Exactly. I really don't see much of a change other than that I'l looking for something different than before. You could combine crap in the workbench before so there wasn't really ANY hunting for high level guns.. you just made them from all the low level stuff you found.
Now you have to work harder to find high quality mods which could add a whole different type on gunplay.
I think we have to set realistic expectations which requests for changes.
Kind of like melee... I see where they are going, and asked for enhancements to it like a near miss perk, or or partial damage with a off target swing as long as you are in proximity. Those sound like additions to the new system instead of cutting it and going back to out of date code.
Another perk might be a multiple hit perk, where a melee swing could hit mutiple zombies for damage so long as they are in proximinty of the swing. More perk variety isn't a bad thing at all.
One thing I am noticing though is level gating on perks is hampering diverse play styles... for instance, I found all the minibike parts in looting on day one. The minibike building perk is gated behind intellegence, level 6, which is gated behind level 40.
I haven't cared either way if level gating is in or not but in this example, e can see that the level and perk gating combined is hampering more diverse gameplay. I should have been able to just unlock the minibike building perk, and after finding a working workbench, just assemble it.
That would make for a different earlier game, having the minibike, but with little capability to find fuel or craft it.
The same thing I think could also happen finding the hog, 4x4, or gyrocopter parts.
I do think the zombies are too easy in this last update, but xp from them feels fine.. if they were tougher again, getting that xp from them would be slower and tougher. I could turn up difficulty higher than nomad, but then I'd be getting more of the later game ferals spitting cops, irradiated and such as well.
Maybe we need two game settings in the menu for zombie difficulty instead of just 5 difficulty levels?
One for zombie strength and durability, and another for gamestage level adjustment? That way we could have just tougher zombies like 199, or easier zombies with more later stage iterations.
I think what is making people say that the zombie xp needs to be nerfed is because the xp gain is based on them being tougher in 199. If they are made easier, then the xp probably also needs to be adjusted down for balance, and visa versa if they are made tougher, xp needs to be higher to make the struggle more worth it.
On day 15 I'm having no issues mining with a combo of perks and found mods, so I think the mining comments aren't warranted.
We are all still learning the new systems, and how they work together.
I did stumble across a easy horde defense strategy to survive a horde night on 14, and I'm hoping to try it out on 21 before the next update.
I went to the top of one of those crumbled high rises, and took out the top two stairs so thy couldn't get up. I placed two spiked fences at the top to prevent jumpers. (Spiders could probably leap over them.) I went back down and placed a ladder on the side to get back up, without the bottom two ladders, and nerd poled up to the ladder, taking the frames with me.
The horde would run up the stairs and then just fall back down again in a loop, and I could just stand at the top taking pot shots at them. In later game adding killing traps and building something like this at a base might be fun.
I DO hope that we start getting at least partial xp from trap kills because technically those are "our" kills from unlocking perks, scavenging resources, and crafting and maintaining traps. Maybe 1/4? That way we'd at least get something making building them more enriching, and encouraging us to build more defenses earn xp at the later game stages. And of course this should then extend to party members as well, so the builder doesn't earn while people doing other tasks are left out in the cold.
About shared xp: Do party members get 100% xp from other member kills, or a percentage? IMHO, they should get 50% or less than the full xp earned.... enough to make it worth staying in proximity, but not so much that party members power level, artificially inflating gamestage.
Again I'd like to see party xp sharing range increased with each additional party member, or maybe individual "lone wolf" perks to extend our personal party range?