feedback: my dream of weather effects (and new diseases) in different biomes

myav

New member
How I see the most ideal version of innovations in biomes...

Forest:

(first, to loosen the humidity so that the new disease will be not permanent)
 

a). Reduce the speed of getting wet from normal rain.
b). Additionally reduce the speed of getting wet from each piece of medium armor and further reduce from each piece of heavy armor (no reducing from light armor)
c). If the player is more than 50% wet - once every 30 seconds there will be a luck check. 5% that the player will get a cold.
if the player is 75% wet - a 10% chance
if the player is 100% wet - a 15% chance

(forest) Cold Disease:

duration 45 min. If the player is already sick, then on the next successful random checks for a cold (when the player is still 50+% wet), he will get +15 minutes to the duration of the cold (max - 2 hours of duration)

(forest) Cold Disease Effects:

a). Once per minute the player sneezes or sniffles (50/50). This action removes stealth and makes noise for a second (equivalent to stepping on broken glass).
b). a sick person gets tired faster - stamina is spent 30% faster

Cold disease will pass 3 times faster if the player takes vitamins and 3 times faster when the player is under a warming effect (a campfire as an example). Both effects can stack (to x9 removal speed).

Burnt:

90% of dedicated servers already have an effect (as a mod) in this biome - suffocating the player with smoke. This is a great effect, and I hope you developers also noticed it.
 

but!

On dedicated servers this effect is very easy :( countered by a regular rag (put it in the helmet as a mod and forgot about it.

My dream is that you will add smoke suffocation and make the fight against it a little more difficult.

For example, so that the rag does not completely block the smoke, but slows down the suffocation by 10 times (so that the player has about 2-3 hours before he has to leave the biome).

+ it would be cool to add a new device (like an air conditioner) - an air purifier. If the player builds it in the base, he will be saved from the suffocation effect without leaving the biome on 10m radius from this device (will be needed 5w electricity for each purifier).

+ burn Cold Disease:
(from rain) the same as in the forest

+(burnt) will be cool if to add new weather effect - smoke storm
if player gets under this moving cloud - smoke suffocation will be 7 times faster if player does not hide in closed space.

Snowy:
I saw your videos with your plans about a new good freezing, But, please add REAL freezing and real effects from it.  Now is zero impact on the gameplay ((

I dream that freezing will accumulate on the player in percentages like rain (from 0 to 100).

a). For every 25%/50%/75%/100% freezing, the player will receive a penalty to walking/running/battle speed (-7% for every 25% freezing)

b). If freezing is higher than 50% - the player will make sounds that frozen people make once a minute.

And similar to a cold, from freezing add a new disease - flu.

flu disease from freezing:

If the player is more than 50% frozen - once every 30 seconds there will be a luck check.

5% that the player will get a flu.

if the player is 75% frozen - a 10% chance

if the player is 100% frozen - a 15% chance

Flu gives severe weakness and aching blood vessels (like in real life):

a). running speed - an additional -20% (stacks with the slowdown from freezing)

b). player's hit power on creatures/blocks -30%

flu will appear immediately for 3 hours. Antibiotics will speed up the healing by 5 times and weaken the debuffs of the disease by 2 times.

If the player continues to freeze when he has the flu - the time of the disease will increase.

Warm linings (4 mods, 1 in each part of the armor) will not protect 100%, but will only slow down freezing by 4 times (-20% to freezing speed, maximum -80% to freezing speed, for 4 linings).

To warm up, the player will have to stand by a warming fire.

And add a recipe for improved warm linings. Both the recipe and the linings themselves can only be found in this biome (from quests or loot with low chance. But chance will increase with difficulty of quests).

Improved warm linings will be 3% more effective than regular ones, and in total will give -92% to freezing speed.

Desert:
In addition to usual hot in this biome (which you planning to increase)  plz add weather effect (instead of rain) - hot sunny day (weather effect for 8 minutes).

During this effect, players will spend water 20% faster while standing/walking/riding. And 50% faster while running/hitting.

