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Safehouses' only perk is the fact that they contain a bed in which you can sleep to skip time (and heal if playing on "Normal").
The only place where you are safe from the Tide is the home base.
On the other hand objects you leave in maps are not affected by the Tide, so you do not have to worry about them disappearing when it occurs.
Well that sucks. At the very least safehouses should keep you from randomly teleporting during the tide.
If you sleep through it on the mattress you won't teleport. I've never stayed awake and sat in the safe house waiting for it to pass, might be worth a try.
Last time I tried, the game woke me up right when it was about to happen. I think it's made so you can't avoid it by sleeping.
So uh... what's the point of the safehouses then?
They contain a usable bed. Allowing the player to skip the night, should he be caught by it and not wish to fight in the dark, or to heal for free, if playing on normal difficulty.
I've been thinking about it and I'm wondering if the game would be more fun with sleep healing on... time is a valuable commodity but with sleep healing off it just encourages you to keep going back to Vanno to take a shower.
What would be nice is a compromise - where sleep healing only heals you halfway. It would add a bit more utility to safehouses. Without sleep healing I really have no need at all to
I also agree that maybe the Tide should do more than just dump you on the edge of the fog somewhere. Really that's not much of a problem, the level areas are pretty small. If the Tide was more problematic (like the STALKER emissions), it would encourage more Safehouse gameplay, and encourage you to build little forward bases.
If the Safehouses just protected from the Tide teleport in general, it would still give some utility if you crank the Tide occurrence up higher. I have it on the normal 3 day cycle, any faster was too obnoxious. Faster tides, while being able to shelter from them, I'd probably use a Safehouse more.