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I agree with you that with the default Apocalypse settings, focusing on looting early game is simply way better to get what you need, and it makes sense in my opinion. Electricity and water are still there so you can find fresh food and water in every houses. You'll find useful items (saw, pan, pots...) way faster in the city than with foraging, let alone crafting. Apocalypse even has an option that increases the chances of empty (already looted) houses as the time pass. In this situation, starting and living in the wilderness won't allow you to progress like you would by looting. However, a worth it thing to do is to gather the useful tools that you will later need to build a base and survive in the wilderness, so the process is reversed : looting in the first place so you can more easily settle away from the city.
Now, if you try the 6 monthes later scenario, that's a different story. Cities are overrun by zombies, food is spoiled, and loot in general is very scarce. Foraging will at least be required for food, but you'll most likely need it to craft basic weapons/tools. Cities expedition will still be useful (for instance, to dismantle some stuff to get nails and wood), but will be very risky so you might have no choice but to slowly develop by yourself away from the horde.
For skill progression, there is book yes, but you never know which one you'll find so it's better to focus on your character's traits depending of what you want (worth mentioning that you can actually find skills books and magazine from foraging, but it's obviously very rare). Going for an Apocalypse gamemode and focus on looting ? Take traits that increase your weapons skills and strenght/fitness. Trying the 6 month later scenario ? You'd better have some foraging and crafting skills.
As you said, you won't find many zombies in the woods, that's the point of living away from cities. As you also pointed out, you'll also struggle to find some basic but necessary items if you don't loot at least a few places (Cities expeditions would still be a goal for people anyway, might get a bit boring otherwise. The efficiency "ratio" between looting and wilderness survival highly depends of the world settings (or whether a multiplayer world just started or is already a few in-game monthes in). Sandbox settings will allow you to tailor it if you find that one playstyle is too strong compared to others.
One last note about the crafting in general : the devs mentioned a while ago that the whole crafting expansion (at least for advanced/high level crafting) is a lategame goal and could be mostly ignored by people that simply want to survive from looting (and farming).
Alot of this (everything really) is still work in progress. Absolutely the game isn't ready for primitive start "naked and afraid" beginnings. The devs had been very up front about this. They have also stated that it is something that they are eager to get into the game and are actively working on fleshing it out. It's plain to see that they have been putting in alot of work as the recent patch notes have been enormous. It's also nice that many of the crafting gaps are getting filled in. I pick holes into the game until the sun sets, but I'm probably not going to bring up something that TIS isn't already aware of at this point.
I guess it makes sense in that context, like you said when not at day 0 or MP. I just feel that levelling without books seems like an unfavorable way of training when there are books to be had. I would even argue that maybe certain skills, like wilderness oriented survival skills would fare better without the presence of books. Knowing you can't find a book for it disconnects it from the looting playstyle. And leveling (XP requirements or otherwise) could be adjusted for the lack of books or replaced by something else entirely.
I do enjoy the connection between off-the-grid living and having to go into the city for supplies. I just want it to be less mandatory to start surviving. Completely surviving without going to towns or seeing zombies would take away what is probably the best aspect of this game, I agree.
I realize there's still quite a bit of progress to make. It's been 11 years since I bought this game and every couple of years I want to try it again. I was unlucky to revisit it just as a major update was released (or not released). So there's this, many things to come-vibe.
It's also why I tried to stay clear of minor issues like muscle-strain (which I actually don't mind, I think it add a bit of, oh sh*t its getting late, im worn out can't go back through this whole lot of zombies hack 'n slashing, gotta get out another way kinda adrenaline)
Things like that can be balanced, tweaked fairly easily. Same goes for the UI, its attrocious, but workable and easily fixed if they wanted to. And I'm sure many things are already on TIS' radar like you said.
Rather, my issues are with some of the more fundamental challenges incorporating different visions into a single game. If done properly it could be amazing, but it can also bring development to a crawl and leave you with a storm of conflicting ideas and implementations as you try to accomodate for all the playstyles. As I see it its not a lack of content (as you pointed out, theres much going on and a lot still to come) or even lack of commitment or effort. But the increase in complexity and conflicts that holds the most risk.
I'm not saying this because im sour about it (i am but thats on me), but I decided to set up camp near the golf court south of riverside next to the river leading from the golf court down south. There is this smaller river left of the big one, it goes pretty far south. Now zombies can't swim, so setting of camp there gave the advantage of having 3 sides covered. I walled off the space between the 2 'rivers' gaining a massive piece of secure land... but while building that wall I realised.....im defending... against nothing... this is not a game that takes place in the wilderness. The problem im trying to illustrate is not my own falacy for building there (i still kinda like it with the dirt road leading to it) its that with the support for this wilderness aspects comes a whole new set of challenges. Like me as a player finding myself more inclined to go back to town because it was rather dull out there in the wild. So even though I could survive there, there was seemingly no point to it. Ofcourse as Zaidah pointed out different challenges/scenario's will alleviate some of the discrepancy. But I still felt like i was playing the game the way it just wasnt meant to be. Thats something I think needs adressing if you want to expand on this playstyle.
I think TIS needs to think about this journey, the WHY of crafting, building and outdoor survival more than about the HOW.
I'm afraid TIS is simultaneously working on 3 games right now:
1) zombie apocalypse simulator
2) post-apoc wilderness crafting game
3) Rimworld-style colony management with NPCs
Sure, sounds cool - but can we please just have a solid step 1 before TIS gets carried away with overambitous goals for 2) and 3)? Because I'm afraid PZ will just be a giant mess of half-baked ideas in the end.
Unpopular opinion(?): I'd be perfectly fine with paying another 20$ each for steps 2 & 3 as DLC - as long as we get solid content instead of excuses.
There are already many mechanics that have no reason to them. Like I can build a house (somewhat), fences, gardens en paddocks which all take many many hours... Or just drive to a premade cabin-mansion with fising dock, gardens, animal pens and surrounding fence... Building as a part of fortifying an existing house makes sense. There's a reason to it. Building as a standalone gameplay seems useless to me.
I think it is an unpolular opinion, but it is one I'd share if I felt I would get a full game without having to wait another 11 years.
You essentially repeat about 30 times that it's a game about looting. I get it—you want a game about looting—but this isn't it. It's a game about a zombie apocalypse, and in zombie survival universes, it's more or less standard for society to loot first and switch to production later. That's exactly what they do.