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Posted

Oh, I see what you are getting at. You think of this as a "bad" distinction. Fair enough. You may even  be right. Apart from new monsters and some marginal changes around the edges, storms are more or less unchanged since introduction. This may mean it's just a placeholder. It may also mean it's more or less what Tyron wanted. Time will tell. Or not. But I think it's self-evident the intent was that it somehow interrupts what you were doing, in a "fair" way in that it gives you ample warning.

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Posted
14 minutes ago, Thorfinn said:

Oh, I see what you are getting at. You think of this as a "bad" distinction. Fair enough. You may even  be right. Apart from new monsters and some marginal changes around the edges, storms are more or less unchanged since introduction. This may mean it's just a placeholder. It may also mean it's more or less what Tyron wanted. Time will tell. Or not. But I think it's self-evident the intent was that it somehow interrupts what you were doing, in a "fair" way in that it gives you ample warning.

why is a feature that nobody likes, most people avoid and/or completely indifferent to, important?

because Tyron  has it in the game?

Posted
Just now, Thorfinn said:

Can you back up any of that?

Its self evident.

Are you taking the position that storms as they are for most players are a compelling feature that might even rise to a level of being why they play?

 

Posted
3 minutes ago, Thorfinn said:

Can you back up any of that?

I mean, I'm pretty sure that there were at least a couple other posters in the thread, aside from myself, that said they like temporal storms. I'm also pretty sure that we all agreed that temporal storms had room for improvement, but that's not the same thing as disliking a mechanic. It's possible to like things while also believing that said things could be better.

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Posted

How could one know what most players like, when most don't even post? Generally speaking mods that increase the difficulty of storms and monsters in general or more poplar than mods nerfing them. Why would that be if most people dislike them entirely?

Whether making them easier or harder, either way, it appears to be a terribly small subset of purchasers. A couple thousand, tops. The rest, we don't have any idea because we do not know the settings they use.

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Posted
16 minutes ago, LadyWYT said:

I mean, I'm pretty sure that there were at least a couple other posters in the thread, aside from myself, that said they like temporal storms. I'm also pretty sure that we all agreed that temporal storms had room for improvement, but that's not the same thing as disliking a mechanic. It's possible to like things while also believing that said things could be better.

you have said that you do not interact with storms.

so......

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Posted (edited)
23 minutes ago, CastIronFabric said:

you have said that you do not interact with storms.

so......

Please see the following(emphasis added). Only a few examples, but one cannot go out and fight in temporal storms on a regular basis or otherwise play with them turned on unless they interact with the storms at least a little bit.

Quote

Personally, I don't really worry about going out during the storms until I have iron weapons and armor(bronze at minimum). Flax fiber is more easily farmed from flax plants, rusty gears are easy enough to acquire via ruin loot or selling things to traders. Temporal gears I really only need a handful of, and these will occasionally drop from lower tier drifters, which don't pose as great of risk. The main prize of temporal storms, in my opinion, is the Jonas parts that can(but don't always) drop from the double-headed drifters. Jonas parts can't be crafted, but are necessary for crafting the late game steampunk gizmos.

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If you're fighting them melee, you can hit them and then step back out of range right before they swing to dodge the hit. You are correct though, that it is very tough--if you get the timing of your movement even a little bit wrong, the consequences can be dire with good gear, or fatal with early game equipment. Of course, I really don't recommend tackling them melee in the early game, lol, at least without a killbox or other major advantage. They take around 4-5 hits to kill with a good weapon; with a flint/copper spear it's going to take even longer.

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It's probably a factor of Wilderness Survival difficulty. On Standard, temporal storms occur every 10-20 days, increasing in strength/frequency by +10% each time up to a limit of 100%. In contrast, Wilderness Survial has temporal storms every 5-10 days, increasing in strength/frequency by +15% each time up to a limit of 150%.

