it is not up to TFP to change the game to meet your playstyle, that is up to the player to mod the game.
One more time, this isn't 'my' playstyle, this is something that affects multiple playstyles. This isn't about narrowing the balance for my particular playstyle as the half dozen people on this board that have implied otherwise have suggested. In fact, it's not even something that would affect them at all, and yet they're all up in arms about even the suggestion of it. Nothing I've suggested would change the game in the slightest way for the people that are content with how it is presently. not one tiny bit. So what is it do you suppose that makes veteran players not want to have the game be more accessible for new players, to have the game be more attractive to a wider audience?
Certainly it's in TFP interest to have as broad an audience as possible and not just tailor the vanilla game for a bunch of hardcore players, right? I mean, the money of filthy casuals spends just the same and there's more of them, right?
Look, you're a modder, how long would it take you to bump up the exp gain on gathering tasks, and the prices for bulk materials and craftables? You wouldn't do as good of a job of getting the balance right without access to the internally generated spreadsheets that TFP have, but it would take you less than 5 minutes including taking 3 minutes out to read this and think of some scathing reply. And even so, you absolutely could not distribute that mod at anywhere near the same scale to those filthy casuals that TFP can by just balancing the vanilla game.
I have not once perked into Daring Adventure or Better Barter in both of my playthroughs
You do understand that's almost a completely meaningless statement, right? Given that you're a veteran of the game and your previously stated preference for more challenging play, your avoidance of those particular perks would only serve to emphasize that you're aware that they make the game much easier. Which would only serve as more evidence in support of the thesis that lower skilled players or those simply looking to shortcut progression would choose them.
People play all the time without traders and have a great time doing so.
Have you tried it lately? In a wilderness or Navezgane spawn? None of my suggestions would have any affect on the no trader playstyle since that's a playstyle that relies entirely on raiding, and I brought it up to highlight how dependent the player is on the trader and how op they are. Do consider that I'm saying this after the first patch has come out that has given a bit of a nerf to the trader by reducing the number of books available through them and increasing the price of water filters. So, obviously TFP are more aware of the trader imbalance than half the people on this board telling me that it's not their responsibility to balance things to 'my' playstyle.
7D2D is a great game where you have different ways you can play the game, but no game out there allows for infinite ways to play it.
If I'd suggested that there should be infinite ways to play then that might actually have some relevance. I didn't, in fact, I suggested minor tweaks to existing systems, that TFP have already laid the groundwork for by giving experience for gathering tasks and the ability to sell tier 0 stone arrows and bulk materials to the trader, in accordance with the stated goal of making crafting more important to the main game loop. If the counter thesis were correct that TFP intend to only serve veteran players or tight knit groups with an entirely quest focused game loop than why do those systems that don't serve that game loop exist?
Yes, it is a great game, and if I were to say otherwise the tens of thousands of hours that I've spent on it would quickly prove me a liar, and it's not like I'm one of those people pining for the golden age of LBD and fishing turds from the toilets. You'll find those people on the opposite side of this conversation still bitter, thoughtlessly repeating what they were told when their favorite system was discarded for a better one, "it's not TFP responsibility to cater to every playstyle, just mod it."
To be absolutely clear, because I've long grown tired of this conversation, I like the new system and I absolutely do understand the design logic behind it. I'm not suggesting a reversion to any old system, new code, or that development be slowed in any way. I'm merely suggesting a quick balance pass be made on some existing values on existing systems that wouldn't have any effect on the primary game loop other than to minorly offset the bias towards the intellect tree and allow players some leeway in when and how they interact with the main game loop, and that it would go a long way in smoothing over a lot of complaints from more casual players. Literally, nothing that would have and effect on anyone that's so kindly decided to gatekeep me for even bringing it up.
Now, unless you have something constructive to say, please try and avoid quoting me in the future.
Thank you and have a great day.