What's missing is the reflection of the internal state of a character in his actions. This could greatly increase the realism of the game. For example, when someone is tired or wounded, you could see them struggling with the work.
This applies to skills too: "you see X skillfully hitting a cow with a knife" or "you see Y clumsily working on a longbow".
Finally, the use of progress bars for the new health system was not such a good idea. Much better would've been textual descriptions, like "you're tired" or "he looks exausted", "he is severly/slightly wounded", etc.
I mostly agree with purkel and pirog.
And i do think skills will improve the game. but the way they seem to be completely hidden is no good in my eyes. I think purkel has some very good ideas here to improve the visiblity of skills without actually showing what exactly those skills are. (if that's not what people want).
I still do think the game needs to a better explanation about what kind of skills to expect. As purkel en pirog said the game is not always as logical as it may seem to the programmer or as intuitive. To me these skill feel a bit as i have no control at all over them, but maybe i will learn in time.
I think the use of progress bars is a grafficaly improvemend of the percentages. It is still an percentage. I think general descriptions would be much better. That way you not only give a number to things, but also a real value. for example if i do 60 damage, well ok i do 60 damage, but is this a lot, what does this mean. If it says i do a lot of damage, that would be vaguer in a way, but much clearer in another way.
Also if its says i am at 70% hunger, well ok... i dont know how it feels to be 70% hungry. It would mean much more if i was not hungry, a bit hungry, or very hungry.
Jos also said some things about societys developing skills in different ways.
I am sure this is very interesting to watch from the outside as Jos does. And use this information for his political studies. And of course he programmed the game, so ill give him that. But to me it means almost nothing. With the current pace of the game it takes such a long time for societies to meet i'll not notice. and when something interesting does happen i will probably get hit on the head or trade some stones with them, and that's it.
I am, and some of my characters are much more interested in the small mechanics of the game, such as how much stones can i collect. Some people may thing this is not what the game is about, but to me, it is an important part, next to roleplaying of course. (and to watch societys develop is also cool, but not on a worldwide scale, i wont notice that).
some may see it that way, but i dont see myself as a number cruncher. yes i have character who caculates everything, but that's because he is a buisnessman and wants to make a profit.
And what is wrong with number crunchers? i thing nothing. I think you no need to discourage number crunching by making the game mechanics so complex so they will never find out. There is no need to discourage number crunching in any way, if the rules that are programmed put limits on the use or misuse of it (like the limits on violence)
oh, and this is all constructive critism, not to be taken as whining.