I don't need to address them, because I think the current A21 implementation could be the right choice.
I could discuss any number of theories about how the game should be, but why? The devs make educated choices on their game. I can agree or disagree with them, like them or not, but I won't discuss John Doe's theories on how the game should be, because I'm only interested, to the most, in discussing feedback. This is not feedback, this is preemptive whining based on how you imagine the game will play out.
I'll gladly discuss feedback on A21 experimental when it's out, though.
I see you are not a fan of thinking ahead to avoid mistakes.
Have you heard the saying, "An ounce of prevention is worth a pound of cure" or perhaps, "Measure twice, cut once"?
The time to correct course is before the mistake is made.
It is far better to give the feedback at the concept stage than to wait for them to @%$# things up then complain about it after the damage is done. By then, they will have already wasted the dev time on their new anti-features so they are more likely to fall victim to the sunk cost fallacy and run with it, than they are to correct the completely foreseeable problem(s) they should have avoided in the first place.
Which choice exactly is prevented?
The choice to go to the nearest pond/river/swimming pool to collect as much dirty water as I need.
Yes, it still needs to be boiled for food/drinks, but I should still be able to go get it in virtually unlimited quantities outside of a desert biome.
I keep hearing people say some variation of it being for game balance. That's fine, but if the implementation is anything like the A20 farming nerf,
hard pass.
They made farming such a low-yield, pain-in-the-ass, time sink that it is practically not worth the effort to farm anymore.
Adding more pointless grind and wasting my time does not make for better gameplay.
As it stands, it sounds like this water nerf is just adding a pointless resource bottleneck and wasting my time for no good reason.
So let's assume, as
Aldranon suggested, that the river water is contaminated with cesium for the sake of storyline and balance, what then?
For things like glue, that should not matter, we should be able to collect and use dirty water in bulk for that as we always have.
For food and drinks, logically more processing would be needed to clean the water and make it potable. Filtering, boiling etc. That makes room for a water purifier to be added in late game to handle filtering/decontaminating large quantities of dirty water.
In the mean time, there is the dew catcher comes in to provide a more limited amount of clean drinking water with minimal processing needed. Low quantity/higher quality that is the trade off.
The goal being to make the dew catcher they want to add an optional extra instead of a forced bottleneck.
The thing is that the magazine system does not force normal players to do anything that they aren't doing already. Are you going through POIs collecting stuff? If yes, you will automatically find magazines. You don't need to change your routine at all if you don't flat out ignore the scavenging part
Ironically, my playstyle is about doing very minimal looting. The bulk of my time is spent mining, crafting, and base building.
I would rather craft a new tool than go loot one.
Under the current system, if there is something you want right away, a crucible for example, spend points on it. If you rather wait try your luck at finding a working crucible or crucible schematic by looting appropriate POIs, more power to you.
With the proposed changes, instead of needing to learn/buy/loot a single schematic, it now appears the crafting is going to be locked behind looting a bunch of magazines.
All that does is add more grind and I don't see how locking both the schematics and item quality behind a paywall of a magazines is going to make the game better in any appreciable way.
But that is almost beside the point.
I am still a bit wary of "overhauls" because the A17 skill overhaul was a steaming pile of dog @%$# and it took them literally years to make it viable again.
To put it plainly, the value of the proposed changes does not seem to outweigh the risk that they will @%$# it up from a basic risk/reward perspective.
Once bitten, twice shy.
I made a comparison. Avoiding to use the dew collector is as easy or difficult as avoiding the forge. I didn't say anything about HOW difficult it is.
In effect if Grue is okay with the forge being in the game he should be okay with the dew collector as well.
Water is daily necessary on a survival level, by comparison using a forge is a luxury.
Your character won't die for lack of a forge.