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My biggest gripe is how tedious it is to even get the basic tools now. Stone tools are gated behind skill level. They also break extremely fast.
Nails are still a bottleneck since your survivor can't even figure out how to carve wooden stakes that can replace nails.
Makeshift shelters are also gated behind recipe/skill level if I recall, which makes it even harder to have a roof over your head.
Farming still needs a lot of rework imo, so having a thriving farmlands in the middle of nowhere is out of the question at the moment. But trapping is still as viable as before if you can somehow secure the bait and the twine/wire/rope to make the traps.
This is a zombie game, at the end of the day. Dealing with zombies shouldn't be optional in a zombie game. And survival without needing to loot was way too easy before. Like, mostly effortless.
They seemingly just went too far in the other direction, and need to come back a few steps.
It would be weird if both options were equal. That'd be like expecting a guy traveling on foot and another driving in a car should travel the same distance in the same time.
And as far as the valuable wilderness survival knowledge being gated behind skill levels... I mean... of course it is. No average unskilled person is just going to be able to wing it away from civilization. It take a lot of know-how. You might even say, you need to be an expert.
Foraging just got a big buff and you can craft a stone hammer if you take the "Wilderness Knowledge" trait in the first hour (in game).
Stone Knife (and Crude Axe), don't understand what you mean that wilderness survival is severely hindered, in anyway more than in B41. It's much easier now
How do you survive without trapping and / or fishing, and / or agriculture? It is not viable - it is essential. Can't really judge this because I always play with non-perishables on min rarity, but I think even on standard apoc the food you loot won't keep you alive for long.
Sneaking is super strong right now, you can sneak faster than fast shamblers walk, powerleveling sneaking and lightfooted goes pretty quickly and at around level 4 you can easily confuse the hell out of the zombie AI.
Just my thoughts. You kinda chose the hardcore gameplay when going for a wilderness run. You chose not to get a hammer before you head into the woods, or a saw, or a box of nails.
edit: don't just wanna be the disagree-guy. I think more balancing will happen, I think some XP rates need adjustments like knapping and masonry feel incredibly grindy compared to carving, and things like mining iron ore aren't even in the game yet, so wilderness blacksmithing is still a dream
The obvious also answer to Wilderness Knowledge using idea is that it is trait it is not learned or earn by playing the game it is a build choice when you are making your character. So that not always going to be the trait that others would always want to need to have in order to get over the skill one Maintenance wall to make basic crude weapons and tools.
Yes, this took more time some times to get these resources, but you could get them without having to loot houses and other structures. This was a viable playstyle that has been removed from the game presently unless they plan to add in more crafting to reallow it.
Do you believe it correct to have this playstyle at the first half of the game locked behind a trait or be forced to loot first in towns, farms, and cities before you can rough it in the woods ?
How... unexpected indeed...
"This was a viable playstyle that has been removed" ... because the devs further pushed the realism. I heard same rants when F1 grenade blast was removed from shotguns which got measly buckshot instead.
Use the sandbox settings if the default "realism" is too hard.
Whoosh. So crude simple sharp rocks held on the end of a stick handle tied with plant fiber is too hard to make ? They had it correct already.
Also, Wilderness Knowledge is not even giving the +1 maintenance the trait says it gives currently anyway.
The handle takes the shock not the fiber when the blade/head of the tool is wedged inside the force is transferred into the the end wood not the fiber.
Also, the strong fixator (plant fiber?) needed at least to not make rock stuck in the tree, especially when it dig deeper and deeper. Or you will need to retrieve the rock after every strike.
My point - the wilderness survival without any tools IS hard and not viable effort-wise. The devs add mechanics and later balance it.