How are the mechanics in KD:M poorly balanced? If you didn't lose survivors, your settlement would be entirely too powerful. The death by dice roll is actually a balancing mechanic in itself. This is besides the excellent settlement and showdown mechanics.
Also as I understand it, 7th Continent is hardly story driven. It is a game that is largely about exploration.
the build up to deal with stronger bosses is entirely way to slow, or to be more exact the jump in power between bosses is crazy.
the settlement events are way to hit or miss, often actively punishing any success you have at building up a survivor. most based on single die rolls, with no way to control them.
the random nature is just far to punishing for my liking. a couple bad die rolls and you go from surviving decently to dead, while if you rolled the die higher you would be surviving quite well.
the idea of a die being a balancing mechanic is just stupid, as you shouldn't leave one hit KO mechanics as a balancing mechanic up to just random chance. Bonuses for some people if they get lucky and roll well sure, but in KDM there are way to many times where a single roll is make or break with no way to really influence it.
I am someone who often loves randomness in a game, but the use of it in kingdom death monster just rubs me completely the wrong away. there are so many better ways you could implement a challenging and interesting game instead of basically leaving it up to random chance, with average die rules typically leading towards your death no matter how well you plan things out.
there are a ton of great ideas in the game, and I love the idea of building up a settlement, with random events including mini bosses, as well as going on hunts to get resources to continue to build up. But hands down if I ever got my hands on a copy I would work on making a ton of changes to the game to make the mechanics feel more balanced. I would much prefer a game where you feel like you are building up, and only really suffer with a lot of bad luck, or if you make stupid mistakes. Not a game where you start to feel like you are building up, and then you roll a 1 on the event and take massive penalties, and then try to make more people early on just to roll a 1 and lose 2 more people. (yes I know there are ways to build that bit up to make it safer)
I am sure for you the game feel fine, and that is why you questioned why I said the balance was bad, but to me it was far from well polished mechanically.
and again, perhaps the 2.0 rules will help with a lot of my issues. The die as it is I think is very poorly done, but if you give a player a way to influence it a bit then perhaps it wouldn't be so bad.
that all being said, despite the flaws I still find KDM fairly enjoyable to play. it's fun to go hunting and earn stuff to make better gear ect. it's just the punishing random nature doesn't mesh well with the long term goals of building up a settlement. I imagine plenty of players like just being punished for rolling dice, but meh... I would rather just build up and take on stronger and stronger bosses. not spin my wheels because I rolled badly and be stuck with just the first two bosses.
aka I would rather play through a campaign, with the settlement dying as a possibility, but without random chance actively trying to make it reality.
okay, I have rambled a lot trying to get my thoughts across... doubt I did clearly though but i give up >.<: