JaxTeller718
New member
I tried to like this mod, it does alot of nice things, but there are a few aspects I didn't like. I'll list them.
1: The game just feels like a slog, like everything was put in to make it take as long as possible. Also we need to be able to pick up some more of the stations without a land claim block, like the drying rack, and advanced campfire if its not pickupable. I tried the food prep table, but it just destroyed when I tried to pick it up. Tried to hit it like a campfire.
2: FAR FAR too much redundant unneeded clutter like the logs->log scraps->wood -> sticks thing, its really unnesscary to have 4 diff types (or more) of wood. Same for stone arrowheads, it just seems redundant.
3: The zombies.. why the hell are they now super tanky bullet sponges? Even on nomad it takes forever to kill them, On nomad they take longer to kill than on survival or insane in the base game. The zombies having so much hp, is one of the main reasons I dislike the mod. This coupled with their stupidly high spawn rate in v4.2 which was the version I played.
4: The repair kits for all diff types of weapons gotta go, its bad enough the zombies take for frigging ever to kill with headshots, but now you add in some overly convoluted repair system as well on top? I am sure its not a problem mid game, but early game, it just makes it far to much of a slog.
5: The UI lag, I know this is more a base game issue but, I think the recipie list needs to be edited to remove alot of the redundant things. Examples: stone arrow heads, sticks, etc.
6: The whole clean/dirty system is also just a pain in the arse. In a new game I spawned no where near any water, so I was pretty much screwed as I didn't have the mats being freshly started to make towels etc.
Other than those issues I rather liked what I seen. I'll give it a shot again when 4.3 comes out, from what I seen the spawn rate is being toned down to a lower level.
Just to answer some of your concerns
1. The whole purpose of Ravenhearst is to make the game longer. There are plenty of mods and vanilla to play for you quick fix. We intended the game to last as long as possible so the content could be devoured and experienced in full. Longer worlds are also great for server population. As for stations being pickable, just like in vanilla you need a land claim block. I'm not sure why this is an issue for you when we are simply copying vanilla mechanics.
2. You must never have played pre A13 when all of that was changed and removed. There are quite a few who enjoy complexity in crafting and we were trying to return it to the glory days of requiring much more than a single recipe or item to do it all. This probably will not change as I feel the game was geared more towards survival and TRUE crafting back pre A13.
3. Zombies that you find tanky on Day one are one shots on day 20 plus. It's supposed to be very challenging when you first spawn in but that challenge does not last forever and with the weapon classes most zeds can be killed with 2-3 skilled headshots. Remember there is way more at play here than just the gun or the bow. You have to purchase skills to be better. In vanilla a lot of those skills are just happy decap bonuses. In RH they MEAN something and that was the intention of how we designed it.
4. Again complexity in crafting and repairing. It doesn't make sense you JUST need iron to repair a gun or a crossbow. Its silly and it dumbs down the game. This falls in line with complexity. Also you keep calling it a slog. The mid is certainly not for everyone.
5. The very first things you asked to remove are two of our more popular additions. This just comes down to what you feel is worth your time. Again complexity of recipes is a big thing for us and always has been. Removing a handful of extras most certainly won't fix the Ui lag to any degree you will notice while playing.
6. That was an addition to keep players on their toes and also to add real danger to the world from being hit by zombies. I went to day 2 without getting any kind of dirty because I was very careful not to get hit by a zombie. There are so many POIs with water in them, not to mention the caves you find in the world that have water in them. If you are quite careful as you play you can avoid filling your dirty meter until you find a water POI. We made sure every town and city had some water pois in some form or fashion.
I hope you didn't take my answers as dismissive but I really feel like the intentions of what we are trying to accomplish needed to be pointed out. The great thing about having so many talented modders is if one mod doesnt work for you there are so many others with varying degrees of difficulty to try out. Hopefully in the future into A17 we can appeal more to you.