Merchant/ Vendors

Personally I’m looking at the additional end game content aspect, hence the rescue and the repeatable escort missions as well as needing to scavenge from rivals and reapers as well as raiding well defended supply depots.

I can see that depending on how it would be implemented traders could make the game easier for players which is why I’ve looked at ways of putting it into the game without taking the overall challenge away.

From the lore perspective, trade between the 2 resistance camps does make sense. If you look at any resistance group historically they get their equipment from 3 primary sources. Stolen from the enemy, supplied by allies and traded between cells. Change supplied by allies to scavenged from the area and it becomes plausible.

Thinking about it further, vendor schematics could just be improved versions of plans you find while exploring, but they would have to be implemented in order. This way it wouldn’t matter if you went straight to the vendor to get the top level version of one, you would still need to have the basic plan and the relevant upgrades already built before you could use it.

I gave played many game where there is a wendor system, it often without you knowing it it makes you focus on that. And i think the Swedish östertörn resistance is so small that trading is pointless, like have fun trading with the same people and selling stuff they already have. And they should be out fighting instead of trying to get money off people. Big resistance maybe bouht weapons but not this one, who whould they even buy it from? There are no one execpt the resistance left alive in östertörn and for the resistance to get weapons then they just need to ask the player because we could give them all sorts of weapons for free. And if Nato and sweden is paradropping weapons in östertörn for free then why even paying for then. And Generation zero is special, it is standing out, whould you really then try to make it like any other game out there? why must GZ have something that other games have? we have gathered tons of equipments in our adventures without having to buy anything, we are fine without wendors

I think there’s even a note from La Resistance that supplies are stashed in key points and shared. Shared. That pretty much compromises things about vendor. Besides, GZ isn’t a game that needs vendor in any form. Well, a bit wrong wording here.
The “vendor” factor I’d see in this game is expanded and rebalanced existing crafting/recycling system, in that all resources are used evenly or there would be “counterweights” for excess to compensate for demanded. Currently quite a big chunk of resources are used only in apparel crafting and unused as “consummable” material (off the bat - rubber, glue, tungsten, aluminium). Special mention goes for alluminium, as it involved in crafting smokescreen munitions, but smoke in combat still useless against majority of machines (only affected are all tanks and conditionally harvesters) and “stealth” smoke is as practical as laying traps nowadays, so it’s other components are spent on hurty ammo crafting.
It went a bit off topic, but my point is: instead of making a dedicated Vendor, I think it’s much better to improve already implemented crafting system, which is essentially same, except no buying guns.

Due to the small dev team, devs can’t push out new content faster than it takes the player base to explore all of the new content, enjoy it and eventually get tired of it. Though, devs are doing their level best to give all players more, new content to explore and enjoy.


If we would put the lore aspect on a side, just for the moment, and look at the vendor/trader mechanics alone.

Then for trader to add value to the game, it should be implemented in a way, where what you get from the trader, are unique items, that you can not get from anywhere else.
Since if you could get common items from the trader, the same items you can freely loot from the game world ← all it does, is making player’s life easier.

One set of items, which trader could offer, and which hasn’t made it’s way to the game, as of yet, are experimental weapon attachments. As of what they exactly could do, topic here: Exp. Attachments
Other, unique items, could include new clothing set(s) and/or more different custom emotes. There are actually a plethora of unique items, currently not in the game, which the trader could offer. (Too sleepy to think any more as of now.)

And if to develop the trader idea further, devs can level lock different sets for balance. E.g you can’t access experimental attachments until you’re level 20.


Now, if we were to take the lore aspect in as well, then i have hard time seeing how we could have a sophisticated trade network in the world of GZ, ruled by the machines.

Historical resistance groups, yes, had their sources for stuff. But did they all buy that stuff? In the middle of the war? I don’t know. Other folks here in the forums have better knowledge of that historical aspect.

In terms of GZ, it’s hard to tell in which direction devs are planning to steer the game. :thinking: The latest addition of base building, is already a huge stretch and in many cases, it doesn’t suit the lore. Here’s also my feedback of the base building: Resistance Update Feedback - #77 by Aesyle

The current FMTEL stations are essentially like vendors already, where you need to do X thing and in return, you get some stuff as a reward. In that sense, wouldn’t it be better to expand the FMTEL stations further, with unique rewards, rather than implementing completely new, vendors idea? :thinking:

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They sould just expand the Fmtel network and offer cosmetics and experimental attachments

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I agree with @Aquablade95 @Aesyle @DeadWanderer and a few others.
Vendors would just make the game even more easier and would make no sense.
Fmtel stations should just give better items, and attachments for weapons.
Ammo and weapons are everywhere now, it´s very easy to survive and loot.

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To be honest I’m fine with the pace the devs are taking to push out content. You only have to see the mess that Cyberpunk and the new Elite Dangerous expansion were to see what happens when things are rushed through.

My ideas about the vendor were more for repeatable content than the items themselves, that was the main reason I suggested having high end schematics but not being able to use them till you have found and built the earlier ones you find in the world.

With that in mind given that at the time the game is set all adults would have had 1-2 years national service under their belts my concept probably works better with a quartermaster instead of a trader as setting up supply lines in case of invasion would likely have been part of their training. This way the FMTEL station missions can still give the types of reward that it currently does while the QM gives the high end non EXP schematics that are developed by the resistance as they gain more resources and intelligence. Add in time constraints to the missions and then the player would have to choose what they needed more and then hope that at some point in the future the other reward(s) were available again.

This approach would be easier to implement as the basic framework for the QM could be copied and adapted from the FMTEL scripts. Plus as Soviet forces have already got onto the island it’s probably only a matter of time before you see NATO forces as well so having 2 systems could work in game as faction specific. Especially as having looked at Boo Bridge a number of times and thinking that from the way some of the fortifications are set up and the placement of some of the bodies it looks like there may have been a skirmish between the resistance and the Russians.

I can see that depending on how it would be implemented traders could make the game easier for players which is why I’ve looked at ways of putting it into the game without taking the overall challenge away.

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