The Forever Winter

The Forever Winter

♡ Yoonz ♡ Sep 24, 2024 @ 7:03pm
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Initial thoughts
I will give some feedback on this game. And I'd like to remind you that I am not hating on your new favourite game. This is simply my perspective and what I think could make this game infinitely better.

1) Movement clean up
Right now the player character feels really encumbered with turning. I'd like to be able to turn in a snappier fashion, at least as long as I dont have a full pack. Its understandable that things get a lot slower once we're halfway or even fully loaded.

2) Hunter Killer
This system as a whole just feels like it defeats the purpose of having a gun at all right now. It would be nice if the hunter killer units had to investigate the deaths and follow our tracks. And if we sneak, eventually give up or just station themselves somewhere until we go loud again.

3) Dedicated stealth movement & actions
At the moment stealth 100% depends on the cone oriented line of sight of AI + the threat system. I'd like to be able to hug on to walls, crouch into corners, hide behind chest high cover or even sit in a locker or whatnot. There needs to be a system for me to drop aggro.

It simply feels silly to hide behind a wall and hope that they drop aggro and just sit there until the circle runs out. Would make much more sense if we had actions that allowed faster drop of aggro + are stealthier by nature. Which also leads to more immersion as the character could look scared, could look like they're trying to hide for their dear life and so forth.

4) The hive mind.
Right now when 1 AI sees you even for a nanosecond, all of their friends will follow and chase after you. I'd like it if the AI had to communicate that they saw someone before the other AI is willing to follow. This could be a meaningful and helpful feature down the line if we get items to distract AI with.

5) The water problem
Right now it doesnt feel incredibly fulfilling to have water outside from "Oh, my timer is long enough, I can take a break!". Instead, it would be great if I could use my water directly such as: a) making deals to bring certain people into my camp b) giving water to inhabitants for favors c) actively using the water supply for unlocks d) Find even more ways to use water, cosmetics?

I'm talking about unlocks rather than talking about a timer because players such as myself love having something to work in their game towards. Some people seem to think the timer alienates a part of the customer base. And with this, you would solve that bad vibe and add more incentives to keep playing without pressure.

I love the forever winter so far and cannot wait to see what it will look like about year from now. Hope the development goes well!
Last edited by ♡ Yoonz ♡; Sep 24, 2024 @ 7:16pm
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Showing 1-15 of 22 comments
Yokami Sep 24, 2024 @ 7:11pm 
I cannot agree more with you on all of that.
♡ Yoonz ♡ Sep 24, 2024 @ 7:17pm 
Originally posted by Yokami:
I cannot agree more with you on all of that.
Thank you thank you! ^-^ I added a talking point called water after reading a few threads about it.
Excessive Force Sep 24, 2024 @ 7:29pm 
Wow an actual post that clearly addresses all the issues with sound reasoning and judgement. Well done. +1 internet points to you sir.
Excessive Force Sep 24, 2024 @ 7:30pm 
Take some steam points, give me my internet points back.
♡ Yoonz ♡ Sep 24, 2024 @ 11:23pm 
Originally posted by Excessive Force:
Wow an actual post that clearly addresses all the issues with sound reasoning and judgement. Well done. +1 internet points to you sir.
This is actually the first time that I got a steam award. Thank you ^-^ Hope the devs got to perhaps read this.
CrypticTaco Sep 24, 2024 @ 11:40pm 
Good takes, personally im on the fence with it to keep faith in this project or come back later when its more polished and if i have to pay more i do and that's the punishment of losing faith in the game.

But will think and wait a bit more
Tinkxi Sep 24, 2024 @ 11:45pm 
Thank you for actual constructive feedback of a true early access title instead of complaining in the forums and review bombing. You're a hero.
Sky Sep 24, 2024 @ 11:54pm 
Oh my god. A post that isn't rage bait for once. Truly the forums have been blessed this day. I agree with pretty much everything btw. These would really just be straight improvements.
Last edited by Sky; Sep 24, 2024 @ 11:55pm
Falcon Sep 25, 2024 @ 12:03am 
Originally posted by ♡ Yoonz ♡:
5) The water problem
Right now it doesnt feel incredibly fulfilling to have water outside from "Oh, my timer is long enough, I can take a break!". Instead, it would be great if I could use my water directly such as: a) making deals to bring certain people into my camp b) giving water to inhabitants for favors c) actively using the water supply for unlocks d) Find even more ways to use water, cosmetics?

