SkoomaCatJesus
Refugee
It seems to me that what players want is a reflexive dichotomy where the more "you lean into" a playstyle, the more it opens up while the other "stays flat" or "closes up." I have noticed that references to Alpha 16 describe more of a desire for "the choice pick" affecting the other routes and styles of play. Kind of like the idea that if a player advances the dew collector past a certain point, casual access to water (using the other methods) is less fruitful (or any other dimension of resistance you can think of). Like, if you can get 6 clean water from the dew collector, then why would the player reach for jars or other sources as a first resort. I mean it from the sandbox perspective, where outcomes in the game influence each other. I personally love that I can perk myself to Godhood (kills my games), but it can be made better if "learn by doing" was an overlay that reduces the power of my perks based on fluidity of play style. Like, if I "Godperked" into 3 classes, I would want the perks I used most often to be most relevant and fully expressed over the others. Think of it as a way to say that you can branch into anything at any time, but you are only best at a pool of fixed size. A long winded way for me to say that max pooling should be used to add scope and constraint to uphold tension over achieving in-game godhood, but more broadly applied to in-game mechanics (like water and more).Likewise, IzPrebuilt and numerous other streamers, along with hundreds of players who cherished Alpha 16
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