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: