Well there we have it, it´s not about water. Or the need for a new crafting skill system. It´s about using POI´s and the trader. Wich they could do all day long with the old system aswell. It´s not about their personal preference but forcing a playstyle onto everyone imo. Still need to search for that jar thing though.
That's not what I was saying. All I'm saying is that the removal of jars was something they wanted separate from any desire to change water survival or crafting systems and no matter how they may alter such things in the future, they won't be including the return of empty jars for any conceivable new iteration. The desire to remove empty jars came first and then the changes to water survival came second. It was not a desire to change the water survival game and the best way they thought to do that was to remove jars.
Also, they aren't making changes FOR THE PURPOSE OF forcing players to use the traders and explore POIs more. It's just that they aren't shy about utilizing the trader and POI exploration in the game. They don't have any of your hangups about it so they will readily incorporate those things unapologetically. Of course there are fans of the game (maybe former fans now) who dislike the trader and/or dislike clearing POIs for quests or otherwise and these people hate the changes. That's fair. But it is also fair and not at all sleazy or unethical or a betrayal on TFP's part to expect them to mod the game to their liking since their liking is at odds with the likings of the game's creators.
If you have quests and a trader, you need to balance that. It´s not the players job to balance the game with their playstyle and avoid quests and traders to not outpace the need of crafting. You can´t just go and say, well it´s your fault that you do quests everyday and mess up balance by doing so.
It's funny that you accuse the devs of desiring to force one playstyle on everyone as their motivation for these changes and then immediately call upon them to force players to play a certain way instead of leaving it up to their choice. I never said they won't work to balance the pacing of obtaining things through crafting vs obtaining things in loot, trader inventories, and quest rewards. But I don't believe they will ever put much work into trying to stop min/maxers from playing how they wish. Min/maxers have been doing their thing since the inception of RPG elements into the game. From the moment in Alpha 11 that quality tiers were added to tools and weapons and crafting the same item over and over increased the quality (with a random + or - 50) there were players who began to min/max and the complaining about the optimal path and how people were forced to follow that path began. It will never end, either. Right now the optimal path is spam questing so those who optimize claim that you must do that. In the past the optimal path was something else. There was even a time when a bug made harvesting grass the fastest way to level up and until the bug was fixed...you guessed it, people complained that TFP was forcing them beat up grass.
And let's be honest. Some people like playing the game that way. Why should they be blocked from their brand of fun when all it is is a choice for how you want to play.
If a system is easily abusable by min/maxing it´s not a good system and needs to be reconsidered. It´s not the players fault. It´s the devs that make it possible.
I think closing exploits and abusive strategies is important for many games where there is a scripted story that you don't want the player to bypass in inapropriate ways, or strict levels that you don't want the player to bypass, or a puzzle that is supposed to have a single solution and you don't want the puzzle broken or bypassed, or if the primary aim of the game is to provide a fair field for competitive play.
This game is a bit different. It has a decidedly open world sandbox vibe about it with no scripted story at all. Even the parts that are supposed to be puzzle like (Dungeon POIs) can easily be broken and bypassed due to the nature of the world. People have the freedom to play this game so many different ways (yes, even still today). The devs leave a lot of things to player choice. In fact, POI clearing is a great example of the dev's philosophy. They could put a trader zone around a POI once you enter and start exploring to force the player to play the puzzle as it is intended without doing any workarounds. Or they can do as they do now and leave it mostly to player choice. Some explore via the intended path, some destroy locked doors and break through ceilings and walls to leave the path, and some nerdpole to the roof and then find the treasure room immediately. If you leave the intended path you can experience oddities with the sleeper spawning and come upon enemies faced the wrong direction and see them in weird unnatural positions and places that you wouldn't witness if you had followed the path. If you go straight to the loot room you get all the rewards with none of the hastle.
TFP doesn't care. It's player choice and people are mostly happy with the choices they make. There are just a small percentage who continually make a choice they despise but just can't help themselves. Why should TFP make POIs like trader compounds simply to force everyone to follow the intended path just because of those few people who leave the path but hate themselves for it? They shouldn't as long as this game continues to claim sandbox elements.
Same goes for use of the trader. Abuse it or don't.
On that we can agree....hence it would be nice not get funneled, but it is what it is.
Well, just keep in mind that he doesn't feel funneled because of how he approaches the game. Fact.
He probably figures that people who do feel funneled are just doing it to themselves because of how they approach the game. Assumption.