jeffrezyah
Refugee
For me (and maybe others too) its not about immersion breaking. you're right Roland, the candywrappers and stew bowls and gas cans dissappear too and no one bats an eye. i dont mind that they dissappear, totally fine. but with jars its different, since they would have (and had in the past) a purpose when empty. the candy wrapper is useless (unless its 1 polymer?
). IF we had a system where we would need to fill a gascan at gas barrels or tank stations and then use that can to fill vehicles or even workstations/generators, then the gas can dissappearing would be just as bad as jars dissappearing.
i've played with mods where you need to craft/obtain a clay bowl before you can craft any food recipe which should be in a bowl (not cornbread or similar) and while tedious i enjoyed it because it gave me a additional challenge while obtaining food. i had to make sure i have all the ingredients and after i ate the food item, it returned the bowl for me.
in earlier alphas i also enjoyed having about 8-10 jars in the early game, needing to manage them (empty, murky, drinkable, tea) and really thinking about how many glues i really need vs. how much i wanna spare to secure my drinking needs. that was fun and made me think about what i wanna prioritize for my survival.
back to jars, i wanna add some things regarding the concerns that you'll end up with too many jars and you never need to worry about water ever again.
first, jars also get used up when crafting glue - so there is a big sink in mid-late game since you'll need MANY duct tapes. the jar dissappearing is kinda fine with me since it would be full of glue or whatever and would not be usable again (point is, jars also dissappear even if you get them back from drinks)
second, with enough dew collectors, you still end up with plenty of water anyway - so the argument of "you'll have too much and never worry about drinks again" is not really valid to my point of view (might be just me though, idk)
third, every player has so many settings to tweak so their game experience is just the way they want. so why not just let the players have their jars back? maybe just a toggle in the options like feral sense and much more?
some thoughts for jars (MY goal would be to make decisions regarding water meaningful like i descirbed above):
-make jars stack way less (empty, murky, clean, tea/coffee)
-make the water you collect polluted (rivers, toilets etc.), murky (water fountains for example) or even clean in rare cases. refill jars in those blocks mentioned
-require the polluted water to be filtered (sand, coal, fibers) to turn into murky
-reduce the jars (empty, murky, clean) you find in loot.
finally - i dont really care about weather jars are back or not, i just think the current water system could need some more "depth" to it. at the moment i dont really have to think about water. just spam dew collectors, empty them regularly and boom i'm set for life. mostly i'm done before first horde night.
also i do really like the direction 2.5 is going. so much great changes and i'm excited to try them all out (started in A16, so smell is a new for me
) keep it up TFP i believe
i've played with mods where you need to craft/obtain a clay bowl before you can craft any food recipe which should be in a bowl (not cornbread or similar) and while tedious i enjoyed it because it gave me a additional challenge while obtaining food. i had to make sure i have all the ingredients and after i ate the food item, it returned the bowl for me.
in earlier alphas i also enjoyed having about 8-10 jars in the early game, needing to manage them (empty, murky, drinkable, tea) and really thinking about how many glues i really need vs. how much i wanna spare to secure my drinking needs. that was fun and made me think about what i wanna prioritize for my survival.
back to jars, i wanna add some things regarding the concerns that you'll end up with too many jars and you never need to worry about water ever again.
first, jars also get used up when crafting glue - so there is a big sink in mid-late game since you'll need MANY duct tapes. the jar dissappearing is kinda fine with me since it would be full of glue or whatever and would not be usable again (point is, jars also dissappear even if you get them back from drinks)
second, with enough dew collectors, you still end up with plenty of water anyway - so the argument of "you'll have too much and never worry about drinks again" is not really valid to my point of view (might be just me though, idk)
third, every player has so many settings to tweak so their game experience is just the way they want. so why not just let the players have their jars back? maybe just a toggle in the options like feral sense and much more?
some thoughts for jars (MY goal would be to make decisions regarding water meaningful like i descirbed above):
-make jars stack way less (empty, murky, clean, tea/coffee)
-make the water you collect polluted (rivers, toilets etc.), murky (water fountains for example) or even clean in rare cases. refill jars in those blocks mentioned
-require the polluted water to be filtered (sand, coal, fibers) to turn into murky
-reduce the jars (empty, murky, clean) you find in loot.
finally - i dont really care about weather jars are back or not, i just think the current water system could need some more "depth" to it. at the moment i dont really have to think about water. just spam dew collectors, empty them regularly and boom i'm set for life. mostly i'm done before first horde night.
also i do really like the direction 2.5 is going. so much great changes and i'm excited to try them all out (started in A16, so smell is a new for me
