honestly never wanted to talk about LBD. It had more potential, but they had a different path in mind, so I don't want to argue anymore.
But it is just one of many examples, where the execution was somewhat flawed and TFPs remove/rework the whole thing instead of tweaking it. Often with the argument of "simplifying" the game.
They seem to want to do a game so simple that an ape can grasp it... but that makes it shallow.
I am not saying A18 is bad. It is a great step in the right direction and I'm sure they will improve in further alphas.
But their argumentation is flawed. That is all that I wanted to show. Complexity doesnt mean make it confusing.
Difficulty doesnt mean make it impossible on day 1.
You all had good examples on how they already do it right (seemingly by accident, when I listen to how MM phrases things). All the progression in crafting and different systems come into play over time... so why is it so hard to see that implementing a long term goal for players is needed and even new players would benefit from it.
I am not a hater. A17 was absolute poop, but A18 was playable again. BUT I do have to say that from ~A12 improvements were... nice to have... but did any of that add to the longevity of a playthrough?
No. Because they want ppl to start new games over and over. Thats why you need 99.999.999.999 (or more) xp to lvl 300.
Thats why they don't implement lategame stuff. But that is not how most ppl play open world sandbox survival games.
Except for 7d2d every new alpha... I can't remember replaying a sandbox game... (except for with friends) because it feels bad to lose all your progress.
Yes you might like it. And yes I can't speak for every person out there. But logicially... a family dad who only has 12 hours a week (at most) to play doesnt want to redo all the farming after 60 hours because he has done it all. He will change to one of the million other games.
They need to start and focus on content. Not on reworking graphics for the x-teenth time. Do that once the game is finished.
Give ppl content. Give them more to do. Give them long term goals except to build a selfdefending base.
The duke and difficulty regions are a start... but except for clearing a T5-6 tower... there is nothing to do once you have the best gear an weapons and the perfect base (~30-50 hours)
Grandpa's Moonshine - massive bonuses to combat
Grandpa's Awesome Sauce - 20% boost to bartering
Grandpa's Lernin' Elixir - 20% EXP gain
Pumpkin Cheesecake - 5% boost to bartering
Beer - brawling damage/stun resist
Blackstrap Coffee - stamina regen
Steroids - strength/carrying capacity
Recog - +400% ranged damage
Fort bites - heat/cold/health/armor boost
Which of these actually give you food tho?
You don't eat them for the food. You make specific alchemy. Which is nice, and actually a good example. But food is the one I was talking about and except for the cheesecake maybe (dunno) none of them are foods, they are alchemy.
PS: this new forum is nice and all... but quotes are a pain in the butt to handle! Dragging doesnt work, I can't close the quote by myself... and I can't write in front or in behind of it.
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