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Hey Calamitys, thanks again for playing my game and for giving such an extensive review. I enjoyed watching your stream, wish I would have been with you out there, whispering you some hints here and there (you know - "psss - right click..."). In your gameplay as a Craftsmaniac you did pretty well, and who knows, if the Alamanac would have had a chance to tell you that this "what ever it is" is glue made from bones, which you can get from rats... There were quite some opportunities in that run. However, the Craftsman is a tough character and you did pretty well. Playing him I use any kind of tools just when I find them to improve my weapons instantly, as it doesn't make sense to carry them in my pockets. Combine that with crafting tape when ever you can, and you get really powerful improvised weapons which you can sometimes repair and use for 1/2 a run or even longer. Also I eat almost everything instantly when I am not completely filled, so it won't get drawn in the next fight. Each of these characters wants to be played in a very distinctive style - use their strength ruthlessly and you will survive.

You kept one branch, you sharpened all the others, you played smart, you were waging all your choices - perfect. Rats are your friends - cut and roasted, of cause. These steaks pack a lot of calories and water (I googled it, there is a lot of water in steaks). And with a whip you can hit 3 of them at once. Same goes for bees and their honey. And fish. Yeah, I think these were the pieces you missed - the wildlife and campfires are vital.

The game is hard, and sometimes unfair. But it all balances out if you grab every chance to survive. I wish I could find these "protest" vids on Youtube when The Long Dark was in its earlier state. People were outraging and demanded "make it easier". And now, some years later - they all demand "make it harder" :-D Because it just doesn't feel right trying to survive in an apocalyptic world with your base stacked with stuff to the brim. Hope it doesn't upset you when I write like this, it is my reason for not making it easier. Survival is hard, and making it just through eventually feels so rewarding (even for me, still, afterer so many play-throughs).

I hope you keep my game in not so bad memories. Can't promise to make it easier, but to make it even more diverse. Tutorial might be a good choice, though. The masochist in you will be served for, even with tutorial, this is what I can promise you for sure ;-)

Oh I am by no means offended at your reply, nor upset at the game. I love the game a lot, ever since the first review I ever did on it. I was not aware of the whip dealing splash damage, that's cool to know and makes sense for dealing with the swarm mobs. As for improved weapons, I still can't see too big a use of repairs in all honesty. Sure if it's very upgraded I can see it's worth in repairing but even then with a slight bit of more resources, just crafting a new weapon is overall better. Maybe some different tiers of weapon repairing could be added. For example with project zomboid, if you are repairing a baseball bat you can repair it with duct tape and it will repair it a bit, but with wood glue it will repair it far stronger as it is a glue specific for wooden repairs. Stuff like that remains within logic and provides more incentive. 

Maybe change in difficulty is the wrong term, maybe a choice of difficulty is better, like loot spawns more often and such so players can have a freedom of choice in that matter. As I have also played The Long Dark and I usually play on Stalker, but even that game has Pilgrim for more casual players as it doesn't not take away from the core which is survival, it only changes how hard you need to struggle to survive. The zombies can be just as brutal, but maybe you have an extra knife or two. Campfires, while I know are good from last time, I could never mentally find it in myself to be worth to place down but that's not a game thing it's a me thing.

Likewise, I agree survival is hard. Which is why I still feel like the character should always draw their improvised weapon first because well, why would you not be armed and ready for a fight. Especially if the player is actively getting ready to fight by either luring or charging in. I can understand if you are surprised/walk into them that maybe you might not draw the weapon at first but would you walk into the frigid cold of The Long Darks winter without a torch or flare ready to be drawn? That's how I view it.

I am also curious on how realistic you wish for the apocalyptic scenario to be as you are taking real life things knowledge for the game, such as steak containing lots of water content. For example acorns. We eat them just fine, but in real life they contain tannins which are potentially poisonous in real life. Or mushrooms, our character seems to pick them and eat them just fine, but mushrooms are notorious for being easily mistaken for their poisonous variants. Look up Destroying Angel(Badass name btw) vs  Field Mushroom. 

