Weather, exposure and climate zones

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Aheeia
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Weather, exposure and climate zones

Post by Aheeia » 04 Mar 2014, 15:53

this is a more moderate suggestion/alternative coming from Seasons!!! seasons-t699/

me and maybe more other players would enjoy exposure from weather and climate zones.

how could it work:

1. Implement a exposure rating with a visual bar or just plain text msg. and/or audio effects like coughing, moaning, warmgasm etc.
different states could be
- you feel cozy and warm
- you feel fresh
- you feel cold
- you are freezing
- you are freezing to death
impact the exposure on soft- and hard-HP and death eventually... :angel:

2. Have weather influence the exposure

3. Have climate zones boost the weather exposure

4. Have clothing, food, cover, housing and fire have positive effect on exposure. Maybe some potions could also be used as well as even body heat. yes cuddle up with another player to survive that strom up north :oops:

5. Optional: habituation/adaptation over time. after a certain amount of playtime, exposure could be lowered due to the hardship of living in the cold. viking-style :good:


imo this would not only deliver even more immersion but also support different play styles and give them a area of supporting their gameplay.
e.g. somebody who's more into pure PvP or other focus might stay south not to bother much with exposure. while some crafters, explorers and survival enthusiasts will venture north.
have the southern 50% of the map with no to soft and the northern with medium to hard exposure....

as much as i like the idea of seasons in Lif, this approach might be easier to implement while still deliver a good impact on gameplay only when wanted.


Siegbert
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Re: Weather, exposure and climate zones

Post by Siegbert » 04 Mar 2014, 18:07

Yeah, I agree that weather or at least temperature should have an effect on your character. This would prevent players from running around naked all the time which is something I despise in games like this.

It should encourage players to wear warm clothes when in snowy areas and the like which adds to the immersion, as you said.


Sting5
 
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Re: Weather, exposure and climate zones

Post by Sting5 » 04 Mar 2014, 19:25

We've discussed this topic in Seasons thread:
seasons-t699/

Though seems both realistic and entertaining (by spicing up the gameplay), but will be probably added in the finished game or late beta.
QUAERO TOTUS


Aheeia
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Re: Weather, exposure and climate zones

Post by Aheeia » 04 Mar 2014, 20:09

Sting5 wrote:We've discussed this topic in Seasons thread:
seasons-t699/


yes but this one is less complex...

i made the reference to link both approaches.


Elysana
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Re: Weather, exposure and climate zones

Post by Elysana » 05 Mar 2014, 13:32

It reminds me of the Frostfall mod in Skyrim, and I like it. I do hope they can implement something like this!
Image


Aheeia
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Re: Weather, exposure and climate zones

Post by Aheeia » 05 Mar 2014, 16:15

Elysana wrote:It reminds me of the Frostfall mod in Skyrim, and I like it. I do hope they can implement something like this!


sharp observation :crazy:

yup its pretty much the features of the skyrim frostfall mod :oops:

but it serves very well for a exposure suggestion for Lif since it would go well with the hunger and stamina features.

i guess the Lif devs. would implement it in their own way and do some things differenty and maybe add some ideas from the community like my "bodyheat" idea :fool:


Virdill
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Re: Weather, exposure and climate zones

Post by Virdill » 08 Mar 2014, 09:58

Siegbert wrote:Yeah, I agree that weather or at least temperature should have an effect on your character. This would prevent players from running around naked all the time which is something I despise in games like this.

It should encourage players to wear warm clothes when in snowy areas and the like which adds to the immersion, as you said.



Quote! :D
If it is possible it would be a GREAT thing! At least the temperatures that rise and fall in the night, and from north to south, with the need for appropriate clothing
Sorry for my bad English


Sting5
 
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Re: Weather, exposure and climate zones

Post by Sting5 » 09 Mar 2014, 06:39

Aheeia wrote:
Sting5 wrote:We've discussed this topic in Seasons thread:
seasons-t699/


yes but this one is less complex...

i made the reference to link both approaches.
Sorry, missed that you posted the seasons thread link. I also love the idea of weather conditions impact in the gameplay, this would force everyone to think twice before going on long walks and exploration would be more valuable. But sadly, as You've seen in seasons thread, nobody supports it (or very few). "Annoyance", "repetitive", "drags from main game idea",you name it.


