MagicManICT wrote:I'm not sure what adding more survival elements will actually add to the game. I love a good survival game. Raft, Don't Starve, and a few others are some of my all time favorites. I'm just not sure what it would do here other than add a couple of hoops to jump through. It needs a purpose and game mechanics and discovery behind it. We didn't get that with seasons and oceans.
I agree. As long as the survival elements aren't an unnecessary tedium and instead more like a gameplay obstacle that could be overcome.
The sad thing about seasons and oceans, is that, well, they aren't fleshed out, like a lot of things.
For example, adding temperatures that can harm the player can be used to say, make the snowy bits of mountains effectively off limits until you get sufficient clothing. I'll take inspiration from Valheim. If this freezing obstacle was a thing in Haven, I'd have it so you could only stay in the snowy areas for X amount of time (depends on how the Q of the clothing for example), and staying somewhere warm and in shelter can refill your timer. You could build simple cabin in the mountains to regain warmth, adding another purpose to building homes outside of your pclaim. We could even have super permanent frosty areas in the far north where normal clothing doesn't cut it and instead you need mammoth tier clothes to help survive.
Darkness is a missed oppurtunity. We have a Perception stat, so why isn't more done with that? At night and in caves our Percerption stat should drop a bit, and during the day and full moons (also % based on the phase of the moon) it remains unaffected. At night, the wildlife could appear as a mystery spooky black blob unidentifiable unless you have a high enough Perception stat. If you get close enough to it, it would appear as it normally would of course, and the radius needed to see them at night would go up depending if you had a light source. The blobs could come in different sizes so you'd still have some idea of what it **could** be (Large for Moose, Bears, Deer. Medium for Badgers, Boars, Fox. Small for squirrels, rabbits, birds), and even then the way they move should give you the player an idea of what it could be as well.
Hell, it could give Stealth a real purpose for once, where players could appear as blobs to other players at night vs others Perception x Exploration. And/or it could be used to sneak up on animals (imagine sneaking up on a rabbit at night in the early game).
Now some issues regarding seasons. If a new player spawns in during winter, the solution SHOULD be to go live in a cave until spring rolls around. Unfortunately cave life isn't all that fleshed out. Hunting in the cold would be a pain in the ass if you're buck naked. I think this could be circumvented a bit if deployable traps were added. Or alternatively new players could get a 1 week immunity to the cold to help give them a fighting chance. But the other issues I'm sure you'll list come down to the seasons not being fleshed out.
World 12: Quit at some point.
World 11: Community Fair Worker
World 10: Co-Founder of the Northern Kingdom, Resident of Emerald City, Founder and Mayor of the Hole of Glory, RamZ's Art Emporium at CF, Member of the CFL Rams.
World 9: Founder of SnoopVille, Resident of Emerald City
World 7: Hermit and Neighbor to a dead Korean