I'm talking about unlocks rather than talking about a timer because players such as myself love having something to work in their game towards. Some people seem to think the timer alienates a part of the customer base. And with this, you would solve that bad vibe and add more incentives to keep playing without pressure.
Good take. I was thinking about how I would design the water mechanic according to my current understanding of the intent and lore.

I agree that it would be better as resource than simple constant timer.

Basically you would set threshold how many people you invite and it would impact water consumption so bigger community with more perks and unlocks would be more costly in term of daily water supply. If you found you can no longer meet the demands, you could scale it down and there should be no sudden water death.
It should just scale down organically as people would not stay there to die, but when they find water is running out, they would pack their things and go find their fortune elsewhere (they should have some agency and not be like a caged cattle).
The departure could be quite immediate, but they should trickle in over time so you would have to plan ahead and not just scale it in the moment as currently convenient.
This would give certain value to keeping them in over constantly re-adjusting based on momentary utility.

Time ticking would be based on in game actions/missions as scavs need to rest, maintain gear, prepare and plan for next mission and transfer in and out of the target area.
Last edited by Falcon; Sep 25, 2024 @ 12:05am
Fortune Sep 25, 2024 @ 12:04am 
Originally posted by Falcon:
Originally posted by ♡ Yoonz ♡:
5) The water problem
Right now it doesnt feel incredibly fulfilling to have water outside from "Oh, my timer is long enough, I can take a break!". Instead, it would be great if I could use my water directly such as: a) making deals to bring certain people into my camp b) giving water to inhabitants for favors c) actively using the water supply for unlocks d) Find even more ways to use water, cosmetics?

I'm talking about unlocks rather than talking about a timer because players such as myself love having something to work in their game towards. Some people seem to think the timer alienates a part of the customer base. And with this, you would solve that bad vibe and add more incentives to keep playing without pressure.
Good take. When I was thinking about how I would design the water mechanic according to my current understanding of the intent and lore.

I agree that it would be better as resource than simple constant timer.

Basically you would set threshold how many people you invite and it would impact water consumption so bigger community with more perks and unlocks would be more costly in term of daily water supply. If you found you can no longer meet the demands, you could scale it down and there should be no sudden water death.
It should just scale down organically as people would not stay there to die, but when they find water is running out, they would pack their things and go find their fortune elsewhere (they should have some agency and not be like a caged cattle).
The departure could be quite immediate, but they should trickle in over time so you would have to plan ahead and not just scale it in the moment as currently convenient.
This would give certain value to keeping them in over constantly re-adjusting based on momentary utility.

Time ticking would be based on in game actions/missions as scavs need to rest, maintain gear, prepare and plan for next mission and transfer in and out of the target area.

I completely disagree
Falcon Sep 25, 2024 @ 12:06am 
Originally posted by Fruit Basket:
I completely disagree
That is OK with me. Would you like to elaborate what would be your preferred take on it?
Badluck_Bryan Sep 25, 2024 @ 12:29am 
100% on all points.
Swan Sep 25, 2024 @ 12:42am 
the sneak is not very fulfilling
Badluck_Bryan Sep 25, 2024 @ 12:50am 
Originally posted by Swan:
the sneak is not very fulfilling

Especially when you get to a timed extract that force spawns enemies on top of you, meaning you basically have to fight or go on a cat and mouse chase with wonky controls.
Krissy Sep 25, 2024 @ 1:13am 
What a cool and polite post, gave it an award!

Only things I'd add to that are in regards to performance optimization (and even stuff like being able to turn the effects down a bit and/or use upscaling), but it's pretty early on and the devs will probably address that gradually.

Right now it runs at like 25 FPS at 1080p and all settings on low with an Intel Arc A580. Very, very demanding game.
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Date Posted: Sep 24, 2024 @ 7:03pm
Posts: 22