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Eve

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  1. So, you can make a drawer from the get go, but a simple square wooden pole to stick in the ground is locked behind lvl5? Functioning doors are lvl4 but a box with a trash sack in it, is 5 or 6 again? I think some would agree that this goes in the opposite direction of Indie Stone's realistic approach with PZ. I know that there needs to be some sort of progression, but the current level requirements aren't it in my opinion. But what is the realistic thing to do here? Well, take me for example. A stereotypical girl, that hammered maybe 2-3 nails in her life and thats it. But give me some boards, nails and hinges, and I'll hammer you a door. A really shitty door, but still a door. And here's the thing: This is already in the game. Indie Stone already put the perfect system in PZ, meaning the lower your skill, the shittier your crafts are. Its even represented visually! So why do we need two systems in place here? To prevent players from settling down too early? Since 90% of the players eventually barricade a place for themselves anyway, that reason would seem moot to me. Its not a run for unlocking levels, its a run for tools. Once a player has the tools he needs, he'll settle down most of the time. Tbh, the leveling system seems to be its own reason. So I'm saying we don't need two colliding systems when it comes to carpentry. tl;dr - My suggestion is to rework or remove carpentry level requirements altogether, and maybe squeeze in one or two more levels of quality instead.
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