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Frost

Maybe better RNG or drops.

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I understand it is supposed to be hard, but sometimes its a lil crazy when you fight your way up buildings to get another rotten mushroom for the 5th time and then die again.

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@Frost, we pretty much agree. We're working on redesigning loot tables so that they are:

 

1. More consistent: Looking in the same kind of location such as a campfire, a bathroom closet, a kitchen closet, etc. should consistently yield similar results. Yeah, there should be a bit of randomization, but it does get tedious to rummage through a pile of crates just for a rotten apple.

 

2. More localized: Certain things should only be available in the Garden District, some in the Village, etc. to encourage the player to explore the different biomes in order to find better foods, better drinks, crafting components and stock up on them for later.

 

It's no small endeavour and will require quite a bit of design and programming effort to actually put in place, so don't expect it too soon... But don't worry, it's absolutely on our list, the survival loop currently just isn't robust enough to make for good, replayable gameplay.

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It's actually interesting to realise that people find real randomness annoying, rolling six 1s in a row definitely happen, and more often than one think, but in games it feels "unfair". To solve this problem several solutions have been found over the years by game devs, the best one is to actually have a RNG that is not random, for instance by increasing the chance of rolling a number if it hasn't been rolled for a while, or by generating in advance a series of number that is then "balanced" out.

It's feasible but it's not easy though, so we may keep real randomness but review the loot tables so there is less chance of having mostly useless loot all the time.

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