Hi and thanks for the reply. After reading the responses of others I can agree that the spears were a bit OP and while I feel that was mostly due to the auto reload mechanic rather than the aim time, they chose to handle it this way and it is what it is and I can adapt to it. However, I still feel that locking pelt production behind obtaining clay does not add any value to the game and is just friction for frictions sake or perhaps a tech gate designed to force the player to enter the pottery age sooner, who knows. In general I like open world games that do not force you down a particular path and if I decide to be a nomad for a longer period of time before finding clay, then that's my play style and I consider that fun.
Overall, it's not about realism for me either but that rationale is used all too often to defend an unpopular game mechanic. The best games out there simulate realism without making it frustrating or tedious. Let's be honest, if the game was truly realistic it would be unplayable. After all, it's not realistic to walk around with 30 logs in your backpack, it's not realistic to make a knife in 5 seconds with a rock and a stick, etc.
To answer your question, I did suggest in my original post that perhaps using rendered fat would add a durability or warmth bonus since pelts are mainly used for clothing, but if it were my choice, I would change it back and remove that requirement. In general, I hope the developers do not change the direction of the game so much that it becomes a game about artificial difficulty or redundant complexity and that was really the intended spirit of my post about those two changes. Overall I am enjoying the beta so far except I can't seem to catch a damn fish! lol take care.