Kyoji
Survivor
Posted by Madmole on the Steam page news:
While I am indifferent to jars, I think it's nice to see water sources have utility again. Hopefully they can balance it out to where it still provides difficulty for water survival while giving those water sources value in the early game.
A smell system sounds amazing. We had it back in the day and I think it was superior to the Feral Sense we have today. While both understandably make sense it felt like smell allowed you to play around the gameplay and it was more interactive than feral sense which is just always on.
Apiary workstations sound neat. While I worry about space constraints and AI (as if they have to walk too far they just beat down walls which makes funneling them much harder) the general concept of adding this feels good.
I am still holding out for a proper temperature system update, but for now this is at least a step in the right direction. Hopefully we can variable intensity at some point to where we have light, moderate and heavy storms respectively. I am interested in how temperature will factor into storms and what mitigation methods they offer with clothing being gutted.
Overall, I think the developers have hit the nail on the head for the direction the game needs to go in, but we shall see if they understand the intricacies of what people are truly seeking with the changes and the "feel" of the game. Even if it doesn't go quite so far in the future I still think these are some positive changes and the fact that some of it may have been community driven is the biggest win one could argue.
What’s cooking in the TFP point release oven?
· Empty Jars are back, now balanced with less clutter.
· A new Smell System, watch what you carry or eat!
· A Bee-autiful honey of an Apiary workstation.
· Better storms with unique debuffs, mitigation & temp.
While I am indifferent to jars, I think it's nice to see water sources have utility again. Hopefully they can balance it out to where it still provides difficulty for water survival while giving those water sources value in the early game.
A smell system sounds amazing. We had it back in the day and I think it was superior to the Feral Sense we have today. While both understandably make sense it felt like smell allowed you to play around the gameplay and it was more interactive than feral sense which is just always on.
Apiary workstations sound neat. While I worry about space constraints and AI (as if they have to walk too far they just beat down walls which makes funneling them much harder) the general concept of adding this feels good.
I am still holding out for a proper temperature system update, but for now this is at least a step in the right direction. Hopefully we can variable intensity at some point to where we have light, moderate and heavy storms respectively. I am interested in how temperature will factor into storms and what mitigation methods they offer with clothing being gutted.
Overall, I think the developers have hit the nail on the head for the direction the game needs to go in, but we shall see if they understand the intricacies of what people are truly seeking with the changes and the "feel" of the game. Even if it doesn't go quite so far in the future I still think these are some positive changes and the fact that some of it may have been community driven is the biggest win one could argue.