- Food Poisoning - I believe this should be altered to a sort of damage-over-time mechanic. I realize this is a game, not a direct translation of real life. But it feels awkward to have food touch my lips, and instantly puke and ♥♥♥♥ everything I've eaten the last two days. This can also be particularly punishing if it happens to be one of your last food items. How about something to the effect of 500% faster food/drink degradation for X minutes or game days? This would also give the option to make it treatable (via both teas and medicines, which would further add benefit for focusing in those areas).
- Progression System - I'm sure there's been plenty said about the speed. Well, I'm going to add a bit to that. My issue is a combo of the speed, and the excessively high attribute-gating of many of the more fun and interesting mechanics. I know you were aiming for "make level ups feel earned." I think this missed the mark. I rarely feel like, "Hey, I got a level-up! Awesome!" I typically feel like, "I just leveled up... but f'ck me, I still need 6 more to unlock [enter skill here]!!" My opinion: Get rid of the actual attribute perks and the attribute-gates. Increase upper-tier skill costs to counter balance, but this way, at least every time you level up or use skills - it will feel like you've actually accomplished something. Not like 3/4 of your time is wasted dealing with what essentially amounts to an alternative to level requirement grinding. Also. To compensate for removing the attributes (which give +10% headshot, +5% dismemberment), have each perk in that category, also give something to the effect of +2% headshot damage, +1% dismemberment. That way, when you spend your points in one of these categories, you still over time increase the effectiveness with their weapon-sets.
- Infection Counter - I believe all bashing melee weapons should remove infection. I'm pretty sure I could knock your teeth out if I hit you in the mouth - but I'm ♥♥♥♥♥♥♥ed positive I could do it if I hit you in the mouth with a sledgehammer or a big-ass branch.
In addition, maybe I'm entirely off here, but I believe the brawler is too powerful in comparison to other melee classes. There is minimal reason to go with any other melee when it comes to effectiveness. Damage is good, speed is top-tier, unlocking it also unlocks all prerequisites for Pain Tolerance + Healing Factor (which is a god-tier combo), on top of being the only weapon that removes infection chances. These other weapons need a level playing field.
- Junk Turret - Let us reload this thing on the ground, please. Not a drive-by, insta-reload. But make it take the same length of time as the reload animation takes if we were to do it in-hand, and lock us in place while it happens. That way, obviously, there's some assumed risk in reloading. But it seems sensible and much smoother to do it this way. Also... please, for the love of god, knock the attribute-gate down a couple notches. As the INT build's ONLY ranged weapon, it would be lovely to not have to bury 6 skill points in prerequisites, just to open up the option of leveling the turret? (or, if you get rid of the attribute perks as I mentioned above... no problem. Just make each level take 2 skill points or something.)
- Schematics - Consider making schematics (not perks, just schematics) unlock the ability to craft components required for the "parts" requiring items. Hear me out before throwing rocks... If you have basic knowledge with a gun (i.e. you've "skilled" up in it), you understand how to dissassemble, reassemble and upkeep some of the main components (i.e. craft and repair it)... But if you get the instruction manual, engineering drawings, etc. (i.e. schematics), providing you have the tools (i.e. workbench), you know the sizes, dimensions, etc. needed to design those components (i.e. craft parts). This would also make the schematic desireable even after/if you've perked into a certain skill.
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