I already gave an example what a lot of players want to craft on day 1
But you haven't given any examples where they're not going to find enough glue and duct tape in loot to cover all of it on normal settings. All of those things are a priority for me, except for splints, because I've got ladders, and I definitely know about all of them, and yet, I've never had to make glue before day 3, at least for many alphas, not even when I take that point, build the forge and craft the cooking pot on day 1. I also don't smelt up a bunch of sand into jar or run to collect water in those first 3 days either. You know why? Because it would be going out of my way for something that I'll be getting for free anyway.
I mean how many people have actually even tried the mythical 1000 jars on day 1 exploit? First you need 12000 sand, dug up with a stone shovel, and another 1000 clay to be smelted into and back out of the forge again, oh and the forge's output only holds 750. This brings up a couple of questions, "Why was it exaggerated?" and "Why did anyone ever believe it?" Well to answer the last one first, it's because no one was even thinking about doing it to ever even check the cost and do the math, and to answer the first question last, "because without exaggerating it, it was difficult to make a convincing case that it was even a problem." Stacks of jars that take time and resources to craft that disappear the moment their used to make glue? Yeah, NBD.
If there's no impetus to make glue now when it would be exploit level easy to do why would it suddenly have an impact on our water supply unless they've radically reduced the drop frequency of glue and duct tape? If they've done either of those things to the point where it actually would affect the water supply, then people really will start losing their minds.
What someone can do without crafting anything is not the question. I already said I have heard of players who play the game just with a bone knife.
Yes, it absolutely is the question because it establishes a base level of need that's guaranteed to be met. TFPs are simply never going to make the game impossible for the new players, and that means providing enough resources in loot containers to get by.
As it stands we don't know this yet. We know nothing about filter availability on say day 30 or 40.
No, but are you suggesting that it's likely that they're going to loot stage it so suddenly they're widely available by those days? Because if so, I'd like to point out the fact that people are already skipping loot stages by using biome multipliers. I wouldn't mind that because by the second week I'm going to be setting up camp by the trader in the wasteland anyway, but even then, I don't think I'll be getting filters so frequently that I'll have an extra 4 beyond the traders in order to meet the minimum required for those exploding bolts. Sure, it's possible, but RNG is a @%$#, and it really doesn't feel good when it seems like the game is making all your decisions for you.
There really should be a smiley at the end of this nitpicking comment.
Ah yes, human laziness the greatest of soft limits to behavior.
But you try to guess probabilities while having incomplete information. And TFP then only makes one draw.
And when you suggest that every possible variable needs to be considered before a valid conclusion be drawn is a type of Modal scope fallacy.
Can you "clean" The Fun Pimp Box (i.e. influence their decision before they do) ? Go ahead and try, I won't stop you
What was that
@Roland said about staff reading this thread just a couple pages back? I know you won't try and stop me, you've been helping me make my case this entire time by providing counterpoint.
But that doesn't matter if we want to find out whether the average player will drink murky water if said average player does craft and does NOT make a buttload of money.
Again, it does matter because all of that is possible precisely because of the base line loot frequency and hydration requirements that's been set to maintain new players. I mean, gimme a toggle that increases food and water usage so that I have to plan each and every action down to the last drop of water and I'll play the hell out of it, but new players are going to nope right out.
Everyone can build that cooking pot on the first day, int build or not. (One just needs 3 duct tape for the forge

)
...and to get lucky enough to get the schematic, but then you're going to have your 3 water per day minimum the moment you do, and it'll be more than you need to stay hydrated, and you'll have no reason to cosplay gollum down in the sewers.
And even Fortitude players are different among themselves, some will not take Iron Gut and even when they do, that one point will not totally change the experience they have in the first 3 days.
Yes, and the baseline is still going to be set to accommodate new players that don't take any points into fortitude at all. I'd like to see the stats on how many people actually read the perk descriptions before jumping right in. I see an awful lot of players with over a thousand hours into the game that don't know what half the perks even do. I don't even need to see the stats to know that the majority of players are gravitating towards the strength tree with a side of int. This is going to be taken into account when setting that baseline.
Yes, because all players either don't use exploding arrows/bolts or use them exclusively. And you naturally know the exact number of dew collectors they have on day x
We don't need to know how many dew collectors are available on any given day, we already know that basic hydration is solved the moment you have a cooking pot, we already know that basic crafting is going to be covered by loot drops, we already know the production rate of the dew collectors and the glue required for 4 stacks of exploding bolts, and before you say it, we can figure out that we need those four stacks because we know the length of a horde night, the firing rate of the crossbow and the spawn rate of the Zs for any given setting, and we can get a pretty good idea of when the player will have Rangers guide to archery vol. 2 by looking at the xmls and doing some math.
We also know that if they're given out as quest rewards that they'll be non-repeatable and thus limited to the number of unique traders available per map. we know that they'll be given out as quest rewards because TFP will want to ensure that at least 1 is available early but not too early and relying on RNG is going to make that less controllable. We also know that they plan to make it lootable, and "rare", how rare is going to take into account loot stage skipping so it'll likely be confined to a particular tier of crate and above so it's still obtainable if the player skips that quest reward but not available on day 1 or day 1 of the first day you move to the wastelands. So, tier 2-3 quest chests at a rate of about 1 per week maximum, but probably much less? That would get us to 6 dew collectors by day 30, if you're that lucky and you take two as trader quest rewards.
As a "veteran" player I'd say I probably or surely won't be forced but I may choose so because I might want the pocket mods more than I want to avoid the sewers.
You can already get those pocket mods without having to craft any glue at all though. Also, you don't need a special reason to go into the sewers, there's loot and exp down there and a pretty high probability that loot is going to contain at least the one glue or enough sellables to make that 1 water, that you're saving by slurping that free murk, completely moot.
Seriously, feel free to frolic in them all you want, they are one of the best additions in a20 and I'd like to see more of them, but you're never going to need them.
I didn't say a novice player will not get the concept of how to make money in the game. I said he will be not as efficient as a min-maxing veteran player, he won't even be in the same ballpark of efficiency.
They don't need to be. They only need to make it to that cooking pot and that's a pretty low bar.
We had players here in the forum who complained that they were starving, in A19
I've had to answer those types of questions elsewhere, myself. I know damned well those people exist, bless their hearts, but I also know that the baseline resource availability is set so that you can screw around an awful lot and still survive long enough to get hooked on the game. It's just good practice when you're trying to sell a game.
Yeah, I'm quite sure that some people are going to have serious problems with the changes, but most just aren't and vets are going to breeze through them. And after everyone is done laughing and pointing at those that do have problems, they're going to tell them how to solve them, and some fraction of a thousand Youtubers will create a video on how not to die of thirst in the first week it hits experimental.
What's not going to happen is that same number of people paying attention to what's already a niche playstyle.