First and foremost... Happy New Year TFP!
Yeah... so. After more than 80hours into A17stbl, i must say, its an awesome game, Thanks for the christmass present, i loved it!
A17 is a huge improvement. I love the effects of most changes on gameplay. The attribute system works fine. The new quest/dungeon based gameplay is awesome. Altough there are some polishing has to be made, and i think some parts need even more revision. But you are already signed you are aware of this.
Im trying to be compact and dense, not hitting 10k characters this time. But i will probably fail...
Edit. I failed. 50k characters, i will cut them into multiple chapters.
STEEL BATTON.
Lets start with the small ones, and blast the foundations later. As i see, its pretty weird there is three separate skill on melee weapon types, but technically only one or two actual weapon. Im at day 60~ and im using the advanced weaponry of a piece of wood with a lil scrap around it, called iron club. Im using it from lvl3. I think, there should be a potentially endgameish version of it. A steel batton. Or a steel bbbat. Anything, just give it some way to progress further. Also a steel Maul as a high grade heavy weapon with a claymore as heavy blade. Machete is fine, maybe a little weak as the only steel grade, proper melee.
Steel Axe altough is an awesome weapon, i love it! But well... it destroys loot and stuff on misses.
DYES/GENERIC MODS.
Let Dyes be craftable. Modding is fantastic. But relying on total RNG is always a dangerous move. Look, we were on day 18 and not found a mod, even with multiple working stiff and garages looted. We are on day 60 and i cant craft a Chem station, becouse we found only one beaker. Its a joke. No scope till lvl 70. While luck is an important factor to give looting a thrill, its a female dog sometimes. As a 4 pl team, its hard to get reasonable amount of mods.
I think, there should be some base mods that gives progression reliably.
The best candidates to base mods, are dyes. They give dmg, so means progression. Also the point of paints is the customization value. If i want to be pink, let me be pink without relying on RNG.
Another candidate for base mods are spiked and barbed upgrades for clubs. They should unlock on iron and steel skills, and grant extra dmg proper to their respective material on top of base mod dmg. An upgrade to bows, like reinforced limbs, that gives durability and the base extra dmg as every mod.
So provide some base mods, acquirable trough crafting.
But to be honest, i absolutely cant see the point of the new blueprint system for mods. I mean, obviously, i get it as a player. If i purchase the skills, i can turn schematic into mods... well into ONE mod. I guess the character wraps the mod into the schematic, thats why it gets used up in the process. But still, i can get more mods. But as a game mechanic, its pointless. Lets make it more comprehensive.
But to be honest, leta be professional
, rework it...
MOD TIERS REWORK.
So, scrap the idea of schematic as ingredients. It drives nowhere.
Lets Keep the reliability of crafting, letting the player to get some core progression, but keeping the thrill of looting on advanced stuff, and the uniqueness of special mods. So... heres the idea:
Tier one mods are core, low-tech mods, craftable from scrap, unlocked by some base skill, like Engineer lvl1. These are some base stuff, about one per weapon to spread it out.
Dyes, Structural brace for tools, Reinforced limbs for bows, Sawed off barrel, a low-tier 2x scrap scope, tier one armor mods, bags, gravedigger, woodsplitter, bunker buster, etc. Most current T1 mods, that makes sense to craft from brains. Burning shaft must be tier 1. Its the lowest form of combat light, since its melee.
(Weapon light should be tier 1 too. Its a flashlight strapped on a gun. Also i like to see in games even before lvl 80. While burning shaft should be cheap, weapon lights require an actual gun, and a flashlight, scrap electronics(wrench), forged iron(forge skill). So while its still Tier 1, its still harder to acquaire, due to materials. Actually, You can use even steel as a T1 mod ingredient for higher lvl mods that gives core progression. Lets say, Spiked club. Make it a T1 mod, craftable freely, but require 15 steel. That way the player reliably can acquire a mod of core progression, but still have to get 15 steel. (Luck, 1500duke, or steel smithing). Thats an awesome game mechanic, with a lot of methods to balance it out, while gives the player multiple methods to get mid lvl stuff reliably. Also as i suggested, make resource gathering mods like gravedigger T1, so freely craftable, but require forged iron or steel, so its still costs much to craft.)
