I think a lot of people are missing what Thorbinator has grasped here, which is that a lot of these options have a huge cost to the game in many ways. Some of them make balancing the game impossible, like disabling skill rust, because one set of players has strictly limited skill levels, but another has no such limit.
There are several categories options fall into, one has no game impact and generally only impacts the UI, like prompt settings, translations and automatic actions like auto-pickup, these are fine. Another is straightforward difficulty scaling, like adjusting starting points, or once we implement it monster type selection, these are also fine, and can be planned for. Then there’s options as safety valves for new features, to give them more testing but let players turn them off if they’re too buggy, this is spawn type, revivication, and NPC options, these need to be removed once the feature is done. Finally there are options that change the way the game works, like skill rust
Totally agree on this one, no idea why it was ever an option.
I think they’re both valid approaches, it’s not much overhead in the code to keep both, and it doesn’t mess with game balance, so this is a good one. Basically it’s a UI only option.
Agree, we need a system that works, not people turning it off, because then the game is broken in the other direction. We’ll probably do a release with the new system as the default but disableable before removing the option.
This is a legit UI tweak IMO, probably should just address it with better options layout.
These should just be built directly into character generation, but I think a permissive range of starting points is something we want to keep. That might cut down on people using exploits like taking non-functioning negative traits instead of just adjusting the option.
The only remotely sensible hard default is “real world”, and there’s massive contention about that, so let it vary. Has little to no impact on game balance or function anyway.
Yea, this was just a savety valve for the feature in case it acted up, it’s working as intended now, so the option should go. Work in single-command pulping before removing I guess.
Probably have a single NPC on/off toggle in case someone wants to play a “Last Man On Earth” scenario, but that will be less and less attractive as NPCs are fixed and then gain features.
There’s also 0 consensus on this one, personally I’d turn it OFF, as magic mutations from radiation is even more silly than magic mutations from mutagenic goop, but I’m pretty sure I’d have a revolt on my hands if I did that <_<
Yea, the crafting menu should just have a toggle for sorting order.
Need to add long-range mob interaction, at which point we can call static spawns at feature parity with dynamic and remove the option. This was NEVER going to be a permanent option, and dynamic spawn is steadily getting more and more broken as expected.
Basically I see every option as an admission of failure that the dev team can’t find the right answer. Sometimes alternatives are totally valid (squre/round distance) or inescapable for technical reasons (viewport size), and sometimes they’re temporary, but if the right answer can be found, it should be implemented and the option removed.