Diva Matka
Refugee
Love the patch notes, cant wait to try 
Thanks for your thoughtful feedback. I would just point out that your preferred settings and playstyle is not the norm. It would be designated by most players as a type of hardcore mode.To start with I'm just going to outline how I tend to play the game.
AgreeI don't get comments "like why does water need to be this scarce" It isn't, you craft a few dew collectors and you have infinite water pretty much. Water in the current state of the game is too easy to get. I'm glad there is a few extra steps to getting a good supply of drinkable water coming in the update.
I'm guessing this will be hated, but I also feel like we get way to much scrap iron from scrapping items. I can't remember the last time I needed to go on a good mining session or build myself a little hobbit hole mineshaft. Same with vending machines and end of poi loot rooms, I'd personally love to see them removed.
My biggest gripe since 1.0 is the game became to arcadey and just throws everything you need right at you in the early game. It's a zombie survival game that lost it's survival aspects, I'm very happy these are slowly adding survival aspects back into the game. I'm really looking forward to the direction 2.5 is taking and hope it continues.
I agree that the settings are very far from standard and I do understand that balancing extremes like that is exceptionally difficult without affecting more mainstream settings.Thanks for your thoughtful feedback. I would just point out that your preferred settings and playstyle is not the norm. It would be designated by most players as a type of hardcore mode.
I think when you alter the settings away from default and water (for example) doesn’t balance well, the onus is on you to mod the settings so that it works for you.
I’m sure there will be a modlet that will make jars not be consumed which will fix the game for your settings. But making them reusable for default settings would destroy the balance for how the majority of players play this game.
All good points though for playing hardcore scarcity runs.
And for the record - Water is almost trivial once you have enough Dew Collectors to cover the basic need for hydration (Which only takes one or two). And if the game doesn't deny the player that first Forge Ahead magazine (Which I still occasionally get on day 1) reaching the level of fluid self-sufficiency can happen as early as during day 1 or 2 (Depending on access to duct tape - Polymers aren't a problem due to tires and plastic vehicle components) - Even with those settings.Thanks for your thoughtful feedback. I would just point out that your preferred settings and playstyle is not the norm. It would be designated by most players as a type of hardcore mode.
I think when you alter the settings away from default and water (for example) doesn’t balance well, the onus is on you to mod the settings so that it works for you.
I’m sure there will be a modlet that will make jars not be consumed which will fix the game for your settings. But making them reusable for default settings would destroy the balance for how the majority of players play this game.
All good points though for playing hardcore scarcity runs.
Why do I see co-op MP games having contests for this!Now I can't toot in peace. Thanks, TFP!![]()
Well at least now it is going to take 15 or 16 forge ahead mags to get the dew collector recipe so that loophole is closed.And for the record - Water is almost trivial once you have enough Dew Collectors to cover the basic need for hydration (Which only takes one or two). And if the game doesn't deny the player that first Forge Ahead magazine (Which I still occasionally get on day 1) reaching the level of fluid self-sufficiency can happen as early as during day 1 or 2 (Depending on access to duct tape - Polymers aren't a problem due to tires and plastic vehicle components) - Even with those settings.
I agree that the settings are very far from standard and I do understand that balancing extremes like that is exceptionally difficult without affecting more mainstream settings.
Sadly the scarcity runs is a consequence of progression being too fast in some areas.
Crafting skill magazines have been all over the place, except Forge Ahead and Vehicle Adventures, often leading to me having acquired items like Composite Crossbows/SMG or Tactical Assault Rifles (Tier 3+) (Either through looting/crafting - But occasionally also trading) before I've gotten access to the motorcycle or 4x4 - All of which before leaving the starting biome.
BUT be that as it may - Maybe it's worth considering giving players a toggle in the game settings that allows for jars to not be consumed along with the content, rather than requiring a modlet to achieve that.
I'm very big on giving people options (That are likely simple), without having to rely on 3rd party modifications (Hench why I'm looking forward to the Apiary).
I do appreciate this comment from someone who is posting critically. Here is a gamer that enjoys difficult settings and unforgiving conditions in his game and they describe the lowest darkness setting as "exceptionally dark at night". That's awesome. It tells me that the inability of some users to get a dark enough night is simply user to monitor error and that the current in game settings are what they should be if only people can figure out their brightness settings.Lowest possible gamma-correction, so at night it's exceptionally dark in my games
They currently don't want containers to smell.Oh! Please add a food rotting mechanic. This will prevent cooked (or raw) food from accumulating in containers.
If it's not eaten, it starts to smell strongly and attracts zombies.
And rotten food can be processed into fertilizer for the farm (for example, it boosts growth speed or production).
So, cooked food smells from N meters away, while rotten food smells from x2 meters away.
And the more food there is in the container, the further the distance.
P.S. I used Google Translate.
Im fine with them needing the crusable but I'll scream this from the mountains
Stop trying to balance jars and instead balance water if you want the world to be immersive!!
Make jars and cans reusable. These half measures they are using pleases no one. If they want water to be harder to get AND be immersive consider having the water from lakes and rivers be polluted instead of murky...there are chunks of undead guts in it after all. Polluted water can only be purified in the chem station so its locked later in the game. Murky water can be found in things like fountains/rain collectors and can be purified in a cooking pot like we have today. This way water is harder to get, and players can attribute the difficulty to the post-apocalyptic setting and not some dumb gamified jar eating mechanic.
Smells being back is great. Players smelling for eating food is dumb. If you want to balance food, make non-persevered food rot if not canned/jarred/smoked, etc. This also gives players another use for the empty jars!! Bring this game back to it's survival roots for the love of god.
Destroyed book/skill mags/schematics is also a problem some players talked on this forumTo those of you who think you are eating your jars are you also eating your bowls? Are you cramming the fuel cannisters down into the fuel tanks of your cars? Are you smashing the paint cans against the walls of the base you just painted? Are you eating the wrappers of your candy and the cans of your peas?
There are so many abstractions in the game that you never worry about. Why worry about this one? What are you guys doing after you read your magazines? Stuffing them up your butts?
It's a game. You are taking things too literally.
+Stop trying to balance jars and instead balance water if you want the world to be immersive!!
Make jars and cans reusable. These half measures they are using pleases no one. If they want water to be harder to get AND be immersive consider having the water from lakes and rivers be polluted instead of murky...there are chunks of undead guts in it after all. Polluted water can only be purified in the chem station so its locked later in the game. Murky water can be found in things like fountains/rain collectors and can be purified in a cooking pot like we have today. This way water is harder to get, and players can attribute the difficulty to the post-apocalyptic setting and not some dumb gamified jar eating mechanic.
Smells being back is great. Players smelling for eating food is dumb. If you want to balance food, make non-persevered food rot if not canned/jarred/smoked, etc. This also gives players another use for the empty jars!! Bring this game back to it's survival roots for the love of god.