- Arrows/Feathers: i mentioned that bows are not on par with firearms. And that should be true. But they have other advantages. The game currently handles everything under one category. Booth bows and guns require the same amount of perks, repaired by the same kits, neither can be crafted from scratch(parts) and use ammunition that are actually LESS available and renewable. What the hell?
Bows should be crafted from scratch and repaired by basic materials, except their highest tier, the compound.
So iron bows would be the first proper bow, that requires some infrastructure but can be made from raw materials and perks.
Feathers should be renewable and easily available as this makes using these otherwise underperforming (compared to firearms) weapons appealing. I have two solutions, use one or booth.
Respawning nests: the obvious one. Regardless of server settings, nests are producing feathers. Makes sense, there are bird sounds in game, so they are not remnant but populated nests.
Birdhouses: can be crafted from wood, nails, eggs, plant fibres or whatever else and they would produce some feathers each day.
Actually i would implement booth. Nests refresh with half of their loot weekly, and birdhouses would be the ultimate tool to make archery upkeepable and renewable. Also it would be one additional equipment the player can upgrade their base/infrastructure with.
And would be quite balanced. The highest tier of arrows are made from plastic, so this would only affect mostly iron arrows. The player could not farm the best performing arrows, while still have proper but renewable ammonution for their bows. This would really give archery its edge while making them different in gameplay in most ways to firearms.
I suggest to change stone arrows to require scrap iron, and rename them to scrap or primitive arrows. Using stone shards is really not realiatic when there are many materials that are easier to shape and are actually harder or can be sharper.
Also i suggest to make lower and mid tier arrows/bolts faster. They are abismally bad to shoot with. Pls, make archery a lil better on this regard, hitboxes and projectile speed need some polishing.
I think crossbows should get some dmg buff and a bit of a reload nerf to make them differ more from bows. Also i think bolts should be a bit more pricey than arrows.
- Ammunition crafting:
I advise to rework ammo crafting to make it easier to balance, handle in inventory and to sound a bit more professional.
Raw materials: i advise to make raw materials like gunpowder, casings, bullet tips, arrow heads and feather into a plural, bundled unit.
So one unit of them instead of being one singular piece, they would refer to some amount of them. "Feathers", "arrow heads" "casings", etc.
So the smallest amount would be a bottle of gunpowder, thats made out of lets say 30 coal and 30 nitrate, and one unit lets you craft 30 pieces of 9mm ammo costing one unit of "casings" and "bullet tips".
You can make quite accurate crafting costs that way. Lets say, .44 ammo requires a bit more lead and brass and even more gunpowder. So 1 unit of tips, casing and 2unit of gunpowder would produce 25 pieces of .44 ammo.
The same amount of raw materials would only craft 20 pieces of 7.62 ammo, balancing out the price. That way, even the larger case would be justified by the larger ammo, not only the gunpowder.
The player dont have to annoy himself by finding singular pieces of feathers and gunpowder, but each found unit would have a higher value, deserving that inventory slot.
Arrows would be crafted in bundles of ten, for the price of 5 wood, 1 feathers and 1 arrowheads. But the same materials would only produce 8 bolts. That way, bolts would be balanced without doubling its price.
Cartridges would be produced in bundles of about 20 to 30 requiring different amount of mats.
I strongly advise to rename"bullet tips" to "bullet lead", so sounds more sane when a bullet requires more units of this, also there is no such thing as bullet tip. It IS the bullet. That way you dont need separate buckshot neither. Shotgun ammo would be made from the same "bullet lead", just probably some more.
Shotgun ammo should be crafted from plastic not paper. Paper is for arquebuses and blunderbosses.
Bullet lead should be crafted from a minor amount of iron(tin irl) to make it different from the raw lead, also bit more realistic. (It would be a normal, soft point ammo)
Armor piercing ammo instead of requring more bullet lead(bullet tips), it should be made out of a different, harder bullet lead. Jacketed or Hard Bullet Lead. Requiring more iron(and crucible?) to craft. That would mimic a proper jacketed but lead core ammo. (Since tungsten is not in the game for proper hardcore armor piercing ammo.)
