jorb wrote:We are considering disabling seasons. Winter (and spring) remove a fair bit of content -- whole core game loops -- we have no easy fix for that, and it seems to hurt a fair bit more than intended.
Dumping your own previous work is not much an efficient way, and also lowers your morale quite a bit, I suppose. The seasons were a great addition, they enhanced the game immersion greatly, they deserve to be improved. It would be a pity to lose such an interesting side of the gameplay.
jorb wrote:We're considering reworking seasonality to be a map local thing, rather than a server wide event, but that is a bigger project. Eternal summer? Let us know what you think.
Seasons rolling across the map. I wonder, would it be really "big project" to admix world coordinates into the formula that defines the season for a given tile? Perhaps even not needing a world reset. The main question is how exactly mix them in, i.e. what the seasonal areas should look like on the world map.
Lines parallel to the equator, rocking north and south? Wave lines running along X axis? Concentric circles pulsing around 0,0... or having the circles' center moving in a circle?
Now, after all the seasonal things, eternal summer would be
boring.
loftar wrote:We've certainly considered greenhouses, but winter has many more problems than just not being able to grow crops. For example, foraging,
It's fine for a game to have some challenges. They are not "problems". The only question is
what kind of challenges the game should have, and it's for the developers to decide. Beware of asking your current playerbase, as the game is old enough for the community to have some traits of an "echo chamber" that mostly reflects, or represents, your own previous decisions.
loftar wrote:and mapping areas that are only full of snow.
Is it bad? The ground is covered with snow, a cartographer really won't be able to know what the surface is. It's good enough that one can tell ground and water (ice) apart, I'm not sure it would be exactly so in reality.
Pommfritz wrote:the biggest problem I see is in Spring. Not being able to harvest seeds from your new planted trees and therefore not being able to plant new trees for more than the winter period sucks a lot and drags the whole thing out.
Agree.
As I see it: there is a discrepancy between the year (season) cycle and the cycle of fruiting. In reality, trees usually fruit once a year, thus either Haven-Time ticks too slowly, or players want to replant trees too often.
loftar wrote:In that case I would tend to believe more strongly in the idea of locating them geographically as mentioned in the OP. There are many other games that do similar things with "autumn areas", so to speak, and I've tended to enjoy that in the games where I've seen it.
Doesn't the game has enough
static biomes(terrains) already?
loftar wrote:I also find personally that it detracts quite a bit from the walking-simulator aspect of the game by basically making the whole world look the same.
It's remarkable how "the whole world looking the same" coincides with looking different than usual. When walking around in winter I always wonder "What does this region looks like in summer?"
loftar wrote:whereas if you just happen to get a quest in winter (which is now guaranteed to be winter-specialized) and then don't do that quest for a week or two, you'd still be as out of luck.
The formula that decides which quests to allow can be made a bit offset, or modified so the quests are given according to the current time
and a near future. Like, how the next week is divided between two seasons would set the probability of getting quests for one of those seasons now.
loftar wrote:and if we can think of enough content for winter and spring that they could be playable indefinitely as a game in itself (like summer and fall are), we'll certainly consider making seasons time-based again.
Playable indefinitely? Why? Seasons are meant to change, it's a thing that changes. It won't be a "season" if it's always static everywhere. If anything, the possibility to play in one season indefinitely would be needed for
static seasons, as opposed to changing ones, not the other way round.
loftar wrote:However, one of the main aspects of geographical seasons would be that you can choose your own season. If you don't like winter, you can simply not play winter. If you don't like spring, you can simply not play spring. It would have those kinds of advantages.
These can be made by some regions having the seasonal cycle, while others not having it, or only "oscillating" between 2 or 3 seasons. Like on the Earth, you know.
You only need a good formula to calculate the season for a given coordinate.