RestInPieces
New member
Stamina management, hunger, thirst, death penalty etc etc have all been balanced since A17 and made relevant up to a (small) point. Item economy is still for laughs, but hey it's an alpha. Wellness was a great concept but it meant nothing as long as it didn't really matter how much health you had with people using glass to move around more easily.What I have seen is a lot of complaints about hunger, thirst, and healing being too difficult from about A17 onwards.
Anyway, imo, all those changes don't mean much for a survival game when its systems, little by little, start reminiscing a tired mmo and I doubt those remaining will appreciate them. For example chipping off the importance of RNG and subsequently exploration, with any impactful recipes going away and (much later) being substituted by much weaker incentives (books) as an attempt to revive exploration. Fixed milestones solely governed by level and environment scaling, predictable outcomes/rewards from repeatable quests or dungeon POIs with loot rooms. Current item economy exacerbates these and players' actions are more about "getting that xp for the next tier of items", frantically looting parts or selling, rather than governed by their survival needs and slowly improving their QOL or taking decisions, which could have been the case if TFP's direction was different, I guess, who knows.
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