ceedat wrote:the overwhelming frustration of these forums and the unnecessarily over complicated game mechanics is what i enjoy about this game most.
Nsuidara wrote:it is a strange and difficult game in no positive way
Chrumps wrote:The current balance is way too harsh for new players. This is not exactly a bug but needs rebalancing.
I made a new char and raised it from scratch. While I somewhat enjoyed the "do not freeze" game it looks like a certain death for a new player.
There is a coldsnap on the noob island but without freezing effect, which is good at the moment.
On the mainland starting clothes provide little thermal value and a new character freezes very quickly. I did not even bother to build a house because time needed to get carpentry and build a hovel is far longer than time to freeze.
To survive I used one of Providence buildings and used hit and run tactics to get enough reeds to make jute clothes and enough grass to make haybales. Snake skins seem out of reach for a while.
Squatting Providence houses while having a leanto miles away does not fit the storyline very well.
Catching a squirrel is a PITA because of slowing effect. Only after getting hideworking and earmuffs I got enough flexibility to dare for a longer trips while still slowly freezing.
Conclusions:
- delay slowing effect at least until below 92 F (now it negates wander mode effect)
- noobs need a crappy method for unfreezing without having a house. Right clicking a fire and "using" it to unfreeze (at least partially) fits the storyline.
- building without a lit stove should provide less heat (unfreezing slower) and the building in Providence near the port needs a stove to be lit and used by noobs.
- optionally increase amount of reeds in noob island and add a step in the tutorial to craft jute pants. Spawning some cobwebs in logs/stumps would help too. Actually noob island could have a little lower temperature to justify crafting additional clothes.
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