Yeah, but you are then building for the sake of building. The crew limitations are a pain, so is getting the resources for the ships. If you are a purely combat player, having to mine asteroids for 95% of the time to get a bigger ship, or to get a necessary reactor isn’t fun gameplay. Then you build three large-ish ships and you cannot crew them all at the same time because people don’t want to work for you. Especially when you are a completionist and want to “finish” a system before heading out, you quickly stop getting fame and either need to jump to a higher difficulty system (which your ship won’t survive unless you know the “meta” well), or resort to more mining instead of the fun stuff.
Edit: all of these are choices made by the devs. In combat, you can take over a ship that has an airlock after you destroy the bridge. You cannot then scrap it for valuable parts, since scrapping captured ships nets you no materials back. It is viable for the very first or second sector you go to, when you don’t have factories (and finding a ship graveyard and scrapping for metal feels worthwhile) but you quickly outgrow it.
What matters is default settings. If you expect people to jump into a game and know that 10 hours down the line they made a bad choice, then it’s a bad default. “Just buy stuff” doesn’t work when stations don’t have what you need - it’s fine for a tiny ship, try getting enough uranium for 10 reactors in a reasonable time by buying.
I had a friend refuse to use any 7 Days to Die modlets because they’re “unsafe” despite being simple XML translations. He wouldn’t even use one I wrote myself.
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Yeah, but you are then building for the sake of building. The crew limitations are a pain, so is getting the resources for the ships. If you are a purely combat player, having to mine asteroids for 95% of the time to get a bigger ship, or to get a necessary reactor isn’t fun gameplay. Then you build three large-ish ships and you cannot crew them all at the same time because people don’t want to work for you. Especially when you are a completionist and want to “finish” a system before heading out, you quickly stop getting fame and either need to jump to a higher difficulty system (which your ship won’t survive unless you know the “meta” well), or resort to more mining instead of the fun stuff.
Edit: all of these are choices made by the devs. In combat, you can take over a ship that has an airlock after you destroy the bridge. You cannot then scrap it for valuable parts, since scrapping captured ships nets you no materials back. It is viable for the very first or second sector you go to, when you don’t have factories (and finding a ship graveyard and scrapping for metal feels worthwhile) but you quickly outgrow it.
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What matters is default settings. If you expect people to jump into a game and know that 10 hours down the line they made a bad choice, then it’s a bad default. “Just buy stuff” doesn’t work when stations don’t have what you need - it’s fine for a tiny ship, try getting enough uranium for 10 reactors in a reasonable time by buying.
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Some gamers are just looking for a simple out-of-the-box experience, and will immediately turn their noses up at the idea of mods.
I am not one of those poor souls, but I do know quite a few of them.
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100%
I had a friend refuse to use any 7 Days to Die modlets because they’re “unsafe” despite being simple XML translations. He wouldn’t even use one I wrote myself.
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