The issue with people complaining about this from what I have seen is that they had a system in place that needed some tweaks and scrapped it all with tons of development time to make the book/magazine concept which is still being worked on because it has issues. Also generally a proper LBD system would be more intuitive for people and in the eyes of many better than the current system which I don't dislike btw.
They had a system in place. And, for whatever internal reason, they removed it. The main problem with an LBD system is that you can use it to ignore the early and mid game—parts of the game that you acknowledge are relevant—by just jumping until your stats are maxxed out.
They do matter. It's a survival game.
They do matter, it's a survival game. The way they were implemented don't matter. "You are hot." Okay, great. This is displayed to me in a submenu of a menu and not on the UI (at the time that it "mattered"). And its effects are negligible and basically non-existent at all game stages. I acknowledge that the game feels less "realism" with their complete removal, but they weren't actually
doing anything meaningful when they were a part of the game.
That said, to reiterate, the current hunger/thirst system in the game is already brutally punishing to players just starting out, which is the only time you're really struggling for food and water in the first place.
you clearly have missed the plot.
The plot is
wrong. I urge you to reread the post, because jars were never the issue. The problem that TFP have decided to solve with dew collectors and making only murky water be looted is that water, as a system, was entirely sidestepped by players on the first couple of days. The resource management part of the water resource was managed by "I have jar, I fill jar, I boil jar, I drink jar, I have jar, lather, rinse, repeat as necessary." For water as a resource to be meaningful, there needs to be a sufficient sink in place to remove the resource from the system. That wasn't it.
The removal of "I can have as much water as I want whenever I want however I want because I want" as a system is less realistic. Granted. But it is better as an actual game mechanic of the game you are playing which is trying to remove resources from your system in different ways.
You do realize the issue was that it was incompetent or lazy development that made smoothies
You can hurl those words around if you want. I think the underlying problem was, "We need a temporary way to grant access to this dangerous place," and someone in a design meeting said, "How about we let them make drinks that let them do that," and then someone said, "Smoothies are nice," and they went with that. But if you're going to rag on smoothies but then say, "This functionally different thing with a brand new icon—BUT SHE'S GOT A NEW HAT!!!—is a more appropriate thing" just because the
name is different, you're not mad about smoothies, you're mad that they're
called smoothies, and have no actual issue with the problem that they're solving.