#Insanity Playthrough rundown: Needed skill changes (insanity) + ideas for better RL Values/Survival

5 messages · Page 1 of 1 (latest)

weak ibex
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To the readers: please do not answer with tipps on gameplay, this is a rundown for the devs to read.

Hey Devs.

Just ended my latest Insanity PT on experimental, permadeath with no loot respawn.
The following reflects what it felt for me.

Skills:
Started with 50 scav, 25 dismantling and lockpick. Skills on 15th of Dec. as seen in the pictures.
Cooking was cheesed to a certain amount as i needed fresh water and had only dirty water.
Farming (Changed to survivalism) i did maybe 60 plants over the whole time.
Sneaking: maybe 10% not sneaking.
Agi/vita: did not train, strenght skyrockets in comparison, as you need it in a lot of situations.

There are only 2 skills that feel weird atm progresswise, which are: Scavenging and dismantling.

Scavenging: 50 skill, took 25% more XP plus 10% better loot. It feels as if you only get xp if you get stuff out of a succesfull loot container opening. And then it seems to be bound to a timer as well. Idea: give x Amount of xp per container opened. Added XP for opened containers (6 pts like sneaking?)

Dismantling: I know you cook ideas here, binding the possiblity to dismantle to certain skill levels. ATM it feels as if a increase in dismantling skill is not rewarding in any area, neither in amount nor in chance to dismantle succesfully. If you do dismantle and get nothing, you don't increase your skill as well. Idea: Add Exp for dismantling. make sure its rewarding (maybe allready implemented, idk). Make sure, that if you implement said system of dismantling-tiers, you still get dismantling exp enough to increase your skill.

Tools:

If you don't find a axe, sledgehammer, pots, you are severely crippled. Also recipes for tools are very scarce, can't craft them. (Will change if basic tools for self assembly are implemented, scrap axe, scrap hammer f. e.). Hydraulic Cutting and industrial welding: not found but needed for certain tasks, normal risk in insanity mode.

More in next post:

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Some tools need refined usage-Cases, Screwdriver should be able to lockpick "easy locks". the crowbar should be able to open "standard and lower" locks per item action.
Stations:
Existing stations:
Stoves/Fireplaces: Cooking is too fast for some items, also gives too much/too less Exp. Recipes are mostly worthless in insanity mode (prob. void after rework of food system)

Idea: Exp Gain should be bound to cooking time and ingredient amounts.
Also: Stoves could be able to act in Tiers. Campfire: Max 1 item at the same time.
Fireplaces (loghouse and brick) 2 Items, Stove: 4 items at the same time.

Workbench:
The workbench is ok in utility, with the recipes in the world adding usecases.
But: As a automated Workplace makes no sense in realism. If you craft something you should be active in the workbench. (Same for crafting in your own inventory).

Campfire, Generator, Kiln/Orecrusher:
OK in useage, but: They should not be buildable inside enclosed areas like houses. The fumes will kill you quickly.

***Drying Rack: ***The recipe is crap atm. I even made a mod for it, correcting it to "Saw, 4 ropes, 5 wooden rods (not enhanced!)" and lowering the skill needed.
Its ok in its usecase atm. More see New stations:

New Stations:
Car-Repair-Station. Should have integrated welder, repair of "car-items".
Tannery: Tier 3, advanced from drying rack: Can craft more and faster then DR.
Barrels: Producing Vinegar, Alkohols, etc. Fermenting Food like Cabbage, Cucumber..

weak ibex
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Recipes/Crafting:

I also modded 2 items: 1. Woodscrap and 2. Lockpicks.
**Woodscrap **is a item you could make with the most basic tools. In Insanity mode you get nearly no woodscrap by dismantling woodlogs/planks. You got recipes for sawdust but not woodscrap, while sawdust would be a sideproduct of making planks, rods and woodscrap. Thats why i changed the sawdust recipe into woodscrap. 1:10 for logs, 4:10 for planks. with basic cutting.

Lockpicks: I added 2 more recipes,also changed the skills needed.

  1. 1 scissor , 4 springs, heavy plier : 2 Lockpicks
  2. 2 industrial welding wire, 2 springs, heavy plier + heavy hammer: 2 Lockpicks
  3. 2 Heavy staples, 6 springs, heavy plier: 2 Lockpicks.

Also needed is the crafting recipe for the Axe (same Tier as Sledge Hammer&Saw) afaik.
Powder Detergent: Add a recipe to mix it with Water (and 1 plastic ingot) to make fluid detergent in a bottle or open the tab on the machine for powder detergent.

Recipes/Food Items:
I started a whole list of food items that could potentially be present in the world, also use cases and recipes.
But for the current state: some food items need a rework in its rotten state. Tea Bags will not expire in 2 months but rather 2 years (green tea faster, oolong even longer). Flour will be good for at least 1 year, same for dried yeast.
I will add the list here for everyone to see once i completed it.

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So far from my side, if i missed something i will add it later.

stiff jolt
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Devs, please take a look at scavenging, If It were 3xp for each container searched I'd have received MORE xp than how the system is currently, honestly it should be 10xp per container imho: