Hereâs the core issue: very little/none of the mechanics are tied to a metaphorical unit of time. Thereâs been arguments on the github/discussion boards before, we canât even start midway through a season and have things work properly. If 91 days becomes the norm, thereâs going to be an even bigger ire out of people who would rather start in the middle of the season. Then there will be people complaining the game isnât fun spending hours just to end up barely making progress. Sure, the experts will be âitâs not that long, it only takes me an hourâ, Okay, you know exactly the best things to do, and want the game to be more tedious because⌠well letâs not be rude to them. Instead of changing their settings and understanding not everyone wants a boring game that requires literally more than a day of playtime per year.
I notice a lot of people in here are like âwell I can shut myself in and readâ. Actually reading in the game can be done within the first winter and/or next spring. Even with stacks of books. âwell make it take longer if itâs too fastâ, great, now my game is stupidly slow, and I have to spend a year of time reading those books. What was accomplished? I just spent 10-20x longer real-world time to achieve the same goal. If the game does have enough resource for me to be self-sufficient for a year, then itâs tedium to jack up the time it takes. If it doesnât, then at best, Iâm slowed in progress. Okay, thatâs a balance change. Wait, you want to make almost the ENTIRE game be more tedious? Not just 1-2x, but six times?!?!
The heart of it is two fold: bad tying of rates to a consistent time scale, and Cataclysm getting boring for some players. 1) Thatâs a programming problem, not a game play problem. If values are rebalanced later, thatâs more palatable than changing things for everyone while still not fixing the problem that the timescales are inconsistent. That will ALWAYS be a problem unless theyâre run-time selectable and exposed to the player, which has always been fought against. 2) Cataclysm canât be everything. Even if more and more content is added (which of course Iâd like to see). Cataclysm canât be perfect. Right now the focus is on adding more gameplay mechanics on broken styles that keep making bigger and bigger problems, instead of refactoring or fixing something basic like font rendering in the experimentals. Font rendering is inaccurate by default and broken on other settings is broken in an ASCII game, but changing game mechanics (and Kevin has even said heâs not against making 91 days mandatory) is important right now.