At least for public servers, I think the lack of available loot would be a problem.Why not? The only thing preventing it is whether other players want to play the game without trader quests like you do.
At least for public servers, I think the lack of available loot would be a problem.Why not? The only thing preventing it is whether other players want to play the game without trader quests like you do.
To be explicit, this is multiplayer "on an open server."Why not? The only thing preventing it is whether other players want to play the game without trader quests like you do.
If the servers are resetting chunks regularly, it should be fine. But I also don't use servers as I find it is more enjoyable to play with someone I know.At least for public servers, I think the lack of available loot would be a problem.
That is the cost of playing on a server like that. If I wanted to play on a public server, I would try it and see how the other players were. If they did that, I would find another. If they are all like that, I wouldn't use a public server.To be explicit, this is multiplayer "on an open server."
This is because a problem that often occurred in older versions, where someone would steal all the treasure chests at POIs around town, has recurred. This still occurs in the current version, but the person who starts the quest has a guaranteed chance to obtain it (unless someone else joins in).
This problem could be solved by shortening the time it takes for placed items to respawn, but then it would be no different to having a quest in place.
I've spent not a second playing mulitplayer. But unless you're resetting chunks every hour or two, I'd think you'd have instances where someone new would join and find everything near spawn looted, and would likely end up instantly quitting.If the servers are resetting chunks regularly, it should be fine. But I also don't use servers as I find it is more enjoyable to play with someone I know.
If you are playing on a server that sticks to the player count that the game supports (8 players max at once), that shouldn't be a problem as long as you have spawn points spread out. After all, I've played 7 or 8 players on P2P with all of us in one place and there wasn't an issue with loot being wiped out even when we were just scavenging and not doing quests. If you're playing on a server that doesn't stick to the supported player count, well, then you need to use mods if you want to balance things because TFP isn't going to balance things for more than 8 players.I've spent not a second playing mulitplayer. But unless you're resetting chunks every hour or two, I'd think you'd have instances where someone new would join and find everything near spawn looted, and would likely end up instantly quitting.
Sylen, I love you and have always respected you and your work here and for this community and game and i by no means post this with intentions of disrespect, but I had to come out of retirement from interacting here to say this reason is complete bollocks.Smell system - Replaced with feral sense. The smell system required too much overhead to be playable on low-spec hardware, and TFP did not want to alienate a large part of their player base.
I personally would love if there was an in game mod menu, where you add 100 mods, then select with a checkmark what you do and dont want to add in each play. this would include modders adding options to each of their modlets, for example my plant timer mod has 360 minute. you could select the timer yourself in the menu.And I truly get that, however, on a personal level, I have enjoyed quite a few modlets. However, I don't have the time nor the inclination to fill in/remove/modify the other stuff. I.e. each modder makes the mods mostly, if not always, to their style of play, as it should be. Therefore I don't have it the way I ultimate thought it should be/remain/was, etc.
I know, my loss, but it could have been better for me. If I may be so selfish, without having to modout or modin more stuff.
/Shrugs