Jax thanks again, really glad to see thinks I talked about already being in works. Can't wait to see what v3 is like.
First let me preface everything. This is mostly my opinion and definitely skewed from an average player. I'm playing 7 day horde version, on Survivalist difficulty with 16/24 horde size and 90-minute days. I'm the kind of player who will have minibike, auger, and concrete unlocked by day 7. And horde base upgraded to steel by day 14 (vanilla of course). All last playthrougths of the mod I did 2 hordes in one night with complete cleanup and reset by about 1-2:00am.
Progression in this mod almost felt as grind-y as valmod. With one major difference - no spam crafting. Would be great to keep it that way.
Wouldn't say I love bows, would prefer M25 sniper, but never found decent one in a wild yet. Plus not being able to repair it is a major show stopper. The realities are that bows are ranged weapon, easy to make, take easily craftable ammo, and don't use stamina while shooting. And with 10x the damage headshots are just plain OP. With vanilla level of damage they are more balanced. Crossbows would be better, if the ironsights wouldn't be so broken.
I'm completely cool with amount of resources from blocks, guess they just felt too small comparing to more advanced tools.
As for wellness, you right, vanilla levels are way too generous. But going to 1/10 of that is another extreme. However it will take some time to balance, and considering that it's going away completely in A17 slight increase as you promised would be perfect.
Agree that each class shouldn't be better or worse than all other classes, but provide unique set of perks at an expense of something else. However this is very difficult to accomplish. And really only applicable to games that lock you to that class for the duration of the game. With an ability to eventually learn all classes it becomes more of a decision based on starter perks and later game requirements. For example:
- One can go weeks before really needing to farm to satisfy increasing needs like paint and first aid bandage. Food isn't an issue really. However farming can be replaced by scavenging especially with increased mobility (fast minibike + lots of gas). Unless farming can give something far more superior.
- Main survivor's perk of creating your own tools won't be relevant until much later into the game. Small quantities of jars that could be scavenged is enough for food, drink and even some glue. Using plastic bottles for water will take care of hydration needs, since teas are now irrelevant. Unless you start with some awesome tools that can last for a long time.
- Ammo class again is not required from the start until I have lots more zombies and/or using turrets. Ammo boxes and traders will supply enough ammo for day-to-day needs. Not really sure what will make me pick the ammo class on day 1. A poop grenade that kills all zeds in 20m radius?
I would suggest not limiting this mod to scavenging only, keep other options valid. People already getting around requirement to loot by setting respawn times to 5 days. And finding few places with good loot that can be revisited over and over again.