PC Should plant fiber clothing just be removed?

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?
My question is why does plant fiber clothes have better stats than most basic clothes like shirts,skirts,tanktops,etc.

Or they can allow us to pick a starting role like police officer.Kinda like how project zomboid does it.

 
Anyone else notice that plant fiber clothing is actually better than some of the quality 1 or 2 armor you find? I think that needs to be adjusted.
Better yet, make a mini boss who's attack can only be blocked with fiber clothing.

That wouldn't upset anyone on the forums at all.

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The need to remove the starting quest altogether. It's fine if you want to have a checkbox tutorial, but its annoying as hell to be told to make wood frames when you don't need wood frames, and a campfire when you don't need it. You either have to waste resources or have the stupid quest box on your screen until you do. On top of that, the 'tutorial' doesn't even give good advice, it just wastes time which is scarce on day 1.

 
What should be in the tutorial is crafting bandages. That is so important now, fundamental to game play in A17.
So is hunger,thirst,and protection vs weather.No they want u 2 learn from dying.

Also If u get infected u wont know what to do..

 
The need to remove the starting quest altogether. It's fine if you want to have a checkbox tutorial, but its annoying as hell to be told to make wood frames when you don't need wood frames, and a campfire when you don't need it. You either have to waste resources or have the stupid quest box on your screen until you do. On top of that, the 'tutorial' doesn't even give good advice, it just wastes time which is scarce on day 1.
Until A17 I would have disagreed with you but not any more.

I'd like them to even take that a step further.

Have a very small world map for the Tutorial.

Teach everyone who's new the ropes.

The main game should have no starting quest at all.

I would still like to see the Trader pop up on the map, however, and 4 points to spend.

Don't have to though.

We'd get used to it.

Anyway, yeah..... no more starter quest.

That was an idea that was fine when the game was much smaller.

It's grow out of it and now definitely needs a Tutorial Level.

 
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