So you don't get excited anytime you find a schem to craft something that you don't already know? If so I find that.... strange. But you do you, because I love learning how to craft something new or better. As for the books, I'll feel equally excieted when I find one I haven't read before. It's all a matter of perspective and player.
In A20? Yes. But in A21 when i know from start on that there will be a point where i can craft, let´s say the SMG5, it will just be "ah finally". You know will get there and after getting to know how the new systems works in terms of progression speed you will even know when you will be able to.
@Roland You are so far besides my point it´s not even funny anymore. Do you even read? Or do you just see that someone isn´t fully happy about the change and give out slightly altered standard replies?
I never said the playstyle is dead. Repeat: I never said the playstyle is dead. Again?
What i said: You will get disadvantages. Again: Those playstyles will get disadvantages. They will NOT be impossible. Got that?
And for the experiene it yourself part. That is usually true. But as said, from the description alone it is 100% clear that you have the disadvantage of progressing slower than the looters. Unless TFP didn´t tell us all, wich would be odd considering they exactly know what this change is going to do to certain playstyles and they wanted people to go bonkers in the forums about it until A21 releases.
Mix that up with water changes and it might (carefull here, i said might and didn´t claim it will be like that 100%) be a huge disadvantage for groups who have different roles and people who never go looting because they simply don´t like it and would never have played the game in the first place if it wasn´t possible to play without looting at all. Yes, looters can provide them for stay at home players. But there is limited inventory space and encumberance that also come into play here. That´s 2-4 more spots beeing used i guess. Another disadvantage.
The builders/miners/farmers/cooks/crafters will be slower in progression (again, unless TFP didn´t tell us everything, wich would be downright stupid imo) that is a fact looking at the information we are given. This does effect the whole group. And if water is somewhat rare in loot and looting will just fulfill the needs of one person looting, then certain roles aren´t viable anymore at all, but we got no information on that, so that part is just speculating. But i am pretty sure we won´t find enough water to sustain the need for glue if only 3 out of 5 people go looting.
Propably said already, but the filter for the dew collector beeing a rare loot drop is absolutly disgusting. Another try to force us to do things we don´t like. Using traders. Those are OP. You could get an additional challenge when not using them, but if one now doesn´t want to rely on looting all the water (even someone who goes looting, limited inventory and encumberance are a thing) you propabl need to rely on the trader if you can´t get it to drop in loot. And for beeing able to buy it, you need to use the trader for more than just buying it. And i can already see playtroughs where you need to do quests because you can´t get it in loot and in the inventory and need now to rely on it as a quest reward.
That filter might (again, might, carefull here) also play into the whole other situation with the other roles. We usually do need a LOT of duct tape. If that filter isn´t dropping on all 3 occasions, looting is the only way to sustain enough glue, especially seeing that the recipe got adjusted. No clue how, but it´s either less bones or more murky water. Seeing how bones usually weren´t a problem at all, my bet is on more water. But we will see about that. Point is, that it might become a problem to get enough glue unless all of us go looting. (again might, carefull)
Make that filter a craftable item.