My experience on Standard is that the heavier storms don't really start to arrive until around the end of the first year(year 0) to around the beginning of the second year(year 1). Wilderness Survival, for the most part, seems to shorten the time the player has to prepare.

Incidentally, if the player adjusts the storm frequency themselves to something other than what the defaults are, they'll get different results. Generally, increasing the interval means not only fewer storms to encounter, but that the storms will be much milder when they do occur. Shortening the interval means not only more storms, but much stronger ones as well. What's currently missing in those options, that would be a great addition, is an option for relatively few storms per year, but very strong when they do happen. Or the opposite: more storms per year, but quite mild rather than strong.

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Speaking from my own experience, it does happen, but it doesn't happen often. It seems to depend rather heavily on how the player's building style and preferred aesthetic. A large interior will offer more space for stuff to potentially spawn than a small interior. Likewise, interiors that are heavily decorated with things like fur rugs, piles of items, and other general clutter(useful or not) don't have as much unoccupied space that stuff could spawn in, while interiors that are super clean and simple will have more space that qualifies as unoccupied.

Now I'm not sure what the exact rules are regarding the spawns, nor am I saying that every interior space needs to be tiny and cluttered with stuff. But in prepping an interior "safe spot" for temporal storms, it does seem more ideal to have a smaller room, with a few rugs and whatnot on the floor . It's also a good idea to have more than one door leading in/out of the room, so that if something does end up in that room with you for some reason, you have an escape.

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For those wanting to make the storms a little more interesting in the meantime, I highly recommend giving the Temporal Symphony mod a try. It changes nothing about how the storms function directly, given that it's mainly some sound tweaks. What it does do, is remove the text warnings and replace them with sound and visual cues, as well as an optional audio cue to indicate to the player the strength of the approaching storm. It's all fun and games until you're out on a hunting trip and the ground itself starts shaking as the sky turns an ominous rusty red for a brief moment.

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Admittedly, I'm probably also a weird case regarding certain things. The storms are still something of an inconvenience to me, at times, but I don't really look at that as a bad thing either. They're unnatural disasters, thus it makes sense for them to be outside the player's control and inconvenient to an extent. They offer a lot of background pressure in the early game, since the player doesn't have the equipment needed to deal with them yet. Being able to travel around wherever and do whatever without being interrupted is sometimes nice, but...it also gets rather boring after a time as there's just nothing to really account for. Food is easily had, so there's no danger of starvation. Rifts can be avoided, and aren't really a threat when I have basic gear. Same goes for wildlife--the worst that's out there is bears, and those are handled easily enough with tier 2 gear.

When it comes to storm changes, I'm not entirely opposed to change, and trust the devs will implement changes as needed as well as make sure the changes are fun and make sense with the established lore. For player-made suggestions though, I tend to be skeptical at best, and have an avid dislike of the suggestion at worst. Most of them don't sound fun at all. Many of them don't make sense with the established lore and would require some major rewrites, which really isn't ideal for multiple reasons(not the least of which is that Tyron has a specific story he wants to tell). Many suggestions also come across as turning the storms into something that's an active benefit for the player, which doesn't really make sense either for something that is supposed to be this horrifying unnatural disaster.

One thing I am somewhat hoping for though, is a way to "fix" the storms and stop them from occurring as a reward for completing the main story. It would be a rather nice reward to have for such, since it allows the player's actions to have some incredible impact upon the world itself. Otherwise, minor changes like the ones I listed earlier are sufficient, I think. Preserve the temporal storms as the inconvenient unnatural disasters they are, while smoothing out the overall experience.

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I enjoy them. They keep me on my toes and make planning trips and other activities a lot more interesting, since the temporal storms bring with them an unknown risk. The storms might be somewhat predictable, however, there's still a pretty broad range at which they can occur. By default they occur every 10-20 days, which is more than enough time for most long trips. However, I'm pretty bad about leaving on said trips right after storms occur, so while 20 days might be enough time, it's very likely I'll have to deal with at least one storm if the interval is shorter.

