The Return of Weather Survival

Interesting, in general, I feel in the early to early-mid I am "surviving". Which I like. Mid, when I am comfortable killing stuff, I feel like a hamster. I.e. resource, loot, build, craft, blood moon. Now I have thought of eliminating bloodmoon, but then I feel like a diservice to "the game". I increased from 30mins days to 1hr days. I think I may even have to increase that to 1.5hr or 2hr whatever next setting may be. Although that may make the "early" go by quicker, which is the part I enjoy most.

Cant speak for late, as I play dead is dead, havent really gotten there.

Funny, perceptions, how they differ.
Yeah, everyone has different preferences for what they like with the game. Having such a wide range of genres mixed together creates that effect. Some prefer the survival aspect, while I don't generally play survival games for very long before getting tired of the "grind" of surviving. I feel this game was fine (for me) in that I still had to worry about some stuff like food and water, but it wasn't ever a critical thing and I could build up to it not being an issue very quickly once I was no longer new at playing the game.

For me, building is a big part of this game. I've played many other games with base building and none have been as good as this one is for being able to be creative. Most either have you building premade structures or else you are building entire rooms at once or else you are building large sections at once (walls, floors, etc.). This game, with it being a voxel game, lets us have far more creative freedom. I also like just killing zombies. I can do that at any level and I will enjoy it. It doesn't matter to me if I'm level 1 and struggling in a fight or level 300 and breezing through a fight. As long as I am killing zombies, I'm enjoying myself. So it doesn't matter whether I'm in the early game or late game for that. I also really enjoy the large, high tier POI, both from TFP and from other POI designers. So mid to late game is just a better time for me than early game. Early game is always the same thing every game. Only later do I start deviating into new things.

@Riamus just give yourself a full set of thermal underclothing at the start and you won’t be bothered by temperature.
Yeah, I mentioned modding it to give me the protective items at the start as one option to deal with it. There are different options I could choose, depending what I end up thinking about how it works. One is just to change the default temperatures for each biome so I don't deal with it at all in the early game in the forest and have to worry about it later in the other biomes. But that may not be the best option for me either. I'll just have to wait and see.

Running around at night early game has always been risky. I still do it. Mostly temperature is not punishing enough IMO. Slowed down barely in the cold and heat. By the time you get to the snow and desert you have a vehicle and you are not slowed indoors where it's warm so it's only affecting you if you run around on foot outside as far as speed goes. We're working up a new menu for 2.8 that will add a million sandbox options, so weather disable could go in then.
Thanks, madmole. It is good to hear that there is at least talk of having it be optional in the game settings. I never have a problem with a feature that is optional in game settings, no matter what I think of it. Even if it's not in game settings, if I can easily mod it, I also don't care that much. But having it in the settings is preferable. As far as being slowed down, yeah... once you have a vehicle, it's not a big deal until you're doing a POI that is mostly (or half) outside, such as the quarry. There aren't too many like that, so it's not a big deal, but slow movement is still something I don't enjoy. Of course, there are a decent number of POI with broken or open roofs, which would all be treated as being outside, but those usually are only open in certain parts of the POI.

I rush the bicycle every game just to not be stuck walking everywhere. I've quit games even when they were good games if you had to walk slowly all over the place and it took a lot of time to get places. I don't consider spending a lot of time walking around to be fun gameplay and instead consider it to be a waste of time when I could actually be playing the game. I know others consider it playing the game, but I just don't. That's why a broken or sprained leg is by far the absolute worst debuff for me. I don't care about any other debuff, but those get annoying very quickly. It's one reason I get parkour maxed right away so I have less chance of it happening. I've even chosen sometimes to just let me character sit in place and go do something else - make food, etc. - until it went away just so I didn't have to deal with it. So, yeah... slower movement is not something I like.

I know I'm probably in the minority and I'm not asking it to be made the way I want it. I'm just expressing my dislike for movement penalties and general disinterest in stuff that is just made to slow you down or make you have to work to accomplish something instead of just playing the game. And, as I said, I know others have different views of what "playing the game" entails. But I'm more about action and less about tedium or repetition. Just my preference.
 
The main difference is that in the forest biome you will almost always carry a torch with you while running around outside. The early game tattered clothing does almost nothing to mitigate the cold. Keeping a torch in your hand is it which means that when you get your bike you will almost always suffer from cold effects while traveling in rain or at night.

Plan to be either annoyed or overjoyed depending on how much you like such things.

