The Forever Winter

The Forever Winter

Isn't the game loop more important?
Disregarding everything else, Is the Gameloop is fun, and you enjoy doing it over and over and still have it feel fresh, No matter what implementations of the water mechanic, would it matter?

Genuinely would it matter if you love the game loops despite an inventory wipe?

If the Water Mechanic was set to in-game only and the 1 day of water in game is like 6-12 hours in real time, if the game loop feels repetitive, wouldn't the game slowly die regardless.

As far as I can tell I do enjoy the loop, I don't expect the same thing twice, granted the bugs and spawning issues, but I digress.

Having the Water mechanic be an optional 6-12 hours for in-game or the 24 hours if you so desire would be a big boost for player count in my opinion. But the Game Loop i do think, is the most imperative.

Anyone else agree?
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Showing 1-5 of 5 comments
Unlucky Genius Sep 28, 2024 @ 2:12pm 
My issue with the water system currently is that it doesn't put much pressure on the player. I think making it only tick down while in-game would allow them to make water management much tougher so it actually feels important. As it is now, anyone who plays the game regularly will never need to worry about water, and that's a bit boring. I don't mind losing my base if I fail to upkeep water, but as it stands that would only happen if I take a long break from the game.

Here's my suggestion: 1 barrel of water lasts 30-60 mins in-game, no offline timer. Guarantee that at least 1 water spawns in each raid, or a pity counter which spawns more water if you go several raids without any. Maybe don't guarantee water on smaller maps since that would make cheesing it easy. Make water rarer overall, since it's not uncommon to find 2-3 in one short raid. I'd also suggest adding a 'grace' period once you're out of water, where you have a chance to get more water before everyone leaves. Maybe the vendors increase their prices or stop offering certain things during this period to show that they're getting ready to leave.

I think these changes would improve the feeling of 'pressure' to upkeep your water supply, and those that play the game regularly would actually have to worry about it. People who can't play consistently should also be happy with this change, since they wouldn't have to worry about losing anything when they take a long break.
voloeb100500 Sep 28, 2024 @ 2:15pm 
They also need to sent Hunter Killer to my apartment IRL so i can feel a lil bit of adrenaline.
CATTY&Co. Sep 28, 2024 @ 2:33pm 
No because any MMO is a commitment and if it respected itself it would (A) provide an entertaining gameplay loop (which it doesn't look like it has done which this water controversy is distracting from) and (B) push in the other direction by doing things like capping daily progress to prevent the humans-at-keyboards from over-reaching themselves.

It's not just conscientious design for that vulnerable minority of people who are found decomposing in their parents' basement surrounded by dried noodle packets, plastic bottles full of urine, and all the rest.

It also shows respect for the human/co-operative aspect of online gaming. People who are farming aren't contributing socially to the game or helping it grow by word of mouth. It runs counter to that: a displacement activity that lets people tell themselves they are playing when really they aren't. Dailies are only useful for propitiating shareholders - and for Fun Dog that ship has already sailed.
Unlucky Genius Sep 28, 2024 @ 2:40pm 
Originally posted by CATTY&Co.:
No because any MMO is a commitment and if it respected itself it would (A) provide an entertaining gameplay loop (which it doesn't look like it has done which this water controversy is distracting from) and (B) push in the other direction by doing things like capping daily progress to prevent the humans-at-keyboards from over-reaching themselves.

It's not just conscientious design for that vulnerable minority of people who are found decomposing in their parents' basement surrounded by dried noodle packets, plastic bottles full of urine, and all the rest.

It also shows respect for the human/co-operative aspect of online gaming. People who are farming aren't contributing socially to the game or helping it grow by word of mouth. It runs counter to that: a displacement activity that lets people tell themselves they are playing when really they aren't. Dailies are only useful for propitiating shareholders - and for Fun Dog that ship has already sailed.

I don't really see why we're talking about dailies now, or how capping daily water farming would improve the game. I agree that the core gameplay is a bit weak at the moment, though I'm still enjoying it. The game just went into early access and I'm expecting the core game to improve during this period. I do agree that the water debate is distracting from more important issues, but that seems to be what everyone wants to talk about so I offered a solution. Right now the devs are losing potentially valuable feedback because of this specific issue, so I think at least a temporary change would improve the overall reception of the game and allow for more feedback on other issues.
Hock Malsuum Sep 28, 2024 @ 2:40pm 
The gameplay loop could be nice but what bother me is the irrelevant death. Dying has no consequences, even a guide advice to die sometimes to calm down the AI.
Water system is boring, a chore mechanic not a core mechanic, i don't see it's utility now, it's there, could be just an upgrade currency.
The loop mechanics doesn't match the game's tone, go, loot, run, shoot if you need, extract or die and just repeat with your clone. Why making good designed characters if you're going to make them as remplacable as the droids in Star Wars?
If i want that i already play Helldivers and Darktide, i expected something else here, more deep or grim about war. The lore is cool while in game there is no horror to feel.
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Date Posted: Sep 28, 2024 @ 1:30pm
Posts: 5