The storms can be just as dangerous even around home, since there's been a time or two I returned from a mining trip at low stability, only to see that a heavier storm was imminent. In those situations, there's really no choice but to sacrifice a gear or fight the enemies to restore stability.

Quote

Similar to what @Thorfinn mentioned, my understanding is that most players either build a small bunker/locker to hide in during a storm, or enable sleeping through temporal storms. I usually opt for the bunker route, since I prefer to keep temporal storms feeling like a real threat(which they don't feel threatening if you can just sleep through them). While it's not particularly exciting sitting in a small space for several minutes, the storms don't really last that long, and there are still things I can do while I wait it out. Usually I'm panning for materials or inspecting the map or handbook to plan my next moves. Once I have some decent armor and weapons, I'll start to venture out into the storms in search of treasures.

Edited by LadyWYT
Just noting that I would have rather have put all this into a spoiler box to avoid a text wall, but didn't want to rewrite everything
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Posted
3 hours ago, LadyWYT said:

Oh okay. Yeah that makes a lot more sense. Even if the events are just cosmetic, like "ghosts" playing out certain past actions over and over, it would still make for something different than just "monster that wants to kill you".

@MKMoose It would be pretty cool to have "ghosts" running around the storm to make it freaky. What I'm imagining is you could see glimpses of lore events in the past that play out near you. That mixed in with some random meaningless ones. That would be a different way to show some lore and it would be completely open to interpretation. 

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Posted (edited)

@LadyWYT You've really just got to quit taking the bait. It's and endless arguement with him that will never stop. I know I can be bad sometimes, but at some point I let it go. Don't read into my reaction. I just like using the wolf bait when I can tell them person I'm doing it for fun.

Edited by Zane Mordien
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Posted
Just now, Zane Mordien said:

@MKMoose It would be pretty cool to have "ghosts" running around the storm to make it freaky. What I'm imagining is you could see glimpses of lore events in the past that play out near you. That mixed in with some random meaningless ones. That would be a different way to show some lore and it would be completely open to interpretation. 

It'd also be cool if some of those events could potentially be journal entries. Then we lore nerds have even more goodies to go find, in a brand new fashion! It's also the kind of mechanic that could be repurposed for some story location, in that we could watch echoes of what happened there in the past. Kinda like the Avanchenzel or Labyrinthian questlines in Skyrim.

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Posted (edited)
10 minutes ago, LadyWYT said:

Please see the following(emphasis added). Only a few examples, but one cannot go out and fight in temporal storms on a regular basis or otherwise play with them turned on unless they interact with the storms at least a little bit.

holy smokes! That is a lot of information related to me trying to get a confirmation  if you specifically do or do not interact with storms.

this is becoming entertaining. I best be careful its too tempting. Time to punt this is going sideways quick!

 

 

Edited by CastIronFabric
Posted
2 hours ago, Ceridith said:

This kind of threads into the whole issue of temporal instability being a half-baked mechanic which could use an overhaul as well.

There's room to improve it and temporal stuff as a whole. Aside from combat it's one of the weakest parts of the game, which is a shame given how much emphasis it is on the game's identity. 

1 hour ago, williams_482 said:

You're never "safe," which is clearly something the devs want, but you're also not constantly and unavoidably an unlucky split second away from being one-tapped.

From reading this thread and many like it, the most common denominator for why many players find it unfair or unfun is the RNG spawning with nothing the player can do about it. If this were resolved then TS would turn from a contentious mechanic to something decent. The veterans and sweat experience doesn't matter since they're already used to it. New player experience of this mechanic sucks ass and all it takes is bad RNG to give them a bad impression. Just because one personally never experienced it doesn't mean it isn't a problem for many others.

