All of your posts all show a pattern as well: Royal Deluxe wants to be able to get started on his mega tower that goes from bedrock to sky from day one with no obstacles or delays to the progress.
Creative mode solves that perfectly.
As a builder that makes mega structures myself I can answer that.
It isn't that we want to immediately start from day 1 to making a "Super structure" its just the grind this game incorporates to "Simulate" challenge, isn't challenge, its just tedium. The problem with the grind is there's no "Juice" to keep the grind from getting so stale I want to rip all my damn hair out from boredom, nothing really new or exciting happens except for a few cheap scripted events (Like 7 zombie dogs randomly appearing without warning and sneaking up on the player to zerg them)
Why do we want to immediately start making structures? Well, that's the end goal of the game, and every perk/trait and item is geared towards making that goal shorter, survive the first 7th day horde then that's pretty much it.
There are no "In between" Goals. No short term goals except for personal tastes like "I want a shotgun because I really love shotguns."
Just one, big, fking long, ass GRIND, till I can start feeling like a normal player and do normal things.
To counter this in the game "Dont Starve" there is a scripted time event for the "Hounds" which on the day it happens you hear snorting and loud growling and your character will make comments about "The hounds are baying...." and as it gets faster and faster it creates this tension and gives the player a little time to react to whats happening without being in a very unfavorable position to have strong enemies just sneak up on you and cheap kill you.
Don't react or ignore it, you die, and death is punishment as you must restart the entire game now.
See the difference here?
There are many ways to overcome the challenge as well, you can fight them yourself if you know how to micro them, you can literally do it with anything and NO ARMOR and take no damage if you know how they work! Or if you have armor and weapons prepared to mitigate the damage you can force your way through with damage to yourself.
you can kite them to another NPC that will attack them, or the hounds will attack them if you're too far, this allows you breathing room and usually eliminates them for you.
Of course that has nothing to do with building, but its an event that keeps the game feeling fresh as you slowly progress through the tedious grind of artificial difficulty of grinding zeds that take 3-9 headshots depending on your difficulty level choosen, which the stat padding in hp isn't viable for a difficulty since the weapons and armor in game themselves are always a fixed value.
If I had stuff to keep me busy without it feeling like a low blow to the player I would likely worry more about "Oh I need to prepare for the hounds."
"I need to start a farm "
"I need to prepare food storage for winter."
"I need to find/create warm clothes for winter."
"I need to make a way to make my food last through winter."
THAT is a challenge because it requires good management of resources and time and a little bit of RNG luck.
Instead 7 zombie dogs are spawned, run up from behind me because they know exactly where I am, have me cornered without any warning and I die because I am trapped in a building room with a small area to mitigate.
A cheap experience isn't a fun one.
As for challenge here are some questions:
If the inability to make any food except for boiled eggs and charred meat holds zero challenge then why do I find it so much easier to stay well fed when I have better foods than those? Why do I find it easier to remain well hydrated drinking bottled war instead of water boiled in a tin can? Why do I have so much more time for other things when I can eat fewer but better meals and keep my stamina max maximized?
The game doesn't work off of "Challenge" you guys need to understand this, its just tedious grindy chore work, its easier because the game makes the "Grind" more efficient."
An example of that would be "I NEED to have at least 10 of <x> food to take with me through <x> place else I will starve before I reach the target destination and back." Instead you can just carry 50 boiled eggs for the same result. Food in this game is a very trivial concept.
If the inability to carry all of my loot to my base and then a trader has zero to do with challenge then why do I find the game easier once I've perked into Pack Mule a few times and have a vehicle with additional storage space? Why do I find more time to get other activities done when I don't have to make multiple trips? Why do I worry less about dog packs when I can move freely unencumbered than I do when I am slowed down by too much loot?
I already answered this, its nothing but tedious,redundant, chore work of doing the same thing over and over without any juice, the perks just raise efficiency and lowers the amount of time you need to do the same thing, and honestly I never worry about dog packs while being encumbered, I never encumber myself, but not because I fear dog packs, but because I hate how slow it makes me and how badly it drains the stamina, that means I make more multiple stops to rest, which is annoying and interrupts my game play.
I agree that because of the buff you get for two days that moving out of snow and desert biomes is no challenge. They should get rid of that buff.
Agree also,
If the inability to swing tools without breaks holds zero challenge then why do find myself with so much more time to build once I have perks and tools that allow me to quickly fell trees and break boulders? Why does the game feel so much easier once I've progressed past the point of having to rest so often? (This point is moot as the devs have changed harvesting stamina and you will rarely have to take breaks and wait now)
Nobody WANTS to say that they are making the game easier on themselves. I can understand that. Spin it however you need to.
Again, its all about Tedium and grind, and the perks just again, raise efficiency. This isn't challenge at all Roland so I don't understand why you feel like it is because all I feel like is "I"m doing the same boring crap for less time now that my character is becoming "Normal" again.
A challenge would be an early game POI dungeon crawl that always had very strong enemies, and you either needed a good knowledge of them and your resources how to entrap to kill them, or wait till you're leveled up and strong enough to force your way through them. (Perceptible vs Hidden affordance ) with the end premise of a great starting base or rewarding loot that isn't as random."
I've played A17 for about a week and im already bored of it,and moved into other games; this game just has a lack of any meaningful content and since multiplayer is broken I can't find any good objects to keep myself entertained with while doing this grind.
This game lacks juice, lacks content.
Watch this, maybe you'll see what I mean.