Tier 2 are advanced mods, reproduceable with the tools of a skilled character, but not without schematics. But with the old blueprint system. Read it once to unlock the mod, then reproduce it. Most current tier 2 mods, maybe spikes(T1better), current T2 armor mods, silencer(its enough if silencer wont give dmg, reducing it is too much. Its not as strong as you would think to justify that dmg price), polymer string, 4-6x scope, handmade glow/ironsight(as a reliable midgame reflex sight), polymer/solid stock for guns/xbow, duckbill(pls, make a vertical duckbill), flash hider, chokes, long barrel, long recurved limbs for bows that reduce draw, but increase dmg greately for endgame bow potency, iron buster pick, HEADLAMP, etc...
(Headlamp. Pls, dammit dont use headlamps as a endgame stuff. Using "quality of life" stuff as endgame tier is darn cheap of a game design. I love to see whats in front of me. Yeah, "use mining helmet, and sacrefice armor hurrdurr". Ty no. Just let the player see, without forcing mining helmet on everyone. But yeah if weapon lights and burning shaft should be T1, headlamp is fine at T2. The point is, always grant a way to see in combat, without sacreficing player choice much, pls)
Tier 3 are the special military or hightech stuff. Stuff that simply are not reproduceable by the tools of the player character. Only lootable, buyable. Laser sight, T3 armor mods, advanced supressor that rise dmg as other mods, magnifyable 8x scope, reflex sight, night vision scope, nightvision modul on helmets, advanced long barrels that gives extra dmg without hipfire nerf, retractible stock, you name it. They will be the TREASURE of the game.
That system would be a lot better than the current. Pls guys.
SCRAP IRON TOOLS.
There is a huge gap in progression, before lvl 20 in tool quality. Getting even basic iron tools before lvl 20 is basically RNG. That feels so damn bad. Its ok, if you want to slow down mining, but to totally halt it... pls no. Heres a solution. Theres a starter tier of tools. Ok. Stone hatchet, wood club. And theres a special, unique item, thats made of scrap. The Iron Club. And while club has a different problem(lacking a successor) its good. Its a cool middleground between forged stuff and starter club. But tools... you are forced to use a stonehatchet up to lvl 20 without luck. Jeez, why? Lets apply the same middle ground for tools too. Scrap iron stuff. Crude, ♥♥♥♥ty but specialized iron tools made from scrap. Scrap hatchet, scrap pick, scrap spade. As construction tool, stone hatchet is fine, but a scrap mallet is nice too. This additional middle ground have a lot of advantages.
1, Since the player can reliably get ♥♥♥♥ty but proper tools, you can even rise the level req and value of forged iron stuff, enlongering progression. They can be even lvl 30 stuff, since the player wont suffer from stone hatchet fever till then.
2, it can be the first lvl of forge and hammer, at lvl 5, making the skill tree not so messy.
So, first rank at lvl5, makes you able to craft scrap iron tools by hand. Also cloth armour.
Rank 2 at lvl15 lets u build a forge, and forging your own forged iron. (Also if you give scrap tools a bigger iron cost, like 200 per item, the player probably get them only by melting ore in forge and casting scrap, meaning a forge is actually useful to get the Tier 1 scrap tools, meaning bigger progression then before, making the forge worth more then currently at low level even without iron tools. Lets you craft leather armour(old hide armour) and scrap armour.
Rank 3 at lvl 30 lets you able to craft iron tools.
Rank 4 at lvl 50 lets you craft crucible, forged steel, iron armor, stutted leather (current leather) armor from forged iron fittings and leather. (Leather armour looks pretty advanced, it will be fine as high lvl light armour. Looks on par woth iron armor.)
Rank 5 at lvl 80 lets you craft steel tools, steel armor and military armour.
(Dont fear to let military armor craftable at "low" lvl, just make it require hefty military fibers, and getting them will be the level cap you need. Crafting military fiber is fine at lvl 80+.)
3, you can make steel tools even better, since they technically become one tier better too.
Yeah generally it would replace the old iron tools, putting all other material one tier higher. Not that creative, but lvl20 with a stone hatchet is too much.
QUALITY TIER LIMIT.
Okay, thats a system, that prevents to get trash quality stuff from advanced items, somewhat keeping your loot relevant, and realistic. Iron tools are minimum 2, steel 3, chainsaw 4. Compound bow, pistol, hunting rifle 2, shotgun, mp5 etc are 3 and so on. That prevents to get cheap t1 military helmet for 200dukes getting fiber, and prevents to find t1 marksman rifles and 44magnums that are a source of ammo at best.
I will suggest a system that keeps weapon loot relevant.
Also i think we should lower the loot chance of guns with these changes. It would be better to make em relevant but more scarce, then spam T1 grey scrapguns. We have garanteed weapons, proper guns should be rare. You know.. Treasure of the game.
