And to put an exclamation point on my last post, I think it would benefit you and the Pimps well to look at other forms of feedback. A great case in point is the new random gen. Once again we are back to the ugly mish mash of biomes with no rhyme or reason from 16 (see a trend here with everything being reverted back to A16 standards).
Jax, its all part of the master plan.
First they introduce a feature that needs work but is usable. Then after people complain about issues that need fixed, they revert it to the old way. When people complain more, they put back the original work. And people are happy because its better. And those issues get swiped under the rug.
And Jax, i read your long post. Yes, the game needs to be hard but also REWARDING.
I personally have a issue with several changes in A17, because they make little sense. People like you who did the Ravenhearst True survival or Starvation already fixed a lot of the progression issues with A16.
But i can not forgive TFPs for content wise wasting 16 months on no real content, when guy like you added content to the game even in A16. Be it more complex crafting, more components, more realistic crafting, more reasons to actually go out to loot!!!!
This has not changed in A17. No matter how much TFPs slow do the progression with gates ( now gone ), it was the content what drove people. Survival, gather, build, gather more, make a pimping zombie proof palace with all the necessities for a luxurious life in the Zombie Apocalypse.
A17 is BORING after the first game week. Just like how A16 Vanilla was boring after the first week. The POIs create time sinks that stretch the game out a bit longer. The gates simply locked content behind grind fest but that is it.
In A16 you had a few goals. Mini bike book, Base, Forge, Advanced tooling. A17 it became about Levels, Levels, Levels because those are what you want to unlock everything. Bookcases are useless. Its all about Zombie killing, the biggest XP bonus system in the game ( even with the reduced XP now ). And Traders ... the biggest exploit in-game now.
Make me feel like my survivor actually matters! You like the new skill system Jax, good for you. I dislike how everybody feels the same. How the emotional attachment to your character becomes zero because its all about XP leveling like a lot of dumb down games. And yes, A17 is massive dumbed down ( < this is what most people will take offense with when posting this blog of text ).
A17:
A17 simply gives you no goals beyond surviving the first week ( imho ).
I want advanced crafting tools... Electricity that means something ( Think Subnautica! ), where your end tools are electrical based with batteries. Where i need to go out and find components for my base. Where i can find survivors so protecting my base actually means something!!!
The game GPSing on you during Blood moon is ridiculous, because people simple build two bases. It defeated the whole base / survive aspect. Let the game determine where my base is ( forges, chests, loot, time spend ) and send hords to those locations to break them down if you do not defend them! Losing a Blood moon base does not hurt as much as losing your forges and loot ( and survivors if NPS actually made it ingame! ).
That is how you make a game better Jax, like most modders tried to do. All the rest is noise, that distracts from this lacking goal, content and ... well, the little the game improved after all these years. Yes, i am not discounting the AI and graphical updates but content wise, the game really has not improved beyond electricity in A16. It has even been going backward with losing dynamic caves and other stripped features because of "balancing reasons".
A17 is being rebalanced again. Good ... but boy is it a wast of time to again balance a bunch of features that are easy to predict as unpopular. I can probably see my grandchildren in 15 years play A36 with a lack of content. *lol* ... Its more annoying to see how much Modders did with A16 and how much is undone again.
At some point TFPs need to stop changing the game and provide modders the tools to overhaul the game! Add content to support the modders, Have modders gain more access to deeper systems, add new content that modders can integrate because in my opinion, TFPs do not really understand what the players want. And have mods become a way to "sell" the game features. Even maybe pay modders!
You like cruel, go with X mod. You like more survival, go with Y mod. But these constant overhauls simply destroy every mod that is made ( and keep doing it until the modders are fed up redoing all the work in every release ). And that is a shame!