Well, the jars do get a comeback it seems.

The more people get used to the idea that a “jar of water” is simply a “unit of water” and accept that water survival is not going to exist at the hyper realistic simulation end of the spectrum the better they will manage their expectations and avoid disappointment. Just sayin…
As long as I can collect this "unit of water" from the open sources of water all over the map, I'm good with that.
 
I really hope that isn't what they do. I don't want to use jars at all. If they make it so that you have no choice but to use jars even if you're using a dew collector, then I'm stuck having to mod out the jars. I don't want jars in loot and I want to be able to use the dew collectors without needing jars so that I can entirely ignore that jars are back in the game. Any other option will require me to use a mod to remove jars entirely.

If they do make jars a necessary part of the dew collector, I hope that they make them modifiable through XML.

For instance, have something like <property name="ConvertFromItem" value="drinkJarEmpty/>where the value could be an empty string, meaning it doesn't need to convert from any item.

EDIT: Also, if we're going to require empty jars, then I hope they make the capacity bigger. It's a huge barrel, in real life it would hold probably 20 quarts of liquid, so making it 20 slots would be realistic - and if the fill rate doesn't increase, and each slot requires a glass jar, it wouldn't greatly affect water availability.
 
The stack sizes are all over the place anyways. Wood and Ore stack to 6000 but clean water is 10? And there is absolutely no logic behind it that clean and murky water have different stack sizes. A lot of other stuff too where it makes no sense, but i guess that is something for polishing once all the content is in the game.

@khzmusik As it looks like that we will need the crucible to craft jars, i doubt we will need jars for the collector. At least i hope, but if we do and we need the crucible, i am 100% sure that there will be an even bigger s**t storm than we had it with V2.
 
The stack sizes are all over the place anyways. Wood and Ore stack to 6000 but clean water is 10? And there is absolutely no logic behind it that clean and murky water have different stack sizes. A lot of other stuff too where it makes no sense, but i guess that is something for polishing once all the content is in the game.
Ehrm... all over the place?? Have you ever heard of balancing?
If everything should be stackable based purely on size/logic, then you shouldn't be able to carry anything that doesn't fit in your backpack. :rolleyes:

If they need to limit how much of something you can carry, it's only logical, from a balancing standpoint, that they also use lower stack numbers.
 
And we are talking about a game with a huge number of very experienced players. I would say more than half. With the long development time this should also be considered by the devs.

Possibly, but it still means dew collectors did change early water survival to be less easy than it was before for not much less than half of all players (if we take your estimate as true). You always say that dew collectors didn't change anything, but that simply is not true for an (even in your assessment) still large part of the player base, even if it might be true for you and other experienced players.
 
However, that does not mean I want jars. It just means that focusing only on veteran players because they are the majority doesn't help TFP much.

Not necessarily. Focusing on veterans means they have to concentrate on producing DLCs(*) and next versions to get their income. Also more difficulty does not mean you don't get any new players anymore, souls-like games show that there is a large range of difficulties new players accept.

Now, 7D2D's huge success in my opionion was (besides the voxel stuff) that they provided horror light, survival light, RPG light, tower defense light and shooter light in one package. It meant players who couldn't stand hard core survival for example still could play the whole game and focus on the parts they liked.

So I would say that they could actually focus on veterans without killing their revenue, but not on hardcore <whatever> players.
 
  • Empty jars don't stack in inventory (maybe they stack in crates?). This means that you need to handle each one to fill them with water, instead of filling a stack instantly.

I never understood why this was a thing. Take a stack of jars to a lake and fill them all in one dip? It really should have been one at a time. Maybe still have them in a stack, but only the top one fills. That would have been the balance that was needed.
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Ehrm... all over the place?? Have you ever heard of balancing?
If everything should be stackable based purely on size/logic, then you shouldn't be able to carry anything that doesn't fit in your backpack. :rolleyes:

If they need to limit how much of something you can carry, it's only logical, from a balancing standpoint, that they also use lower stack numbers.

Yes, all over the place. We can stack murky water to 250 if I recall, but clean water only 10? Both should be 10 or something. And as I mentioned above, fill one at a time.
 
I wonder if the next DLCs will be cosmetic content like the last ones or if they will be more like total conversion mods with different or additional game mechanics.

Probably they made those cosmetic DLC so early because such DLCs seem to sell best shortly after a release (and for console it was almost a normal release). Maybe also because they had some graphics designers with spare time(?).

If I am right I would assume the chance that they have further plans for cosmetic DLCs is slim as 3.0 and 4.0 won't have the same impact. And surely they don't even think about content DLCs before end of normal development because it would generate a huge uproar among players.

After 4.0 is out all bets are off, but I would also guess that the current staff working on 7D2D will want to finally work on some other game for a change. So there is a good chance they'll do something else for a while and would only return for a 7D2D 2 eventually.
 
