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I'll give you an example:
You can buy sinewy meat for 12 crowns. Then forage for 1 stick and 2 mushrooms which are everywhere. Cook on any campfire or fire pit for meat skewer, which fills around 14% hunger.
It is indeed a nerf from the previous patch, but also keep in mind in the previous patch you had to buy your bandages, splints etc. Both of these are now craftable using miscellaneous materials. And you can sell trade goods etc.
If you know what bugs we went through in beta patch last week, you'd know what actual difficulty looks like... We had +50% cost increase for everything due to a bug that remained unfixed for the entire beta patch. So if we could make do with by those standards, the current version is almost child's play by comparison.
Just take some time learning the mechanics. If you ask politely, there are always people happy to help you.
I recommend for your first build, play Dirwin archer, so you can hunt animals and save even that 12 crowns. Once you've learned Resourcefulness, food won't even be a problem anymore.
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Edit: Also keep in mind there are price fluctuations now. But at the start of the game there aren't any, so make use of that knowledge and save as much money as possible at the start of the game.
I was the one who suggested the devs remove price fluctuations at the start of the game. Because before that, beta testers could start a game and get ended immediately because medicine cost 20% more or something. And 2h axe brigands could break your limb in 2 hits. (So if you encountered two of these guys, you would be kind of screwed.) What I'm saying is, the devs initially made it much, much harder... they already toned down the difficulty, believe it or not.
Also, between someone with 200+ hours and someone with 1500+ hours, I don't know who you ought to believe more... And even then, even I with 1500+ hours will have to relearn the game and unlearn previous habits, same as the 200+ hours guy. I don't have that much more advantage than this guy with 200+ hours. The difference is I'm willing to learn to improve... and the other guy drops a negative review because he can't handle things on day 1.
Really, lots of people can benefit from my advice after I just had 1 week of playing (more like bug hunting). Whereas I had no such advantage last week. Think about it.
I do not want be forced spend half of playtime runnig around for collect cooking and crafting resources and play quasi-survival in 2d pixel wrold. What I want is having fun in roguelike dungeoning
RtR promised remove tedium of unfun parts between dungeons, only to make it even way worse.
Btw lower xp gain and items disappearing on ground in city are intended too?
I mean I'll still play it and get more of an experience in it, but so far there's a few changes I hate and a few changes I like and a few changes that are middling. The not selling broken ♥♥♥♥ is a change I hate.
And while you "can" do the same now there are unpleasant differences:
- XP gain seems be some 50% lower, which affects this initiial phase already.
- forage food being absolutely useless until cooked make deal with hunger real chore the longer you spend on exploring you rather spend time running around for at least one leek to be able put some recipe together than do some adventuring.
I was basically alive only due eggs I stole in Osbrook at nights as only reliable source:p
- not mentioning inventory management with all that crafting crap and food you can not eat constantly but need keep in inventory and transport around for cook.
- no sell loot limit the option to buy something
Not that first dungeon would be impossible on lvl1 with starting gear but it feels wrong being almost forced into it.
Well I just got the caravan and will see how it will go from there, but the initial phase was very bad experience with changes that totally killed excitement from new update. (ignoring the bugs here)
If you're listening with a straight face, you'll have to frown.
You should focus on actual valuables and occasional good condition equipment instead of trying to bruteforce the economy by bringing back two dozens of rusty swords.
The game was always designed to have this tedium in it. Think about it. What do you think Alchemy is for? Cooking used to be a skill tree too. Instead it is now available to everyone. If Cooking was "entirely optional and unnecessary" no one would learn it, just like Survival.
Also, XP in the game isn't exactly "lowered". In fact, it's been raised. You need half the amount of XP to level up now, but killing a basic bandit still nets you 20 XP. Think in the previous patch; you also gained around 20 XP per bandit, but from level 1 to 2 you needed 500 XP, not 250.
Also, crafting now gives XP as well. We didn't have this in the last patch.
Discovering a POI last patch would give 100 XP. In this patch, 50 XP. Thus, no change, proportionately speaking. In fact, there are more POIs now (caves), they're just WIP. Later you get to explore them too, for more dungeoneering experience.
I think, sometimes if you wanna enjoy a game, you need to work with the flow of the game, not force it to work with your flow. It's never gonna work out if it is the latter.
You can decide how you want to think about it, it's your money spent not mine. I'm just telling you this is how I approached it, and how I'm still milking my money's worth.
But I'll be honest: when I first played last week (beta testing), tedium was the first thing that came to my mind. I hated it. But eventually I started seeing the purpose of the cooking, recipes, etc... once I could incorporate their function into my playstyle, the process became easier. That's why I said, if you want to enjoy the game, you need to relearn its mechanics.
And if anyone needs help with this, there are people willing to help you. But nobody's gonna help a guy who only knows how to complain.
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Alternatively, you can just roll back to previous patch and play that.
I didn't have to waste my time foraging for food, only picking up things along the way to dungeons and buying whatever else in town.
So, there's plenty of coin to be made, you just need to know how to make it, and leave the loot goblin ways behind you.
The other subject mentioned, the much increased survival aspect is something we will all have to get used to. It's a bit awkward it adds even more complexity to early game.
I re-did the tutorial to see how good it looks now (it's definitely even better). And there I combined the smoked ham (4pips) with a stick and two veggies to get a vastly inferior product 😁 I assumed I would get only one "1-pip" output and I did. So use up those pips before cooking the thing folks.