"Why in the actual hell should the "Use" key be HOLDING E instead of TAPPING E?"
+1
A 10% tax on start is exactly what I was thinking too. Maybe the alternator could be a purchasable upgrade. The only problem I see with the alternator/charger route is they would need to be cheap enough to justify actually buying them because once you get the solar panels you basically negate all of these things entirely, including the battery itself (which seems a bit overpowered honestly).
Obviously a lot of people are complaining about the ATV battery (and rightfully so imo) and some are even suggesting adding an alternator, myself included, even though that's not really how ATVs charge/maintain their batteries in real life. However, if the battery didn't drain while you were driving around and only drained:
1. Every time you start the ATV
2. If you leave the lights on while the engine is off
It would act more like a real life ATV and I actually think the balance would be much better if not perfect. It really doesn't make sense for the battery to be constantly draining while the engine is running but the mechanic of having to replace it (or recharge it at the base with a trickle charger, hopefully...) once in a while is sound. At least until you get the solar upgrade. If they really wanted to go full depth sim mode they could separate the "get on ATV" and "start engine" into different actions so you could leave the engine idling if you wanted to use the headlights while it's parked at the cost of some fuel.
Apologies if this has already been thought of or suggested, just my two cents!
They just need to make the tires last longer and take less damage from minor impacts. Making them expensive is fine if they wear out slowly, it would perfect as a mid game expense but crushing if you have to replace them early.
And yeah atv definitely needs an alternator for real. Could be an item that wears out and needs semi regular replacement as well, until you get the solar panel upgrade maybe idk.
I'm sure all of this stuff will be adjusted anyway since this is a super early build.
I agree with all of these points. They really need to embrace the relaxing aspect of the game's overall vibe a bit more I think. Being rushed to finish objectives gives you no time to breathe and let your guard down, which lessens the impact of the creepy events when they occur imo.
I like all of the new minigames and added depth of the new features, though. Just need some tweaking to make them a bit less punishing early game.
I like the new controls (in tutorial so far) but I recognize I haven't put nearly as many hours into the game as some of you have so I can see where it would be frustrating to relearn. I just really didn't like the scrollwheel context menu system before, seemed unnecessarily clunky for only a few available actions.