** Apologies for the super long post...started tagging those I wanted to reply to and barely made it through all the pages I had unread

Most of what I've said has been mentioned so you can feel free to gloss over this post if you like.
Yes I absolutely do. Is that a good thing or a bad thing? If you ask JUST me I think its a shift in the wrong direction. Compare the first Exp release of this Alpha to this one. A VERy different beast altogether. Did adjustments need to be made? Sure they did, but removing it completely isn't the answer. I think there's a way to keep portions of player gating in without it feeling so punishing, but it seems the go to answer here is always tell people to accept it or yank it out. Never an in-between.
And while I like being able to choose our own destiny when we want it I also thought we were going to see some sort of return to reward by DOING along with gating removed. THAT would have been much better. But removing the gating while keeping in the 100 percent get better by spending points system feels unrewarding to me.
TLDR to your question: A17 at this stage right now is MUCH easier than 16.4 unmodded.
Granted my partner and I are playing with 200% loot abundance, but that's just for the experimental stages to be able to push through to horde nights faster...it does completely bork us on day 1 with encumbrance but it is overall manageable.
We also tend to play harder settings on 'normal' games (or RH

) so like most on these forums are seasoned when it comes to this game. Last week's playthrough on B221 wasn't much different to last night's B231. There is still some gating to perks which is totally fine, but my only complaint is not knowing WHAT is gating them...is it level, is it that perk tree (Strength, Perception, Agility etc) or what? Having a few more meaningful tooltips would be helpful in knowing whether it is better to save that skill point you just got with a level to perhaps use it somewhere in conjunction with another skill point/s acquired, or just spread them willy nilly and hope for the best.
They ignore this. Cherry picking at it's best. It's a tradeoff and I think its an interesting one. Do i sacrafice cardio 1, on day 1, to get iron tools I probably dont need so early. What about packmule? Healing factor?
The forges arent going to just fall out of the sky people. Lol
Forge houses, traders, working stiffs, random boxes - they can and are in abundance if you know where to look.
Last night we set up a temp base in a water well bunker close to a trader that had a forge (my trader quest) and not too far from another trader with a forge and cement mixer (my partner's forge quest). We were just commenting that it would be better if we had the cement mixer closer (particularly with my partner running the building and crafting perks and not having them 'work' if he's not around the station to use them)...anyway, I bust open one of the boxes in the bunker and BOOM RNGeesus answered and we had a working cement mixer in the bunker.
One thing I am forever saying to people on MP/Dedi servers (which is applicable in SP) is move. Animals won't spawn near you and you need to go hunt them. Don't just run through a bush area, stop...listen...bunnies are freakin' everywhere (although granted, little buggers to kill). Snakes are prevalent in deserts and loot all the POIs. There's butchers and kitchens and cafes that have a metric ♥♥♥♥e-tonne of food and water available.
My answer is yes to all your questions. Haven't taken cardio or healing factor before level 20 in any of my playthroughs yet. Pack-mule might be an option; but pack-mule vs. iron armour/iron tools? That's not even a fair comparison.
Maybe there should be a poll after a week, to see what people invest their first points into.
My partner and I play as a duo on a local game (or as part of a group in MP/Dedi when we can). He goes for building perks, I go for cooking/healing/gardening perks
In A17 you could easily find a house with a working forge on day 1 anyway and set up your first temporary base there. That's what we've done on two of our last three games.
So it's not a contrast between "day 1 forge vs day 15 (or whatever) forge". It's a contrast between "spend your starting points to build a forge on day 1" or "find a forge on day 1 and spend your starting points on something else".
I was in favour of level-gated perks rather than perks with escalating costs, but being able to rush the forge is hardly a huge deal. If people want to do that then let them. I'll be happily spending my points on something else.
It would be different if you were able to rush motorbikes, solar panels, and blade traps on day 1. But an early forge is nothing special.
^^^ THIS!
One of the best games to play and play with. Now if only I could find more time.
You and me both
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Aloe cream a day keeps the vultures away.
It puts the lotion on its skin or it gets the hose again?