PC V2.3 Experimental

I guess there could be exclusions for Blood Moon night.
Same as what happens in a Local game when you try to skip BM night by quitting. ;)

Now it's just getting more and more complicated. Easiest is to let those who believe they must sit idly during a storm to just turn them off and let the rest of us enjoy what they add to the game. Nothing is going to convince someone who believes that the only possible thing that can be done is to sit and wait until a storm ends that there are any other choices. For them, it needs to be turned off or a function added to have storms on but skippable. Since they'll skip them anyway, best to go with the simplest already incorporated feature: the options toggle. IMO, no development time or resources should be spent on trying to solve these issues so that someone can skip what they can already turn off.
 
Nothing is going to convince someone who believes that the only possible thing that can be done is to sit and wait until a storm ends that there are any other choices.
It always depends on the circumstances, though. For example, if I'm caught in a storm at the end of a quest, I'll just wrench the interior. Unless my inventory is full, then there's not much I can do.

Recently, I was caught in a storm at the end of a quest in Grover High. Luckily, I was only about 500 meters away from the forest biome. So, I jumped into the gyrocopter and flew through the storm.
 
Now it's just getting more and more complicated. Easiest is to let those who believe they must sit idly during a storm to just turn them off and let the rest of us enjoy what they add to the game. Nothing is going to convince someone who believes that the only possible thing that can be done is to sit and wait until a storm ends that there are any other choices. For them, it needs to be turned off or a function added to have storms on but skippable. Since they'll skip them anyway, best to go with the simplest already incorporated feature: the options toggle. IMO, no development time or resources should be spent on trying to solve these issues so that someone can skip what they can already turn off.
Well, true... but I was replying to the idea on how to implement sleep in a multiplayer game though.
In MP, allowing individual players to just turn off storms would create un unfair disadvantage for the other players who keep it on.
 
It always depends on the circumstances, though. For example, if I'm caught in a storm at the end of a quest, I'll just wrench the interior. Unless my inventory is full, then there's not much I can do.
Just put a box down, Wrench and pick up the stuff on the next way by.
 
Just put a box down, Wrench and pick up the stuff on the next way by.
I could do that, but I'm not a big fan of exploring. I'm usually either on my way to or from a quest. On the way back, my inventory is usually full anyway. On the way to a quest, however, I prefer to keep my inventory free.
The last time I left something in a box, it stayed there for weeks.
 
I'd just like it if they acted like getting the product out to console actually mattered to them.
And you really believe it doesn't? Heh.

Let's see... Put out a broken update with bugs to console and require them to download it again every update fix those things, potentially causing save game bugs, which has happened in experimental in the past. Or wait until things are in good shape and give them a better version? I would choose to wait every time. Heck, I often don't even do experimental and I am on PC, so I wait just like you.

If they really didn't care about console, they could have chosen to either not make it available for console at all, or to wait until PC was finished. Instead, they made it available sooner than I think they probably should have.
 
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I'd just like it if they acted like getting the product out to console actually mattered to them.
It's not just consoles but also for PC players who don't like experimental builds, which can break things. A lot of people (PC included) are waiting for the stable release of V2.3, but if it's not here yet, then it's because TFP still has work to do before it's ready for primetime.
 
I wouldn't say that really. Microsoft and Sony are very picky. I wouldn't say its the fun pimps fault
A few examples of things fixed in Experimental, or that are being fixed right now:

- Water purifier for helmet doesn't work unless you remove the helmet and put it back on (now fixed, coming in next update)
- Harvesting honey challenge didn't work anymore. No matter how much honey you get from tree stumps, it would not count (now fixed in latest V2.3 b8 EXP)
- Horde night not lasting the full night. Supposed to be fixed but V2.3 b8 EXP made it worst (every horde night stops around 03:00 - 03:20 instead of 04:00). Confirmed in the latest internal build that the issue is fixed and will be in the next build (got this from @NekoPawtato in Bug Reports).

TFP might also want a few other features / changes to be in game before releasing V2.3 Stable... That remains to be seen.
The only thing I know for sure is that people wanted changes, well they're getting them, but the extra work means longer wait time for a new Stable release.
 
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Well, let's imagine a situation. There are 10 players on the server, you took a quest that you plan to do in 15 minutes, 30 minutes before the red night. That is, you plan to do the quest, hand it in, go as a lady for everything you need for the night and get to the horde base just about when it starts. You took the quest, started doing it and then 6 players decide to sleep. The time on the server shifts and you understand that either you do the quest and die from the horde or you abandon the quest and urgently run home to prepare for the horde.

