First off, let me just say I love the update. I appreciate all the wonderful new updates and the effort the fun pimps have put into this. Its gotten me and my friends back into playing it and having a great time. So I want to start by saying thanks to the fun pimps for another great update!
I have a little feedback that my friends have a consensus on and would like to share it.
1a- Weapon/Tool parts: We aren't particularly fond of the weapon/tool parts. This has made skills feel significantly less useful. When I unlocked steel forging, I was dismayed to find out that I couldn't actually make any tools. We had not found any steel tools yet so we didn't have steel tool parts. So the skill has gone widely unused. I actually bought the forgetting potion because the points spent felt wasted. Iron is easier to work with. The items are too rare for this to be really useful. In order to craft my own, I have to find multiple items of this rare item to break down and get enough parts.
1.b- A potential solution to this could be to let repairing upgrade items to your current level. So you still have to find the item in question which could take a good amount of time, but repairing it upgrades it to your current skill level.
2a/b- This one is short so I'll just combine. Mods are surprisingly hard to come by. I don't actually use mods that much. The most common mod I use is the reinforced mod to give my tools durability. It would be helpful if they appeared more. If nothing else, at least more often with traders!
3a- This is more my opinion than anything else. The blood moons seem too easy right now. At this point, I can completely negate the challenge of blood moons by hopping on a bicycle and riding around. I get the occasional annoying bird but its hardly a threat.
3b- I have two suggestions for this. The first being utilize your thunderstorms! A storm rolls in with a blood moon, so have the weather be a hazard (After a few blood moons. Not immediately. I would say have it start on the 3rd blood moon) Have lightning strikes that cause damage making players seek shelter so they can't just ride around all night.
3c- Alternatively, (And this ones a bit more complicated) Rather than have the zombies target the players, have them target a loot box with the most value. Have the system decide which box has the most monetary value and have the zombies target that. If players are near the box, they will prioritize players. What this does is make fortifications important. And where you place your supplies important. It allows players to run away if they want, but at the cost of their loot.
I may come back and add more as I remember/think/come up with more. But I think these are the base highlights.
Once again, thanks to the fun pimps for a great update!
I have a little feedback that my friends have a consensus on and would like to share it.
1a- Weapon/Tool parts: We aren't particularly fond of the weapon/tool parts. This has made skills feel significantly less useful. When I unlocked steel forging, I was dismayed to find out that I couldn't actually make any tools. We had not found any steel tools yet so we didn't have steel tool parts. So the skill has gone widely unused. I actually bought the forgetting potion because the points spent felt wasted. Iron is easier to work with. The items are too rare for this to be really useful. In order to craft my own, I have to find multiple items of this rare item to break down and get enough parts.
1.b- A potential solution to this could be to let repairing upgrade items to your current level. So you still have to find the item in question which could take a good amount of time, but repairing it upgrades it to your current skill level.
2a/b- This one is short so I'll just combine. Mods are surprisingly hard to come by. I don't actually use mods that much. The most common mod I use is the reinforced mod to give my tools durability. It would be helpful if they appeared more. If nothing else, at least more often with traders!
3a- This is more my opinion than anything else. The blood moons seem too easy right now. At this point, I can completely negate the challenge of blood moons by hopping on a bicycle and riding around. I get the occasional annoying bird but its hardly a threat.
3b- I have two suggestions for this. The first being utilize your thunderstorms! A storm rolls in with a blood moon, so have the weather be a hazard (After a few blood moons. Not immediately. I would say have it start on the 3rd blood moon) Have lightning strikes that cause damage making players seek shelter so they can't just ride around all night.
3c- Alternatively, (And this ones a bit more complicated) Rather than have the zombies target the players, have them target a loot box with the most value. Have the system decide which box has the most monetary value and have the zombies target that. If players are near the box, they will prioritize players. What this does is make fortifications important. And where you place your supplies important. It allows players to run away if they want, but at the cost of their loot.
I may come back and add more as I remember/think/come up with more. But I think these are the base highlights.
Once again, thanks to the fun pimps for a great update!