by T0ne » Thu Apr 18, 2013 4:14 pm
I get it, 100% purity/high purity items were too easy to obtain before and now, as should be are much more difficult to obtain.
What I would suggest is considering a much simpler version of this alchemy system. I think its hard for me to accept this type of number crunching/micro managing game play when compared to the open and vast nature of the game as it currently is. I could spend hours wandering, killing animals, scouting bases or working on my own base. But I am not sure how long I could spend watching decimals change and pressure cookers explode.
To put it differently. A couple of big "Eureka" moments for me in both this game and HnH were the establishment of my first real bases. You start with a little plot of land, with nothing but trees, hills and a vision. Slowly the trees get cleared out and the base starts to grow. The contrast between the before and after are really where the enjoyment lies. You can see the results yourself as can a passer by. There is a visual appeal as well as functional. You can even apply this same feeling to your characters development. The clothes/items you have available to start and what you unlock/craft as you go.
With the purity system I am left crunching numbers, managing data sets, and watching decimals go up and down with the hope of someday watching my purity % go up. To me this is much less appealing then the other aspects/systems in the game.
Alchemy system aside, I like the change made to proficiencies. Not sure what to think about the Gluttony change yet. But am really disappointed to know that my base just got that much easier to raid. It would really be great to see some new defensive options or at least an answer to those who have multiple characters which are at bile levels the rest of us will never reach.