Trader dialogue and a handbook entry should be written. The "Sometimes you will encounter temporal storms on the surface, which have the same effect as having low temporal stability." line is factually incorrect, buried inside a wall of text, doesn't actually tell you anything about the storm and its danger, and it is the only visible bit of information about storms in game period. Elaborating that storms spawn high level monsters anywhere and that you are not safe isn't holding their hand, it's a courtesy so they understand what's happening so that it feels just slightly less bullshit when RNG sends them back to spawn in a death spiral. Tell the new players that they can either: hide in a 1x2 coffin, go fight it lol, or stay inside and pretend it isn't real and hope you dont get sent back to spawn by RNG. As it stands, this is what the mechanic does.

The solution is very simple. Any extra features or functions or mechanics is irrelevant to solving this.
1. Temporal stability during the temporal storm should equal relative safety.
2. If you are stable then monsters will not spawn around you.
3. Storms drain stability, the rate growing with longer heavier storms.
4. Low stability means the nightmares can enter your home and you are no longer safe.

If you are stable then storms can be safely weathered. The new player can hole up in their dirt hut and not be ganked by several tier 4 monsters. The experienced player can pan, cook, chisel, smith, etc. and not get ganked by several tier 4 monsters. Later in the game you cannot do this for free as storms will drain your stability faster and the monsters get in before the storm ends. You must either spend temporal gears to regain your stability and your safety bubble, or gear up and go fight monsters for the same effect. The gear draining at a steady pace like a ticking clock could also give some of that tension others talked about. Having spawn protection also justifies why the traders and nadians haven't been blended already by nightmare whatevers spawning in their wagons and fort. This is the simplest solution to the most common grievance about TS without any extra. 
Other than tryhard stick in the muds feeling it would casualize the game, I don't see how this a bad suggestion to start mending a poor implementation to an okay one.

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Posted
1 hour ago, LadyWYT said:

I mean, I'm pretty sure that there were at least a couple other posters in the thread, aside from myself, that said they like temporal storms. I'm also pretty sure that we all agreed that temporal storms had room for improvement, but that's not the same thing as disliking a mechanic. It's possible to like things while also believing that said things could be better.

*raises hand* I was one of them.

14 minutes ago, TFT said:

There's room to improve it and temporal stuff as a whole. Aside from combat it's one of the weakest parts of the game, which is a shame given how much emphasis it is on the game's identity. 

From reading this thread and many like it, the most common denominator for why many players find it unfair or unfun is the RNG spawning with nothing the player can do about it. If this were resolved then TS would turn from a contentious mechanic to something decent. The veterans and sweat experience doesn't matter since they're already used to it. New player experience of this mechanic sucks ass and all it takes is bad RNG to give them a bad impression. Just because one personally never experienced it doesn't mean it isn't a problem for many others.

Trader dialogue and a handbook entry should be written. The "Sometimes you will encounter temporal storms on the surface, which have the same effect as having low temporal stability." line is factually incorrect, buried inside a wall of text, doesn't actually tell you anything about the storm and its danger, and it is the only visible bit of information about storms in game period. Elaborating that storms spawn high level monsters anywhere and that you are not safe isn't holding their hand, it's a courtesy so they understand what's happening so that it feels just slightly less bullshit when RNG sends them back to spawn in a death spiral. Tell the new players that they can either: hide in a 1x2 coffin, go fight it lol, or stay inside and pretend it isn't real and hope you dont get sent back to spawn by RNG. As it stands, this is what the mechanic does.

The solution is very simple. Any extra features or functions or mechanics is irrelevant to solving this.
1. Temporal stability during the temporal storm should equal relative safety.
2. If you are stable then monsters will not spawn around you.
3. Storms drain stability, the rate growing with longer heavier storms.
4. Low stability means the nightmares can enter your home and you are no longer safe.

