@madmole Honestly, I just want to be able to keep empty jars after boiling eggs. Not only that, but the College Jacket giving a +10% boost to running speed is my favorite jacket. Is that going to be removed? I play on Insane Nightmare, and a big part of the RNG responsible for whether I live or die is whether or not I find a sports jacket. Biker zombies on nightmare speed can, 30% of the time, be the end of your first week, you can barely even outrun them because they have nurse level speed and fat zombie power. Meleeing them isn't viable until you're really damn strong, because they typically hit you through the flinching animation; One of their flinching animations has them grab their face, and move forward toward you at an even greater speed than when they were sprinting. Combat against most zombies is manageable, I mean it's all about power attacking before the zombie reaches you, then sprinting toward them at the last second to connect it. Then, from there, you can power attack them again and knock 'em down during their flinch, making finishing them off an easy task. Especially if you got an archery sneak shot before the fight started. But two zombies do not allow this: Lumberjack, and Biker. They're insanely broken on Nightmare speed settings and somehow I feel like it's only their flinching animations which make it so.
Even that fat tank-top zombie does the face-grabbing animation where he speeds up and comes closer to you during the animation, it makes fights much more stressful, but that specific zombie is very slow and easy to hold off, you can typically turn around and sprint away in a split second if you see him grab his face. Any speed tier above that zombie though, and you see the problems unfolding. If a biker or lumberjack grabs their face, you're basically just going to get hit, no 2 ways about it. I always need a gun before fighting one of those zombies, if a wood frame in a doorway isn't an immediate option. The animations, perhaps, shouldn't be a "one size fits all zombie types" thing. Individual tailoring of animations based on the speed of the zombie type would be best, with Nightmare speed as the foundation of the tailoring, because whatever's balanced on Nightmare will be balanced on lower movement speed settings as well. The only inorganic aspect to melee combat, as far as I can see since alpha 19, is any situation where you strike a zombie in the face and it comes closer to you rather than flinching to be farther from you. That's the only confusing and immersion-breaking aspect to combat so far. Even if zombies don't "flinch" per se, no zombie is coming closer to us when we thwack their face with a sledgehammer or club or spear. Adjust maybe that one flinching animation, and those of us on Insane Nightmare won't need as many cheese tactics to get by. Mainly just that one flinch animation, where the zombie grabs his/her face and somehow speeds up to close the gap between you two. No impact to the face should see a zombie become more proximate to you, if anything it should always reliably have the opposite effect.
Anyway I love the game, and although I didn't like the concept of magical candies at first, that was before I ate an Oh Shiz Drop and jumped off the top of the construction site POI to avoid certain death at the hands of a zombie horde sleeping up there. I see the appeal. It's wildly unrealistic, but it removes some stress from the game, and I value any game which allows the mitigation of stress through the preparedness of the player. Going up high? Bring an Oh Shiz to jump off. Harvesting lots of cobblestone and cement? Eat the rock busters. Got a killing corridor on horde night? Save up some skull crushers. The drugs idea, I totally get. They are drugs, they boost your character. One could easily associate Skull Crushers with PCP or Cocaine. But I just don't think there's a drug out there which could make me fall 300 feet and still be fine... Lol. Not complaining, not criticizing. I use it, I value it. But it does seem like a slightly wild departure from the rooted-in-realism approach you guys used to take with this game. Maybe just remove Oh Shiz Drops... I play permadeath, and it completely trivializes the threat some POI's pose. Compare the sleepers on the roof of a Shotgun Messiah Factory with, and without an Oh Shiz Drop. If you can just jump off to bail in a pinch, that's so unfair in favor of the player that it borders on a cheese tactic. It's the one drug-based candy that I just don't buy into. Anything else can be explained away: Atom Junkies makes you hyper focused, so you know exactly where to throw your explosive item for maximum effect. Let's call it a psychostimulant drug. Etc. But Oh Shiz is a really welcome and useful wild card, which I feel should be considered for removal by you guys. I love it, but it does trivialize a lot of the game's immersive stress in high places. Like that deadly construction site where you walk across the crane, that's what I'm talking about; I ran away from that horde by just jumping off. You can already fall down from there and survive with 2 HP and a broken leg, which is kinda unrealistic already, but surviving it with no harm done to the player at all is pretty stretchy.