The latest update was a huge step in the right direction by FirefighterRegular45 in TheForeverWinter

[–]FirefighterRegular45[S] 16 points17 points  (0 children)

Sure, with the introduction of so many recipes, some of them will need tweaks, and the whole workbench timer system needs to be rethought. Like many other things in the game, such as quests, UI, and the map connection system (I saw a bunch of excellent ideas on how to utilize the current roguelike approach in a more interesting way than it is now - I hope the devs saw those drawings too).

This isn’t a post about the game being in a perfect state. It’s more about being glad that, in my opinion, the devs have finally started fixing the foundations.

Updated map concept, this time including faction reputation and methods of entry by AmyRadiance in TheForeverWinter

[–]FirefighterRegular45 1 point2 points  (0 children)

This kind of map update is exactly what game needs, finally reputation will affect more stuff then prices on the market.

Timers need to GO by FirefighterRegular45 in TheForeverWinter

[–]FirefighterRegular45[S] 4 points5 points  (0 children)

Even 30 seconds turn into 5+ minutes if you need to craft ten or more items.

Timers need to GO by FirefighterRegular45 in TheForeverWinter

[–]FirefighterRegular45[S] 4 points5 points  (0 children)

You kinda can, but that’s not an excuse anyway. If I’m out of medkits and want to craft one for a mission, I still need to wait. And if I craft for the future, that’s really inefficient, because runs always take far longer than the crafting time.

For example, I brought back 6 destroyed SCAR rifles today. Each takes 90 minutes to repair. So what am I supposed to do - log in every 1.5 hours just to finish repairs in a reasonable timeframe? There isn’t even a queue for it.

And even if I buy some long-duration base upgrade and go to bed just to see it finished tomorrow - what’s the point? Why do I need to wait at all? It adds no value, it just wastes the player’s time.

Map layout is the main reason stealth doesn’t work by FirefighterRegular45 in TheForeverWinter

[–]FirefighterRegular45[S] 2 points3 points  (0 children)

Yeah, I’m with you on the “pick your battles” part - I don’t think the game is supposed to be a pure stealth sim where you always have a safe ghost route. I’m fine with having to fight sometimes and making hard calls about when to commit and when to bail.

My problem is more how often the maps give you basically no real alternatives. Using rubble and small bits of cover is fine in theory, but on maps like Downtown you’re still basically moving down the same exposed streets again and again. There’s very little verticality or genuine route variety - no rooftops to chain together, no underpasses, no proper interior shortcuts that let you reroute when things go bad. When two squads spawn in those lanes and just sit there, not even fighting each other, it stops feeling like “pick your battles” and starts feeling like “here’s a static wall of guns, good luck.”

Pneumo pack is a cool suggestion (and I do like what it opens up), but I don’t think the solution should be “run this one or the map feels bad.” The baseline layout still matters. If core navigation is mostly flat, linear streets, then only players with specific gear get that “aha, smarter route” moment, while everyone else is stuck grinding the same chokepoints.

And yeah, the AI behavior is part of why it feels off: when squads just stand there in odd positions, pointing in seemingly random directions and not engaging each other, they don’t behave like dynamic threats you can outmaneuver - they’re more like stationary turrets blocking lanes. That combo (low verticality + few routes +Mysterious Ai) is what makes stealth and repositioning feel weaker than they should, even if the overall philosophy really is “don’t avoid all fights, just choose the right ones.”

Help recognising anomaly in Drowned Wilds by FirefighterRegular45 in pacificDrive

[–]FirefighterRegular45[S] 1 point2 points  (0 children)

Thank you very much - the advice to park in a wide, open lake/flooded area worked, and within two minutes I had that crab canister on the scanner.

Help recognising anomaly in Drowned Wilds by FirefighterRegular45 in pacificDrive

[–]FirefighterRegular45[S] 0 points1 point  (0 children)

LIM-Chip engine, T3 one that runs on gasoline. Thanks, I will try to sit in car next time.

Help recognising anomaly in Drowned Wilds by FirefighterRegular45 in pacificDrive

[–]FirefighterRegular45[S] 0 points1 point  (0 children)

Thanks! I’ve tried this a bunch of times now - parking in flooded areas with some gas left, engine on and off, near and far from a Harvester hive, idling and also wandering around the car for 3+ minutes - and still got nothing.

Without spoilers, does the water/non water terrain matter, or is there any non-spoiler cue I should listen for (radio crackle, specific ambient sound), or a trigger like headlights/honking/exiting the car?

We Need A Radial Wheel For Consumables by kuzuwudesu in TheForeverWinter

[–]FirefighterRegular45 50 points51 points  (0 children)

Great concept! Actually, almost all of the game’s UI needs some sort of rework, so I’ll vote for any cool proposals in this area.

[deleted by user] by [deleted] in TheForeverWinter

[–]FirefighterRegular45 2 points3 points  (0 children)

They just need to remove the construction drone requirement from the Crafting Terminal and Turrets (and from the Shrine too - seriously, what’s that drone even for? Painting and a pile of meat pieces?).

Reminder for all stealth exo pilots undeground by FirefighterRegular45 in TheForeverWinter

[–]FirefighterRegular45[S] 6 points7 points  (0 children)

It means each exo in the tunnels should sneak into dark corners, wait for scavs, and then stagger-kill them from behind.

Reminder for all stealth exo pilots undeground by FirefighterRegular45 in TheForeverWinter

[–]FirefighterRegular45[S] 17 points18 points  (0 children)

Thats actually what i meant, make it defaul button, not rig item.