Look, these perfect players that you keep going on about, I'm not sure they even exist outside of vague rumors in chatrooms and message boards.
Hey, I am sure this isn't on purpose, but you are strawmaning me here. Where did I ever ask for perfection? Is it perfection now if people play cooperatively? In that case my group of 4 people, each of which died at least once on our first day in A21, are perfect players. They'll be glad to know but probably surprised.
It isn't even necessary for a "co-op looter" to bring back any magazines on the first day and instead read them or throw them away. The first day is especially hard for our small inventories, no bag mods yet, and the user is usually trying to join the group which is often 1-3 kms away. It doesn't really matter if a few of the magazines get lost.
Even if he sometimes drops those magazines in later game when he has so much more important stuff in his inventory (though what stuff should that be really?), that makes only a marginal difference in how advanced the builder or builders in the group will be. The builders generally will not feel any difference in their XP gaining speed when they get the upgrade from a quality4 to a quality5 iron pickaxe a day later. Doubly that if they already have a quality3 steel pickaxe bought at the trader.
But if the looter doesn't **generally** bring back magazines the builders absolutely need or ask for (for example the farming and electrical traps magazines) then he is not even half-competent, he is an absolut loser at playing co-op, sorry to say. Fighting together and getting stuff to the people who want that stuff are the two big areas of co-operation in a game, what else do you think co-op play is about?
I'm saying that perfectly normal average players are going to be incentivized to read all the books by the sheer volume of books, the longer distances between quests now, and the initial scarcity of food and water, and that it's likely possible to allow stay at home players to be effective without changing game mechanics, without affecting the balance for everyone else, or relying on everyone to suddenly become those legendary perfect teammates.
If for example the exp gain on gathering tasks were bumped up a little, the prices to sell bulk materials were a little better, if the trader carried cheap low tier tools, if tool crafting books in particular were more readily available at the trader specifically. None of that changes game mechanics. or affects the game balance for anyone else, or requires new code and could probably be done in minutes with a few xml tweaks. Ideally you should be able to make it through the first 7 days without having to quest at all as a solo player. You could do it in a20 but then tool upgrades were way too easy to come by in the previous system. They don't need to be that easy for this to be viable.
All possible balancing changes, and remember I mentioned that xp gain could be increased if necessary for balance. But ideally we should talk about measures once it is established that there is a problem at all. Right now I can't imagine your group has already tested A21 and determined they can't adapt to it and there is something wrong. You may fear or expect it but unless YOU are perfect you simply can't know. No matter in how many minutes that change could be done, you will surely not get anyone from TFP to make it right now.
Thanks for repeating my argument for why looters aren't incentivized to not read all of the books themselves and consequently why your legendary perfect teammate doesn't actually solve the problem.
My statement was about tool magazines and you infere from this something about all magazines? Come on, logic 101.
The looter can read tools magazines and it will not make a yota of a difference to the builders. The looter can not read the traps or seeds magazines without it heavily affecting the builders/farmers. And the looter is incentivized to bring back those magazines. I don't know how to say it any simpler.
The problem for the stay at home player is ultimately exp gain. Yes, shared exp offsets this somewhat, but because the trader now avoids sending you on duplicate missions and there has been a focus on more wilderness quests, the looter is going to be out of range a lot sooner than you might expect, and even so the exp gain from quest rewards and selling to the trader is still the favor the looter.
A theory and a possibility, except that with the looters out of share range. Roland reminded us that there is an option for PartySharedKillRange. When you can set the range who cares where the trader sends them.
Balancing changes may be coming after some playtesting. Or maybe builders do find out that it doesn't matter that they are only level 35 when the looter is already level 40. Or the builders find out that some mechanism in the game allows them to build and be happy in A21 by just doing something a little different. I don't know. Must be playtested.
Not at all, it really doesn't need to be as mind numbingly easy as it was in previous versions and I'm not seeking any shortcuts. If you think it's taking the easy route try putting a point into better barter, miner 69er, motherload, salvage operations and then see how well you can lvl without questing at all. That's pretty much the optimal build for it. If it helps you get into the right mindset, pump it up to Insane so that you're incentivized to avoid the majority of fights until you've crafted better equipment, and are limited to grabbing what you can off the streets.
My "easy route" comment was specifically about the tools progression. If you are fine with slowly progressing from stone to iron to steel tools, that is what A21 is or should be. How much influence that has on xp gaining is again to be determined by playtesting and can then be adjusted.
This is essentially what it's like for a lot of players and why many opt to stay at the base soaking up shared exp until they've leveled high enough, and are equipped enough to survive tier 1 quests without dying. I'm not suggesting any shortcuts to progression at all, just giving a certain subset of players more options and agency without having to rely entirely on handouts. It really doesn't serve team building to have some players advance faster than others, does it?
PartySharedKillRange exists for that subset of players. There is your option.
And the trader may be the other big option as it seems from first feedback that the traders are OP as always. Remember that magazines are only determining what you craft. A builder doesn't care about what pickaxe he can craft when he can buy a better pickaxe at the trader.