bloodmoth13
New member
Honestly I think i prefered glass jars though I don't really miss it, the vitamin pills are basically a full bar of water if you have a bucket or water source.
I haven't really had a problem with food or water this alpha other than crafting glue. I barely invest in few collectors.
I think the food systems need a rework, nothing huge but having distinct tiers of food and benefits of each tier would help.
I have a slogan that I think works as a guide for this game: survive, strive, thrive.
Survival should be the focus of the first few weeks then players should
Strive to build stronger bases, get better resources and food and weapons till they can
Thrive and eat the best food use the best defense's and defend themselves with the best weapons.
Weapon tiers work well with this model, pipe weapons are the epitome of desperate survival, the mid tier weapons with iron and basic fire arms is when you strive for more success and by the time you are at the final tier you are thriving.
Food on the other hand feels far more binary and it's hard to really value end game food, a stack of 100 grilled meat is only slightly worse than a few stacks of meat stew, you don't really feel far better with higher tier food.
Water is also binary.
I think a great tradeoff for food is health costs, lower tier food at the survival stage costing health is a great tradeoff, but dysentery is too big a risk imo, if you are desperate enough to eat unhealthy food you can't risk dysentery.
If dysentery were a debuff that could stack to 100 I think it would be better to play around, eat garbage food all day, 12 dysentery each time, get over 100, lose everything. Also add dysentery to zombie attacks and it's a better gamble, eat up to 99 dysentery thinking you are safe, get hit by a zombie and get stunned for a second as you @%$# yourself and lose half your food.
Early game antibiotics could work with this model too, something that can suppress infections or reverse it for a bit but not cure it and it takes HP away. Infections suck, especially when you have zero options to cope with it.
I haven't really had a problem with food or water this alpha other than crafting glue. I barely invest in few collectors.
I think the food systems need a rework, nothing huge but having distinct tiers of food and benefits of each tier would help.
I have a slogan that I think works as a guide for this game: survive, strive, thrive.
Survival should be the focus of the first few weeks then players should
Strive to build stronger bases, get better resources and food and weapons till they can
Thrive and eat the best food use the best defense's and defend themselves with the best weapons.
Weapon tiers work well with this model, pipe weapons are the epitome of desperate survival, the mid tier weapons with iron and basic fire arms is when you strive for more success and by the time you are at the final tier you are thriving.
Food on the other hand feels far more binary and it's hard to really value end game food, a stack of 100 grilled meat is only slightly worse than a few stacks of meat stew, you don't really feel far better with higher tier food.
Water is also binary.
I think a great tradeoff for food is health costs, lower tier food at the survival stage costing health is a great tradeoff, but dysentery is too big a risk imo, if you are desperate enough to eat unhealthy food you can't risk dysentery.
If dysentery were a debuff that could stack to 100 I think it would be better to play around, eat garbage food all day, 12 dysentery each time, get over 100, lose everything. Also add dysentery to zombie attacks and it's a better gamble, eat up to 99 dysentery thinking you are safe, get hit by a zombie and get stunned for a second as you @%$# yourself and lose half your food.
Early game antibiotics could work with this model too, something that can suppress infections or reverse it for a bit but not cure it and it takes HP away. Infections suck, especially when you have zero options to cope with it.