That way the ammo would require additional tech lvl(crucible) not just a separate blueprint. Also could be balanced more accurately. (Not just having twice the amount) AP bullet lead would lets say require 30% more lead and half of that in extra iron.
I advise that you should not put base progression tiers behind books or foundable blueprints. Steel arrows should be available right after steel forging. Also it looks weird that i can craft explosive arrows, requiring steel arrowheads, but i cant craft steel arrows. But its stupid enough that i cant craft arrows that i can craft arrowheads for. I mean, what the hell?
I dont think explosive arrows should require steel heads on the first place. Brass(tin can?) and gunpowder is enough as a resource cost.
- Table saw: i dont really see its purpose now, that we have the quickbuilding system. But instead of scrapping the concept, lets repurpose it.
Wood logs. I advise, similarly to iron ore, lets implement a reaource chain here too.
The player wood get WOOD(or wood logs) from trees as raw material, and would be able to craft(scrap it into) wood planks.
And here comes the saw into place. The table saw would work a lot faster and with higher efficiency than scrapping wood. It would be a early-mid game tool for boosting wood production of the player. Even if wood is an early game reaource its still valid trough the game, as a cheap furniture material.
Additionaly i would put all but only decor items for the saw to craft. Only sofas, chairs, and other items without a function.
Also wood logs would have a higher burning time making crafting with fuels a lot less annoying, i dont have click like 30times with wood. One wood log would consist 10-15 planks value of fuel.
- Cement mixer/Table saw: they work for free. They should run on electricity i guess. I hope that is on your to do list.
The only problem with this, is that they would be tied to the electric infrastructure. So the player have to have a generator to sustain a saw/mixer. Thats not reaaally good. They should be able run on the base's electricity but not solely require it.
I have a solution. They should have a fuel slot that can accept a car battery and drain energy from it. The battery could be "recharged"(repaired) by acid. Thats pretty realistic, also its quite balanced. Acid is kinda rare at the tech level where the player doesent have a running generator.
That way mixers and saws would have a cost to run, also they would be powered by generators, and till then, they could run on batteries. Marvelous.
For a LOT cheaper solution, just give an additional car battery to their recipes. Better than nothing.
- Land claim block: the problem with it, that you cant have more than one. And thats understandable on a big server. But on a smaller server- or solo- its really annoying that you cant have two proper Main base of operations simultaneosly.
I suggest to have a server setting, on how many active claim blocks a player can have.
That way everyone will have their candy.
- Land claim upgrade: Also i think its a missed oppurtinity that the player cant upgrade their claim block. Wood, stone, iron, etc. Stronger block means larger area and maybe a stronger buff. One additional stuff to progress with.
Also i can see additional functions, like being in your claimed territory regenerates 1 max hp per minute or something. You know, resting at home. Home sweet home.
- Land claim options: another missed opportunity, that you cant set stuff trough the block. Holding "e" on the block brings up stuff like setting your waypoint.
Ah Yes, Pls replace that waypoint with something more visually appealing stuff. Its white, its a wall... pls. A big orange bastion or something more visible.
But as i said, the best would be if we could costumize it trough the claim block.
- Perk books: i like the idea of shaking up the loot tables by these, but not all of them is really fitting for a randomly found book.
I think you guys should slowly notice, that putting basic stuff's recipes or high power perks behind rng is a bad idea, but well, its playable.
These perk books should contain kinda weak but still useful additions. So the player will look forward into searching for them, but not finding them wont halt them meaningfully.
Stuff like mod recipes, ammo recipes, penetration, bulk crafting ammo, these are too powerful.
Those gimmicky stuff like barter when holding a .44 or most of the firemans almanac is great on the other hand.
Oookay. These are my suggestions on A18.