Did I understand your idea correctly?
I don't see any problems with this from a gameplay perspective. If it's a server for a small group of friends, they can lower the value to like 50%, because they can agree with each other and play comfortably. If it's a large public server, it would be very silly for the admin to set the same settings as for a small group of friends (that's why most public servers will probably have the default value of 100% players required for skipping). And as with storms, this value can be set to 0% to disable it completely for players who do not like it.

Currently, storms, especially in late biomes, are quite deadly and do not provide many opportunities to flee to another POI without dying, especially at high levels of difficulty. So the togglable option of skipping storms in shelter is self-evident, so as not to sit around doing nothing when you already cleared a large POI. Remember that most players play with a group of friends on private servers or solo, so this option will be super useful.

Storm skipping would not make much sense only if storms were balanced a bit differently: in example, being outside shelter during storm reduced your speed, max health & stam to a certain threshold over time instead of killing you. It would make sense to run from one POI to another with low max health and risk to be killed by even a weak zed. If storms also increased aggro radius and spawn rate of wild zeds, this would give desperate players a real incentive to fight them under very difficult circumstances for higher loot bag chance instead of wasting time.
 
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It always depends on the circumstances, though. For example, if I'm caught in a storm at the end of a quest, I'll just wrench the interior. Unless my inventory is full, then there's not much I can do.

Recently, I was caught in a storm at the end of a quest in Grover High. Luckily, I was only about 500 meters away from the forest biome. So, I jumped into the gyrocopter and flew through the storm.

One probably could imagine a set of circumstances where you are actually prevented from doing anything.

But what your example hints at is that in 99 out of 100 cases you have the luck that you can actually do something.
 
But what your example hints at is that in 99 out of 100 cases you have the luck that you can actually do something.
I don't have exact numbers on how often this happens. Sometimes the storm rages outside while I'm in the middle of a quest, and by the time I finish the quest, it's already over. But there have also been cases where I had to change my plans because I couldn't enter the biome without taking damage due to a storm.

I always try to find something to do. If not looting, then maybe mining. Sometimes, however, you run out of options because your inventory is full or you don't have the right tools.

I really hope that the developers implement what they announced during the town hall event. That means less intense storms that only give you a debuff instead of directly inflicting damage. Then you would have a few more options.
 
I don't have exact numbers on how often this happens. Sometimes the storm rages outside while I'm in the middle of a quest, and by the time I finish the quest, it's already over. But there have also been cases where I had to change my plans because I couldn't enter the biome without taking damage due to a storm.

I always try to find something to do. If not looting, then maybe mining. Sometimes, however, you run out of options because your inventory is full or you don't have the right tools.

Obviously you are not using all options when you don't put down a storage chest in that case. And pretty early in the game a veteran player should have enough food/meds available to take some damage while riding to an unlooted POI even in a storm and heal that damage at the destination. Not doing any of this is your valid choice but it should be mentioned that you yourself decided to do nothing while options existed.

I really hope that the developers implement what they announced during the town hall event. That means less intense storms that only give you a debuff instead of directly inflicting damage. Then you would have a few more options.

A debuff would be so lame they could just remove storms from the game IMHO. If it just means you continue exactly as if the storm wasn't there, what's the use?
 
A debuff would be so lame they could just remove storms from the game IMHO. If it just means you continue exactly as if the storm wasn't there, what's the use?
If you think debuffs are so lame, why do we have them at all?

Zombies already move faster in a storm and have Feral Sense. For anyone who doesn't play on Insane Nightmare with Feral Sense, this means that the environment is much more dangerous during a storm. If you have a debuff in addition that slows you down, reduces your stamina regeneration, or blurs your vision, for example, then it definitely has an effect.
 
If you think debuffs are so lame, why do we have them at all?
They're not a big deal, but they're not a major problem either. They make the game more difficult, but they're not deadly. Plus, they make you better prepared for your runs. I used to rarely get broken bones, so I usually didn't carry a cast or steroids, but that's changed.
 
They're not a big deal, but they're not a major problem either. They make the game more difficult, but they're not deadly.
That's exactly the point! Storms currently cause direct damage and can be deadly if you do nothing. You can counter-heal, but it's ridiculous that you have to constantly do so just to be outside.

If one or more debuffs put you at a disadvantage instead, however, you'd be less hesitant to go outside. You'd just have to be more careful, but you could manage the situation without having to constantly eat bandages or medkits just for being outside.
 
I only have 1 thing I want to know about the 2.3 update, and that is the "the 4x4 is no longer affected by storms"... does that mean it will not be driven as if it is drunk as an irishman, or will it include shelter for the storm? Just wondering.. Oh, and also too lazy to read 10+ pages of comments, incase someone else already asked this question.

There are no stupid questions, only stupid answers,
 
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