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You're gonna have a bad time.
I encountered may trade opportunities, but never one I actually benefited from.
Also the penalty for refusing is 25 infl., it's not really that small.
you lose that much by depositing and retrieving items. (Due to the annoying cost difference from donating to taking)
lol... yeah some of the game mechanisms are just out there!
Well whats the point of making a perfect game first up....? Nothing to strive for!
I don't want perfect, but I want logic, and I freaking want freedom. Especially since this is supposed to be an open world game.
Recently I was trading ammo for materials... Worked out well since I had plenty and was getting more through training other enclaves, I jumped on each of these trades...
But yes, usually it's ammo for food... I've even had one that was ammo for fuel, which I don't think could get any more useless a trade...
Funny how people excuse certain mechanics with RP. IRL you won't have just one thing you can trade for one other. There. I did it.
Getting penalized for turning down pointless trades makes it even more annoying.
No, this is realistic... Obviously Lily and the person ready to do the trade think this is a good idea (never said they were smart) so you take an influence hit to talk them out of it...
Otherwise, you just let it go, don't do it and it will eventully pass anyway and take the loss of happiness (if there is one) for the same reason...
I'm not excusing the fact that your other survivors should know what is needed more, food or ammo, based on your reserves, but at the end of the day, if a trade opportunity is offered, it needs to be considered and other enclaves will only offer what they have..
As I said previously, I have recently been offered both materials and fuel, and can remember trades for medicine, so it is all based on what resource is available at the location of the enclave...
Since most buildings contain more food than anything, it makes sense that most enclaves will be trying to trade food, this is just a given, just as you don't want to trade ammo because you are short, they are merely trading what they have an excess in...
This mechanic is realistic... The only way it could become more realistic, would be to have a choice of trade options... Eg, 3 ammo is worth X Food, X Medicine, X Materials and X Fuel, as defined by what the other enclave needs most of all...
The "trade" should check ow much of each ressource my home base has before punishing me massively for rejecting BAD trades. It bothers me that I get punished for not throwing away my little ammo I have left, and no person in their right mind would advocate for such a stupid trade. Heck, I'm even currently actively LOOKING for ammo because we're low, and now I'm supposed to give it away for a ressource we're almost full or get punished?
It's not about finding some roleplaying excuses for this. I can explain everything and we can argue endlessly about "some people would do this!" and how "five year old kids wouldn't even do that", and even how "three out of fifteen from my enclave are mentally handicapped, and I get punished because of it". The point I'm trying to make is that the trades need to get one, two lines of code, just to check the actual amount of a ressource we have.
Having more control of the trades (offering them ourselves) would be even better, but that would require alot more coding than a simply backcheck of the amont we got of certain ressources.