But what does a loot option have to do with mining oil shale? Sure, 50% loot would reduce the bits of gas from pumps and stuff, but that isn't much to begin with. And I love the idea of running 50% or 75% loot, and I have in several games, but I'm not a fan of the way the game handles reduced loot.
And I never said anything about gas always being a crazy struggle. I do feel how it is now is too easy even for end game times. And sure, the beakers are RNG but for all the games I've played I have never had the issues some people have of being day 50 or 100 or whatever with not even one beaker to show for it. Maybe with reduced loot or no airdrops or not using traders it becomes an issue, but then you can't really complain.
I agree with this. Which is the point to my original post about gas. Yes, you need a beaker and a chem station, but getting those items doesn't take long enough in an average game to justify that being all it takes to have unlimited gas. And yes, I'm aware you still have to mine the oil shale and that somehow seems like a whole ordeal to some, but if you can't manage your time wisely enough to spend part of one day mining enough shale to last your whole play through, then that's on you. Vehicles in general are a bit easy mode in A20 thanks to the OP traders. Between them constantly having either the vehicle or parts themselves, the schems to make them or giving you a whole vehicle as a quest tier reward, it's easier than ever to get one and keep it fueled. I guess it's just a continuation from the last couple alphas of making the game easier in general.
I turned off the veins of oil shale through xml, increased the fuel consumption of transport by 50% and extracted gasoline only from cars.For 100 days of survival (60 minutes a day) I didn't have a fuel shortage.The number of cars that remained in the world would be enough for several survivings.This experience was interesting, but you need to look for a line after which an interesting gameplay will turn into a boring grind.If one really wants fuel to be egregiously scarce, why not play on a no-desert map? And turn down loot to the lowest level.
I really think all the options are there for tailoring a particular type of scenario.
Really I'd just like the share xp option to work on all gains, right now it doesn't include building or harvesting so a party that wants to stay the same will always start drifting apart.I know that there are already all new ideas realized in A21, but did you ever think of sharing the incoming XP based on kills by the environment? Maybe it is possible to set up some sort of base-owner.
When you share the base with 2 or more other players it would become more fair.![]()
Maybe it has been discussed in the past. ^^
Fishing has always been controversial, because hunger is an already very easy early game problem to solve.If there is hunting in the game, then why not fishing? It would be possible to implement drying, smoking of fish and meat.
Basically a nice idea but depending on how it would be implemented, it would take quite a lot of development time.If there is hunting in the game, then why not fishing? It would be possible to implement drying, smoking of fish and meat.
Fishing has always been controversial, because hunger is an already very easy early game problem to solve.
If you add yet another way to get food to the game, you can as well remove hunger completely, because it would become a non-issue, and as such, a grind.
If they'll ever add fishing, they'll probably have to find a way to rebalance ALL food in the game, so that every way to get food stays relevant.
At least, that's my understanding of why fishing has not been a thing 'till now. Maybe I'm wrong.
I have considered a playthrough like this.I turned off the veins of oil shale through xml, increased the fuel consumption of transport by 50% and extracted gasoline only from cars.For 100 days of survival (60 minutes a day) I didn't have a fuel shortage.The number of cars that remained in the world would be enough for several survivings.This experience was interesting, but you need to look for a line after which an interesting gameplay will turn into a boring grind.
I prefer to get a bike as soon as possible, then a motorcycle and then a 4x4. Long before I got a motorcycle, I found my first wrench.Since then, I have periodically disassembled cars.Brass and gasoline were sent "to the warehouse" mechanical parts and electrics, and so on, I sold.By the time I got a motorcycle, I had more than 30,000 gasoline.In order to cover the cost of gasoline on a motorcycle, I had to disassemble cars once a game week for 15-20 minutes.Modification to reduce fuel consumption made life easier.Until the end of my survival, I did not use an auger and a chainsaw.When I started using 4x4, even with the modification, gasoline went much faster, but it still wasn't a big problem.I have considered a playthrough like this.
At how many points in Salvage Operations do you find that gasoline becomes trivial?
Fishing has always been controversial, because hunger is an already very easy early game problem to solve.
If you add yet another way to get food to the game, you can as well remove hunger completely, because it would become a non-issue, and as such, a grind.
If they'll ever add fishing, they'll probably have to find a way to rebalance ALL food in the game, so that every way to get food stays relevant.
At least, that's my understanding of why fishing has not been a thing 'till now. Maybe I'm wrong.
Fishing has always been controversial, because hunger is an already very easy early game problem to solve.
If you add yet another way to get food to the game, you can as well remove hunger completely, because it would become a non-issue, and as such, a grind.
If they'll ever add fishing, they'll probably have to find a way to rebalance ALL food in the game, so that every way to get food stays relevant.
At least, that's my understanding of why fishing has not been a thing 'till now. Maybe I'm wrong.
Well, you're talking about the effort to get food and how much food you'd get... but that's not all what balance is.I don't think food balance would be a problem. In the same time that you hunt for meat walking around you could consume your time with fishing. If it was fishing with a spear you would also waste some stamina. Same effort in time and stamina, same random risk to even find anything to hunt or fish at all. And the result would be 5 meat as well if they want to keep the recipes simple.
Cut all those times in half, and I think you've got something there. While that makes sense in the real world, things need to be sped up in the game (as most things are).The balance to easy, abundant food, would be that food goes bad. All food spoils in 7 days (or on blood moon night for extra drama! ( EDIT: This would save on computer processing too)).
There are 3 tiers of food protection (of course): Snow Box, Refrigerator and the Dehydrator.
All food can be "treated" only once:
-The Snow box is "fueled" with snow and adds 7 extra days to food, if items remain inside device.
-The Refrigerator is powered by electricity and adds 2 weeks of preservation if items remain inside device.
-The Dehydrator is powered by electricity and adds 4 weeks of preservation once the items are dehydrated, they can be removed.
Something like that.
Edit2: Items that are cooked becomes new food items and reset the spoil time to 7 days and then can be refrigerated.
Well, you're talking about the effort to get food and how much food you'd get... but that's not all what balance is.
I was talking more about the fact that there would be an additional possible source of food. That has to account for something, don't you think?