EvilPolygons
Survivor
99% of Internet statistics are made up on the spot.
D'oh!
99% of Internet statistics are made up on the spot.
99% of Internet statistics are made up on the spot.
I got millions of players that agree with me that Jars should never come back![]()
Not sure why this is even an issue. You throw stuff out literally all the time. Why would a jar be that much of an issue for anyone?at least without jars i dont have to throw them out of my inventory constantly.
Temperature should come back and you should have to change for weather. It's survival 101.For me its the same with clothing, having to constantly take off and put on clothes. The system made sense, weather does change, it was realistic. But it was an un-needed source of micro management. Both Jars and Clothings removal were to me at least, well intentioned step's to making the game better. However their replacements and the systems supporting them, Dew collectors and Storms, still need a lot of work.
This is true, however i believe my answer is still applicable. If the Jars system offered easy infinite water, and the dew collector offers less easy infinite water, why would i not choose the option that results in a more challenging game with less tedium attached. Though to be clear it doesn't mean i have any attachment to either system. My desire is a more challenging survival system where water decisions early are more meaningful.Not sure why this is even an issue. You throw stuff out literally all the time. Why would a jar be that much of an issue for anyone?
Temperature should come back and you should have to change for weather. It's survival 101.
How is it too easy to collect water from jars and it removes survival but, you can't be bothered to wear clothing for temperature differences? You just want some armor that does it all huh? Sounds like a survival game isn't what some of you want.
In ARK I understand it can be annoying as the armor was tied in with the temperature so you may have to choose between temperature and armor rating. But 7D2D has armor separate from clothing. Is it tedious to swap clothing? Yes. It's not meant to be easy. It's also not easy to farm resources and run through several POIs to get the next tier from traders. It's required as anything that comes easy isn't worth having to begin with.
I think another aspect not as well recognized is the dumbing down of the game. I can understand simplifying some systems, but sometimes it goes too far and we are all paying for it.
Consume on use. Problem. Solved.Perhaps there is a world where they could have balanced the Jars system instead of removing it outright. However i have yet to see a single argument that offers a reasonable way of balancing them. People seem to want craftable, lootable, reusable jars and it just doesn't make for good survival game play.
Not sure why this is even an issue. You throw stuff out literally all the time. Why would a jar be that much of an issue for anyone?
Temperature should come back and you should have to change for weather. It's survival 101.
How is it too easy to collect water from jars and it removes survival but, you can't be bothered to wear clothing for temperature differences? You just want some armor that does it all huh? Sounds like a survival game isn't what some of you want.
In ARK I understand it can be annoying as the armor was tied in with the temperature so you may have to choose between temperature and armor rating. But 7D2D has armor separate from clothing. Is it tedious to swap clothing? Yes. It's not meant to be easy. It's also not easy to farm resources and run through several POIs to get the next tier from traders. It's required as anything that comes easy isn't worth having to begin with.
I think another aspect not as well recognized is the dumbing down of the game. I can understand simplifying some systems, but sometimes it goes too far and we are all paying for it.
(passive 'you')still doesn't solve the issue of glue being too easy to craft.
It's not the action of changing clothes that adds value. It's the variety of clothing you need to find to maximize the temperature values for zones. It's why anyone bothered to loot the clothing stores.From a simulation/realism perspective features that just add brainless tedious task like swapping clothes make sense. From a gameplay perspective such actions only add minimal complexity. Only when you have choices does it offer meaningful gameplay and only then is the removal really simplyifying systems in a substantial way. So I don't think it is fair to accuse people of wanting to "dumb down" a game when a practically "dumb" system is removed.
Naturally how much tedious tasks someone likes in his game (for the sake of realism or just having a lot of stuff do do) is up to personal taste. It doesn't say anything about your intelligence if you like many dumb mechanics in your game for whatever reason, but it goes in direction of hardcore survival when many such systems are in the game. For this game with "light" survival gameplay temperature stuff is (IMHO) at most an optional thing.
TFP stated that was one of the reasons.(passive 'you')
I still don't get why this was entered into the equation.
I think the two are meant to be intertwined: limit early glue and force an early game decision of "do I make glue or drinks". But I don't know that this is a survival problem that can be introduced to the game in a meaningful way without making it "too hard" for new players. From time to time I see people mentioning that water is too hard to get in this game right now, but I guess I've been playing too long to understand that... the only time I struggle with thirst in the game now is if I start a new one and my spawn is out in the middle of nowhere and it takes me more than a day to find a settlement.I still don't get why this was entered into the equation. Yeah, it's the only use for water in crafting, but if you want to limit early glue, just make it bone limited.
Hell yeah.If you really want to have a crafting versus consuming competition, make more recipes require water; like forged iron / quenching.
Yes, that's what I'm wondering about; why did they?TFP stated that was one of the reasons.
I'd argue the dew collectors are more tedious, just because looting them is annoying, imo. I'd love to be able to pipe them together, so they all drain to a single collection point where I could gather the water. Allow me to fill barrels with water for storage at home.If the Jars system offered easy infinite water, and the dew collector offers less easy infinite water, why would i not choose the option that results in a more challenging game with less tedium attached.
I also never quite understood this, in my opinion having to craft containers to hold liquids is NOT a bad thing, it doesn't have to be glass jars also, anything that can hold liquids will do like empty cans that you get from eating canned food, I've also seen people "but what about gasoline", how about adding a requirement to have a container to even get gasoline out of cars or barrels. It's one of those aspects that actually make games like Factorio fun, no resources are wasted, I know some people just want to kill zombies but to me the greatest aspect of this game always has been the survival part and in order to survive you will need craft things out of materials you can find in the open and re-use them as much as possible, I've never been a fan of this whole simplification ordeal.
Craft a sign that says "Water Crafting Station" and place it above one of your campfires.I don't want jars back.
I would like a dedicated water crafting station, that converts murky water / buckets of water + fuel into clean water
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Add spoiling mechanics to the game... like in a normal survival game. Spoiled things can be used for bio-fuel. Bio-fuel can be used to generate energy or for cars or as fuel for flame-thrower...
But oohhhh noooooooooo... this is toooooo complex, it´s tooo hard. I have no brain...
And why add a tech-tree that makes sense if we can just have RNG-BOOKS??
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simple question deserves a simple answer..So I wanna see people's thoughs on not having jars and why.