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Even if it's deliberately obfuscated, it would be nice to have some form of visual indicator.. like maybe partial bars or idk that would allow players to judge if a specific item is better than another even if the game does not want to give away the actual value.
In any case as it stands, you do have various options outside of the game.
You have the wiki, which displays the temperature protection of each armor piece, you also have a simple list with basegame items I made specifically for this
https://docs.google.com/spreadsheets/d/17sGUffIeI1sY8au5ZauAF0_rZp1vB1SbwQ6bPv5F5w0
However, if you're on PC and playing in SP or a private server, then the best option is probably my mod that displays the stats of things in your crafting stations, including the temperature protection.
https://steamcommunity.com/sharedfiles/filedetails/?id=2875171748
That's not the mod's fault... it clearly shows you numeric temperature resistance instead of bars.. lol
And there are plenty in the game btw... even the simple leather workgloves that any armorer thrall can craft have 4 cold protection on them.. the black hand trousers and vest have 3 each - these are all accessible at a low level before epic armor.
Later on for example Skelos cultist master set has 5 on each piece... redeemed legion has 6 on each piece... Epic vanir has 4 on each piece... etc.
And no.... a user interface mod is not going to magically help create new armor in the game that didn't exist up to then :D or fix any immersion breaking complaints you may have about it. Which is why the specific reply containing it had nothing to do with the silly whining of OP about it being "immersion breaking" :P and "oooooo the game is dying" scarecrow prophecies :D
There's literally a quote at the top of my comment as to which message it was a response to and I'm sure Aedryk appreciated the information :)
Cheers!
Each piece of armor has a visual indicator. But in my experience it’s mostly 1 bar of each.
Either way it’s a bit confusing. But again, I still consider myself a newb even though I pumped 200 hours into the game in about 2 months 🥹
After DLC's dropped, people were unhappy they can not wear what they have paid for because the DLC armor was tied to temperature.
So, they scrapped the whole thing.
The moment they start to cash in, the integrity went down the drain.
Why? Because those bars represent intervals.. the same 1 bar is used to represent anything between 1-4... two bars is 5-9, 3 bars is 10-14, 4 bars is 15-19 etc.
Hope that makes more sense now.
It's not just that.. people didn't like the inconvenience of having to deal with it in the first place so they complained, which made Funcom dial back on the harsh temperatures.. (Before that you couldn't walk in most of the desert portion without getting a heatstroke unless you constantly drank or wore a turban)
And even then the "immersion" problem already existed since for example the Guardian set which is pretty much a plate metal bikini... had cold protection :D While the Pictish Warchief which has enough fur to make up half a bear.. was heat protection...
It's something that I found funny though and made fun of frequently, not something utterly upsetting I needed to write doomsday "omg game dying" threads about :P
In any case, I preferred the initial much harsher system as well.
Also nonsense are the types of armours that protect well from heat or cold. For some reason many types of armour that appear to be something that could be worn to protect from the cold actually don't really help at all, and other armour that exposes a huge amount of bare skin actually does more to protect against the cold. It's a senseless system that they need to completely overhaul, or just remove. Years ago the old system they had made a bit more sense than it does now but it's been neglected since basically day one and needs to be addressed.
I make a full set of vanir and get a whopping total of 3 cold resist despite each piece saying it gives one.
Meanwhile I got people in the server telling me that "oh you can go into the frost temple with coarse with spicy steak and a torch!"
So I try that since coarse does give MORE cold protect than ♥♥♥♥♥♥♥ fur armor and I immediately get frostbite.
What the hell is this?
I'm actually angry about this. Whats the deal with cold resist?
Doesn't make me less angry.
and no, that's not at all what it boils down to.. the pips do mean something and they do represent the temperature protection.. they just have too low of a data resolution to be very useful..
If I remember rightly the game supports 2 different temp attributes for items but the temp icons in the UI only support 1 type, that may (or may not) cause some confusion when it comes to the temp attributes.
I didn't test with armours, but if you look at the desert/highland wines they both show a hot temp attribute, but the desert wine actually has a cold attribute, you can use the recipe widget in MCPWidgets to see the correct values. (it still displayed temp values correctly last time I checked)
Again, I'm not sure if this bug affects armours, but it certainly affects other items.
There are 3 different stats.
Character float 22: Heat Insulation
Character float 23: Cold Insulation
Character float 13: Temperature Modification
Armors use 22 and 23 for resistance value, which doesn't alter your characters actual temperature, it just acts as a buffer for negative effects, while consumables / weapons / torch etc use 13, which will actively raise / lower your characters bodytemperature..
The silly thing is that Funcom used the same little sun icon to show a positive body temperature change as they used for showing a heat resistance on an armor piece... sooooo yes it is indeed confusing :D
They do have some consistency at least though :P So basically if it's on armor then it is resistance