Two things that don't make sense.

First: Why raid scouting uses trade goods? And not supplies? I'm thinking this logically.

What are trade goods? I would assume they are non essential survival stuff. Magazines, cigarettes, accessories, gadgets, or other pleasure, entertainment or appearance related goods.

What are supplies? Food, drink, medication, bandages and such.

If you are going on a scouting mission, to look outposts or look for enemies, what do you more likely take with you? Food and water or porn magazines and cigarettes.

In other words, it would make more sense if raid scouting would cost supplies instead of trade goods.

Second thing: Why farm upgrade offer less production bonus than the previous level? This is stupid while the building upgrade requirements jump up drastically. While the upgrade requirements go up, so should the food production reasonably too. I am at the point where I need over 2 million food for upgrades. Getting supplies is very slow now, as others at this point know. I could get more food if I upgrade farms, but as the farm upgrades as well cost pretty damn much supplies, I don't see it being reasonable, because the bonus I'd get is pathetic, and upgradin 5 farms with a level or two would cost more than upgrading 2 buldings that need 1-2 million food. In other words, upgrading the farms would actually make it even longer to gather required supplies for building upgrades.

NotYourLunchAnimesh101

Comments

  • RahleRahle Member Posts: 29
    If I have to spend a lot of time watching the place I want to hit, I may want magazines and cigarettes. It could get boring staking out a base.
    Fatty
  • Animesh101Animesh101 Member Posts: 83
    I'm not happy with the cost of searching for outposts to raid so I stopped raiding. I haven't been raided since the change either. I think the gamemasters blew it big time....

    And can't even find raidable outpost... Only see 30-120 goods available
  • theblueboxthebluebox Member Posts: 807
    They introduced trade goods as a separate resource because when people are saving 1, 2, or 3 million supplies (the actual name of "tomato cans") to do a building upgrade, they would become enraged if people came along and stole them. If outposts cost supplies, people would rage quit in droves.

    Trade goods are anything used to trade with. They can be magazines and entertainment things. They can also be surplus supplies. If you grow more corn than your camp needs, it will rot before you use it. It can be traded fresh or dried and ground into cornmeal and traded later. Corn becomes a trade good.
    image
  • ishish Member Posts: 72
    Dragonius said:

    First: Why raid scouting uses trade goods? And not supplies? I'm thinking this logically.

    If you are going on a scouting mission, to look outposts or look for enemies, what do you more likely take with you? Food and water or porn magazines and cigarettes.

    Well idk, a year into the zombie "invasion" i would probably kill or a good porn and a smoke
    - ish
    TRINITY
  • zosonzoson Member Posts: 2,216
    It's a game man, things don't have to make sense. There's a lot that already doesn't make sense. Like non-deadly missions. If you die, you die. There's no coming back.
    jester
  • OldGothOldGoth Staff Posts: 297
    We're looking at the late game economy, there are some upgrades and production levels which don't really make sense.

    As far as why Trade Goods instead of Supplies - agreed, Supplies would make more sense in a "game reality" sense. The reason why they're TG instead is we wanted to keep the Outposts economy separate from the rest of the game for now, as we're still waiting to see how PVP play settles with the player base.
  • radanielradaniel Member Posts: 41
    i hope one of those TG boxes are full of condoms. That makes a lot of sense
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