Hey there. I came back to the game recently after a long hiatus and I've really been trying to understand the perspective behind taking action skills and looted recipes out of the game. I appreciate that you've posted this and I'd like to discuss it.
Essentially, the issue that you had with action skills in A16 is that you did not like the pace at which you were progressing in certain skills, relative to the pace at which you were naturally performing the skills' related activities, correct? In other words, you wanted to progress faster than the game was rewarding you for playing at your natural pace. In response, you put your immersion on hold temporarily while you repeated an activity for the sole purpose of progressing it faster.
I don't understand how A17 has benefitted you at all in this regard. The actions you end up repeating for the sake of progressing faster than your natural pace has now decreased from a few varied activities, to whichever single activity has been arbitrarily balanced in the current version of the game to be the most efficient use of your time regarding XP. In other words, in A17 you need to repeat this one arbitrarily selected activity above your natural pace as much as you needed to repeat all other activities combined in A16, to achieve the same outcome of progressing your skills faster than your natural pace.
Worse than that, the removal of the ability to find and learn recipes from loot has put even more pressure on the perk system and therefore even more pressure to repeat the single most efficient xp harvesting activity.
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For me, the action skills were basically the game recognizing the things which I actually did in the game and giving me bonuses for having done them. These bonuses made each activity a little more real and a little more important. A16 respected the time you put into each activity by rewarding you with organic growth, and with the most efficient path towards maximizing your power in those skills. Concurrently the free XP earned in tandem with the skill xp provided folks who didn't want to repeat actions for the sake of getting better, to become reasonably proficient without spending much time in a specific skill. This last aspect mitigated your issue, did it not?
Regardless, I think the real problem with the change comes down to simple comparisons, such as
Is it more fun to make your character shoot better, by
1. Using a pistol in the game to defend yourself and your base
or
2. Clicking on "SHOOT BETTER" in a menu after doing whatever?
Is it more fun to make your character learn how to craft an iron chestpiece, by
1. Going out into the world amongst the dangers and obtaining the schematic in a lucky find
or
2. Clicking on "LEARN HOW TO CRAFT IRON CHESTPIECE" in a menu after doing whatever?
The point being, 7 Days does not have a story like Fallout New Vegas. In 7 Days the character IS the story...and the action skills and looted recipes were the dynamic evidence of that story. The stuff you found, the stuff you crafted, the stuff you planted, the stuff you built, and all the things you had to shoot along the way in order to clear a path to all that stuff and to keep your base standing...the rewards came directly from and according to the things you DID...not indirectly, and entirely disconnected from your specific actions, through a menu.
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So my question to you: do you honestly spend less time repeating an action for the sake of improving faster, now that action skills and looted recipes have been removed? I ask, because I've been playing since A5, and I have never had to repeat an action for the sake of improving faster like I had to in A17. Thanks