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According to some people, the bottlenecks come from the maintenance skill blocking a lot of essential tools, the fact that you still need nails, and yes, that some important recipes are locked behind magazines.
I think for the nail's case, it should be able to be solved by allowing us to carve makeshift nails using wood. Or just allow us to you stakes as replacement for nails. Or you know, instead of trying to nail everything down, you should be allowed to use rope to tie the construction up together when it makes sense.
I don't want to eat the pudding until I eat the meat. Getting access to the crafting system is going to be part of the normal gameplay loop, therefore it's just as much a part of the blacksmithing experience as doing the actual blacksmithing stuff. If I have to cheat and it's still lackluster, then it's... kind of a letdown.
Yeah, odd for the bushcrafting update to require a lot of crap you can't make in the wild. I do like how the game encourages you to bounce between wilderness survival and urban scavenging now.
Only have one playthrough so far but it could be because I started in Echo Creek and the loot there is absolute garbage. The only reason to start there is ease of access to farms.
That's also something to keep in mind, it's the Unstable release so they don't have everything perfectly put together yet, they're gonna be working on it.
Don't worry about trying to do a pure bushcraft run right now, because it's simply not possible at the moment.
Maybe once they get some updates under their belt after the new year is clear in the rear view.
From the perspective of usability / UX crafting as it is now is horrible and actually a step back from what was possible in B41 with mods. I love the content, but I am very disappointed by the presentation. I think that more testing and early feedback would have been a lot better than waiting for so long and developing without actual player feedback. Changing stuff now may feel like a lot of sunk cost for the devs and also may lead to frustration.
Ooh, okay. I wasn't aware that the crafting system just wasn't finished yet. I'd assumed that the whole point of publicly testing an unstable build is to get feedback about a system that's finished but unbalanced from the player base. In that case, I'm crossing my fingers and wishing on a star that we get something comparable to Neo Scavenger's crafting system.
It's completely incomparable, it's not worth doing and can in many ways ring as disingenuous.
Now, individual mods that have been made available near instantly with B42 are a different beast because those are a lot more in-line with the development team's capabilities, a short turnover time for a small addition that can be implemented within a week at absolute most.
That being said, we need to give them the time to actually spin up production on development again because right now they're probably taking a bit of time off due to the new year and the unstable having JUST been dropped.
Regardless of that, many of the right click "simple" crafting options are 100% intended to still be a thing as showcased by there being many new ones, they just haven't been implemented again yet because they have to be reintroduced from scratch due to the entire crafting system being reproduced from the ground up.
Moreover, the UI and UX are explicitly unfinished, this is not what they intend for it to be like come the finished full release of the build, and part of the point of the Unstable is to get feedback on the current iteration of it so they can get some guidance from the playerbase on where to head with it as they reiterate upon it further.
Simply put, they already know these things and it's a waste of time to keep reiterating the same thing that has been said 5000 other times by other people, because they already know this exact couple of pain points and are already planning on working to improve upon them and alleviate them.