[quote=“Litppunk, post:75, topic:11418”]Teir 1:
Getting your first base w/ food prep and basic weapon & a place to sleep is sort of a soft tier 1
Getting an RV or other electric cooking & large supply of battery / other “anytime” cooking/crafting fire source & solid reliable weaponry is sort of tail end “soft tier 1”
Tier 2:
Getting solid mobility/ self reliance for freely looting distant places / never running out of supplies.
Aka, farm and/or transportation and a place to keep all the things you need. Even if its scattered supply cashes (for those playing full nomad)
Tier 3:
CBM installing, getting/mastering martial arts, collecting NPC’s. start of mid-late game tech/ abilities and mutations
Rest of the game.[/quote]
No, this IS the “rest of the game”. All you did was literally leave the a-normal-human-being-turned-into-a-bionic-supersoldier-mutation combat part out, which is, inevitably, what the whole endgame quickly becomes all about. Saying progressing to the lategame is tedious is like saying fighting through 10+ levels to get the orb in various other dungeon-crawling roguelikes is tedious. “Why can’t I just get the orb at the end of the first level so I win/only fight for fun”, right? That’s not how it works. Just because you figured an optimal way to get to the lategame doesn’t mean everything up to that point becomes tedious.
I agree that at some point you figure out how to get exactly what you want or find where you want it, and it is no longer that exciting. There’s only so much RNG can do to fuck you over without being entirely unfair, at least to newcomers. I also agree that some mechanics can be quite time consuming without gaining you much, like (B)utchering rags to collect thread. But these can be changed/reverted easily; the real question is, how do you “fix” the things YOU mentioned? Start characters with a vehicle? Spawn them with enough supplies so they don’t have to “grind” various materials? These defeat the whole point of survival then.
As it stand, additionally to the health system the game also features pain levels, morale, temperature and encumberance; you need to tend to these before you get to the “fun” part of exploration and combat. You need to have, to some extent, “boring” parts so the true fun actually ARE fun. You need the downs to have the ups, similar to how various driving games have you driving around town between races and finding vehicles/upgrades, or various shooters have the occasional regroup-at-base/resupply/cinematic/stealth sequence.
Then again, the game seriously lacks an end-goal, so players are forced to set their own standards while playing. You do realize most characters, whether experienced players play them or amateur, do not survive the 1st tier you mentioned, right? Is it tedious to die over and over again, and repeat the same actions almost every game? Eventually, yes. RNG can’t change the need to eat, drink and otherwise sustain yourself; that’s what survival games are all about. You can’t have them without these features, so saying survival in general is tedious (your tier list) quickly becomes irrelevant.
Besides, how do you even measure what’s tedious and what isn’t?
Amount of actions/keypresses needed to complete it? All combat, excluding OHK/overkilling, becomes tedious. Time consumption vs. gain? Hunting animals for food becomes tedious. These things, and more of their kind, CAN’T be removed/changed, because not only will they remove fun value, but they’d also hurt core mechanics of game genres like survival games and true (turn-based) roguelikes.
It’s all very subjective. I don’t think most of the things in-game are tedious; I like realism and I’d be willing to sacrifice some !FUN! to have it. CDDA is exactly what it says on its tin: “a post-apocalyptic survival roguelike video game”. Every game that gives player freedom or some sort of progressing choice has its own linear “progression tree”; take Terraria or Minecraft or whatever. It’s only natural to get bored of some parts of it. When you do, just… take a break? Calling the whole thing tedious is a bit unfair just because you already know what to expect and how to progress your way to an overpowered state. I didn’t find the game tedious when I first started playing, nor do I find it tedious now.