Idea for the storm sirens

I thought of an idea that would make the sirens more realistic sounding, and also make more sense.

Have the sirens only located at the traders. The further you are from the trader, the further/lower the sound is; and if you are nowhere near the trader, you don't hear it at all. That is a risk you need to deal with if you are in the wilderness.

This would sound really cool. Similar to how gunshots sound in the distance.
 
Personally, I was thinking it would be nice to just have some rumbling thunder/gusting winds roll in, but I think also having traders sound the alarm makes a lot of sense. The current siren is very upfront and it's immersion breaking.
.. I'm sure the devs just love it when some of us ask them to give this or that a second, third, fifth look.. ..but still, I think it would be nice if they gave it just a little touch up.
 
I was wondering in 2.0 why there’s even a storm warning at all. I’d rather see it spreading from a distance like we do in other biomes, or like you said, just an alarm from the traders. That was actually the first thing I thought of when I played 2.0 that the traders trigger the alarm. Okay, the player can prepare because they see how much time they have left, but I’d prefer it the way you said. And if you don’t hear the warning, you can still see the storm spreading.
 
I don’t think that’s a good idea, because players are already incentivized - too incentivized - to set up near traders. I get the immersion argument, but as I’ve asked before, does anyone not make their base close to a trader, besides those that purposefully want more hardship? One might simply imagine that the sound carries really well, such that you can hear it across the map.

If you really wanted to do something in a future build, I would A) make those CB radios you see in POIs craftable; and B) add a radio mod for vehicles. That’d probably cover it. It would give you another thing you decide to craft to benefit your survival or not, and it would likely open the door for additional gameplay features, like talking to a trader remotely. It’d be an easier sell, production wise, than something that arguably worsens gameplay for the sake of immersion.
 
I don’t think that’s a good idea, because players are already incentivized - too incentivized - to set up near traders. I get the immersion argument, but as I’ve asked before, does anyone not make their base close to a trader, besides those that purposefully want more hardship? One might simply imagine that the sound carries really well, such that you can hear it across the map.

If you really wanted to do something in a future build, I would A) make those CB radios you see in POIs craftable; and B) add a radio mod for vehicles. That’d probably cover it. It would give you another thing you decide to craft to benefit your survival or not, and it would likely open the door for additional gameplay features, like talking to a trader remotely. It’d be an easier sell, production wise, than something that arguably worsens gameplay for the sake of immersion.
So whats problem to reverse incentivize near traders?
 
So whats problem to reverse incentivize near traders?
It wouldn’t be a reverse incentive, it’d be an added incentive on top of the existing one. If sirens are only audible near traders, then it adds incentive to stay near traders. There's already incentive to be near traders, since that’s where you get missions, turn in missions, and do your trading. Plus some less tangible benefits, like potentially taking advantage of a plot of indestructible blocks on one side of your base.

If you’re asking why incentives to stay near traders are bad in the first place... I think it’s bad because as a developer you want to utilize all the content you made for people: the whole random worlds you’ve put so much effort into creating. The game is more boring when every playthrough, you’re making your base on the same plot of land next door to one of the same 5 trader compounds. Like, I can more or less recognize the empty lots that RWG puts on the other sides of traders by their terrain and deco features by now.

Wouldn’t it be fun to build a base on a mountain, or on an island, or on top of a big ore mine? Sure, but it’s never worth the effort because it’s so much more efficient to be neighbors with a trader. Building anywhere else is pretty much a vanity project. Adding a kilometer or more of round trip travel time because your base is out in the boonies just has no appeal.

Edit: I suppose I should add that I’m coming at this from the perspective that the siren provides useful information and therefore is good. If your feeling that it’s “cringe sounding” dominates over any feeling of redeeming quality, then I see how putting it near traders would be a reverse incentive.
 
It wouldn’t be a reverse incentive, it’d be an added incentive on top of the existing one. If sirens are only audible near traders, then it adds incentive to stay near traders. There's already incentive to be near traders, since that’s where you get missions, turn in missions, and do your trading. Plus some less tangible benefits, like potentially taking advantage of a plot of indestructible blocks on one side of your base.

If you’re asking why incentives to stay near traders are bad in the first place... I think it’s bad because as a developer you want to utilize all the content you made for people: the whole random worlds you’ve put so much effort into creating. The game is more boring when every playthrough, you’re making your base on the same plot of land next door to one of the same 5 trader compounds. Like, I can more or less recognize the empty lots that RWG puts on the other sides of traders by their terrain and deco features by now.

Wouldn’t it be fun to build a base on a mountain, or on an island, or on top of a big ore mine? Sure, but it’s never worth the effort because it’s so much more efficient to be neighbors with a trader. Building anywhere else is pretty much a vanity project. Adding a kilometer or more of round trip travel time because your base is out in the boonies just has no appeal.

Edit: I suppose I should add that I’m coming at this from the perspective that the siren provides useful information and therefore is good. If your feeling that it’s “cringe sounding” dominates over any feeling of redeeming quality, then I see how putting it near traders would be a reverse incentive.
I mean reverse incentive in general (entire game progression is tied to a traders so thats why players build near them), not about siren thing!
Right now storms still remain cringe/bad designed with 0 sence/logic
At first, storms shouldnt deal direct damage to a player (except radiation), to not force him AFK in nearest building for 5-10 min!
 
I mean reverse incentive in general (entire game progression is tied to a traders so thats why players build near them), not about siren thing!
Right now storms still remain cringe/bad designed with 0 sence/logic
At first, storms shouldnt deal direct damage to a player (except radiation), to not force him AFK in nearest building for 5-10 min!
Yeah, good idea. I think damage should not be the hazard. But instead, going out will not allow you to see well, run fast in the heavy wind, drive well (already a thing), etc...
 
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