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  1. The yellow checkmark is nice, but it doesn't exactly catch your eye. I've left supplies behind when questing with friends and not realized it until the mission fails. Not a huge deal, my fault for playing eight hours straight and becoming absent minded. But that said, if the yellow checkmark was animated to fade in and out it would've drawn my attention over there and I would've realized my mistake.
  2. You don't have the stamina, the food, the tools, or the skills to mine effectively the first few days ingame.
  3. I've seen how people react to a toilet paper shortage, so I can't imagine how crazy cities would get when the military puts an entire metropolitan area under quarantine and no food is coming in. In rural areas there's opportunities to farm and hunt to be self sustainable, and lower numbers of infected you'd run into which greatly increases your survivability. Urban areas would fall to famine a few weeks after supply lines are cut, and all those people holding up in apartments will be surrounded by thousands of infected roaming the streets (in a 7DTD scenario).
  4. Can I also ask, can you guys look into quality of life improvements for the Party system? Every time somebody crashes (potato PC) they need invites again, as well as sharing quests. I think it'd be great if they remembered party affiliation and we could pick an "Autoshare Quests With Party" option.
  5. I don't recall the wheel being locked in my A19 playthrough. In fact, I crafted wheels on my second day to complete a bicycle.
  6. Does the ghillie suit actually work indoors? To be honest, I never tried it because I assumed it was an outdoor only stealth bonus.
  7. It took me 40 hours in A18 before I noticed the open vs closed book, and only because I had a stockpile books to spot the difference. Before that my group was OCD opening our perk list every time we found something which really sucked. I definitely agree there should be a better visual clue. A text popup might be too clunky. Adding color to the small icon would work, but I think a better looking option would be lowering the transparency and color of that item slot on top of the current open/closed icon system. Then at a glance we would see the ghosted item and know it's redundant.
  8. Rotten flesh is wasteland gold IMO. I never turn it into stew because it's either going into Farm Plots, or I have so many Farm Plots that I'm making better things than Hobo Stew. Food was tight early this playthrough with my friend, but I felt it was just about right. Not to hard, too easy. I survived off vending machines and focused on building up a farm ASAP. The one skill point for 2x harvest yield is well worth it, and I invested the harvest back into seeds until it was sustainable (about six plots of each crop). We are eating a ton of high level food every day now without a lot
  9. But at that point, isn't this what we have already? Just without the weather resistance or pocket mod features.
  10. I like moving into an existing building and making it my base, usually a modest house out in the suburbs. I'll plant a garden and reinforce a few walls, but just that minimum investment is all you need. Going full nomad is harder IMO since you can't store your loot, so you have to make some very hard choices and limit your capabilities. Blood moons I hide on top of a large cement POI without a lot of prep work and kill what I can with guns, molotovs, and junk turrets. You definitely don't need to build elaborate things to play this game.
  11. @madmole What if you added a multiplier for "scrap time" to each tier of the Salvage Operations perk? It would fit there, and make scrapping a stack of radiators not as rough.
  12. This, along with an option to pat terrain blocks flat where they meet building blocks, would really improve the aesthetics of base building.
  13. I think the inclusion of sub-backpack storage options would fix the current problems I have with inventory management without increasing the current grid size or changing encumbrance. You could store X stacks of one kind of item inside, but ONLY that one type of item so it doesn't break the current survival system of "How much ammo/water/food/weapons do I bring?" So besides being non-essential items, they'd also be physically small so it would make role-playing sense to only take up one slot. Things like: A "Trapper Keeper" (with cartoon artwork of course) to hold schematics. A "Seed Bag" b
  14. This is the best solution I've seen by far. But I'd also suggest that on POI reset you spawn a backup key inside of a desk or night stand too, to help avoid situations where the keyholder zombie runs off or dies somewhere not easily accessible. That way, there will always be a guaranteed way to find the loot chest key. I like the idea of phasing out downgrade blocks too. Making the health pool obvious and swapping out models during damage seems like an elegant solution.
  15. There are two ways people can bring up issues. One way is listing them in a concise and polite manner, and the other is wrapping those issues in a cloud of toxicity towards the devs and anyone else who doesn't play on hardcore settings. One of these is actually helpful and gets taken into consideration. The other gets you ignored by devs and mocked relentlessly by the community.
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