[quote=“latogato, post:394, topic:12504”]I share how i see the current status of the CDDA as a gamer. My english sucks, so be forgiving. It is not a rant, i love this game very much, i just wrote out what i see as a problem, so maybe a developer will agree with it and fix them or someone points out why i am wrong. 
As i see, some parts of the game is too easy to implement and that parts are bloated, while other parts are negleted because there is no clear direction to follow.
Too many receipts:
We have so many items in the game, the selection is overwhelming. Most of them are not necessary, they are mostly cosmetical items (like wrist bandoliner for extra 4 ammo) or two-in-one items (like the l-stick, a stylish walking staff without fancy tag but glowing and accidentaly good for fighting). While i’m against that kind of items - but it is my personal problem -, the main problem is the crafting menu is overflowed by them. I don’t think there is anyone who using more than a small percents of the receipts. As a solution i think we needs several books for each “group”, like “Mexican foods for beginners”, “Vegetarian wonders”, “Campfire cooking”, “Vehicle electronics”, etc. each with some but mostly separate receipts, so the player can choose and discard the unwanted receipt books. Also there are too many autolearned receipts, they needs a review or a separate tab in the crafting menu, like a “frozen foods”, “canning”, etc.[/quote]
A “hide recipe” button for the player could be useful. Or a blacklist.
[quote=“latogato, post:394, topic:12504”]Too complex:
I think the vehicle and weapon realism are too complex to please an average gamer. It’s kinda fun but overwhelming and not fully understandable. I’m sure they please the experts but i’m not sure about anyone else. There should be a limit of the complexity, like nobody wants to implement a Linux CLI for the computers, because it would be unnecessary, the simple computer menu is fine.[/quote]
I think the cause of the trend towards simple games is the loss of free time in recent decades; fewer people have the time to learn anything other than how to do their job and care for their family.
The game does have a problem with obscure features, due to lack of feedback. The interface needs to expand a little, or more signs of game mechanics at work need to appear.
[quote=“latogato, post:394, topic:12504”]Already implemented but not used:
I think food gathering should be a challenge, but it is the easiest part of the game. It should be 3 steps: looting for food before they rot -> growing food or hunting for food -> eating monster meat or items through CBM or mutation. While every steps is already implemented in the game, the first step is ever presenting and make the others unnecessary. Maybe in the future, people are pursuit healthy living so canned foods are rare? Food processing is so advanced nobody eats preserved foods because they prefer the fresh “bio-foods” only? Also i don’t think i should see fresh spoilable food anywhere in the game after a season, which i can.[/quote]
A major cause of this is the fact that all new terrain spawned at the edge of the map is untouched by the cataclysm. The grass will always be greener at the map edge, so why bother staying in one place?
[quote=“latogato, post:394, topic:12504”]Lack of flow:
One thing should leads to another one. The game world needs a flow, a goal where it is heading, bad goals seek by the monsters and a good goal seek by the player. Without this the game world is static and the development is filled with non-essential changes because there is no direction to follow. There should be global goals in the game or at least some local problems to solve, that would make the world alive. Now there is nothing to force us to do anything, there is no threat looming above our head, no creeping danger stalking on us. You can live your life comfortable in your base and sometimes you can go out for an adventure. We have the horde, which is a best example as a closing threat. The only other challenge if we foolishly choose to live next to some monster nest. We need more like the horde, but maybe less overwhelming. Like hunting mi-gos or other otherworldly horrors. Or portals just pop out and release a lot of monsters. Or threatening spread of the existing monsters so they will pose a threat eventually. Also there are many place in the game which can pose as a challenge, but because there is no story, there is no needs to visit them, except curiosity.[/quote]
It would be interesting to have faction strategy like Civilization, but I don’t know if it could be done with the computers available.