Thanks for the feedback, man. I agree with most of it.
- HP and, imo even more importantly damage, of the NPCs might need some tweaking and higher levels. I'm going to look into this after the energy shields are introduced since they will add a new dimension to combat and should boost player effective health pool considerably.
- If you have suggestions please post them on the suggestion forums. I read them all of them and I do sometimes borrow from them if I like the idea
- I think the crafting system is fine regarding requirements. Player will sometimes get components that are ahead of their skill, but I think that's also good motivation to keep playing. For most crafting skills, it's usually required that you max it out if you want to craft from stuff that you find, and I think that's fine. If I do some re-balancing here, it will probably be when the game nears completion.
- I intend to easy up the restrictions on merchants slightly with the next update and also to look into which item categories are currently not requested at all.
- I don't know about local map. I don't think there would be much value in it since you can just scroll around and see most of it easily anyway (especially on today's monitors). If I do end up implementing it, it will probably have more purpose than just looking at the terrain layout
- Loot is not completely random, it's separated by category (electrical components, firearms, meds, etc). We'll probably go through the maps once to make sure all the locked containers do.
It wasn't my intention to troll anyone, it's just that when I was reducing the amount of loot in GMS and Depot A (it was insane before) I didn't pay attention to which containers are locked.