But on the other hand you seem to assume I am talking only about players who are new to gaming at all.
My reference to "people dying to day zeds" was merely to show how the principle of "think of the noobs" can be taken too far; nothing more. If I want to call you a scrub, I'll do so in your face - I don't think that would've been a meritorious argument here, though.
At night these same zombies run or jog and that makes a big difference. And they have more HP. And even on day one there are ferals as well if I am not mistaken.
Hmm, yes. High-paced combat. I don't think the normies have more HP at night (please correct me if I'm wrong); but ferals are about half the spawns, and those are a proper pain on D1. First time players of the game will likely die. But this isn't a HC game, you lose basically nothing from dying. People use it for a teleport / antibiotic. Dying isn't a failure in the language of the game, it's just a nightmare (woke up in the bedroll and it was just a dream). And D1 deaths, even if you would lose the character .. it's a D1 character. We go agane. Until we do better.
Torches mean you can't use a weapon at the same time unless you continually put them on walls and take them off again (or produce a lot to leave them everywhere).
Is this really an unacceptable level of effort? Mechanically it's "grab some cloth, break a couple corpses, craft your torches". Certainly a player unfamiliar with the crafting and the darkness will be ill prepared. But it's a survival game, in part at least. Dying should be on the menu, a staple even. It's a survival horror, to add another of the tags; getting eaten by the creatures of the night should seem like an expected outcome. Wanted even.
Having to, wanting to, light your environment could serve a survival purpose, instead of merely the current cosmetic one. Having your combat ability be limited by the day/night cycle seems fine, to me. You'll just have to prep an area with light. It's slow, but nothing is forcing one to take fights in the night; so it's mostly an achievement to learn it as a player.
So another solution similar to a malfunctioning nvg could be a headlight in the starter pack or as a cheap buy from the trader.
This is a level of handholding I disagree with. Can the player not be allowed to learn something, become better at the game at an easy level; or must everything be solved in a starter kit?
The tools for lighting exist on D1, you just have to follow the Tutorial up to "place torch". It's literally in the tutorial, it's a mechanic that's "supposed" to be used. Giving a head light to negate the entire mechanic seems counterproductive.
Note, I don't have any issue with adding a "bad head light" or a "bad NVG", but I'd rather see them added to postpone the proper headlight, giving a progress curve to the problem of lighting. I they're "bad enough", I wouldn't mind them coexisting at the torch tier either, but my "bad enough" means "essentially useless, they exist just to provoke moments of horror when it reliably fails every time you enter combat".
But none of that can even exist if the "problem of lighting" doesn't exist; as per the start of this thread, it doesn't. We'd have to somehow introduce the issue before spending effort in trying to figure out the bestest way to solve it ...