Continued in vol2.
Yeah... so. After more than 80hours into A17stbl, i must say, its an awesome game, Thanks for the christmass present, i loved it!
A17 is a huge improvement. I love the effects of most changes on gameplay. The attribute system works fine. The new quest/dungeon based gameplay is awesome. Altough there are some polishing has to be made, and i think some parts need even more revision. But you are already signed you are aware of this.
Im trying to be compact and dense, not hitting 10k characters this time. But i will probably fail...
Edit. I failed. 50k characters, i will cut them into multiple chapters.

STEEL BATTON.
Lets start with the small ones, and blast the foundations later. As i see, its pretty weird there is three separate skill on melee weapon types, but technically only one or two actual weapon. Im at day 60~ and im using the advanced weaponry of a piece of wood with a lil scrap around it, called iron club. Im using it from lvl3. I think, there should be a potentially endgameish version of it. A steel batton. Or a steel bbbat. Anything, just give it some way to progress further. Also a steel Maul as a high grade heavy weapon with a claymore as heavy blade. Machete is fine, maybe a little weak as the only steel grade, proper melee.
Steel Axe altough is an awesome weapon, i love it! But well... it destroys loot and stuff on misses.
DYES/GENERIC MODS.
Let Dyes be craftable. Modding is fantastic. But relying on total RNG is always a dangerous move. Look, we were on day 18 and not found a mod, even with multiple working stiff and garages looted. We are on day 60 and i cant craft a Chem station, becouse we found only one beaker. Its a joke. No scope till lvl 70. While luck is an important factor to give looting a thrill, its a female dog sometimes. As a 4 pl team, its hard to get reasonable amount of mods.
I think, there should be some base mods that gives progression reliably.
The best candidates to base mods, are dyes. They give dmg, so means progression. Also the point of paints is the customization value. If i want to be pink, let me be pink without relying on RNG.
Another candidate for base mods are spiked and barbed upgrades for clubs. They should unlock on iron and steel skills, and grant extra dmg proper to their respective material on top of base mod dmg. An upgrade to bows, like reinforced limbs, that gives durability and the base extra dmg as every mod.
So provide some base mods, acquirable trough crafting.
But to be honest, i absolutely cant see the point of the new blueprint system for mods. I mean, obviously, i get it as a player. If i purchase the skills, i can turn schematic into mods... well into ONE mod. I guess the character wraps the mod into the schematic, thats why it gets used up in the process. But still, i can get more mods. But as a game mechanic, its pointless. Lets make it more comprehensive.
But to be honest, leta be professional

MOD TIERS REWORK.
So, scrap the idea of schematic as ingredients. It drives nowhere.
Lets Keep the reliability of crafting, letting the player to get some core progression, but keeping the thrill of looting on advanced stuff, and the uniqueness of special mods. So... heres the idea:
Tier one mods are core, low-tech mods, craftable from scrap, unlocked by some base skill, like Engineer lvl1. These are some base stuff, about one per weapon to spread it out.
Dyes, Structural brace for tools, Reinforced limbs for bows, Sawed off barrel, a low-tier 2x scrap scope, tier one armor mods, bags, gravedigger, woodsplitter, bunker buster, etc. Most current T1 mods, that makes sense to craft from brains. Burning shaft must be tier 1. Its the lowest form of combat light, since its melee.
(Weapon light should be tier 1 too. Its a flashlight strapped on a gun. Also i like to see in games even before lvl 80. While burning shaft should be cheap, weapon lights require an actual gun, and a flashlight, scrap electronics(wrench), forged iron(forge skill). So while its still Tier 1, its still harder to acquaire, due to materials. Actually, You can use even steel as a T1 mod ingredient for higher lvl mods that gives core progression. Lets say, Spiked club. Make it a T1 mod, craftable freely, but require 15 steel. That way the player reliably can acquire a mod of core progression, but still have to get 15 steel. (Luck, 1500duke, or steel smithing). Thats an awesome game mechanic, with a lot of methods to balance it out, while gives the player multiple methods to get mid lvl stuff reliably. Also as i suggested, make resource gathering mods like gravedigger T1, so freely craftable, but require forged iron or steel, so its still costs much to craft.)
