Yep, I agree (though not so much about the better gameplay removed part. Water was trivial before and it's trivial now.) It's part of why I said in another thread that I expected them to either make water filters random (rare) loot only or increase the cost. And they did increase the cost, though not as much as I feared (I was expecting them to at least double it if not more, but they only increased it by 50%.)This is why this new mechanic is a huge joke and waste of time and effort. An efficient player will eventually overcome the artificial boundries of "mere survival" and establish a stash big enough to make as much glue as they want. The whole removal of jars thing was a big waste of time and effort with zero added and a lot of better game play removed.
This.Yep, I agree (though not so much about the better gameplay removed part. Water was trivial before and it's trivial now.) It's part of why I said in another thread that I expected them to either make water filters random (rare) loot only or increase the cost. And they did increase the cost, though not as much as I feared (I was expecting them to at least double it if not more, but they only increased it by 50%.)
If you ask me the biggest blunder of this whole water jar thing is that TFP wants the game to be more immersive, but water jars disappearing after using them isn't very immersive or real feeling to me.
Also, setting up a dew collector, then having it randomly produce jars for the water is immersion breaking and just weird.
IIRC they did this before, although I think it was an accident years ago in which after drinking water you got no jar back. I remember my server and many others just modding it back into the game. I imagine lots are doing that again right now.
If you ask me, they need to make something else to replace the water jar. Maybe a canteen you can craft that you have to fill at the dew collector as the collector would have its own water tank storage, then once collected into the canteen, you can carry it around with you, but that effectively have you carrying one single water jar around and we all know one jar of water isn't enough.
Say im out on a long run away from base, I expect 3 days away from base. What do I do? Id need multiple water jars since a single canteen doesn't work. So obviously the water jars concept needs to stay, or at least some sort of way to carry multiples. Maybe having to craft multiple canteens? Just seems some kinks need working out.
Yep, I agree (though not so much about the better gameplay removed part. Water was trivial before and it's trivial now.) It's part of why I said in another thread that I expected them to either make water filters random (rare) loot only or increase the cost. And they did increase the cost, though not as much as I feared (I was expecting them to at least double it if not more, but they only increased it by 50%.)
Oh, the logic... So you're saying that all survival games don't use water containers?
Wow, I rlly didn't know that - no idea that dew collectors and disappearing containers were standard for survival games. Thanks for that protip.JFC Srsly, this one didn't have one until now. *shrug* Note that it's a hybrid game, not a full survival game but it's mostly supposed to be about fighting zombies and not be a drought simulator ffs.
Being a survival game also doesn't equate to making a sudden and drastic change in how folks have been getting water and that change making all the pretty lakes and rivers more useless than they were. That's calleds dev not having a clear idea I think they're fantastic scenery but we can't fish, can't boat, and now zeds can spawn there. There's water everywhere but we have to set up big blue water farms if we want the teas, food, glue etc midgame (multiplayer anyway which is what I mostly play) - yeah there'll be enough water but besides the unwanted water farm the change seems very poorly thought out. That's why we have mods though.![]()
I had 3 dew collectors set up on day 2 in my restart for b317. Sure, I've got almost 2k hours, but once you know about the need for dew collectors and how to build them, it's trivial, and I don't see why it wouldn't be for a new player as well (though I suppose they may not know where to acquire the materials.)It may be trivial to a veteran player but it isn't something you can just ignore. My group is at day 5 and we have enough to drink finally but not enough for our glue demand yet. And before that I was running around at 25% water and seriously avoiding combat because my stamina regen was low and we didn't find enough water in the POIs for the 4 of us. Then I bought a vitamin and filled myself up at a pond.
And frankly that is all what TFP tried to accomplish. A problem to overcome in the first days and a solved problem afterwards. Getting enough to eat, getting a wrench, a beaker and a crucible are other built-in mini-quests you solve eventually.
And I expect many new players to have a lot of problems with water and food at the start of the game.