I think there are huge problems with the skill tree and you guys are still struggling with the techmological progression of the player creating a bigger and bigger mess. I will post my wall of text of suggestions on this topic separately.
Ty for reading.
Bows should be crafted from scratch and repaired by basic materials, except their highest tier, the compound.
So iron bows would be the first proper bow, that requires some infrastructure but can be made from raw materials and perks.
Feathers should be renewable and easily available as this makes using these otherwise underperforming (compared to firearms) weapons appealing. I have two solutions, use one or booth.
Respawning nests: the obvious one. Regardless of server settings, nests are producing feathers. Makes sense, there are bird sounds in game, so they are not remnant but populated nests.
Birdhouses: can be crafted from wood, nails, eggs, plant fibres or whatever else and they would produce some feathers each day.
Actually i would implement booth. Nests refresh with half of their loot weekly, and birdhouses would be the ultimate tool to make archery upkeepable and renewable. Also it would be one additional equipment the player can upgrade their base/infrastructure with.
And would be quite balanced. The highest tier of arrows are made from plastic, so this would only affect mostly iron arrows. The player could not farm the best performing arrows, while still have proper but renewable ammonution for their bows. This would really give archery its edge while making them different in gameplay in most ways to firearms.
I suggest to change stone arrows to require scrap iron, and rename them to scrap or primitive arrows. Using stone shards is really not realiatic when there are many materials that are easier to shape and are actually harder or can be sharper.
Also i suggest to make lower and mid tier arrows/bolts faster. They are abismally bad to shoot with. Pls, make archery a lil better on this regard, hitboxes and projectile speed need some polishing.
I think crossbows should get some dmg buff and a bit of a reload nerf to make them differ more from bows. Also i think bolts should be a bit more pricey than arrows.
- Ammunition crafting:
I advise to rework ammo crafting to make it easier to balance, handle in inventory and to sound a bit more professional.
Raw materials: i advise to make raw materials like gunpowder, casings, bullet tips, arrow heads and feather into a plural, bundled unit.
So one unit of them instead of being one singular piece, they would refer to some amount of them. "Feathers", "arrow heads" "casings", etc.
So the smallest amount would be a bottle of gunpowder, thats made out of lets say 30 coal and 30 nitrate, and one unit lets you craft 30 pieces of 9mm ammo costing one unit of "casings" and "bullet tips".
You can make quite accurate crafting costs that way. Lets say, .44 ammo requires a bit more lead and brass and even more gunpowder. So 1 unit of tips, casing and 2unit of gunpowder would produce 25 pieces of .44 ammo.
The same amount of raw materials would only craft 20 pieces of 7.62 ammo, balancing out the price. That way, even the larger case would be justified by the larger ammo, not only the gunpowder.
The player dont have to annoy himself by finding singular pieces of feathers and gunpowder, but each found unit would have a higher value, deserving that inventory slot.
Arrows would be crafted in bundles of ten, for the price of 5 wood, 1 feathers and 1 arrowheads. But the same materials would only produce 8 bolts. That way, bolts would be balanced without doubling its price.
Cartridges would be produced in bundles of about 20 to 30 requiring different amount of mats.
I strongly advise to rename"bullet tips" to "bullet lead", so sounds more sane when a bullet requires more units of this, also there is no such thing as bullet tip. It IS the bullet. That way you dont need separate buckshot neither. Shotgun ammo would be made from the same "bullet lead", just probably some more.
Shotgun ammo should be crafted from plastic not paper. Paper is for arquebuses and blunderbosses.
Bullet lead should be crafted from a minor amount of iron(tin irl) to make it different from the raw lead, also bit more realistic. (It would be a normal, soft point ammo)
Armor piercing ammo instead of requring more bullet lead(bullet tips), it should be made out of a different, harder bullet lead. Jacketed or Hard Bullet Lead. Requiring more iron(and crucible?) to craft. That would mimic a proper jacketed but lead core ammo. (Since tungsten is not in the game for proper hardcore armor piercing ammo.)