I am curious to see the direction you will continue to take as I have been reading your dev logs on your posts as you update. I am invested so I am happy to discuss and give my input as well.

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Hi, after playing the Craftmaniac yesterday again, came here to add some info, or backpaddle, if you want. He is really hard to play, half of my advice plainly doesn't count as he is a no-cooker. And after reading your 2nd answer, I think I will do some changes hopefully in your and other players favour. You convinced me with having the weapons at hand when going into a fight. This is mainly what they are there for, and in the game they even have their dedicated places close to the player. I wanted this to be the special ability a dog companion is giving you, but this guy can help in other ways as well ;-) And I will introduce a chance of finding keys as well. Atm scouting often has no effect (it reaveals a further area, but often there is nothing new to reveal). So when using this action on locked buildings, there will be a chance for a key popping up, same for locked cars. So, weapons at hands at all times and unlocking houses and cars with keys - how does that sound?

And lastly, there is already this banker guy (Cashmeister, in preview), which has only negative traits and barely a chance of survival (like the Misery mode in TLD). I will think of their counterpart, a kind of Prepper-dude with perfect knowledge and abilities and pockets filled with prepper stuff. One that is made for staying on top of an apocalyptic world.

These are all things which can be added fairly easily, thank you so much for inspiring these additions. Please let me know if you have any  more ideas around this.

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Yeah for sure these sound like great changes. Cash Meister sounds like a great addition for the hardcore players and Prepper also works wonderfully both for a "easier" addition while making sense in the setting. I can imagine numerous special abilities a dog companion could have in the game, such as sniffing out animal carcasses for meat/bones, luring/distraction/fighting (All making sense to have risk), among other things.

 Search yeah, it makes so much more sense for search/scout to be used this way as when I was searching I was really just wondering if it did nothing but just scout ahead, seeing you confirm that it does just do only that makes me agree with your idea for expanding the system, as the energy cost of searching vs just clicking A twice is monumental, finding a way to get keys both helps with weapon durability management alongside giving search a new use. I agree fully with those idea changes.

I could also see alternative ways to enter a house with more risks. For example, as it currently stands, you use a weapon durability to break down a house door, even on houses with very obvious easily shatter-able windows attached to it. If you can't find a key, maybe there could be window breaking as an option, with the caveat that you are making a hell of a lotta noise(Though I will say breaking down a wooden door is also loud, but I digress), making it so that either A. Nearby Zombies may attack you. B. Faraway zombies may hear it and start moving to your location over time. C. Some type of Mixture of the two. Or D. just the good' ol simple chance that a zombie encounter occurs. So you can have multiple options to gruel over.  Making you either waste dura, potentially have to fight and waste resources or waste resources to have a chance to get a key. Stays in line with the game's management system. 

I will prolly have more ideas come to mind as you reply, but I draw blanks a lot when it's just me and my own thoughts ahahaha. I hope to help in the best way I can that I think makes sense for a game perspective but also your vision. I am always happy to give feedback, whether it be for the jam or even outside of it I am always up to discuss my opinions on the game as I do wish for it to succeed and I enjoy it quite a lot. 

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It's never as easy as I think, but I got something prepared today (not published yet).

Lookin good already, energy and time cost are interesting considering it's a key to a home, but I can also understand for the sake of making the game harder.

Was compiling everything here https://humane-tiger.itch.io/9-dayz/devlog/1026638/feedback-quest-5-feedback-by-...

Here the list of things you inspired and which I very possbily will add to the game:

  • Adding the chance of finding keys when Scouting while keeping the "reveal further objects" behavior
  • Progressive zombie strength (while keeping the "more loot from strong zombies")
  • Change crafting of tape to crafting super tape (red) or getting three tapes from crafting instead of 1 (easier, same, more flexible effect)
  • Add "acorn porridge" recipe > 2x acorns, water, berries > big impact on hunger and energy
  • Test the effect of: Always having weapons at hand in fights