4-Game and item balance
OK I know you added an easy mode and adjustments had to be made for that( I'm not sure what has changed or was adjusted, I'm not 5 years old and play games at an appropriate difficulty level), but I think you adjusted things that are not modified properly for regular mode or got carried over from easy mode, the balance is all over the place............
starter knife- Attack +9
Wood Sword- Attack +10
Cost free script + time gathering wood
In this case both can be used with with a shield so both have the same use case.........doing a little math, normalizing over 10 seconds, the wood sword has a DPS of 9.09 and the starter knife has a DPS of 11.25......The math tells the tale of what I feel in game, the starter knife feels overpowered and the wood sword feels about right........ This is not the whole story though because the case could be made that the starter knife is alittle more powerful on purpose, but the way I see it you just made the wood sword another totally skippable item in the game, just remove it and save the VRAM....... the starter knife has higher DPS if you land all your shots and even if you don't you get more attacks in the same time frame, as the starter knife gets 75 attack chances in 1 minute while the wood sword only gets just under 55 and the starter knife never looses durability and cost less..........there is no point to use the wood sword.........period!
The 2 handed wood sword is completely unusable and the stone one is even worse(total garbage, did you even play test them?) The damage can be adjusted 10 times higher and I still wouldn't use them......... the problem is the swing animations don't connect with anything most of the time, I don't feel the extra range that the longer sword would be expected to provide. The other problem is the animations are so long , by the time you complete them the animal has moved, so its DPS can't be calculated, only estimated in the range of 0 to very little because you can't connect with anything!!!!!!! Remove the lower tier long swords because they are horrible and only serve the function of showcasing how bad the combat is......... without a block or secondary attack option, I have no idea how to fix these......................they are just baaaaaaaaaad!
Then we come to the daggers...........I absolutely love them! Best thing that you added to the game ever!!! Only problem I found with them is they don't follow any rhyme or reason. I would expect the wood daggers to swing fast with little damage and the stone to do more damage and be slower because of the weight.
wood- Attack +11
Stone- Attack +19
Here the damage is a good upgrade at first look but actually playing with them I barely noticed the difference and the math once again shows why, I only gained 5 damage if all attacks hit, but the slower swing speed and less amount of attacks in the same time frame, I found the stone daggers miss more attachs, takes longer to kill making the fights much longer which equals to more mistakes on my part, me taking more damage, using more heals........... even though the stone daggers have a higher DPS I couldn't tell the difference, I just had to judge them on their time to kill and how they felt in a fight, and they lost I went back to the wood daggers........... this problem exists all the way up the line I preferred the silver daggers swing speed over the gold daggers extra damage..................this in it self isn't bad except there seems to be no clear consistent upgrade path thru the daggers (all melee weapons, really) I would expect the wood to be fast and the stone to be slower but I need them to feel more powerful and worth the upgrade........right now they are not, the daggers can't be allowed to go over what the fastest swords swing are at or they are useless............the whole beauty of the daggers is the speed, 1.1 is too slow........... just dropping the stone daggers to 1 second flat gets the DPS up to 19 a major boost, but may not be enough and dropping it to .9 brings the DPS up to 21.11 but than we have the problem of the swing speeds being the same as the wood, so you would have speed up the wood daggers etc. etc.
I don't think copper daggers exist(good decision by the way, because like the other copper gear no one would use them having iron versions in the same shop,not much more expensive and all the resources you will ever need 10 feet away) but if they did the stone daggers could be at their damage level with a slower swing speed..... following a simple 2 step or 3 step upgrade system for daggers. Wood would be first all stats in the middle(which they seem to be and fell right) than the stone needs enough damage to overcome its slower speed( not the case right now, 1.1 cant be allowed on a dagger) bump the damage a few points and up the speed speed to 1 flat, the next tier should get a tiny damage boost but the speed should should come back up than the next tier could get a huge damage boost with a lose in speed again or a reasonable damage boost and another bump in speed, than back to the huge damage boost and reduced speed for the next tier..
basically keeping 2 or 3 speeds and adjusting damage accordingly but always rising no matter what, so a next tier dagger never feels weaker or not worth the upgrade..
With the 2 tier upgrade system I would make all daggers swing at 0.6 and 0.9, and the next tier faster dagger would roughly keep the same damage as the last tier slower dagger that's 300 milliseconds difference in speed which is huge with the way the current combat system is , which I WILL be going over in great detail later....
in a 3 tier upgrade system I would do 0.6 , 0.8 , & 1.0 , all the damages would have to be tested to make sure everything feels right and no tier gets left behind.... alittle more work but may be worth it in the end...
Armor specs is a huge improvement and a huge disappointment all at the same time........... First I noticed overall armor rating seems down , at least on the lower tier stuff which is OK by itself....... I did find it weird that an issued short sleeve shirt has an armor rating of +7 while a pair of issued long pants has an armor rating of +4
no big deal, nobody will keep them for very long, but still weird......
When I got to Doc Carter and saw the hunter gear I was elated to see there was very little addition to armor rating but had a huge list of buffs and even an extra buff for having the full set..... this is fantastic....I love it!!!!
