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This will be my last post on the matter as I'd like to return to a calm discussion.
Let me further clarify by saying my statement "we got what we were asking for" was specifically regarding the addition of Hard Survival difficulty. We asked for a Hard Survival difficulty and we got a Hard Survival difficulty. Nowhere did I attempt to speak for you or the community by saying this difficulty was exactly perfect, in fact it's pretty clear it's not considering the amount of threads and discussions on the topic. It is a step in the right direction however. And I do firmly believe that the chances of the devs adding yet another survival related difficulty are slim to none. I'm sorry you took what I said out of context.
It's clear you and I have different visions of what Hard Survival should be. I've done my best to clearly outline how I'd like to see improvements made and you've given me some insights into what you're looking for as well. While they may be different in their execution they're still both trying to accomplish the same goal: adding more depth to the current survival mechanics.
I believe that even if Conflict used the exact phrasing "We got what we asked for" that's not in the context of "we asked for this and now its done" I believe that's in the context of "We asked for a Hard Survival mode and we received a Hard Survival mode" Many people in the survival threads I've been in had at one point in time referenced the game missing a Hard Survival mode.. so while that doesn't speak to the full community as some people want ATV's, nudity filters, predator animals, some guy on top of the mountain that does.. something, more stone building options, better FPS.. etc. That doesn't speak for the whole community. But people asking for more survival options were indeed for the most part unified on getting a Hard Survival mode added. All of this paragraph is irrelevant as we're just trying to argue over someone's verbiage. But hopefully this lays it to rest.
Regarding the necessity of building a cabin right away, aren't places like the 3d print cave warm enough to not freeze if you started in winter? There's a bed to sleep and save. A stream not far for fresh water. In theory a base isn't necessary. Its a player choice. In theory the player can concoct a variety of their own imposed rules like "I'll only allow myself access to the bunkers once in a while, and will not use them for sleeps and saves. - cause reasons." The game doesn't have to impose ALL the rules. A person can say they won't even loot anything in a container, or refuse to fish for food and only hunt deer and rabbits. What we can't do is impose penalties on our player for eating the wrong food, being out in the cold too long, etc. The game has to have some of those mechanics implemented for a player to do allow them to do anything.
Yes exactly correct. It is silly to be arguing over the misinterpretation of my phrasing, but I can understand how it might have been misconstrued.
I also agree that it's largely up to the player to decide how they want to experience the game and that may include self imposed restrictions or conversely creating incentives when there otherwise wouldn't be any. Not saying there is no reason to build a base, the benefits are quite apparent, but it's true it isn't vital to survival. That being said, building is clearly a large part of the game and ignoring it only deprives the player of a large portion of the game and the interactions and mechanics surrounding it. Certain players may not put a focus on large scale building but there are still incentives in place to encourage building in some capacity.
This makes sense. I'm actually more of a base builder player than survival guy to be honest, so I'd sorely miss any base building features were they to be removed. So definitely not saying there isn't merit in building something, just pointing out that likely there will never be a dire need to build a base within the game unless they pose some other sorts of penalties that would prevent a player from using those baked in ready to use sleep and save spots.
A bed could be built in a cave to my knowledge as well (we've used tents for quick save). I do think that might be an interesting angle for boosting a more difficult experience if anyone has thoughts. What sort of penalties might the game impose for using ready to go save/sleep spots.
My thinking is the various orange and white tents maybe have a % chance of being woken to deal with an enemy - you deal with them and then you can try sleeping again. And also less sleep restored than a built base with a bed. For the bunkers and caves (like 3d print) where there's a chance of something else.. maybe pschological.. like you have a % chance where you just wake up from a nightmare (don't need to know what the nightmare is, just that you woke up), Try to go to sleep again and it just says "You don't feel comfortable enough to sleep here tonight" or some such. You need to go find a new place to sleep or deal with the low sleep situation.
I think saves can just happen like they happen at any of those spots, but the sleep there would have a chance of penalty. Thoughts?
That's an interesting take, one I hadn't considered. In The Forest building in caves was allowed. You could take in logs 2 at a time and build just the same as on the surface. Planters even had a special property that let them grow mushrooms only in caves, making it clear this was an intended function. As tedious as this was, I think the reason it was okay was because in that game cannibals and mutants didn't respawn in the caves. Once you cleared them out you could use them as your own personal network to safely travel to different points on the map, so building things like lights, beds, ziplines and storage only reinforced this quality of life feature.
Since this isn't the case in SotF, I'd almost suggest removing the ability to build anything at all in caves, including tarps. This would do two things. Increase the need to build your own shelter and increase the difficulty of the cave systems. You would not be able to place a tarp and then run back and save every time you take out an enemy, or reload if a fight doesn't go your way. You get 2 shots, you screw up and it's back to the start. As for the preplaced beds and save points, maybe there's a chance you could get awoken by a group of mutants that you'd then have to deal with.
Maybe if they added more surface caves of varying sizes (like a few of the small dead end caves we find around the map), those could provide natural shelter, be helpful early on before you have established yourself, cater to players looking for more efficient ways of protecting themselves and also to players who just enjoy building with the cave aesthetic.
Further along the topic of caves, I'd like to see more incentive to re-exploring already completed caves. Mutant types, amounts and locations could be slightly randomized so you don't always know where, what and how many of each enemy is in the cave. Maybe each cave could have a unique elite type of mutant similar to the blue puffy, with a rare drop of some kind. They could be treated like a dungeon run to an extent. This could even be expanded on and maybe this elite mutant could spawn within a certain radius of it's respective cave entrance on the surface either alone or in groups. That would make building near cave entrances a much bigger risk.
I realize I'm straying away from the topic of survival but I just really enjoy coming up with new ideas.
That's fair, I'm sorry for the misunderstanding.
I guess I didn't realize that a more realistic survival experience hinged heavily on such a small amount of things. To me the most realistic survival experience would require the player to deal with sore hands from working with all this stuff, being unable to light fires as easily in any damp/wet areas. Needing to dry out wood else it will throw out a smoke signal. A game could get as granular as they wanted, but there's a point of diminishing returns that is hit. If the games is almost as difficult as really going out in the woods and doing this (save the fact that if you die, you don't really die) more people will walk away. Real survival in the middle of nowhere isn't as easy as any of this. Just watch any season of Alone.
Defiance,
I'm disappointed that the conversation just needs to be cold damage and cold damage to be of any value for you. Hopefully they will add in cold damage and you'll feel like the game is ready to play. Some of the others in this thread I think enjoy thinking of things outside of cold damage that would enhance the game from a survival experience. Its not to say the game couldn't be enhanced with some cold damage.. or hell even a slider that went from no cold damage to if you are outside in the winter away from a fire for more than 5 mins regardless of what clothes you've piled on, you will die from hypothermia. The add-ons would only get a player up to a maximum of 5 mins without being near a fire or in shelter without meeting their death.
I'd just reiterate that it is ok to go a post or two in a survival thread without saying "cold damage". Its been referenced in this thread enough that if the devs read this and made it their blueprint for survival mode, its gonna happen.