Board Thread:Suggestions/@comment-26330892-20160415221318/@comment-14788207-20160615173024

NoBanana wrote: Ok, I may be being a bit of a hypocrite when I say "Survival 303 does not benefit from additional complexity", so I'll elaborate on that a bit more.

Saturation did make the hunger system more complicated, I agree with that, but it didn't drastically increase the amount of knowledge required to utilise the system. All of saturation's mechanics follow a simple rule, "eat high end food". If you know this rule, you can take full advantage of the mechanic, even if you don't understand every part of the system behind it.

This new smithing system however, does drastically increase the amount of knowledge required to smith. To actually make a tool, you need to know about all three metal forms, which you can smith directly with, which can be used in a mould, and how to get to each stage. Both of these suggestions have roughly similar amounts of depth and intricacy (my original saturation suggestion argueably had a lot more), but saturation had a lot more of it behind the scenes, you don't need to know everything about the saturation system to increase your max hunger back to 100, but you do need to know mostly everything about the smithing system to make an iron pickaxe. This makes the game much less newbie friendly, as there's so much you need to learn in one go before you can actually progress past the Stone Age, much of it not being immediately intuitive, and thereby preventing any learning through experiment; a main draw to 303.

On the other hand, An Observer makes a very good point. Many of the issues I currently have with the game stem from players who raid using tactics with a very low rebound time (or "Respawn Raiders" as I like to call them), as it's currently remarkably easy to make a set of iron or steel weapons once you've made your forge and have the smithing levels. A way to stop these people would be a godsend, I've spent a while trying to think of a way around it to no success.

Unfortunately, further thought showed this isn't the solution either, as the Respawn Raiders I'm thinking of largely use an array of multi-wielded stone tier tools if anything, often just bringing their trusty drag n' forage tools and charging headfirst for any loose items (such as anything I'm crafting with, or our food supply), thereby reducing the rebound time to literally nothing. From my experience, anyone who raids with iron/steel will either quickly devolve into respawn raiding as supplies run low and the raider gets irritated, or realise that they're outmatched and spend a while upgrading to full mithril/bluesteel everything to singlehandedly flatten their foe; the exact outcome depending on their personality.

It'd be nice, but I don't think this is the fix we need to players who spam /respawn until they materialise in the middle of my village. I HATE people who do that. I wish spawn trapping was allowed because then I would find every spawnpoint in my village and place a hut on it with a private door and fireproof it.