[quote=“Benedict, post:83, topic:304”][quote=“Shoes, post:75, topic:304”]Frostbite is now hard coded not to occur above freezing. Rain is not the reason you are cold in 50F, a combination of unbalanced sleep/hunger/body equalization is the reason you are cold. If you take off all your clothes in the rain, you do not get “more cold” due to being wet. Once wind and humidity exist, that will change.
This implementation started as a simple “I don’t like being able to sleep outdoors in the snow naked”. From there, it just snowballed to where we are now. I like the survival aspect of this game, and the fact that I did not need to layer up made me sad.
Off the top of my head, the impacts on gameplay are :
- Finding a proper place to sleep. The floor is no longer acceptable because of the cold penalties.
- Finding proper clothing. Simply going for pure storage won’t be enough come winter time; you might have to choose between storage and warmth.
- Meth, coke and other stimulants increase body temps (not implemented, but would be a nice draw back to stimulants)
and that’s it :3 Like I said, I am big on survival, so I like the idea of needing to gather supplies to keep warm. It was mentioned too that science labs could be made to have malfunctionning temperatures, so you would need to go into an ice cold lab or a super hot one. Bee hives and ant hills could also be warmer.[/quote]
Hmm. I admit, I’m a little concerned that your main reason for implementing this seems to be to make people find strategies for avoiding it.
Obviously obstacles are important, but for them to be a fun part of a game, there needs to be more than one way of handling them - there need to be interesting and challenging strategies to adopt, and the player should be able to adapt intuitively to the obstacle. As it stands, handling cold basically boils down to “Wear more/fewer clothes” and, as realistic as that may be, realism is not an end in itself.
If the cold system were better implemented, we might start to see strategies evolve from it. Perhaps enemies freeze from the cold, and some players will choose to brave the winter to take advantage of the weakened hulks and wyrms and get some hardcore looting in. Some players might choose to “hibernate” by stockpiling food, water, and fuel, and remaining indoors, avoiding the very real challenge of frostbite, in exchange for a lost season of productivity.
I admit that it’s hard for me to see where you’re going with temperature, and your talk of malfunctioning labs, for example, sounds very promising, and is exactly the kind of direction I’d like to see temperature go.
As it stands though, I’m concerned that the end goal of introducing temperature is “Make players wear warmer clothes”.[/quote]
Impressive.
The general idea of “concern over changes that make the game harder for the sake thereof” is pretty much the same reason I’ve been so vocal over static spawn. Since I haven’t encountered the benefit of a cleared area (leaving aside whether that actually is a benefit), SS is such a change for me.
I’ll freely second you here, Benedict. I wouldn’t mind temperature–even in its current suboptimal state–if it applied to the world (snow/ice) and everyone else involved (Critters with Heat Dependent/insulation/frostbite, etc). Temperature that only affects the PC is arbitrary & capricious.