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Mainly, we increased the selling price of equipment, and improved algorithm that determines what a trader offers so they're much more likely to offer items that would be useful. There are also new items that can only be obtained through traders.
The price system should be at most 1.1 to 1. 10 to 1 would get somone shot.
It's a game so it is really less of an issue of what is realistic vs what is enjoyable and balanced. I think the issue is if it is too equal then you can get early end game equipment which could break the early/mid game so the trades have to not be favorable for the player. At least, with the current trade system. A different trade system might make sense, where the player can set the traders gain from each trade (never at or below 0), but the game keeps track of what the traders walk away with. In order to get that end game equipment you'd need to invest in the trader via trade to increase quality and quantity of items by making certain they end up getting massive profits from early/mid game trades. This would have some advantages in that it'd get rid of the current system with a more realistic one AND make it so that whenever a trader shows up for a player that plans on utilizing them long term they'd need to plan out what they're willing to trade away to mutually build up both parties 'value.' EG, you could get more for the crappy little tier 1 item you have no use for or massively undersell it so the trader has more items the next time they show up. So it'd also introduce an element of 'meaningful choice' to traders.
That's the whole point. We don't want you to trade your way up the levels, but only use it to get a small edge once in a while. For example, if you can't win a research kit battle, then buy a tier 3 armor to help you out.
You can read more about our thought process behind traders in this dev log: https://steamcommunity.com/games/455980/announcements/detail/1658887207019851394
I feel like the exchange is definitely in our favor - maybe a little too much.