And add a check during this day - once every 2 minutes for sunstroke (15%), if the player is continuously in the open space for 2 minutes (no ceiling overhead). if the player goes under cover for even a second, the timer will reset and will only start when the player comes out
 

If sunstroke occurs, then blurred vision and strong slowdown + weakening of all actions for 5 minutes.

Each water drunk will give immunity to all effects (water spending and sunstroke chance) of the hot day for 45 seconds.

Wasteland:

Please make strong constant radiation in all this biome (not only during storms).

Basic protection can be bought or crafted by players anywhere in the world (traders,quests,loot in any biome).

But improved protection from radiation can only be found in this biome (from quests or loot with low chance. But chance will increase with difficulty of quests).

Also, my vision of your future radiation storm (weather effect):

if the player has no radiation protection - terrible radiation exposure

if the player has basic protection - average radiation

if the player has better radiation protection - will also receive radiation, but a small one.

 
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Have you read any of the information about 2.0?  They have explained the biome hazards and how they will harm you until you complete the required challenges to craft protection.  A lot of what you mention has already been stated to be in 2.0 or at least be similar to what has been stated.

Weather related storms (separate from biome hazards) will do damage if you are out in them regardless of having biome protection.

 
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Have you read any of the information about 2.0?  They have explained the biome hazards and how they will harm you until you complete the required challenges to craft protection.  A lot of what you mention has already been stated to be in 2.0 or at least be similar to what has been stated.

Weather related storms (separate from biome hazards) will do damage if you are out in them regardless of having biome protection.
Ramus, i read everything about 2.0. But have you read what i have written?

I'm asking not 100% of protection (after challenges and craft protection) but only lowering of danger (90%, but not 100%).

Also, i'm asking new diseases.

Also, these new mechanics are still under testing and can be changed at any moment. Here i have written the best their variant (how i see them, and i hope that first my message in this topic will bring new ideas to developers).

 
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Ok, but as an example, wasteland already will have radiation all the time.  And it is unrelated to weather.  You get protection through the kit that you craft and to do that, you have to go into that biome.  That's what you suggested, and is already what they are doing.  And you can get temporary protection or healing either by buying it or crafting it to help you while you are trying to create the kit.

Now, you do add a could small changes to it.  For example, no full protection possible, which absolutely shouldn't be the case except in mods... Most people don't want to have to constantly heal just to be in the biome.  But the overall idea is what is already planned.

As far as having a lot of new debuffs... maybe they'll add some new ones.  But I don't think they'll make them overly complicated.  You will either have one or not, just like now.  Having a lot of stages isn't really necessary.  This game is a mix of genres, so everything is "lite".  If it was focused primarily of survival, those things would be important.  Because it isn't, it will generally stick to a lower focus on such things so it doesn't turn away all the baby players who don't play this game for survival reasons.  Just my opinion, of course.

 
Most people don't want to have to constantly heal just to be in the biome.
And me don't want this too.

I suggest that player bases will be as safe places.

on burnt - air purifiers
on forest - simple roof vs rain
on snow - decor that will heat the base and the players inside
on desert - cooling air conditioners inside players base
 

but when the player leaves his base - he will encounter a harsh biome.

with zero protection he will immediately feel very bad

with basic equipment protection from biome problems - the player will be able to walk around the biome for up to an hour
and with improved equipment protection from biome problems - the player will be able to walk around the biome for about 3 hours

before the biome forces him to return to the base (that is, there will be no 100% protection)

And there is no need to heal manually (by hands or by items). The player will cure smoke poisoning automatically under purifiers, or overheating under air conditioners, or automatically heat up in a heated base in the snow.

This is what I propose to the developers for 2.0 )))

Anf for beginners.. about which you remembered - they can live peacefully in the forest where there are no problems of more complex biomes.

The developers said themselves that in 2.0 they will introduce a gradual complication of gameplay when switching between biomes.

And I am simply offering ideas on how exactly to do this. What if they will like my ideas))

 
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