PC V2.0 Storms Brewing Dev Diary

I don't see how what they are doing isn't what they said they would do.  Each biome has a weather effect that will kill you if you don't have the protection you need.  

Just because you thought it was going to be something different doesn't mean they aren't doing what they said they would do.

 
I don't see how what they are doing isn't what they said they would do.  Each biome has a weather effect that will kill you if you don't have the protection you need.  

Just because you thought it was going to be something different doesn't mean they aren't doing what they said they would do.
Yeah, like they said, two of the four hazards aren't weather.  So that isn't what was being suggested.  Even faatal has said they no longer call those biome hazards weather because they know they aren't weather.

 
That's just it though, it isn't really weather survival at all. Smoke in the burnt forest isn't weather. Radiation in the wasteland isn't weather. It's just hazards specific to each biome. Whoever came up with the promo art and the description for this update, as well as whoever approved it probably shouldn't be in charge of those sorts of things.


Perhaps they're choosing those names well in advance of development and testing, such that "weather" was kind of a vague goal that sort of evolved into hazards.

I don't know that I was anticipating some big dramatic storm-like effects, but I would have enjoyed something related to the complications of heat and cold; wet and dry. I assume that might still be possible via XML if the remnants of the older system remain present.

 
I don't know that I was anticipating some big dramatic storm-like effects,
I actually was at first, hopeful to it pointing to a direction of development.

Now the first picture up there is obviously concept art, i.e. the equivalent of an ad where someone says this laundry detergent makes your laundry more white than white. It does not represent real ingame graphics and you can't be sure what in the picture is real and what is artistic licence
But after this post. I drastically tempered my expectations. When I see any picture now, It's just that, an ad. 

Like going to Burger King. The ad says have it your way, with a perfect idealistic picture of a whopper and fries, but realistically 

that is not what you get in the bag. Now, I just order a whopper and fries, because I like the flavor, and have to accept what I get.

There are a lot of synonyms that can be associated with artistic license.

 
Whatever the "weather" effects are I hope it never gets back to like it use to be.

I remember being in desert in a poi and was dying from heat but if I just rotated my character then he was fine.

Having me going from dying to being fine with hardly moving a step was very off putting to say the least.

 
Perhaps they're choosing those names well in advance of development and testing, such that "weather" was kind of a vague goal that sort of evolved into hazards.

I don't know that I was anticipating some big dramatic storm-like effects, but I would have enjoyed something related to the complications of heat and cold; wet and dry. I assume that might still be possible via XML if the remnants of the older system remain present.


humble request...not a demand. please encourage them to make the vanilla version as good as it can be...I get that mods are fun, but, when you guys depend on modders to fix stuff, instead of advocating TFP to fix it, the base game suffers. just trying to advocate for the people who only have vanilla.

 
humble request...not a demand. please encourage them to make the vanilla version as good as it can be...I get that mods are fun, but, when you guys depend on modders to fix stuff, instead of advocating TFP to fix it, the base game suffers. just trying to advocate for the people who only have vanilla.


No one is depending on modders to "fix" stuff, or advocating for them to do so.  Only when your ideals don't match the direction of the developer do we suggest that maybe you should look into a mod for that.

 
Perhaps they're choosing those names well in advance of development and testing, such that "weather" was kind of a vague goal that sort of evolved into hazards.

I don't know that I was anticipating some big dramatic storm-like effects, but I would have enjoyed something related to the complications of heat and cold; wet and dry. I assume that might still be possible via XML if the remnants of the older system remain present.


Speaking of hazards.. I hope they eventually get around to adding more POI hazards beyond the fire-spewing broken pipes. At the time I could swear they said they were adding more and then the idea just seemed to vanish.

 
Yeah, like they said, two of the four hazards aren't weather.  So that isn't what was being suggested.  Even faatal has said they no longer call those biome hazards weather because they know they aren't weather.
2 are weather effects(extreme temperatures.  The other 2 are biome hazards.  All 4 could be easily called biome hazards.

Again.  People got it thier heads that it was going to be something crazy, and they are upset that it didn't meet their expectations.   That is not TFP fault, that is solely on the people having unreasonable expectations. 

 
Whatever the "weather" effects are I hope it never gets back to like it use to be.

I remember being in desert in a poi and was dying from heat but if I just rotated my character then he was fine.

Having me going from dying to being fine with hardly moving a step was very off putting to say the least.
My only worry is 

It makes the pine forest again too easy..at least a somewhat hot or cold too lower food and water 

Will the desert still have heat hazard at night? Cuz realistically it should be hot then cold

 
Again.  People got it thier heads that it was going to be something crazy, and they are upset that it didn't meet their expectations.   That is not TFP fault, that is solely on the people having unreasonable expectations.
So you don't see the update's name, the images used to promote it, and "weather overhaul" not lining up with what we are getting? It should've been called Hazard's Brewing and showed a cloud of smoke in the burnt forest instead of a lightning storm or something. When even the dev says they need to stop referring to it as weather because it isn't, I think it's safe to say they marketed it incorrectly. Can't really blame people for getting the wrong idea when they just went off the info TFP provided.

 
So you don't see the update's name, the images used to promote it, and "weather overhaul" not lining up with what we are getting? It should've been called Hazard's Brewing and showed a cloud of smoke in the burnt forest instead of a lightning storm or something. When even the dev says they need to stop referring to it as weather because it isn't, I think it's safe to say they marketed it incorrectly. Can't really blame people for getting the wrong idea when they just went off the info TFP provided.
same though. Though we were getting a overhauling weather system with hazards 

Instead it's just hazards. I'm fine with biomes being harsher.  But the old systems mixed in wouldn't be bad nether 

 
But the old systems mixed in wouldn't be bad nether
Yeah if there was a consistency, to the temperature changes.

