If it weren't for the cheesy rerolls I could easily trade baskets to toolmakers and other crafters who might have something I need within an hour of getting in game. Because bigger issues must be fixed first, I'll wait for better trading opportunities. I'm sure they'll exist sooner rather than later.
The only way trade will work, is if there is a "safe town" were you cant be killed....
Otherwise, it wont work, due to fears of being Pk'd and looted.
the tribes who wish to trade are going to have to be reputiable...and i have faith that even the most carebear of tribes will be able to defend against someone wishing to trade gank them in their own home.
bottom line, the tribes that offer trade in he safest enviroment, with the highest of reputation as good, are going to be the ones who get trade business...its a sandbox motive for being reputable.
"Trade will start when the junk piles are exhausted"
Sounds reasonable, but how exactly is that going to work ? Many of the items we currently scavenge are products of a high-tech industrial society. For instance, how will we make the plastics that are required by some recipes ? Or zippers ?
Will we go from a hunter/scavenger society to 20th century industrial overnight ?
With magic being introduced in the game later, perhaps we can make plastic by using a spell ?
Maybe I'm missing something? Trade? Trade what? We have a 8 man tribe, and with a little planning we all willl have different crafts. So its only a matter of time before we can make every recipe in the game. So what will there be to trade? What will tribes of that size or larger then need? I guess you can say some tribes can specialize in something ie leather armor. There also is a problem, you look at my vender how do you know if my stuff is better than what you have? People say they don't want this to be a gear driven game. But, everything will have to have some kind of stat so people can compare and shop. Once again maybe I'm missing something?
Resources will most likely become scarcer after a month or 2, once all the trees are chopped down and the new ones haven't regrown yet (or the new ones are still saplings and give poor quality wood). Same goes for junk piles, we don't know how fast they "refill", in fact, we don't even know if they DO refill...
So if after a month or two, someone has access to high quality resources (by hoarding or by using the resources inside their tribe territory wisely), they might be producing "high " quality axes while everyone else in the area can only manage to make junk quality.
Would you not consider trading for that axe ?
All items have a quality/durability rating in their description. That allows you to tell the difference between a good "axe" and a "worn" axe, for instance. Exactly what "new" and "worn" actually mean in terms of DPS or duration of use is something we will have to determine through experimentation.
Recipe ingredients are basically fixed, so the final quality/durability of the produced item is determined by a combination of ingredient quality, crafter skill and possibly tool quality. Fair to assume that all "worn" axes will behave the same way, always.