grep wrote:
To test this, I went outside and picked up some dirt. I put the dirt in a new location. I then went back to where I started, and I picked up more dirt. Eventually, a hole appeared.
Shovels represent a real loss in SK's potential to capitalize on the importance of perceived control: rather than forbid someone the ability to do something, which has rarely seemed like SK's intention, digging without a shovel should simply involve an increased move point cost based on a calculation of the race of the digger and the terrain variables as used to in calculations relating to the track skill.
This way possession of a shovel isn't a requirement, but instead a loadout consideration. Do you want to have the extra inventory in order to save move costs when you need to dig? You now have a tactical decision instead of a rather silly requirement.
The whole shovel system in general is a source of cognitive dissonance with SK's paradigms as demonstrated with item levels, and I cannot help but feel that it should be clarified before we put any faith in a nascent crafting system.
Go outside, dig a hole with your bare hands, bury a human-sized corpse into it, then report back here.
I think you are splitting hairs that are so far down the list of priorities or importance that I feel justified in disregarding it entirely until we have dealt with a thousand other issues that affect gameplay on a deeper level. Nor is it a valid reason for disregarding the inherent potential value that could come from an expansion of crafting-styled skills.
Sometimes you simply need to not sweat the small stuff, lest you get so focused on the imperfection of a single branch that you lose sight of the forest and the great beauty and opportunity it represents.