I had 3 dew collectors set up on day 2 in my restart for b317. Sure, I've got almost 2k hours, but once you know about the need for dew collectors and how to build them, it's trivial, and I don't see why it wouldn't be for a new player as well (though I suppose they may not know where to acquire the materials.)
I don't mind them, my biggest complaint is that I can't pipe them together to grab all the water from one source. Having to loot a bunch of dew collectors every day post week 1 just seems like annoying tedium.
Aw, I was being snarky, lol, an I noted that survival was only one aspect of this hybrid game. OK, I hear you about us easily able to get the water situation under control quickly - I have 14 murkies boiling on day 2 because of of bars and cafes. Overall it is actually a drought...ish environment - y'know w/ no potable water falling from the sky or in any of the big beautiful lakes? It's really about the lakes and rivers being wasted as well as the possible hassle *mid-game* when we're crafting and cooking a lot. Also, we all have our opinions about game changes and this time around I think it's a ridiculous one. *shrug* That's why we have so many mod overhauls and I appreciate how much the devs work w/ modders - love it when they hire 'em. I love having bases near a lake but there (personally) seems less reason to do so now. Ah well, loving so much else of the update - cannot believe the POIs I came across in the wilderness. Just gorgeous and the zeds seem tougher. S thhe water thing isn't so much a turd in the punchbowl as...mm a dog's chew toy? Could be worse.He might be saying that all survival games try to make the resources scarce (at least the ones that are in the game). And according to MM that was one of the reasons for this change.
So water scarcity for the first 5 days is full survival game and drought simulator for you? To me it still feels like survival light. Even some of the critics have complained, I quote, "it is trivial"
Aw, I was being snarky, lol, an I noted that survival was only one aspect of this hybrid game. OK, I hear you about us easily able to get the water situation under control quickly - I have 14 murkies boiling on day 2 because of of bars and cafes. Overall it is actually a drought...ish environment - y'know w/ no potable water falling from the sky or in any of the big beautiful lakes? It's really about the lakes and rivers being wasted as well as the possible hassle *mid-game* when we're crafting and cooking a lot. Also, we all have our opinions about game changes and this time around I think it's a ridiculous one. *shrug* That's why we have so many mod overhauls and I appreciate how much the devs work w/ modders - love it when they hire 'em. I love having bases near a lake but there (personally) seems less reason to do so now. Ah well, loving so much else of the update - cannot believe the POIs I came across in the wilderness. Just gorgeous and the zeds seem tougher. S thhe water thing isn't so much a turd in the punchbowl as...mm a dog's chew toy? Could be worse.![]()
Vocal minority like usual. Some people hate changes, but will come back later and say it was a good change and they were knee jerking. Water is supposed to be a rare commodity in an apocalypse, not all you can drink buffet on day 1.
I just don´t get why the food was made easier at the same time. Like way easier. Now water is a problem early game (at least in MP, in SP it´s still a all you can drink buffet) but there is more food than ever. Lots of vegetables and seeds in the loot and a new "free meat" POI, the Hogzilla ranch. I am on day 10 and i have 1300 meat and a good amount of corn, potatoes and mushrooms without having a single farmplot, also many seeds to start a farm now. Default settings on warrior.
I do appreciate a harder survival, something had to be done about water AND food. But the way it is done is weird af. In MP we need to make a football field full of dew collectors to keep up with the water while we are surrounded by water sources, wich are good enough quality of water to craft with it.
That just feels so wrong. But we can eat all day long simply for the stamina bonus even when not hungry.
Why was food buffed? That´s such a weird logic. I can understand nerfing water and keeping food the same, but this is so weird.
I assume you are using the dew collectors for glue. What are you using all that glue for?@meganoth They nerfed water but gave us more food than ever when food was already everyhwere in A20 already. That´s weird. And having water everywhere but not beeing able to use it while needing 50 dew collectors is simply feeling wrong for a survival game.
I could get that you can´t drink the water after the war and the pandemic without complicated treatment, but not even beeing able to use it for glue is simply weird af. Especially because we simply need a waterfilter mod to be able to drink it.
They nerfed water