Yeah, I said that. I do however regret using soundbites over actual arguments (which nobody here in the threat starts to do (guys, do look up slippery slope fallacy, nice rhetorical trick, but not really an argument (mea culpa))). Cranes and magazines are not that big a problem. (Magazines spawn all over the place, aka most guns still have them, and the implementation of reloading works well. Cranes could use some work in explaining the game mechanics (the boom crane for example). It just pushes the creation of deathmobiles to a bit later in the game).
@Kevin, saying you did something a certain way in the whales version isn’t that good an argument, the game has changed in a lot of ways since then. There are a lot starts that don’t even start near cities. Cities have become a lot harder nowadays, with all the new special zombie types. And a lot of old combat tricks (throwing, starting a fire) have been greatly reduced in effectiveness. Being grabbed for example introduces a lot more risk to the early game scavenging. (Be grabbed once, lose 2-3 turns breaking away. More Z’s near you. Grabbed over and over, special Z comes near. DYWYPI?).
And while this is no problem, (if surviving the apocalypse was easy everybody would do it) there should be some challenge. You shouldn’t point to old versions and base your arguments on that.
And more ontopic, as I said before on github. I think soap cleaning should also give a morale bonus. To offset the penalty. (which could even be sneakily implemented. Aka, remove filthy tag, reduce base morale by some value (to offset the upcoming bonus), and add the clean tag that you get on fresh clothing and clothing that you cleaned. Cleaned gives a morale boost). This way we create the new system in a more positive way.