DerAlex wrote:
-Weapon progression is amazing. I found not a single gun and very few bullets, no crossbow means no cheaty op noscoping zombies on the first day, and the clear progression with melee (Fists < Sticks < Stone Axe/Bone Shiv < Wooden Club < Spiked Club < Hunting Knife < Fire Axe (I assume? Have not found one yet)) is soo much better than the cluttered vanilla system. It's amazing how a simple change can change the feel of the game so much.
Yup, that's the basic progression. Bone shivs and wooden clubs overlap a bit too much IMO, so I might do something further there though.
There are, however, some things I disagree with:
Will address these point by point:
Skillbooks are too random to rely on. I agree with locking mid to late game stuff behind skillbooks, like the forge, metallurgy, weapon/armor forging, casting, cement mixing, bullet production and so on. I would even argue that the "scrap" recipes for metal, lead and copper belong behind a skillcheck as well. But I disagree with locking 3 things:
You might not have played enough with it yet to notice, but book cases (which is where you find the skill books) are frigging everywhere in Alpha 10. They seriously increased their numbers within the prefabs, and while that made the skill progression non-existent in stock, I leveraged that for BTGB. You'll easily find one skill book and maybe more within the first couple of game days.
I have started you off with all the skills necessary to survive indefinitely. It will be tough mind you, but there's not a skill in books that you actually need to get by.
-There is no way to stop bleeding in the early game. I agree with locking the ability to make cloth with a skillbook, but as it is, 1 zombie could fuck you up if you roll the bleeding debuff at the first hit. Even some primates know to treat a wound with some herbs and shit. I don't know if you can add completely new recipes, but maybe some improvised bandage/herbal remedy from some combination of grass/grass fiber, cotton, goldenrod flower and red flower? It should not give health back, maybe even damage wellness. Only stop the bleeding debuff.
The recipe for basic bandages is unlocked at start actually, it's just different than stock and requires three rags for one. The only thing you don't know how to do is weave cotton into cloth yourself, which is something I certainly don't know how to do either :)
Rags can be looted everywhere. Curtains in particular can be chopped for a ton of cloth (I usually make sure to rip up a bunch of curtains before the first night so I can craft myself some cloth armor). The one thing I'd like to adjust here though is to provide a conversion recipe to rip clothing up into cloth, but it's unfortunately a tricky thing to do with how the recipe system works.
If you get wounded in the first few minutes, yes, you likely won't have a bandage available. Beyond that though, you most certainly will. At most, I think this encourages a little more caution initially in terms of avoiding combat, but that's about it.
-Tea (especcially after you nerfed the effectiveness, rightfully so I might add). Its just hot water and leaves, not rocket science. Anybody has made tea at some point in their lives.
Ah, but knowing which herb to make tea out of in order to cure dysentery on the other hand is not common knowledge. It's not the ability to make tea itself that I see being unlocked there, it's the herb lore. Later on in the post where you ask why this isn't applied to coffee: that's why. That coffee makes for a tasty beverage is extremely common knowledge.
Again, this is the kind of thing I'd have no idea how to do if I was dropped in the wilderness. I'd probably be more likely to poison myself cooking up random plants than to find a cure to something.
-Planks (if I can cut down a tree, I can build stuff with the stuff. I built a fort by tipping over a sofa when I was 5 years old. I built a tree house out of planks when I was 12. Planks and basic building blocks should not be locked. I get the design idea behind it, increasing foraging and scavenging, but if RNG is not on your side you can't place a chest for example. That sucks.)
Planks are unlocked with the stuff you can build out of them, so not having that recipe is essentially there to reduce clutter in the crafting interface initially (which I find vanilla suffers way too much from), not because I want to restrict access to the planks themselves.
You can't build storage chests, doors, or any other furniture type item (or anything at all really) until you get the corresponding unlock. HOWEVER, there's a ton of existing loot containers around man. If you take shelter in an existing structure, you're bound to have access to some and I find that stashing your stuff anywhere you can adds to the feel of desperation early on.
Also worth noting: you tipped over a sofa for a fort when you were 5. Well, you can pick up a lot of furniture (chairs, sofas, etc.) and use them to barricade entrances. What you are gaining access to with the recipe is the ability to build decent functional (and in some cases upgradeable) stuff that will last indefinitely *from logs* (I suspect your tree fort at 12 was using pre-cut lumber), and likely with very primitive tools at start, and I think it's fair to require a certain amount of carpentry skill to pull that off.
Ultimately, I think the core gaminess here revolves around the concessions made for building in a voxel world, not the recipes themselves. Could you make crappier stuff yourself improvising entirely with no knowledge of carpentry techniques? Sure. But the game doesn't have items, blocks, or systems that really support that level of crapitude :)
The books themselves are of course an abstraction, but I think what they result in is fairly reasonable: a few days at start where you do not have the skill or time to build your own structures, and have to rely on pre-existing ones for shelter. In trade for that you get the ability to build massive amounts of stuff in a fraction of the time any human could after that period has gone by in voxel-game fashion. I think that's a fair concession to gameplay overall and to preserve an element of the fun of building in these kinds of games, but restricting it a bit to a particular stage of development. In trade for this concession we get greater gameplay diversity and progression where early game fortification is very different from mid to late, which ultimately means more kinds of fun that we experience along the way.
You're already accepting these kinds of concessions and abstractions left and right in this game. What I think is relevant here then is whether you are willing to accept them only when they act in your favor power-wise, in which case, I don't think that's an entirely reasonable expectation, and would result in a more watered down and less diverse game if it were the sole standard by which I evaluated such features.
Do I realize these kind of things represent trade-offs and that too many of them can wreck a game? Absolutely, and I think if you're familiar with my other mods you know that I try to avoid them wherever possible for the sake of suspension of disbelief (I think that may also why many people mistake what I do as having some basis in realism as a design goal). I often obsess over precisely these kind of decisions for that reason. HOWEVER, one area where I tend to differ from other designers is that ultimately I will make them if I feel the gameplay gained is of greater value than what is lost in the trade-off for a net gain overall, and in this case, if you play for awhile without the ability to construct I think that you will find it brings a great deal to the table. It's almost like a game within a game where the initial stage represents one with a very limited ability to modify the environment, almost akin to pretty much every non-voxel game out there and which requires a different set of survival strategies as a result.
Anyway, I can't wait for friday night to play together with my mates. It was suprisingly hard to stop playing. Kudos, dude, I love this!
Glad to hear it man. Let me know how it works out with a couple of other people in there. The extra pressure on resources should make it rather interesting :)