"Take the mechanic of game X, it's something like that but we changed it to take this and that idea into account" and I have no clue what game X is, I would most likely lose track of what you mean and get frustrated, which is something you don't want.
Yeah, it's worth remembering, as people obviously can't read my mind hehe. But if you don't know those games, then it's not too important, it's mostly meant for those that do. But in future videos I'll try to be more specific and not reference too much, though. It can be annoying to have to google and wiki things all the time and not get a straight answer up front.
Another thing I noticed was the number issue of damage in WoW. There is nothing wrong with a personal opinion of what you like, but do keep in mind that what you described is somewhat invalid. You gave the example of low level damage being 1 and high level damage being 1000 (just an example) and that you would rather see high level damage being 100 or so. Depending obviously on other parameters, you will most likely have one and the same scaling factor, making the change somehwat irrelevant, except that there might be bigger numbers.
Good point. It's mostly an aesthetic thing, but also some practicality involved. The scaling returns of the items will be much less exponential than in WoW, and there's major differences in how you progress. Secondly, with lower values it will feel like a bigger deal when you get +X to a given stat. Also, with too many digits, it can feel very generic and that's a big no-no in my book. Everything should feel like it has a solid purpose in the game.
I think you're also being a bit contradicting when it comes to the food/nurture. You don't want food to be a hassle, which is fine, this is of course a choice you make and there is nothing wrong with that, but it seems to me water is going to be a hassle, if you don't drink, skills might drop down, making it a requirement to drink. However later on you refrained from it, making it more of a bonus, which might or might not work. All I am saying is that you shouldn't underestimate the impact of seemingly small bonuses (take WoW for example where it is now almost a requirement to get the food buff to take the best out of it). Also with the vehicles being able to produce water, making another emphasis on water, which wouldn't be a hassle, but you're putting an emphasis on it again with the vehicles.
Some more good points, but have in mind nonetheless that I'm showing the process of game design itself, which includes putting down ideas that later will be changed or maybe even scrapped alltogether. On the other hand, it's also meant to produce feedbacks like your own, so it's definitely a good thing.
As for the food and water, their hassle and usefulness is easy to control. I'm definitely rethinking the water system, it needs to be less distracting. Also, WoW is also very different game with specific game parameters that enables its food system to behave like it does. TBH, I think the system in WoW is broken. It's mostly the principle function itself that I'm interested in (the general idea that eating/drinking will give you a long-duration bonus that you can't get otherwise). The idea for the Crude system is to make food feel like a nice bonus but at the same time not be needed. Secondly, Crude intends to feature vastly smoother progressions that make it a lot more robust towards the "slippery slope" bonuses that you're referring to (small bonuses gone wild).
The main thing is that Crude is, like Wasteland, Fallen Earth and the Fallout series, a game that emhasizes on the theme of survival and scavenging in a damaged world. Food and water just gotta be in there, somewhere. It just comes with the territory, as do the ammo management system that I'm looking deeper into as we speak. I initially wanted a more vague system, but it looks like I need to flesh it out more (later on).
Don't take my comments the wrong way, I might be totally wrong here and you might explain certain stuff better on the next videos (which I haven't yet watched, but will) making all my points here invalid. I'm guessing that all the stuff in your second video is just concept, trying to get your point across, so take my comments with a bit if salt so to say. I don't think your video is bad at all. It's a great learning experience in all.
I definitely appreciate any feedback I can get. As a game designer, you just gotta have those. What I want is only half the equation, the rest is what the players want/need.
<edit, got my answer in your third video > I'll be watching your videos and supply you with some feedback if you would appreciate that. Keep up the good work though
Thanks, I appreciate your comments.