This game actually appears to resemble the kickstarter finally. Its supposed to be an RPG. Finally we have quests and npcs and a real skill system. Everything else is essentially the same. We do need to properly balance it, but can you explain how its not fun for you now? How many hours have you played a17?
Sure i can explain it madmole or i can try.
I play alpha 17 since minimum 50 hours inclluding experimental build. The rest of the time i try to mod the Game into something me and most People on my server like more.
And now about the not fun part.
this things are not fun for me anymore .
1. Skill system like the current one, learn to cook cause you kill zombies but not cause you read a recipe book or learn by doing.
2. Resources this mean stacksizes, generic resources removal of resources
3 Crafting. First Skill system again then removal of Quality for Parts and the influence it had on crafting at same time Mods to make the Iron Axe more Powerful or Dye a Bow and make more damage
4."JumpScares" or how you wanna call them are ok but not if zombies spawn out of thin air , spawn at locations they never ever could have reached after player was or still is inside the room
5. Mining with all this gravelplusiron and this other gravelplus something resources making a mine outside of a cave makes not that much sense cause you find gravel and more gravel and everything collaps until it reach the surface . Better mix of Gravelplussometingn and normal stone would be better.
6. Zombie AI , its good you modified it so zombies are no longer absolute stupid but the current AI is not really ok for zombies i think. I can make a maze and dig a hole inside and hide there zombies will come and find me on direct way how could they know that if it comes to AI?
Same Zombie digging or jumping or using ladders. Some Zombies like Spiders ok thats why they are called spiders but the rest should not jump over stuff or use a ladder.
7 Keystones: Only 1 Keystone is not really working if you play MP and want to make larger bases or have PVP People on your server. With 1 Keystone its easy to do the math where the stone must be hidden. As i wrote earlier make it a Config Value for Serverconfig so the Players can decide how many Keystones are allowed for each Player.
And you said if you dont like it mod it. Really i would have 0 Problems with the changes if this all could be modded but that is not possible.
And that is the thing which i really hate , its not that you and the other Devs have other Ideas for this game as i have, thats ok and i do like some of the Changes. It is cause i cant change things i dont like cause the Game does not share everything or does not allow to overwrite settings .
As example Madmole possible there is a way and i dont know it.
I added a new book for test i called it Forgebook this book unlocks the Forge recipe in a new Skill for test called ForgePerk. This works but i cant set a description for this skill so if i want to add 2 or 3 recipes to it i have no chance to show the players what this skill exaclty does on lvl 1 2 3 or 4. So if there is a way to add a custom Skill or Perk Description for each level would be nice if you could tell me. Cause modding the Localization file is not really userfriendly and since server does not share it additional work to send it to people.
Why not add some sort of new Localization file for mods ? Something like LocalizationMods.txt or how you want to call it so each Modder can add a Localizaion file to his Mod ?