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The problem is that there is nearly no sollution to this, one sollution would be a NPC Community you need to support, means a ressource drainage
The solution would be to introduce scarcity and danger with items that already exist or have very slight additions, - in this case metal tools are more useful and versatile in use, as well as have a greater pool to choose from and are necessary to lets say craft/harvest something;
Tribals are more dangerous, metal armor is a main go to, since currently armadillo armor on hardest difficulty prevents injury that requires tending to in about 8/10 times;
Basic quality of life or even common sense like being able to carry brews in your flask;
Animals are few and have higher detect ranges so animal pen is a very stable way to get protein/animals that are domesticated produce something that aids in craft and only accessible through animal husbandry.
Meanwhile it is true that this is a universal problem for survival games, its now a question for how long the game balance would keep you in this zone of being interested,
And more grind probably doesn’t increase the fun of the gameplay. It depends on the grind. An Armorer Table that lets players repair and upgrade armor without micromanagement nightmares could work. Just a table where you place some items and press a “Upgrade and Repair What’s Possible” button.
This could be a good drain mechanic — for example, it could consume up to 4 honey per day. The honey would be an integrated defense in the armor and prevent certain damage.
Also i agree on the idea of an armor workbench and for that case any other kind of workbench that specializes in upgrading/maintaining tools and gear. On the other hand i didn't quite understand your drain mechanic proposition.
Overall it's a good game if you just try to go along with the story and finish it, but not waste too much time trying to stick around an area fiddling with base building stuff over and over.
But that's what I like to do, base build, as well as follow the story.
The balance between the two (base building and story) does need some work.
I guess it's just not easy to "perfect" a game like that.
If you like base building then you will love it. If you are wanting a pure survival game then you won't.
Get rid of anything that makes surviving easier like water collectors, traps, planters and anything else like that. Resources should be scarcer and everything should take a long time to respawn if at all. This would force you to move around as resources start to deplete therefore increasing the risks.
I could go on a while here so I will stop for now.
If they ever made a game mode that did anything like this and focused on the survival part, I would definitely pick this game up again.
I dont think getting rid of elements making game easier is a proper solution, rather acquiring those elements of ease should become harder, not entirely impossible. For instance youtube channel Primitive Technology showcases a lot of real life ways of survival Green Hell is emulating, that doesnt make real life boring. Its time and value as well as returns from your investment in it that brings joy, and I disagree with your proposition of essentially removing content to make game more engaging and stimulating, it shouldnt be removed but balanced, and have reason to exist and have difficulty of acquisition, creating difficulty curve where you are down for the most part of the game with uncertainty and concern for future constantly planning ahead to survive. And thats where I agree with you, that traveling and scavenging for resources that are now scarce would bring more value to the survival experience, especially in early game, but this shouldnt remove base building altogether, but become means to an end outcome of stability and late game where for instance iron tools have practical extended use just beyond slightly better numbers and unlock new game mechanics that are unavailable with primitive ones. The Long Dark has a very balanced item progression, and yes once you stockpile on every resource survival element is redundant but - the balance makes it so you experience survival and struggle for so much longer, and yo value time spent more as well as see its returns in shape of your in game progression.
In conclusion only realistic changes I see befit of future green hell updates should rework spawnrates, increase animal and tribal detection range, justify iron tools with an overhaul of crafting system where certain and a lot of things can only be done with metal blades/axes etc. and base building akin to iron tools rework should be a part of progression to unlock new levels of technology.
I'm still thinking about whether I should buy it..
the story mode is pretty weird, I started building a few planters, a shelter in the cave at the starter location and a fire in front of it, and then never returned. The odd part about the story mode is, you find enough food and shelter (saving and sleeping) everywhere already premade. once around with a simple bone armor nothing really matters unless you constantly step on snakes and stuff.
so what are the entire structures and building hosues for? I don't really know, they are for the sake of fun. Even in survival moe the presence of the premade sleeping points takes most buildings bpurpose completely away.
Survival should have a map without any premade structures, none of the empty villages, no drug, airfield etc.
In fact the entire jungle is a sad place if you wanna build a base, because there is no proper space there it's all way too uneven, and those places that are flat usually have premades there (that we sadly cannot even dismantle).
Animal pens are fine depending on your location, close to a river feed some insects (because snails are everywhere) to them and get poop for fertilizer. Thats the most "drive by" way I care about them, they are surely not the main source of meat. But the poop is what I am after.
Armor, is strange. yes making bone armor is supereasy, Metal is still much better (also for most tools. this comes from the weight that most metal items have. having a full equipped bone armor and stone tools of all kind very harshly limits carry capacity. iron armor is a good way to drastically reduce that. However, yes its extra steps and vein proximity can make it a pain in the butt experience to crft them.
water collectors are strangely unbalancd too. i cna just throw a turtle shell on the ground and get good quantities of water. However I can just drink from the river if I have some orange mushrooms around. The collector? its an oddity with some weird purpose. Mostly comign from the issue that we can only collect and store a very small amount of water with it due to the lack of proper containers and sizes.
First during rain it should generate quite large quantities of water, second it should generate tiny amounts during night by dew gathering on it. so it would have a use for catching and gathering water for draught times. Why can we not build it like the mud water filter? A large container with the rain water catcher on top?
However, rainwater should be an own existing thing, And it should have a negative impact on nutrition as it is basically distilled water. So that the entire system for filtering water in a mud filter (including carrying dirty water over there) has at least some justified advantage.
arrows could use some duability too, to justify metal over other variants.