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i feel like that could go under an umbrella survival skill. Same with tracking and foraging.
Major part of feedback is, having an informed oppinion. Unless I am hands on, I don't have that.
One of us will sooner or later have to rely on mods, to have their taste covered, if the sanbox settings don't cover our needs.
Our taste regarding skills, and their depiction are diametral.
We have about a gazillion games on steam allone, where the main loop is "bash stupid zombies head", level something, get loot.
We have another gazillion of games, where I can build a sky-scraper with what I happen to have in my pocket after learning how to do so for 20 ingame days.
We have a fair amount of games, that are a mix of those two.
But we have this one single game, that decided to do things differently to also cater to those, who have a different taste.
For once, I want to have one game, where you don't get omnipotent by design, and that depicts gaining skilled in an area being actually something that takes time and effort (of my toon).
And as part of the agency the game gives me, it is the decissionmaking where to I allocate my time-ressources and on what I want to focus.
In the long-long run we wil be jack-of-all-trades probably anyway.
But I rellay appreciate it, if that happens as late as feasible.
Virtually everything in Mechanics also requires levels/tools from other skills (aside from installing/uninstalling car parts), and it's kind of silly that reinstalling the lightbulbs and radios in cars over and over again teaches you to fix engines.
I'd just divide up everything that's currently handled by Mechanics between Metalworking and Electrical and call it a day (maybe use tailoring for things like repairing seats w/ cloth).
The issues you feel are important, and speculative feedback on changes that we haven't yet played with, might be quite low on Indie Stone's priority list for B42. You can dislike that all you want but you are not the game's director or a team lead at Indie Stone.
There are lots of things that I would love to see in B42. Since i am also not the director or team lead at Indie Stone, I also don't get to decide what they work on or how they go about it.
After B42 is released into the wild and after we play the eff out it, that is when we tell them what we think of the latest changes and how these affect gameplay we became accustomed to in B41. The active modders will adapt their prior work to the new build or create new mods that will remove or add features they feel are necessary.
Indie Stone will most likely have all manner of internal discussions, work their butts off, answer questions, respond to or ignore accusations -- and the cycle continues.
Exactly, same here. I have big doubts about the crafting system rework, but i think it's largely futile and pointless to issue judgments made out of ignorance. We don't even know the details and specifics of that system yet. And even if we did. Plenty of times i have had negative attitude towards some game mechanics up to the point where i've had sufficient time playing around with them to get to a point where i could recognize their value and potential weak points to improve upon.
But being staunchly criticizing the system when you don't have any idea of how it works yet because it's just not there yet, or have had a chance to play with. Well that's just silly, sorry not sorry.
Wait until you get to toy around with it. Then provide your feedback. Much, much more sensible imo.
your comma placement is whack
Yeah... as always... I'm going to go with what the devs think they should do. After all, it's brought us to here and it is their game.
Well seems i have nothing to say again:P
"Mechanics" as a concept would cover things like radio installs, headlight installs, and engine work. Yes it is silly that replacing bulbs teaches the whole over arching Mechanics skill but Electrical wouldn't really give you a spectrum of car knowledge either. Not sure what you mean about levels/tools from other skills. Mechanics has an entire thing of it's own tools. Chargers, lug wrench, jack, airpump.
Metalworking, apart from when used for body work, seems to really be more like just welding. (Granted welding is a skill in itself but for the results being produced in zomboid, it doesn't seem like exactly skilled labor.) When metalworking is applied to fixing cars in zomboid I imagine the cars all eventually looking like the car Geoff.
They're breaking up skills like this not because they're just trying to diversify the number of skills purely for the sake of doing it, but because they want it to feel more impactful that you've decided to sit down and hardfocus everything involved with a specific group of interworking skills instead of trying to do everything all at once.
If they do it right, this can even work in favor of what your gripes with the idea are in the first place, because if done right it means they'll offer means for you to achieve everything even if you don't specialize into it while still giving value to the skills that are specialized for it by having late game recipes that are drastically superior.
Being a mechanic with metalworking skills will matter more when it's what you're good at and you get to leverage it better in exchange for not having the same kind of self-sufficiency that hard focusing survivalist skills would. You can scavenge a hell of a lot better if you're able to go further distances in the safety of your car, but you'll HAVE to scavenge more than other playstyles.
Being a crazy survivalist who's able to build a base in the woods and keep it self-sufficient with hunting and farming will matter more when not every playstyle lets you do that and you have to give up some survival skills for the comforts provided by electric gadgets and proper plumbing.
You can reach sustainability by any means, but if they pull off the changes to the system properly, the way you reach that sustainability will fundamentally alter how you play the game and offer replayability and more longterm engagement for individual playthroughs.
I'd personally be more invested in my character's safety than what I am currently if instead of going "damn it now I have to grind carpentry out to 10 again" I was actually interested to see what the end-game was like for this specialized playstyle this build has going on because I chose to make this character a carpenter and focus in on it specifically.
It would also make continuing in the same world more of an actual viable and enjoyable option because instead of the objective best way to do that being to go off and just take over your old base and get all your loot back, it would actually be to start anew properly and leverage the skills your new character has.
You also wouldn't be basically forced to go retrieve your old base and loot at that, because your previous character won't have dismantled all furniture and electronics in a 500 mile radius.
And this is before getting into what they envision for NPCs.
Once they get NPCs in with B43 you'll have NPCs working with the same skill system as you to offload specialties onto and thus have a fully functioning community when your skills are all built up together and working in tandem, not much unlike Rimworld or Dwarf Fortress in many ways.