New Player Suggestions

I have recently started playing, i dont confess to knowing or half understanding the game mechanics or the reasons why things are as they are. But I have had a great issue actually getting into the game.
The premise interests me, which is why i am still here.. yet the simple (cough) mechanics of the game are incredibly hard to understand and then implement.. yes it might be fine for someone who has played a dozens characters through the game to know the best ways of activating gluttony and how to vary your meals.. but new players must spend hours reading the guides etc. which are good in places and dreadful at the same time. This brings me to the suggestions:
1. Improve the tutorial.. and provide a skip option at character creation for those who complain that letting others know how to play 'their' game is unneccesary. There is information there, but its not clear and no examples are given.
2. Do something about the information that is given to players.. the serious of numbers takes an hour reading a guide to understand.. Especially about the gluttony system.
3. Terrain, if you have a requirement for flat land.. do what enders client does and give people the ability to see what is flat land.
4. Hunting.. why no traps? and no weapons? early man can tie a stone to a stick and hit people.. my character has an axe and decides to defend himself with his fists???
5. Experience, not just from looking at rocks.. how on earth does checking out a rock allow me to learn how to fish? okay.. I understand the proficiency mechanic and like it.. it really should benefit from a repeatable task.. If I keep making things shouldnt i get better at doing it?
I feel the punitive, drawn out and simply repetitive beginning to the game... needs improving.. you need far too much onerous grind just to get to where you really needed to be to begin that grind.. yes the first skills are fairly easy to get, then you start seeing Settling.. which to be fair needs a good few hours to grind those proficiencies up, and if you have anything else to do, which most people do.. this wont get done and they quit playing..
I am not saying gift anyone anything, but some of the skills need their requirements re-evaluated considering what a new inexperienced player can generate in a reasonable amount of time.. getting 800 stocks and cultivars is incredibly frustrating when you cannot find any grass..
Is it worth discussing trading with other players or the vendors when the player is just started, has a few sticks and stones to his name and no silver? Yes I know it can work this way, but as a new player this is not what I would expect from a playable game, where within the first few hours I am at the ransom of the market.
I apologise if this has been said before, but as a new player in the beta phase, I feel giving input is the point of the beta phase.. and new players are necessary to see any flaws before they have learned to get past them. But if these flaws are desired game mechanics, include them in the tutorial.
The premise interests me, which is why i am still here.. yet the simple (cough) mechanics of the game are incredibly hard to understand and then implement.. yes it might be fine for someone who has played a dozens characters through the game to know the best ways of activating gluttony and how to vary your meals.. but new players must spend hours reading the guides etc. which are good in places and dreadful at the same time. This brings me to the suggestions:
1. Improve the tutorial.. and provide a skip option at character creation for those who complain that letting others know how to play 'their' game is unneccesary. There is information there, but its not clear and no examples are given.
2. Do something about the information that is given to players.. the serious of numbers takes an hour reading a guide to understand.. Especially about the gluttony system.
3. Terrain, if you have a requirement for flat land.. do what enders client does and give people the ability to see what is flat land.
4. Hunting.. why no traps? and no weapons? early man can tie a stone to a stick and hit people.. my character has an axe and decides to defend himself with his fists???
5. Experience, not just from looking at rocks.. how on earth does checking out a rock allow me to learn how to fish? okay.. I understand the proficiency mechanic and like it.. it really should benefit from a repeatable task.. If I keep making things shouldnt i get better at doing it?
I feel the punitive, drawn out and simply repetitive beginning to the game... needs improving.. you need far too much onerous grind just to get to where you really needed to be to begin that grind.. yes the first skills are fairly easy to get, then you start seeing Settling.. which to be fair needs a good few hours to grind those proficiencies up, and if you have anything else to do, which most people do.. this wont get done and they quit playing..
I am not saying gift anyone anything, but some of the skills need their requirements re-evaluated considering what a new inexperienced player can generate in a reasonable amount of time.. getting 800 stocks and cultivars is incredibly frustrating when you cannot find any grass..
Is it worth discussing trading with other players or the vendors when the player is just started, has a few sticks and stones to his name and no silver? Yes I know it can work this way, but as a new player this is not what I would expect from a playable game, where within the first few hours I am at the ransom of the market.
I apologise if this has been said before, but as a new player in the beta phase, I feel giving input is the point of the beta phase.. and new players are necessary to see any flaws before they have learned to get past them. But if these flaws are desired game mechanics, include them in the tutorial.