When I got to Chen and saw the second set.. I spent a good half hour comparing the leather armor to the hunters gear........ although I was happy to see the huge list of buffs also along with a bigger bump in armor rating, after fully evaluation I was alittle let down......... when you really figure out whats going on the leather armor is basically the same thing +10 extra health but -2 health regen every 5 seconds, down a bit here down a bit there etc. etc.
the point is there is nothing much separating the 2 sets , minus a few points here , plus a few points there, basically nothing to really to differentiate the 2 sets, really only the bump up in armor rating just like it was before. The leather top is +10 over the hunter's top which by itself makes up for the 3 piece set bonus of the hunters set on its own............
When I got to Adisia and saw the copper armor set things got alittle more interesting, as that set includes a debuff but offered nothing armor ratting wise over the leather set........ the only thing it offers is a 4th piece, the helmet which also includes a debuff
With every buff a few points lower overall and added debuffs without any addition to armor ratings over the leather set I skipped the copper set for the first time since I bought the game. I don't have a problem with one set not being compelling enough to tempt me to upgrade , but the problem is that the copper set isn't an upgrade in any way..........
When I got to the Martian's camp I was crushed!!!!!!
all the upper tier stuff has mostly debuffs with very little buffs although the armor rating does seem to rise. The problem I see here is some sets drop your stamina down so far you drain it to nothing in normal melee combat with a few hits........... not a problem by itself, but where that set is at in the game your not doing enough DPS with your weapons, making the set another pass in my book...... I find myself going straight to the hunter/leather sets complete or mixed with each other ignoring the matched set bonus ,than skipping all the way to bronze set, as that's when the armor rating gets high enough to overcome the lack of huge buffs on the first 2 sets.........I wasn't to excited for the silver or gold sets either, this in addition to the hole left in dagger upgrade path,I'm left feeling alittle limited and lacking for gear..............
last complaint about gear is the durability, since the hunters boots has a few points of healing every 5 seconds I didn't upgrade them and the durability is pathetic............ they didn't last long enough to ride the Carter cycle to Chen, get Sly's backpack and back to Carter's camp, they were almost at zero durability when I wanted to leave to go find Adisia, I had to repair them before I left.................than I had to repair them again at the Martian Camp!!!..........than again when I was ready to leave earth camp to go find Ataro.........I found this to be a bit excessive, which would force me to upgrade to something else just based on that, except all the shoes, hats and gloves (small gear in general)have unusually low durability and are not much higher per tier. I see this as a daunting nightmare of a mess once I get 10 to 20 people in the colony.... I'm going to be stuck micro managing the one slot in the repair machine
(ignore is if you added AI to allow NPC's to repair their own stuff or their gear doesn't take damage, don't know ,didn't get that far yet)
How I would fix this, is concentrate on one basic concept for an armor set and stick to that concept nothing more nothing less......... the hunters set for example give us huge buffs in almost every available category that you have buffs for in the game leaving only one direction to go, up with armor rating(just like it was before) and disappointment city for everything else................
The hunters gear should be about catching and killing small trash mobs early in the game.............to do that you need stamina to catch them, survive ability to last in battle and damage to kill them, nothing more............... the whole set should include a small heath boost with small regen , large stamina boost with large amounts of regen, a large attack bump and the 3 piece set bonus needs to be worth it , maybe a small bump in all three stats(like +10 to health,+10 attack,-5% stamina usage). The comfort level, hunger level boost and comfort expenditure reduction tacked on feels contrived and unnecessary................Please don't do percentage based buffs in low tier armor anymore, The 2% attack might as well be 0% as 2% attack added on my wood daggers math looks like this......... +11 attack x 2% = +11.22 rounded down +11................and the leather armor's 3% looks like this...... +11 attack x 3% = +11.33 also rounded down to +11 also...... Please don't insult the players intelligence just get rid of of them on the lower tier stuff...........
When we move to the leather armor that's even worse , did we really need -2 to health regen........... +10 heath regen every 5 seconds on the hunter's armor isn't going to magically turn you into a tank or keep you alive during long fights..............drooping it lower for the leather set isn't enough of a difference to make one set more valuable or preferred by the player.... +10 or +8 health every 5 seconds serves the same purpose, to heal up between fights they may as well be the exact same ..........as they are not different enough to justify another different buff stat. The leather set should be more about higher armor rating , survive ability and comfort( your first real armor set ............. the health boost should be a flat, large health boost without regen or just better regen without the flat health boost, point is it's dose survive ability in a different way, and instead of the stamina boost you get comfort boost .............nothing more...........
moving on to the copper set it should be your first heavy armor set, The armor rating should be higher as it's metal after all, the weight should have the burden of the debuff to hunger expenditure because your caring heavy copper armor around , and you can give it small buffs/debuffs in all the categories it has now , I don't really care which ones ......... I just don't like going from one armor set to a second set with barely any noticeable differences between the 2 , to a set without any armor rating increase smaller buffs and 2 or 3 debuffs canceling out most of the buffs.............. than force more debuffs on the next set and even more on the next.................... the problem I have with this is you have more debuffs on the actually usable armor sets than buffs ............even if the trend reverses in the higher tier sets its pointless because by the time that happens the armor ratings get so dam high after the first aluminum armor set , the rest becomes irrelevant , at 350 armor you can tank everything in the entire game .................everything past that point should be about a different way to play the game........... like what does the colony clothes , casual clothes , or fatigues add to the game play at the point in the story when available??? nothing is your answer
The higher tier armor is the same irrelevantly larger armor ratings with irrelevantly different debuffs/buffs ............. This brings up more questions , how did the game play benefit from this output in effort of making these changes?? Did it make the game better? What value does it add to the game? Is the game more fun with these changes? Sadly no!