1. And you can satisfy the needs of your community, proficiencies are not stopping you from doing that.
They still get in the way, though. The easier option would be to just tweak the default crafting times in settings, rather than introduce a whole new proficiencies system. But, it's what the devs chose...
2. You're wrong on the first point, again they said it will be automated when implemented (and there's an explicit moratorium on "press S to shit" mechanics). And actually human waste will only be added (in an abstracted way) when faction camps are more developed wrt that so that you can indeed make things out of it. But a lone survivor won't "make" enough to be worth implementing anyways. And yes there's an intended playstyle, sort of. But again I am fine with it. I don't think it should be a pure sandbox game, if I wanted that I'd go fire up modded Minecraft.
Raises the question whether this whole mechanic has a point if automation is required... But, if they really want to go for that simulation fetish, they are free to do so.
Oh, intended playstyle(s) exist(s)... well, at this point, what would be the DDA's audience? I heard some folks say that they want to borrow some of the project zomboid's charm.
Or Minetest, for those open source, free to play enjoyers.
Like your whole argument is pretty subjective and I respect it, but I feel we just have a fundamental difference in what we want out of Cataclysm. And that's fine, you have your fork for that sort of thing. I just want you guys to understand where I am coming from.
There were several questions which didn't receive an answer. These mostly can be rephrased in the role-play nuances:
Let's say I'd like to play as Isaac Clarke (engineer) from deadspace as archetype, with some additions of knowledge in robotics and/or biology, and using them, rebuild civilization. I sadly have to conclude that neither DDA nor BN can really simulate this... reconquest of the planet (yet, at least).
Let me know when DDA implements mad scientist/engineer playthrough possibility, bent on retaking the world via less ethical (building robot armies, cloning,
secrets only the sith know) means.
As for where You're coming from... So, You prefer action? Fighting, scavenging? At least I personally prefer building.
Alright folks, let's NOT get another CDDA thread locked.
There has to be a valid reason for the thread to be locked. I don't think You need to worry about this (too much). Though, thanks for reminder.
Very reductive take. Technically true, but ignores that there's a point to doing that, which is that it means that that specific character might have to do something else if they don't have the proficiency.
Why?
The reason why crafting is used, is to acquire tools via safer means. How proficiencies help in this regard?
Adding new proficiencies won't clutter the skills list, proficiencies are binary rather than ranked, lack of proficiency can have different effects on different professions, proficiencies can have varying difficulties to train up that won't have knock-on effects in other places,
And perhaps most importantly, if you rejiggered skills to do all that instead, you've added more complexity than just having proficiencies be their own thing.
The other option is not having proficiencies at all, which believe it or not some people who actually play the game would not prefer.
Why skill list cluttering is considered as a bad thing?
Same can be said about the other folks, who prefer not having proficiencies instead. What are the reasons, that made presence of proficiencies their preffered option? Or, reasons why they wouldn't want the game to be proficiency-less?