Maybe still have them in a stack, but only the top one fills. That would have been the balance that was needed.
I wouldn't really call that "balance" .. it's a tiny amount of tediousness. Given you only need half a dozen drinks a day, for drinking a slow fill rate does absolutely nothing. You might need "lots" for crafting, but even there, it might take you 2 minutes to fill up a 100 jars; this isn't "gating" in any way, just annoying. You'll get all the water you want, the game just might make you ■■■■ annoyed about it ... I don't think that's a great design, using annoyance tolerance as a gate. :P
 
I wouldn't really call that "balance" .. it's a tiny amount of tediousness. Given you only need half a dozen drinks a day, for drinking a slow fill rate does absolutely nothing. You might need "lots" for crafting, but even there, it might take you 2 minutes to fill up a 100 jars; this isn't "gating" in any way, just annoying. You'll get all the water you want, the game just might make you ■■■■ annoyed about it ... I don't think that's a great design, using annoyance tolerance as a gate. :P
I got this idea to make filling up jars at water sources more difficult (balance difficulty).

Why not add to the lore the fact that all water bodies have been infested with some kind of small "killer mosquito"?

Say, every time you get near a body of water, you get a constant DoT from something similar to the Desert Spitter, but causing damage AND some kind of illness. That would mean that, early game, if you want to fill up your water jars you'd have to get hurt plus possibly need antibiotics to cure that illness.

Basically, it means you'd have to trade having lots of water, with having much less medicine and risking an encounter while ill and injuried. :unsure:
 
I got this idea to make filling up jars at water sources more difficult (balance difficulty).

Why not add to the lore the fact that all water bodies have been infested with some kind of small "killer mosquito"?

Say, every time you get near a body of water, you get a constant DoT from something similar to the Desert Spitter, but causing damage AND some kind of illness. That would mean that, early game, if you want to fill up your water jars you'd have to get hurt plus possibly need antibiotics to cure that illness.

Basically, it means you'd have to trade having lots of water, with having much less medicine and risking an encounter while ill and injuried. :unsure:

Some danger around water would help, not sure about mosquitos you can't see though. The way it was in the past, you see a pool in a backyard, but wait, there are zombies. No problem, jump over the fence, click the water and get 250 filled jars, hop back over the fence. No problem. Some would say filling one at a time is tedium, others would say it adds risk. You advance to dew collectors to avoid the risk.
 
Say, every time you get near a body of water, you get a constant DoT from something similar to the Desert Spitter, but causing damage AND some kind of illness. That would mean that, early game, if you want to fill up your water jars you'd have to get hurt plus possibly need antibiotics to cure that illness.
Hmm, sounds kind of wild to me. With suitable lore, why not, but I wouldn't expect seeing much wildlife at that point.

It would also make everyone avoid watery areas, disable "off shore" bases, make city life miserable as ditches are everywhere. I don't think it'd be worth it as such.
 
Some danger around water would help, not sure about mosquitos you can't see though. The way it was in the past, you see a pool in a backyard, but wait, there are zombies. No problem, jump over the fence, click the water and get 250 filled jars, hop back over the fence. No problem. Some would say filling one at a time is tedium, others would say it adds risk. You advance to dew collectors to avoid the risk.

Kill zombies in backyard once, have lots of time and no risk filling jars for many days. So for your idea to work any water source would need to have a much higher respawn rates around it or similar ideas. Besides needing some new programming work to identify all open water sources and changing the respawn method around them that would need to work correctly with quest spawns if the pool is part of a POI.
 
Besides needing some new programming work to identify all open water sources and changing the respawn method around them that would need to work correctly with quest spawns if the pool is part of a POI.
Might be a decent fit for the upcoming event manager*. "Player took 10+ jars from a box and is heading towards south.. nearest water source might be due a wandering horde". If they ever get to implement it to that level of course, such predictions are rough.

* I know nothing of the actual plans, other than hopes of spawning stuff on the player's path (actual or predicted).
 
Might be a decent fit for the upcoming event manager*. "Player took 10+ jars from a box and is heading towards south.. nearest water source might be due a wandering horde". If they ever get to implement it to that level of course, such predictions are rough.
You are making it far too complicated. Simply use the screamer mechanic. Every time water is filled into the jars, the heat in the chunk increases. You can control the approximate quantity at which a screamer spawns via the stack size and the heat that is added.
 
I don't personally believe the game needs any more screamers ... not that I struggle with them, but they're not a great experience in abundance. Plus, some sort of an event manager is being planned, so, why not? ;)
I'm not a fan of screamers either, but you're the one who wants to make fetching water more dangerous. As far as I'm concerned, slipping and falling into the water should be the biggest danger when fetching water. Worst case scenario, you hit your head and drown. Since that's not possible in the game, the next best thing would be a stray zombie or a crawler hiding in a sewer pipe.

As for the event manager, I don't think we'll ever get one. If someone wants to create a mod to add some excitement to fetching water, the screamer mechanism is a feature that already exists in the game.
 
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