If you are stable then storms can be safely weathered. The new player can hole up in their dirt hut and not be ganked by several tier 4 monsters. The experienced player can pan, cook, chisel, smith, etc. and not get ganked by several tier 4 monsters. Later in the game you cannot do this for free as storms will drain your stability faster and the monsters get in before the storm ends. You must either spend temporal gears to regain your stability and your safety bubble, or gear up and go fight monsters for the same effect. The gear draining at a steady pace like a ticking clock could also give some of that tension others talked about. Having spawn protection also justifies why the traders and nadians haven't been blended already by nightmare whatevers spawning in their wagons and fort. This is the simplest solution to the most common grievance about TS without any extra. 
Other than tryhard stick in the muds feeling it would casualize the game, I don't see how this a bad suggestion to start mending a poor implementation to an okay one.

Bingo.

As it stands currently the Temporal Storms don't directly tie-in, in a meaningful way I would have anticipated or expected, with other game mechanics. Which results in the Storms feeling separate and apart and ergo feeling a bit raid mechanic-y, and if that's what they are, it's a very unsatisfying experience interacting with them with little reasonable payoff for what you have to go through.

If the Storms are just a raid mechanic, well there's ample games out there that have done it better and devs can learn from those rather than leave a half assed attempt.

If that's not what they are, then they're missing the mark on what they're supposed to be and not blending well with other mechanics to make them feel like a comprehensive part of the experience other than 'ignore this annoying thing either by hiding or turning them off, or get ganked by T3-T4  mobs that you're woefully unprepared for, oh and they can spawn inside you base LOL GET GUD'. 

As one of those people with horrid RNG, my first experience of this game was a never ending death spiral, rage quit, restart cycle on the normal settings because I like to experience the vanilla intentional version of a game. By pure tenacity is the reason I've stuck around and this game has become one of my favourites that I enjoy seeing updates for. Ten other friends, went through a similar experience and absolutely refuse to touch this game again. Hence the need for a proper on-ramp/tutorial of some sort for this game. Beyond that, the mechanic needs something to make it worthwhile engaging with.

  • Like 7
Posted
4 minutes ago, Blaiyze said:

As one of those people with horrid RNG, my first experience of this game was a never ending death spiral, rage quit, restart cycle on the normal settings because I like to experience the vanilla intentional version of a game.

God there are some really bad RNG starts sometimes. I was lucky and my first playthrough had a good start and my 2nd playthrough had a awesome start. 

  • Like 2
Posted
28 minutes ago, TFT said:

There's room to improve it and temporal stuff as a whole. Aside from combat it's one of the weakest parts of the game, which is a shame given how much emphasis it is on the game's identity. 

From reading this thread and many like it, the most common denominator for why many players find it unfair or unfun is the RNG spawning with nothing the player can do about it. If this were resolved then TS would turn from a contentious mechanic to something decent. The veterans and sweat experience doesn't matter since they're already used to it. New player experience of this mechanic sucks ass and all it takes is bad RNG to give them a bad impression. Just because one personally never experienced it doesn't mean it isn't a problem for many others.

Trader dialogue and a handbook entry should be written. The "Sometimes you will encounter temporal storms on the surface, which have the same effect as having low temporal stability." line is factually incorrect, buried inside a wall of text, doesn't actually tell you anything about the storm and its danger, and it is the only visible bit of information about storms in game period. Elaborating that storms spawn high level monsters anywhere and that you are not safe isn't holding their hand, it's a courtesy so they understand what's happening so that it feels just slightly less bullshit when RNG sends them back to spawn in a death spiral. Tell the new players that they can either: hide in a 1x2 coffin, go fight it lol, or stay inside and pretend it isn't real and hope you dont get sent back to spawn by RNG. As it stands, this is what the mechanic does.

The solution is very simple. Any extra features or functions or mechanics is irrelevant to solving this.
1. Temporal stability during the temporal storm should equal relative safety.
2. If you are stable then monsters will not spawn around you.
3. Storms drain stability, the rate growing with longer heavier storms.
4. Low stability means the nightmares can enter your home and you are no longer safe.

