Reckis
New member
I have been thinking about posting this for a few days, contemplating whether or not it would be worth the time and effort . . .
Players take the whole game too literally.
As I have said in other posts, the game is an abstraction of the real world :
1. To give the loot a container to sit in. Why is it that we can handle all the leather bags, piles of ammo, and equipment bags and the ridiculous things they contain (like an AK47 in a bag the size of a football), but people loose their minds over a sealed crate (again, abstraction) with primitive tools in it?
2. Because creating an appropriate loot container for every different tech level of loot would be too resource intensive, both in manpower and hardware terms. Not to mention tying the different models to the appropriate code to swap them out as necessary.
3. The items in the game are just an abstraction. If it makes you feel better, call the stone tools "makeshift", "scrap", or whatever else you think would be appropriate to find in a "sealed" crate. What is important here is the progression through the necessary steps to make the game challenging and balanced, not the names or the models.
4. This is not a simulation and taking the systems contained herein as such will only lead to frustration and confusion.
Overall this game has only gotten better with each alpha. Sure there have been a few stumbles along the way, but TFP have always addressed issues in an effort to make the game better.
Players take the whole game too literally.
As I have said in other posts, the game is an abstraction of the real world :
1. To give the loot a container to sit in. Why is it that we can handle all the leather bags, piles of ammo, and equipment bags and the ridiculous things they contain (like an AK47 in a bag the size of a football), but people loose their minds over a sealed crate (again, abstraction) with primitive tools in it?
2. Because creating an appropriate loot container for every different tech level of loot would be too resource intensive, both in manpower and hardware terms. Not to mention tying the different models to the appropriate code to swap them out as necessary.
3. The items in the game are just an abstraction. If it makes you feel better, call the stone tools "makeshift", "scrap", or whatever else you think would be appropriate to find in a "sealed" crate. What is important here is the progression through the necessary steps to make the game challenging and balanced, not the names or the models.
4. This is not a simulation and taking the systems contained herein as such will only lead to frustration and confusion.
Overall this game has only gotten better with each alpha. Sure there have been a few stumbles along the way, but TFP have always addressed issues in an effort to make the game better.