The fun pimps are holding a 2.0 town hall discussion. Try to attend it.

I'd expect that, if clothing returns, it would be "cosmetic DLC" and essentially appear instead of the armor you're wearing as outfits in Fallout 76 do given the cosmetics sytem added in 2.0.
The idea you were quoting was about clothing being an invisible item that lets you use it as a way to handle temperature without using the armor mod slots. That wouldn't be a DLC. It would be there in the base game. It wasn't a suggestion to add visible clothing back. *That* might be a cosmetic DLC.

I don't know that it would be much use to use an invisible clothing item like that, though it would feel more immersive. I'd be fine just using mod slots in armor, either as a new specialty slot, or as an additional normal slot that can be used for anything including the temperature mod, or just as a mod that you have to make room for in the current number of mod slots.
 
I'm more concerned about them choosing to implement temperature is a good way. The old way was pointless because you could just ignore it, yet I don't really want to have it become as gating as biome hazards where you can't go somewhere because you can't find or craft a specific mod yet.
You keep saying this, and I realize it's true from what of the game you've played, but in A16, temperatures could actually be fatal.

That said, I agree with you that requiring a specific temperature mod to go to certain areas would be a bad idea.

I'll also add that, unless they add a generic "temperature" mod, they need to add 2 slots for temperature mods (or however many temperature mods they add). I don't want to constantly have to swap out mods when traveling between the snow/desert/whatever.
 
They did say they "wanted to chat about some of the change we plan to make to address it", so at face value it seems like they are listening.

I still don't see how they can restore the temperature system without clothing unless they plan to just add weather deterrent mods to take up valuable armor mod slots. Or worse, give different armors different temp stats.

Just going to politely be frank, but aside from the helmet, the three other armour pieces are semi-lacking in available armour mods nowadays, especially if you spec heavily into Pack Mule.
 
I still don't see how they can restore the temperature system without clothing unless they plan to just add weather deterrent mods to take up valuable armor mod slots. Or worse, give different armors different temp stats.
What's wrong with that? That's what I'm currently doing myself. Added the temp stuff back and gave armors a bit of resistances based on what they look like, plus added the cooling mesh and insulated liner mods back to supplement. Oh, and Well Insulated of course, which I also added a bit of storm damage reduction to so you can run around in storms longer.
 
I don't want to constantly have to swap out mods when traveling between the snow/desert/whatever.

I agree. I believe that's the reason they went with badges originally as I think they said so in the 2.0 Dev Stream.

But if there's one for each biome's major complication, then add a slot to each piece of armor for these mods: "smoke filter", "hot weather venting", "cold weather insulation", and "NBC protection". Anyone who didn't want to worry about any biome will slot them all. Anyone who was willing to swap them out would have a few more slots for other things.

Then the question is what effect do they have in storms?

Don't have the mod, the normal weather slowly kills you, like A16, and storms kill you quickly? Either way, seek cover, heating, cooling...?
Have the mod and the normal weather is tolerable and storms slowly kill you, so seek cover, heating, cooling, whatever?

I dunno. Just spit-balling here.
 
I agree. I believe that's the reason they went with badges originally as I think they said so in the 2.0 Dev Stream.

But if there's one for each biome's major complication, then add a slot to each piece of armor for these mods: "smoke filter", "hot weather venting", "cold weather insulation", and "NBC protection". Anyone who didn't want to worry about any biome will slot them all. Anyone who was willing to swap them out would have a few more slots for other things.

A more likely reason, if you could swap badges for biomes, then badges would have to be an item you craft, and that would mean one person could do the challenges and craft badges for all their friends. If they weren't craftable, and just a reward from the trader, then losing one would end your game.
 
Keep in mind, the team has been observing and taking notes ever since 2.0 experimental dropped and all the way through stable. Although I don't know the specifics of what Rick and Joel will speak to this Friday, I do know they have a plan on how to improve the newly introduced systems.

I will inquire regarding the format of the dev stream to see how Q&A will be handled. Stay tuned!!!
 
I will inquire regarding the format of the dev stream to see how Q&A will be handled. Stay tuned!!!
Thank you. And please remind them that they've tried Q&A before and it never worked because the chat was scrolling too quickly. Having people post questions ahead of time and then use those instead of what's asked in the chat would work a lot better for them and provide a much better experience for everyone involved rather than sitting there seeing them trying to find a question in the mess of chat and mumbling about how hard it is like what happened in the past streams. This stream seems to be intended to appease players. Having any Q&A become a mess is going to really be bad this time.
 
I will inquire regarding the format of the dev stream to see how Q&A will be handled. Stay tuned!!!
It might be helpful to invite some of the content creators who commented on the 2.0 situation. I believe they could represent the community quite well. JaWoodle, JustRob, Spartan-85, and Temreki (from Guns Nerds and Steel) come to mind. If they are in the chat, perhaps the moderators could give them VIP status or something similar so that their questions stand out and are more easily spotted.
 
That´s 4am in Europe. Meh.

@RipClaw Let´s not do that. Why should they have any advantage against normal players? Streamer weekend, yeah i get the concept of that as a playtest for a new version, that makes absolutly sense, but letting them speak for the community at a Q&A is not a good idea.

If I may chime in briefly, TFP are far more likely in my opinion to listen to an influential content creator (especially if they have a good, close relationship with them) versus anyone else, veterans of the game included.
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At the very least, content creators' messages (GNS, JaWoodle, etc.) could/should have their messages highlighted by default, if they aren't already. But that's just my two cents, I'm not familiar with the inner workings of Twitch features.
 
Why should they have any advantage against normal players?
Because they're subject matter experts; they communicate with their audiences regularly and see the trends in the populace. They're prone to error just as much as anyone, but at least they're immersed in the subject matter and discussions around it.
 
@Dark Sun They do not represent the community. TFP should listen to the majority and not to a single person. And yes, they do communicate with their viewers, but many viewers simply agree with the opinions of the favorites. So that´s not really a mirror of the community.
Agreed. I'm just going by what I think is realistic here.
 
@RipClaw Let´s not do that. Why should they have any advantage against normal players? Streamer weekend, yeah i get the concept of that as a playtest for a new version, that makes absolutly sense, but letting them speak for the community at a Q&A is not a good idea.
They have closer contact with the community. When a few thousand players talk at once, it's pure chaos. Some players have unrealistic expectations.

I think the content creators could filter out a lot of the noise. Typically, a community manager would handle this, but Fun Pimps doesn't have one. They only have forum moderators, most of whom are volunteers who don't have any insight into the developers' decisions.
 
[Influencers] do not represent the community. TFP should listen to the majority and not to a single person.

Perhaps, but without a method for evaluating what the majority opinion is, that would not be feasible. Is there a way to evaluate that in place other than to read lots of forum/Steam/Reddit/YouTube comments?

I also wrestle with the notion that a community should be able to take a heavy hand influencing features. Among my mixed thoughts are: perhaps the game should have two modes: (1) a Story Mode where TFP's preferences express the story involving The Duke and (2) a Sandbox Mode where the community's preferences get support, perhaps with more options where a majority opinion isn't obvious.
 
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