I know devs will not change their current system since this would require too much effort from them. I bought the game when crafting was meaningfull, and feel of loneliness was omnipresent, and i will try to maintain this by installing mods, perhaps learning by myself how to mod the game. And at the same time, i cannot recommend this game to anyone else than shooter players. But those are only my personal thoughts and opinions, noone hae to agree with me, the same how i can disagree with devs decisions. I gave them my support buying unfinished product in hope they will do it how the promissed (survival post-apocalyptic game), and i feel being cheated by them via introducing traders, promises of raiders, and introducing magazines in such way that only looting and questing can provide true progress, forgetting about gathering, mining, building... I was hoping development in terms of cooking, hunting, gathering because it was the only lacking thing imo, instead i got shooting, looting and trading.
But i have few ideas how to improve some experience and balance game towards people who bought it while it advertised as crafting survival, with at the same time not spoiling it for the players who likes current approach.
Here i would like to post an idea of three progression systems merged:
1. Magazines and books, which is learn by looting. Could teach people new perks, like current books and some attribute perks. Some perks from leveling could also be placed as books/magazines.
2. Leveling. Each lvl player gets skillpoints and can apply those to increase simple stats like damage increase, health regen etc. simmilar to current attribute increase.
3. Doing. When hitting enemy/block or getting hit, would increse characters knowlege about used thing, and with this increase quality and unlock new schematics of used item. Example: using pickaxe for log time, sitting in mine will teach character how to craft better pickaxes (not axes, not shovels). Works simmilar to current magazines but instead of reading its actual doing.
And if one looks for ingame explanation, here it is: When using an item for a long time, one can see its flaws and weakpoints and by practicing and keep trying they can learn how to make better thing.
If someone finds this explanation, then im sorry, lot of things in game are even more illogical.
But i have few ideas how to improve some experience and balance game towards people who bought it while it advertised as crafting survival, with at the same time not spoiling it for the players who likes current approach.
Here i would like to post an idea of three progression systems merged:
1. Magazines and books, which is learn by looting. Could teach people new perks, like current books and some attribute perks. Some perks from leveling could also be placed as books/magazines.
2. Leveling. Each lvl player gets skillpoints and can apply those to increase simple stats like damage increase, health regen etc. simmilar to current attribute increase.
3. Doing. When hitting enemy/block or getting hit, would increse characters knowlege about used thing, and with this increase quality and unlock new schematics of used item. Example: using pickaxe for log time, sitting in mine will teach character how to craft better pickaxes (not axes, not shovels). Works simmilar to current magazines but instead of reading its actual doing.
And if one looks for ingame explanation, here it is: When using an item for a long time, one can see its flaws and weakpoints and by practicing and keep trying they can learn how to make better thing.
If someone finds this explanation, then im sorry, lot of things in game are even more illogical.