Seeing as this is a very in-development feature, there doesn’t seem to have been much discussion here, the most recent being about 17 days ago from what I see off hand
The storms appeal to me, in part as an expansion of what’s going on down in the labs - and perhaps paint a better picture of what happened/what is happening in the world.
I’ve got a short list of things which either make the current storms unfun (to me), or break from the ‘lore’ of the world; and hopefully I can get a discussion going or some feedback
- Driving is lethal in storms - it was completely non-obvious why my luxury RV ran me over without googling. Not even any notice in the logs - just a very dry message that the RV slammed into me and I’m dead.
- Games can start with the weather as ‘Portal Storm’ - if you are playing a scenario with no starting shelter; you have a very short time to find a safe place that may simply not exist.
- The sky may break open as creatures crawl in through the cracks between reality; and my dead gran begs me to come outside for tea and biscuits - but all of this ungodly impossibility can’t penetrate a car door. So long as you don’t try to drive, you’re good
- All or nothing. Perhaps I haven’t survived long enough for it to evolve further - but the game plan seems to be the same all the time - don’t stray far from your base or vehicle, and whatever happens in the storm doesn’t matter.
My thinking was to downplay the danger and up the “weird” factor of these storms - rather than being overly dangerous, exploring during these storms could become more interesting (but still potentially dangerous).
As far as the stated goal of making this part of endgame - I think this is where I see the break from the games general design. While most every other threat has to go through weeks of evolution to warrant end game gear - Storms are currently more dangerous to early game, and the only gear you need is moms SUV with the windows rolled up.
To bring storms more inline with the ‘it gets worse as time goes on’ - the current formula of evolving with time seems applicable here; and I’m sure that’s already being considered.
But how then, can storms be less lethal early on - and do they need to be outright lethal by nature? Do they need current host of creatures and threats that spawn - or can there be more benign or neutral effects
- Don’t make driving lethal. This just seems to worsen the current meta of “sit in once place and do nothing”. Vehicles at least, seem like they could be a good way to explore while the storm is going on - making it dangerous could come in other forms. Perhaps they won’t enter a vehicle - but hitting those things with a car could be a bad idea… (or if it’s possible - rewind the vehicle as well so it doesn’t run you over as you drive it)
- More chaotic effects - particularly effects that apply both indoors or out. These effects could also be used to make storms less lethal early on; but still have the thematic appeal.
- Less “out to kill you” spawns - i.e. space warping fields, which speed up or slow down anything inside it (creatures, projectiles, etc). Weird wildlife, the equivalent of alien bunnies or deer - just for flavor. Maybe occasional lasting effects on the environment - people shaped trees, things floating in midair, giant whale carcasses etc.
As time goes on, the strength of the storm and it’s effects could become more dramatic - if the engine allows it, possibly altering world tiles (outside the players reality bubble perhaps) or infecting the land similar to how the fungal creatures do. Reshaping these places to some elsewhere’s or elsewhen’s design.
If enough effects can be developed - it might also be possible to have different flavors of portal weather, Portal spring showers vs Portal Monsoons and Portal Blizzards
In summary - make early storms less lethal so gameplay doesn’t grind to a halt, more weird and disturbing events rather than dangerous or exotic monsters.