Anon10/20/25, 15:36No.543383772
Merchants should all have a needs hierarchy and have a corresponding budget. Far smarter then trying to jig with the value of millions of items.
Merchants won't buy high value, high needs items like gold unless they have food, water, a weapon in their inventory. Mostly to stop players dumping 35 fire extinguishers on traders 20 minutes into the game.Factions should have a goods/ capitol disparity, so quartermaster should have 90% of the refugee camps money, because what that faction really needs is food, and smokes should have 90% of the goods. So general merchants would tend to be sellers, not somewhere to dump 35 large fire extinguishers.Tools should have a binary value within that needs structure. As level 4. So a merchant might need one hammer, but wouldn't buy 35 hammers because they already "had" hammering 3. Notably, this would make merchants generally unwilling to sell tools and weapons.More locations should be soft locked with environmental factors. Flooding, electrical hazards, gas hazards, hostile temperature, radiation,robo security. Not million degrees Indiana Jones traps, but more persistent. To discourage RNJesus day one looting. The monsters are getting too strong and the actual survival elements have become trivial.