If I'd meant baseline 'playable state of the game' I would've said exactly that, in exactly that word order. I did not.
You running for office? You gonna define what the definition of IS is next? I quoted your entire bit. You're talking about the baseline playable state of the game. The core loop. the consistent path that even a newb would end up going through.
Literally the only difference in what we are talking about is you got stupid with it. Not that you are stupid, I don't think you are, but you made a very stupid argument. You said
"There should be a baseline where it just works the first time you try it no matter how bad you are at the game.". And that's simply not true for any game that allows you to fail. You're gonna die, you're gonna lose, RNG is not always going to be kind, etc.
There is no "works the first time you try not matter how bad it is". None of the top games on steam deliver that. One of the most popular of the year, Elden Ring, if anything delivered the exact opposite experience. Doesn't work even the 50th time no matter how good you do lol

. But then somehow you muck through on time 51 anyways and its great

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And before you go full politician again:
"Right now that baseline is, you get to the trader, you discover that everything is obtainable through dukes and you throw points into better barter and daring adventurer only to later wonder why there are even other perk trees." is your definition of that baseline. But you're confused. Not only is what you are describing highly imbalanced (which is why it was nerfed, no one playstyle should excel at everything) but you could still indeed fail doing exactly what you said.
And in fact, it sounds like you got so used to a crutch that now the crutch isn't there you're struggle bussing it. But you did that to yourself lol.
No, I never said anything about how you should play
Funny everything in context quoted is about how your should play, including what I replied to. Not how I should play personally, but how other people should play. How a noob should play. How the game should be designed to play. How its effective to play. You can try and word salad all your want, but its just obvious you're equivocating.
Okay, and I'll keep this as simple as possible, tell me how you can get the books you need to level up tool crafting if you're only selling the resources you're gathering from mining, lumberjacking, hunting, or selling crafted items in hopes that the trader will have the right books at a reasonable price?
Does averaging 4k hours per alpha since a15 count as being afraid to learn the ropes? What is it with everyone having to take these kind of pot shots anyway?
Aye, you're afraid to learn the ropes. I see your problem. Like I suspected above you have become reliant on a crutch. Traders didn't exist before A15 and most of their existence they've been overpowered. See, when I learned the ropes we didn't have traders. Hell we didn't have temperature or wetness. (man, temperature was a ROUGH addition, it was real bad at first) There were no vehicles until the minibike, that derpy ass mini bike and all its bugs haha

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Hours alone mean nothing. You could spend 20 years training Tae Kwon Do and then get your ass handed to you by someone who'd only trained MMA for 5 years. Alot of times more hours just means you're reinforcing bad habits. Even in things that work people after drill a set series of ideas in their heads and if you can throw something at them they are not trained for, even if they've trained for thousands of hours, they fall to pieces.
You've gotten used to the trader wiping your bum and selling you everything in one spot and now you don't want to actually properly learn the ropes. You've become spoiled, complacent. But like it or not looting/scavenging has always been a CORE part of this game.
THAT BEING SAID I'm still willing to make a suggestion that might solve your issue in a way that does not defeat current design! What if they added a 6th Trader who's specialization was Tech Stuff, magazines, recipes, and mods? Or added magazines and recipes as part of Jen's specialization? That way you'd have a trader who would have, lets say, double or triple the average amount of magazines...but would have very little of the actual tools/equipment/food/etc to help you stay aliv otherwise. You'd have to seek out other traders for those.
The biggest difference between us BTW isn't that I dislike your idea of the game, actually I like that style too. The biggest difference is that you've developed this entire headcannon on how everything should work and the moment you don't have your supporting infrastructure you fall to pieces. You get an accidental look into the abyss of chaos and uncertainty and unplanned outcomes and you blink. My core play style is adapting. Riding the wave, be it structured or chaos. Hell, learning that skill was the only way to survive RVR in Dark Age of Camelot

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