zztong
Well-known member
Everyone can build that cooking pot on the first day, int build or not. (One just needs 3 duct tape for the forge)
If they spent a point on that INT skill or they get a schematic. I don't, but that's by choice.
If you invest in the skill, or are on a multiplayer cooperative (where the players start together) there's no question there should be a cooking pot on day 1. Otherwise, it is more like Day 3.
I watched 3 new players on Twitch last night. The player sharing his video (1) did not even start the intro quest (bedroll, etc.) and (2) spent an hour (weaponless) trying to get with his friends, including crossing a sizable Wasteland biome (running for his life) arriving battered, bloodied, exhausted, hungry, dehydrated... and all-told, it was an epic journey and fun to watch.
These players didn't even know they needed a cooking pot. The player I watched didn't even have skill points to spend because he never finished the starting quest.
more pockets
I'm not sure how pockets makes it to a "first day" calculation, unless A21 has made Sewing Kits much more frequent. To me, pockets are more of a 2nd week item once my emerging medkit has a Sewing Kit or two in it. In A20, Sewing Kit drops are rare. I can't prioritize pockets until I have a surplus.
we already know that basic hydration is solved the moment you have a cooking pot
Yes, assuming that you have a source of Murky Water. In A20, that's either loot or a water source. In A21, that's only loot which is the source of my objection.
When loot is the only source of Murky Water (it a transportable form), it puts the matter of water entirely in the hands of randomization and completely takes away a player's ability to solve problems. It discourages rational actions, like looking for a water source, and rewards what would be irrational action, like going into a building full of zombies.
Of course, this being a zombie-fighting game, I see why players going into zombie-infested locations, is ultimately desirable. Players are drawn to POIs and cities like moths, where-as rational people in real life would be fleeing to remote rural semi-independent locations. Thus, there's no need to further incentivize POI plunder. POIs and Horde Nights are the primary "reason to be" in the game.
If water were taken from loot and could only be gotten from water sources, it would influence base building locations. If that were combined with stacking limits on water, it would influence travel planning. Those are high-order game problems to solve, far more compelling than... another cabinet, roll the dice.
Just my opinion. Of course, I have great respect for everyone in the conversation.
Last edited by a moderator: