Why is TFP making water so complicated? They don't need to!

tdevine

Refugee
There could be 4 types of water in this game and as may jars as you want. Jars/containers should not be determining difficulty for clean water in this game. The type of water and purification process should be.

Radioactive + dirty + infested water (probably most of the game world) = You need a carbon filter, and reverse osmosis filter or UV filter, and boil it to be safe. Real world process! Missing one or more of these steps could give the player a bigger and bigger health/death penalty, or larger chance to get sick. The dew collector can skip the boiling process and just be treated for radioactivity due to the atmosphere. Combine this entire method with iodine tablets to make PURIFIED water.

Dirty, non radioactive infested water (if you can find it, maybe in a bunker toilet) = As simple as running the water through a cloth and boiling it, perfectly drinkable, small chance to get sick. Combine this method with iodine tablets to make PURIFIED water.

Older, stagnant water, (found in 5gal jugs or water bottles) = Can drink as is for a very small chance for a penalty or to get sick, can boil this cleaner water to make PURIFIED water, with no chance of penalty or sickness.

You could find/create/buy these filters/tablets in the game world.
 
Adding an option for finding jars, drinks, and food allows for better balance. Since jars don’t break from falling or taking significant damage, a 50% refund works fine.
What’s still missing is that dew collectors and apiaries require empty jars. The whole stack of 10 jars fills on a single hit, which is to easy.
But overall, it’s almost good. The gameplay options change everything, allowing players to make the game easier or harder according to their preferences.
 
Adding an option for finding jars, drinks, and food allows for better balance. Since jars don’t break from falling or taking significant damage, a 50% refund works fine.
What’s still missing is that dew collectors and apiaries require empty jars. The whole stack of 10 jars fills on a single hit, which is to easy.
But overall, it’s almost good. The gameplay options change everything, allowing players to make the game easier or harder according to their preferences.
You know that would make dew collectors pointless, right? Put in jars and wait until they fill versus take those same jars and fill them instantly at a water source. It doesn't make sense to require jars for the dew collectors. Dew collectors are an alternate way to get water and shouldn't require jars.
 
1. To craft jars, you only need a smithy and a low skill level (for example, at workstations).

2. You need to place jars in a dew collector. (The jars will fill up after a while.)

3. Jars have a lifespan of (for example) 3 uses.

4. A new resource is introduced: Very Dirty Water (river water, lake water, any water you can fill jars with yourself). This is not to be confused with murky water.

5. Very dirty water requires charcoal tablets or a special filter (craftable with a slightly higher skill level). This makes filtering this dirty water a bit more "expensive," to make it less straightforward, since this water is practically unlimited.
 
1. To craft jars, you only need a smithy and a low skill level (for example, at workstations).

2. You need to place jars in a dew collector. (The jars will fill up after a while.)

3. Jars have a lifespan of (for example) 3 uses.

4. A new resource is introduced: Very Dirty Water (river water, lake water, any water you can fill jars with yourself). This is not to be confused with murky water.

5. Very dirty water requires charcoal tablets or a special filter (craftable with a slightly higher skill level). This makes filtering this dirty water a bit more "expensive," to make it less straightforward, since this water is practically unlimited.
See my reply in your other post...
 
The water system is fine as is, as I see it. The only change I can think of that would cut down on gripes I've already posted and that is to remove empty jars from loot and include only murky water in loot as before. Then, with the refund mechanic set to '0', those who don't want empty jars filling an inventory space will never have to deal with the loss of that single space. (No one seems to mind carrying murky water around.) Anything else, e.g. dew collectors requiring empty jars, would be wish fulfillment better addressed with a mod.

It makes wilderness survival slightly more feasible as is, though not completely viable on its own as, of course, there is a modicum of resources (odd and ends) and magazines to be found out in the wild. TFP might consider the largely unused wilderness concerning; they might not. Their decision what, if anything, to do about that, imo.
 
The water system is fine as is, as I see it. The only change I can think of that would cut down on gripes I've already posted and that is to remove empty jars from loot and include only murky water in loot as before. Then, with the refund mechanic set to '0', those who don't want empty jars filling an inventory space will never have to deal with the loss of that single space.
I am not even sure that change is needed. With a pimped out Dew Collector, a single player can ignore jars and murky water totally.
 
I am not even sure that change is needed. With a pimped out Dew Collector, a single player can ignore jars and murky water totally.
However, it's a while before you can build a dew collector and some might not want to use dew collectors at all. I thought it might be too long a wait for the dew collector at first, but now think the magazine requirement is just about right. You can play for a good, long while with the new system and come up with enough drinking water (if not playing mountain man) to carry you along without incentivizing using it for producing copious amounts of glue, which I gather was TFP's primary concern about the water system. Seems pretty well balanced in that regard.
 
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However, it's a while before you can build a dew collector and some might not want to use dew collectors at all. I thought it might be too long a wait for the dew collector at first, but now think the magazine requirement is just about right. You can play for a good, long while with the new system and come up with enough drinking water to carry you along without incentivizing using it for producing copious amounts of glue, which I gather was TFP's primary concern about the water system. Seems pretty well balanced in that regard.
Fair enough.

(Currently, I think we find so much duct tape and glue in loot, that we rarely have to craft it anyway.)
 
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