I like burnt forest now because it is the most temperate. Forest and snow are too cold and the desert and wasteland too hot. Once you get better clothing and drinks it is easier to deal with those biomes.
I would think the burnt forest would be at least pretty warm but I dont know anything. Im glad the forest got some difficulty
 
. Keeping a torch in your hand is it which means that when you get your bike you will almost always suffer from cold effects while traveling in rain or at night
finally I can experience the bitter cold of exposed fingers on my handle bars as the wet rain brings them within a hair from frostbite due to windchill.

now if they can add the pain of knocking on a door with ice cold hands and we have true immersion
 
finally I can experience the bitter cold of exposed fingers on my handle bars as the wet rain brings them within a hair from frostbite due to windchill.

now if they can add the pain of knocking on a door with ice cold hands and we have true immersion

Sounds like mormon missionary simulator... ;)
 
I am thoroughly enjoying the temp and smell. I did turn down the 'run' mechanic for smell (old lady reflexes), but having to be aware and not just scarffing when I want to makes for more fun. Every bridge I see with water under it is an opportunity for lunch! I have jars at 20% and still doing okay on water. And, having to build a campfire in my Horde Base in case it rains is just perfect. Exploring means I have to pay attention, be prepared, like it was way back when. I still want a combo of learn by doing and books, but I'm good with the direction we're going. And, to whomever made those vehicle storage mods... you are a god and I will make you cookies anytime.
 
We're working up a new menu for 2.8 that will add a million sandbox options, so weather disable could go in then.
I'd like to request a game option allowing or disallowing the ability to craft most of the decorations and all of the doors, windows, and lights. I understand that a main reason why some things aren't allowed to be crafted is because they can cause performance problems if too many are placed in a small area. However, solo players don't have to worry about what other people might do and anyone playing the game with friends probably also doesn't have to worry about it. Even servers may not have to, depending on their players. By giving the option to disable it, those who do have people trying to cause problems can keep it disabled while those who don't have to worry about that can craft all of these great items without having to resort to using the creative menu.

Some thoughts on making this work:
  • Add all items you want to be controlled by the game option to a category similar to the dev tools and make the game option affect only the items that are in that category.
  • When disabled, hide the recipes from the crafting interface.
  • When enabled, show the recipes in the crafting interface. You will of course need to add recipes for them as they don't currently have recipes. These should unlock at some point (whatever makes sense for the given item, with some probably being unlocked right from the start) without needing to find schematics.
  • Have a tooltip for the game option or else static text next to the game option or else a popup when enabling the game option that warns the player that enabling it may lead to performance problems if too many of the items are placed too close to one another so players know what to expect.
  • Lights we can't currently craft will of course need to have an alternate non-POI version that requires electricity created for each of them.
  • It would also be nice to have powered versions of more of the doors, such as the roll-up doors. I made a mod to add those, but having them in vanilla would be good as those are great options for powered doors.

One other game options I'd like to request is combined with a feature that is currently only available in the POI Editor that would be good to add, at least in part, to the game itself: The ability to change lighting effects, specifically tint and intensity, for all lights that you craft. I understand that lighting can also impact performance when lights overlap, so having a game option for this can make it possible for those who aren't going to abuse it to adjust their lights the way they want, while letting those who don't want to deal with potential abuse to keep it disabled, similar to the option I mentioned above.

Some thoughts on making this work:
  • When enabled, you can hold R when placing a light or E on a light that is already placed and it will open a radial menu giving you the option to adjust tint and intensity.
  • When disabled, the radial menu either does not open at all or those options just don't appear.
  • Intensity can have a range from 0 to whatever you feel is acceptable. Probably up to around the intensity of the plain light bulb we have now, since that is already really bright and we probably don't have to make lights brighter than that.
  • It would help if you could save (make a favorite) a certain number of tints so you can use the same tint over and over without having to try and find the same tint for each light.
  • Although it wouldn't be necessary to have it as an option for all lights, it would be nice to have an inset light that can be placed in the floor/ground with an increased view distance that can be used for runway lights. If using default lights that you can craft in the game, the lights don't appear until you're extremely close when flying in to land with the gyrocopter, so having a version you can see from far away would be nice. And I'm suggesting an inset light so you aren't hitting it when landing or taking off.

If either of these could be added as game options, it would be a great boon for base builders. If both could be added, it would be even better. And I think as long as you can disable these, there's no reason why you can't allow it for those who want to use them even if there are potential performance issues if abused.
 
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