That way the ammo would require additional tech lvl(crucible) not just a separate blueprint. Also could be balanced more accurately. (Not just having twice the amount) AP bullet lead would lets say require 30% more lead and half of that in extra iron.
I advise that you should not put base progression tiers behind books or foundable blueprints. Steel arrows should be available right after steel forging. Also it looks weird that i can craft explosive arrows, requiring steel arrowheads, but i cant craft steel arrows. But its stupid enough that i cant craft arrows that i can craft arrowheads for. I mean, what the hell?
I dont think explosive arrows should require steel heads on the first place. Brass(tin can?) and gunpowder is enough as a resource cost.
- Table saw: i dont really see its purpose now, that we have the quickbuilding system. But instead of scrapping the concept, lets repurpose it.
Wood logs. I advise, similarly to iron ore, lets implement a reaource chain here too.
The player wood get WOOD(or wood logs) from trees as raw material, and would be able to craft(scrap it into) wood planks.
And here comes the saw into place. The table saw would work a lot faster and with higher efficiency than scrapping wood. It would be a early-mid game tool for boosting wood production of the player. Even if wood is an early game reaource its still valid trough the game, as a cheap furniture material.
Additionaly i would put all but only decor items for the saw to craft. Only sofas, chairs, and other items without a function.
Also wood logs would have a higher burning time making crafting with fuels a lot less annoying, i dont have click like 30times with wood. One wood log would consist 10-15 planks value of fuel.
- Cement mixer/Table saw: they work for free. They should run on electricity i guess. I hope that is on your to do list.
The only problem with this, is that they would be tied to the electric infrastructure. So the player have to have a generator to sustain a saw/mixer. Thats not reaaally good. They should be able run on the base's electricity but not solely require it.
I have a solution. They should have a fuel slot that can accept a car battery and drain energy from it. The battery could be "recharged"(repaired) by acid. Thats pretty realistic, also its quite balanced. Acid is kinda rare at the tech level where the player doesent have a running generator.
That way mixers and saws would have a cost to run, also they would be powered by generators, and till then, they could run on batteries. Marvelous.
For a LOT cheaper solution, just give an additional car battery to their recipes. Better than nothing.
- Land claim block: the problem with it, that you cant have more than one. And thats understandable on a big server. But on a smaller server- or solo- its really annoying that you cant have two proper Main base of operations simultaneosly.
I suggest to have a server setting, on how many active claim blocks a player can have.
That way everyone will have their candy.
- Land claim upgrade: Also i think its a missed oppurtinity that the player cant upgrade their claim block. Wood, stone, iron, etc. Stronger block means larger area and maybe a stronger buff. One additional stuff to progress with.
Also i can see additional functions, like being in your claimed territory regenerates 1 max hp per minute or something. You know, resting at home. Home sweet home.
- Land claim options: another missed opportunity, that you cant set stuff trough the block. Holding "e" on the block brings up stuff like setting your waypoint.
Ah Yes, Pls replace that waypoint with something more visually appealing stuff. Its white, its a wall... pls. A big orange bastion or something more visible.
But as i said, the best would be if we could costumize it trough the claim block.
- Perk books: i like the idea of shaking up the loot tables by these, but not all of them is really fitting for a randomly found book.
I think you guys should slowly notice, that putting basic stuff's recipes or high power perks behind rng is a bad idea, but well, its playable.
These perk books should contain kinda weak but still useful additions. So the player will look forward into searching for them, but not finding them wont halt them meaningfully.
Stuff like mod recipes, ammo recipes, penetration, bulk crafting ammo, these are too powerful.
Those gimmicky stuff like barter when holding a .44 or most of the firemans almanac is great on the other hand.
Oookay. These are my suggestions on A18.
I think there are huge problems with the skill tree and you guys are still struggling with the techmological progression of the player creating a bigger and bigger mess. I will post my wall of text of suggestions on this topic separately.
Ty for reading.