The original was based on the rwg file, grouped by biome, at the bottom; that tied into the
weathersurvival.xml which had temperature based on altitude from bedrock to mountain peak.

It coincided with the period when people were unhappy with the hills being too loamy. Wish

granted. Albeit with caveats .

The tiled terrain as we have it now, was offset with height variances, and the temperature variances
were extreme , meaning left foot hot, right foot not. Thought of as the weatherband hokie pokie.
only because inconsistent.

If the old weathersurvival were used now, it could work if it were consistant. To match and not
detract from the kit, and was constant like the kit's mechanic according to what was written as
the description of use.

The thing that has changed that makes me feel it could work is. An almost single plane height
for Poi generation which is 30ish coincidentally the default height of biome generated water.

The kit is a constant over time damage type. It can be offset by craftables, I think; from what I read.
Once complete, it functions at 100% with no degradation.

If that is applied to the old weather temperatures, then they could play nice together.

If temperature is given a mean low and high per biome. And temperature is timed to rise on a constant curve and fall over time,
using the same curve in reverse, as it follows the azimuth of the sun and constantly decreases from sunset to the middle of the 

game's night then begins to rise toward, sunrise. That could be the logical flow. To tie it together, invulnerability would need
to be removed from armor, the mechanic to offset heat/ cold would be A mod slot that accepts  upgradeable widgets,
that only give a high resistance not absolute, that degrades over time. But at the moment it's apples and oranges.
If they were complimentary then it would be possible. That will make a nice mod once the former is released. But
it is not what has been designated for this update.

 
humble request...not a demand. please encourage them to make the vanilla version as good as it can be


I'm happy to comply with this request. In my opinion, I already do.

I get that mods are fun, but, when you guys depend on modders to fix stuff, instead of advocating TFP to fix it, the base game suffers. just trying to advocate for the people who only have vanilla.


But we're not talking of "fixes" as nothing is "broken." It's competing tastes and priorities of a great many people. There is no absolute achievable perfection.

I regret that consoles don't have a mod option.

Speaking of hazards.. I hope they eventually get around to adding more POI hazards beyond the fire-spewing broken pipes. At the time I could swear they said they were adding more and then the idea just seemed to vanish.


Perhaps the "weather" hazards open up possibilities. For instance, maybe proximity to a highly radioactive source like Chernobyl's "Elephant's Foot" is possible now. Though one significant difference is things like the existing fire hazard are visible and audible. You would have to have a Geiger counter to make a challenge out of a radioactive source like that, otherwise it would just kill characters before they knew what was happening.

What other hazards do you envision?

 
People got it thier heads that it was going to be something crazy, and they are upset that it didn't meet their expectations.   That is not TFP fault, that is solely on the people having unreasonable expectations. 


You also have to remember that weather was already in the game until very recently. Prior to 1.0, the temperature could go up or down at different times of day, and your character could suffer ill effects because of it - getting too hot or too cold would give you a debuff.

The armor/clothing mods that counteracted these debuffs are still in the game today. (Insulated lining, for instance.)

It was not unreasonable for anyone to expect that TFP were simply re-working this existing system to be better gameplay-wise, and/or be tied to biome progression.

Especially since the current biome hazards are not weather at all. They could be considered environmental, but "environment" and "weather" are not the same thing.

 
So you don't see the update's name, the images used to promote it, and "weather overhaul" not lining up with what we are getting? It should've been called Hazard's Brewing and showed a cloud of smoke in the burnt forest instead of a lightning storm or something. When even the dev says they need to stop referring to it as weather because it isn't, I think it's safe to say they marketed it incorrectly. Can't really blame people for getting the wrong idea when they just went off the info TFP provided.
I think I've made my stance perfectly clear.  I went into it with only 1 expectation.  That the current biomes were going to be changed.  Plus I've been playing since A16.4, I've seen how they are changing the game and suspected that any changes would not be drastic.  They are going for a broader audience with this game, some systems are being simplified.

I mean, your first clue should have been the removal of temperature effects from the game in the current release.  

You also have to remember that weather was already in the game until very recently. Prior to 1.0, the temperature could go up or down at different times of day, and your character could suffer ill effects because of it - getting too hot or too cold would give you a debuff.

The armor/clothing mods that counteracted these debuffs are still in the game today. (Insulated lining, for instance.)

It was not unreasonable for anyone to expect that TFP were simply re-working this existing system to be better gameplay-wise, and/or be tied to biome progression.

Especially since the current biome hazards are not weather at all. They could be considered environmental, but "environment" and "weather" are not the same thing.
Look people can be salty about anything they want.  I'm not saying they can't be salty. I'm saying it's their fault for not reading the room.  Why would anyone think for a moment that the weather and biome overhaul would do anything crazy?  Didn't they notice that TFP basically neutered the temperature worries with the current release?

Speaking of the the temperature concerns of previous alphas.  It was basically impossible to be effected by it.  Get yourself a trenchcoat, and the army fatigue and you were golden.  It was the easiest thing to control.

And sure I agree, it's a stretch to call it weather.  I'd slightly push back with.  Smog, smoke and pollen are reported on the weather, heck if we lived in a world where there was radiation zones that changed, I'd bet they would be reported about during the weather segment.

The only thing I think would be cool is if they replace the temp control mods with something new.  But I'm not expecting it.

 
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