If you are stable then storms can be safely weathered. The new player can hole up in their dirt hut and not be ganked by several tier 4 monsters. The experienced player can pan, cook, chisel, smith, etc. and not get ganked by several tier 4 monsters. Later in the game you cannot do this for free as storms will drain your stability faster and the monsters get in before the storm ends. You must either spend temporal gears to regain your stability and your safety bubble, or gear up and go fight monsters for the same effect. The gear draining at a steady pace like a ticking clock could also give some of that tension others talked about. Having spawn protection also justifies why the traders and nadians haven't been blended already by nightmare whatevers spawning in their wagons and fort. This is the simplest solution to the most common grievance about TS without any extra. 
Other than tryhard stick in the muds feeling it would casualize the game, I don't see how this a bad suggestion to start mending a poor implementation to an okay one.

I know I said I was dipping out of the thread, but I did get pinged twice because someone @ mentioned me. I just wanted to drop a note and say I really like this proposed solution and I hope something like it gets implemented into the game.

The benefits I see in it:

  • New players will still get to experience the spookiness of the storm; veteran players will only have to adjust their agenda to fit what needs doing (like no smithing during a storm :P unless you really like wasted ingots!)
  • New players can ease into fighting the monsters instead of being thrust into suddenly. Experienced players can speed up the process by intentionally lowering stability as the storm hits to fight it longer. Since killing monsters restores some stability, they won't have to fear getting overwhelmed or losing too much in the process.
  • New players get introduced to the gear meter and what it means and how it works, since lower stability will cause monsters to spawn around you anyway. Experienced players get an extra game mechanic to toy with.
  • The propensity of T4 drifters to spawn where the sun doesn't shine no longer needs hand-waving for the lore-allergic.

The cons:

  • It's a lot of work to change something like this, but seeing how the temporal storms are probably just a prototype system anyway, I can't really say this is THAT much of a con since I believe they're going to get some love in the future in the not too distant future.
  • Players are still going to complain "We liked the old system better!" or still still turn them off and complain the game is lacking something.

But all around a good suggestion and I like it.

1 minute ago, Zane Mordien said:

God there are some really bad RNG starts sometimes. I was lucky and my first playthrough had a good start and my 2nd playthrough had a awesome start. 

Call it cheating but I will 100% mulligan if I don't find flint and reeds in the first 20 minutes of gameplay because that's an entire day wasted and you don't always start with calm rift activity.

  • Like 1
Posted (edited)
3 hours ago, Thorfinn said:

Don't they? Way back when, I sheltered in a trader wagon and got jumped by Mr. Dead, though he might have spawned on the porch, not inside the wagon proper. Still wouldn't that have been covered by the claim? Unless there were trees overhead. I just don't remember the specifics well enough, and a wagon is a pretty small space relative to everywhere else they could spawn.

They do, yeah. Monsters don't care about claims or defences at all during storms.
I was pretty much just saying this behaviour is inconsistent with the lore, where defences are established as being important against storms despite not being that way in actual gameplay.

Edited by ifoz
  • Like 2
Posted (edited)
5 hours ago, Teh Pizza Lady said:

Looking back through the thread, many of the people calling this a "bad implementation" never describe what a better implementation would actually look like.

Without that, there isn't much anyone can meaningfully respond to. Criticism alone doesn't provide a direction for improvement.

This whole discussion is proving to be pointless, so I'm bowing out and unsubscribing from the thread. Wake me when someone who has a problem with the current implementation actually proposes a solution.

Several people in the thread did a decent job outlining why there isn't any simple or straightforward way to improve TS to begin with (TFT's suggestion being the outlier and one I can get behind; it's genuinely a really good starting point.)

 

Quote

Other than tryhard stick in the muds feeling it would casualize the game, I don't see how this a bad suggestion to start mending a poor implementation to an okay one.

