It's good to know that these storms aren't as pointless as they seem early on; they certainly do throw wrenches in things. But the thing is, if this were my game, I'd be bothered that the best tactic I've found to handle these storms is to bury myself in a hole until they go away.
Is that really the experience they want to convey? So I turned them off on my single player save. They're still on for a dedi I'm running for some friends.
But I don't think they should go away. I totally went out running around the first time I was in one. I saw Dave, as I've been introduced, and it was very cool. After that though? What's the point?
I really like the idea of moving spawns away from players. Or, at the very least, throw in a particle effect with a short timer so that if you're paying attention, you can avoid them. Then give them more of a point. I'd love a reason to go out in them, risk the danger, but at just hitting bronze now, that's just not feasible. So we bury ourselves //media.invisioncic.com/r268468/emoticons/smile.png
Finally, as I mentioned in a previous post, I can actually say that temporal stability and storms are immersion-breaking. How, you ask? Because how the heck do I know these things? I just appeared in this world, but I somehow know all this? It would be so much cooler if portals formed and we had ways to investigate the phenomenon a bit before that first storm comes in. Ways to gather information and build tools to help predict and survive them. Otherwise, it really just seems like some favorite feature of a developer that's laid on top of a very good survival game at this stage.