremely unbalanced. :slightly_smiling_face:

That’s assuming you can find all of the weapons in the DLC packs, I keep tripping over the soviet weapons pack gear but other than the pistol I still haven’t found anything out of the US weapons set

I got only yesterday my first N16 so i can relate :frowning: But my poit was that why having vendor when you’re already have weapons DLC that give quite the firepower to old and new player.

True but vendor weapons don’t necessarily have to be for the player. Depending on how the devs expand on the base building aspect wandering traders could sell building supplies, blueprints and other resources for improving the site including better weapons for the NPC’s you rescue or recruit.

Would fancy some more base building options. Wandering trader/vender that appears every so often near the base with base building blueprints/schematics would add a different flavor to base defense.

Would be interesting to see Tungsten used for base building, add an extra layer of defense for those wooden walls or towers.

Different types of machine gun nest, that shoot flame or even a mortar nest.

Different walls that have a gun port/window that we can shoot threw.

Different style walls and doors, possibly upgrading health, defense or damage of existing blueprints.

Possibly even more cosmetic base stuff like flags or decorations to add some life and color to the place.

As for loot, Do find myself running out of steel often now that i craft my own ammo, theirs also some rarer loot like Tungsten and Aluminum that only drop from walkers. Not to mention the new ultra rare loot… Uranium.

Every war has its business opportunity, some people make a lot of money smuggling in resources resistance fighters use to make stuff.

Well, one thing I would tolerate as “vendor” is exchanging excess crafting materials to C.M. in demand.
Or rework on craft recipes, that uses more diverse sets of materials. I mean I getting A LOT of rubber and alluminium, both are used very situationally. Tungsten is rare, but still piling up, since it used only in high-end apparel upgrade.

In general I don’t mind vendors if they used to “remove excess/unused stuff for something in demand”, or I wouldn’t need it in the first place if I could steadily and evenly spend all materials, including rare/hard to farm materials into consumables.

Please do not ad wendors into generation zero, it whould destroy the feeling and the cold ambiance of the game if you just have people walking around östertörn and selling useless stuff, and it is not lore friendly the resistance is small compared to the machines and then everyone should stick togheter and share stuff like weapons and ammuntion, not selling them and the world is dangerous so the chance of someone going around selling stuff i low in my opion, And also like they said in the trailer for the resistance update; This is a war, yes this this a war so why whould someone sell things in a war? shoulnt he or she be out doing their part to save östertörn? I think wendor whould be bad for the game in all ways

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If they are just wandering around then you would be right, but you have 2 active resistance bases that could trade excess materials and schematics found by their people when out patrolling/scavenging that they don’t need.

This approach could also be the basis of a new repeatable mission where you escort resistance members delivering supplies from one base to the other. Although I would suggest adapting the AI for the NPC’s you are escorting to be more stealthy and only get into a fight when there is no other choice.

But it is not lore friendly, so if you where in a war and you and your group maybe is the last people in the world whould you start a shop then to sell things the other maybe already have? there is not so many people left alive in östertörn so why not share our resources and our weapons, why sell it, and for example, in ww2 did you see the french resistance setting up trading posts in their bases? No they didnt And esctorting npc can be for other things than trading like recon and search and destroy.

That can’t be done, since apparel schems are the only reason why attack Rivals until you’re lvl25. If that too is level locked to 25, just like experimental weapons are, then there is no reason, what-so-ever, to spend loads of resources to take down rivals and Reaper, if you’re below level 25. :roll_eyes:

Now matter how i look at it, it only tells me one thing - make the game even easier than it already is.

Since crafting materials are so readily available and schems are part of the rival reward, all traders would do, is lessening effort players need to put into the game. Since it’s far easier just to waltz to the trader, trade the materials and voila. No need to go around the map, searching and looting materials.

And when it comes to the schems, that (trader), essentially makes battles with rivals obsolete, especially when you’re below level 25.
Since who would go through the trouble and time, to: 1. spawn a rival, 2. level it up for better drop chance, 3. spend loads of time and resources to take one down? When all what you can do, is waltz to the trader and without no effort what-so-ever, trade something for the schem? :thinking:

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good points aesyle, i agree on everything, wendors whould just make the game too easy

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If you just shove vendors in for the sake of it I’d agree but you could set a vendor system up to only start once you have maxed out your level and built the initial camp. Then you can have taking down rivals and reapers as well as stealing supplies from well defended areas as an essential part of getting and building the vendor schematics. A certain amount of specific parts needed for the initial purchase and then more for the actual construction.

On top of that the level of the available schematics could be made dependant on the supply route between the 2 established resistance bases which would tie into my idea for a repeatable escort mission with increasing difficulty. You could also add in an extra mission to further fortify and build a transfer depot at both bases before supply runs can start.

As far as the extra manpower for the supply system is concerned you could also have a couple of missions where for example the resistance discovers a FNIX prison or laboratory with people you can rescue, one on each island.

  1. not lore friendly 2. Still it whould make the game too easy, in a couple of weeks you whould be a god in GZ and not having to loot/scavenge anything making it just another boring farming game where people whould just compete to get the most stuff/money 3. Do we really need wendors? Like if you said if the player can build wendors at max level then the wendor system have no use, most of the players have already at max level got like 2000+ in ammuntion and grenades and other stuff, and if you give it to new players like level 3 or 4 then they will focus on that instead of finding their own stuff, Now if you want an AG5 you need to find it, with a wendor you could buy it in a boring lazy way. And i dont think FNIX has the humans they captured in a place thats easy to get into, humans is important to FNIX they want them to do experiments and connecting them to the FNIX network, if you get into a base to save them you whould just find no one to rescue.

With this, i have a question. For you, personally, would you like to have the vendor/trader system for:

  1. To make your life, as a player, easier, once you’ve established the trade connections?
  2. To give you something else to do, once you’ve reached end-game?