I guess this begs the question on how we could make an okay implementation to a great one ;)

Edited by Calmest_of_lakes
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Posted
2 hours ago, Calmest_of_lakes said:

I guess this begs the question on how we could make an okay implementation to a great one ;)

We can first set the baseline difficulty when talking about it - I assume the most obvious one : 'Create World -> Standard ->Create World', no dabble in settings, no fancy mods.

The pure default experience.

Posted (edited)

I'm fine with them staying the way they are. I'm also fine with them changing. @TFT's suggestion is solid. You can't argue that it won't "casualize" the game, though. If you want a setting for a more casual playthrough, something like this should probably be included.

Re: default difficulty, I do not agree it should be whatever a n00b needs to thrive, but rather for the median VS player. Games that had difficulty settings have generally placed the default at someone reasonably competent at the game, with a setting or two above and below. For example, Doom's default of Hurt Me Plenty was OK for those with a reasonable amount of experience in Castle Wolfenstein, or who had a couple playthroughs of Doom itself, but most newer players had to turn it down to at least Hey, Not Too Rough to have a prayer against the two Barons. The naming of the difficulty levels was probably intentional -- to goad the player into becoming better, rather than just playing the childproofed version. Very similar to the Rage Quit button in VS.

VS's version of Ultra-Violence, Wilderness Survival, is not all that difficult. Mostly the difference is things that two-tap you in standard often one-tap you in wilderness. You go through food faster, yes, but by the time you decide to increase the difficulty, you have figured out how to make food a non-issue. And that's about it.

Edited by Thorfinn
  • Like 1
Posted

I like the concept, though I wish it was more difficult. If they added mobs breaking down doors or smashing windows that would be a neat adjustment to defense.

 

Perhaps adding a specific siege/breacher mob that breaks solid blocks would add a lot more tension.

Or something like a chorister that if killed would decrease the duration of the storm, but would require braving brunt of it outside searching/fighting.

Posted (edited)
13 hours ago, Wuggeh said:

I like the concept, though I wish it was more difficult. If they added mobs breaking down doors or smashing windows that would be a neat adjustment to defense.

 

Perhaps adding a specific siege/breacher mob that breaks solid blocks would add a lot more tension.

Or something like a chorister that if killed would decrease the duration of the storm, but would require braving brunt of it outside searching/fighting.

no..absolutly positively not

7 Days to Die has cornered that market and if one wants that experience 7 days to die is the way to go.

Why NOT play 7 days to die in fact?

Edited by CastIronFabric
Posted

It might be a cool idea if the storms happen a bit more frequently, but only effect areas within like a 500 block radius of the storm center, which would be indicated on the map as they're occurring, and also warned of just beforehand. Perhaps the storms could sort of "move" across the map as they're happening, much like an actual storm might. This would broaden the aspect of planning around them, because say, if you were traveling somewhere, you might run across a storm front, which you would then have to re-route around for the duration of the storm, or you could try to travel and fight your way through the storm as fast as possible if you choose.

 

I don't know. seems like an interesting way to make them more dynamic, anyways. 

Posted
On 3/8/2026 at 1:29 AM, Wuggeh said:

I like the concept, though I wish it was more difficult. If they added mobs breaking down doors or smashing windows that would be a neat adjustment to defense.

 

Perhaps adding a specific siege/breacher mob that breaks solid blocks would add a lot more tension.

Or something like a chorister that if killed would decrease the duration of the storm, but would require braving brunt of it outside searching/fighting.

I second it. Have the monsters be able to attack door and fence gates, rattling at your place and eventually break them down. That Bowtorn you dodged? Did hit the glass behind you and punched a hole through it. 

If you let them, they'll smash your place and attack your lifestock, trample over your crops and destroy chests. And if you are unlucky, they would contaminate your animals and crops, which can spread and wipe out all of your hard work. So you need to shore up your defenses. Make it sturdy. Make it safe.

Because everything should be threatened when a storm hits your place and they spawn in your yard. 

There you have it - A reason to 'Endure the Temporal Storm' : To protect everything you have worked for.

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