Tier 2 are advanced mods, reproduceable with the tools of a skilled character, but not without schematics. But with the old blueprint system. Read it once to unlock the mod, then reproduce it. Most current tier 2 mods, maybe spikes(T1better), current T2 armor mods, silencer(its enough if silencer wont give dmg, reducing it is too much. Its not as strong as you would think to justify that dmg price), polymer string, 4-6x scope, handmade glow/ironsight(as a reliable midgame reflex sight), polymer/solid stock for guns/xbow, duckbill(pls, make a vertical duckbill), flash hider, chokes, long barrel, long recurved limbs for bows that reduce draw, but increase dmg greately for endgame bow potency, iron buster pick, HEADLAMP, etc...
(Headlamp. Pls, dammit dont use headlamps as a endgame stuff. Using "quality of life" stuff as endgame tier is darn cheap of a game design. I love to see whats in front of me. Yeah, "use mining helmet, and sacrefice armor hurrdurr". Ty no. Just let the player see, without forcing mining helmet on everyone. But yeah if weapon lights and burning shaft should be T1, headlamp is fine at T2. The point is, always grant a way to see in combat, without sacreficing player choice much, pls)
Tier 3 are the special military or hightech stuff. Stuff that simply are not reproduceable by the tools of the player character. Only lootable, buyable. Laser sight, T3 armor mods, advanced supressor that rise dmg as other mods, magnifyable 8x scope, reflex sight, night vision scope, nightvision modul on helmets, advanced long barrels that gives extra dmg without hipfire nerf, retractible stock, you name it. They will be the TREASURE of the game.
That system would be a lot better than the current. Pls guys.
SCRAP IRON TOOLS.
There is a huge gap in progression, before lvl 20 in tool quality. Getting even basic iron tools before lvl 20 is basically RNG. That feels so damn bad. Its ok, if you want to slow down mining, but to totally halt it... pls no. Heres a solution. Theres a starter tier of tools. Ok. Stone hatchet, wood club. And theres a special, unique item, thats made of scrap. The Iron Club. And while club has a different problem(lacking a successor) its good. Its a cool middleground between forged stuff and starter club. But tools... you are forced to use a stonehatchet up to lvl 20 without luck. Jeez, why? Lets apply the same middle ground for tools too. Scrap iron stuff. Crude, ♥♥♥♥ty but specialized iron tools made from scrap. Scrap hatchet, scrap pick, scrap spade. As construction tool, stone hatchet is fine, but a scrap mallet is nice too. This additional middle ground have a lot of advantages.
1, Since the player can reliably get ♥♥♥♥ty but proper tools, you can even rise the level req and value of forged iron stuff, enlongering progression. They can be even lvl 30 stuff, since the player wont suffer from stone hatchet fever till then.
2, it can be the first lvl of forge and hammer, at lvl 5, making the skill tree not so messy.
So, first rank at lvl5, makes you able to craft scrap iron tools by hand. Also cloth armour.
Rank 2 at lvl15 lets u build a forge, and forging your own forged iron. (Also if you give scrap tools a bigger iron cost, like 200 per item, the player probably get them only by melting ore in forge and casting scrap, meaning a forge is actually useful to get the Tier 1 scrap tools, meaning bigger progression then before, making the forge worth more then currently at low level even without iron tools. Lets you craft leather armour(old hide armour) and scrap armour.
Rank 3 at lvl 30 lets you able to craft iron tools.
Rank 4 at lvl 50 lets you craft crucible, forged steel, iron armor, stutted leather (current leather) armor from forged iron fittings and leather. (Leather armour looks pretty advanced, it will be fine as high lvl light armour. Looks on par woth iron armor.)
Rank 5 at lvl 80 lets you craft steel tools, steel armor and military armour.
(Dont fear to let military armor craftable at "low" lvl, just make it require hefty military fibers, and getting them will be the level cap you need. Crafting military fiber is fine at lvl 80+.)
3, you can make steel tools even better, since they technically become one tier better too.
Yeah generally it would replace the old iron tools, putting all other material one tier higher. Not that creative, but lvl20 with a stone hatchet is too much.
QUALITY TIER LIMIT.
Okay, thats a system, that prevents to get trash quality stuff from advanced items, somewhat keeping your loot relevant, and realistic. Iron tools are minimum 2, steel 3, chainsaw 4. Compound bow, pistol, hunting rifle 2, shotgun, mp5 etc are 3 and so on. That prevents to get cheap t1 military helmet for 200dukes getting fiber, and prevents to find t1 marksman rifles and 44magnums that are a source of ammo at best.
I will suggest a system that keeps weapon loot relevant.
Also i think we should lower the loot chance of guns with these changes. It would be better to make em relevant but more scarce, then spam T1 grey scrapguns. We have garanteed weapons, proper guns should be rare. You know.. Treasure of the game.
Continued in vol2.