I've started so many new games with this experimental phase, and I've done the starting quest chain so many times now, and I've really been thinking about the plant fiber clothing.
Let's talk about asset rationalization. I assume for consoles, TFP has been crushing down the number of discrete assets in the game, for optimization reasons. Would it hurt the game to just get rid of the plant fiber clothing? You can't craft clothing anymore other than just the plant fiber, so... Yeah.
Proposal:
1) Remove plant fiber clothing from game.
2) Spawn random pants, shoes, and shirt class items in new player inventory.
3) Change starting quest to a) EQUIP A SHIRT SLOT ITEM b) EQUIP A PANTS SLOT ITEM c) EQUIP A SHOE SLOT ITEM
4) Generate journal entry for looting clothing -- it spawns in dressers and washing machines and lockers most frequently.
So this does a few things, as far as I can tell:
1) Makes new players not all look the same.
2) Gets rid of assets from the game.
3) Much less rote grass punching at the very start of the game.
4) Makes dying and respawning naked more challenging. (Unless you default to drop backpack only, which I always use)
5) Gets players more in the proper mindset. The plant fiber stuff had terrible stats anyway, if it's hot or cold you would still get hot or cold even with the plant fiber clothing. You really needed actually looted clothing, so why not communicate to new players that that is what they should be going for?
What you guys think?