Somehow anything, that adds more depth into realism is met as an annoyance and disturbance, taking players from "main purpose of the game" - wars/clan wars and fighting. All other game mechanics seem to be unwelcome (please tell me that i'm wrong).
QUAERO TOTUS


Aheeia
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Re: Weather, exposure and climate zones

Post by Aheeia » 13 Mar 2014, 15:28

the more depth and immersion besides PvP, crafting and politics the more legendary Lif will become! since it already has nice features that most similar games lack...

i guess the timing is not good atm. cuz now the focus lies on the alpha start and all the main features.

once they have been tested and finetuning and further development starts we can warm this thread up again.

imo some kind of weather effect should be there in the end, because weather had a huge influence on medival warfare in general.
can be heat/cold exposure or slower movement / bigger stamina drain in rain/snow or the like...

but then its a small dev-team and i guess Lif needs a successful steam alpha before extra hands and extra wishes can be adresse.

lets hope for the best!

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Flannery
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Re: Weather, exposure and climate zones

Post by Flannery » 17 Mar 2014, 12:48

I totally agree with you both here :D

A season system or at least a area based climate change - will make the war system more interesting as well. You would have to think twice or at least plan well if you are to take your troops to war in the winter. If not, it can become a factor against you in your campaign.

And even if one does not implement the seasonal effects on your character (making it have no effect on the war system as it is) - having more options and immersion in the game does not take anything away from the ones that want only to do PvP and war/politics. It adds to the people who just wants to co'exist in this world.

And you will have allot of them as well whether one will admit it or not ;)

And I am not just talking about the Solo'ers, Carebares or the RP'ers, but the people who welcome all of the facts that are so important to the hard core PvP'er, and who might even be a hard core PvP'er - but also wants more out of the game.

And there is no reason for both of those worlds to co'exist as one - after all, that's just as much part of the Feudal World as any.

But I personally have high hopes for this dev team so I am waiting patiently to see what will become implemented over the next year :)

This game truly has the potential to become legendary - and I am sure it will do just that.
"The enemy of my enemy - is my friend"

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Sting5
 
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Re: Weather, exposure and climate zones

Post by Sting5 » 17 Mar 2014, 14:42

Agreed - I do rarely buy games. Actually, this will be my second through my entire life. And the further it goes, the better it looks. Even with only currently planed things LiF goes far beyond current MMO's, it's the new era. Sure, weather system should be left for latest stages of game, as I've read in other thread,
Proximo wrote:1. Seasons should not change every few days but instead actually take months at the very least to change if not longer.
2. Season's would be a completely end game feature only worked on when all core features have been perfected years from now.
So yep, this would greatly enrich the gameplay, players should plan exploration and conquests more carefuly. But that's like in feudal ages - You don't go fight Your enemies in winter unless You have to :)
QUAERO TOTUS


Aheeia
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Re: Weather, exposure and climate zones

Post by Aheeia » 17 Mar 2014, 16:38

the idea with climate zones is that it should be easier to implement than seasons but also delivers on immersion and depth.

it could have a nice impact on gameplay since there could be different types of players attracted to different types of climate zones.

the one's who like a deeper more complex expierience can settle in the north where everthing needs more planing because of the cold exposure. in the end making the game even harder but also more immersing.

the one's who dont care or dont want to consider exposure yet, stay in the warmer climate zones.

or maybe it'll turn out that players who wanna avoid PvP/combat migrate north since less ppl. settle there overall and/or dont like to consider exposure for PvP/combat...

again it could deliver deeper even more interessting scenarios. f.e. a heavy armored dude looses stamina due to the cold because he forgot a fur coat and didnt have a good meal lately. all of a sudden the less armored dude who wears a fur coat and had a good meal has a better chance to win vs. the freezing dude above... same thing on the lvl. of larger groups with the bonus on even complexer logistics, appropriate clothing, food, shelter for the army will be needed... (there are many historical excamples out there)

Image


but since we already have a interessting hunger system. climate/weather exposure does have a low priority. but it could really add extra depth to the gameplay after the main game works out well.


Protunia
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Re: Weather, exposure and climate zones

Post by Protunia » 17 Mar 2014, 16:59

I am ok with SOME effects but nothing that takes away from the core of the games PvP.

So sure have a little RP thing going on for those who need it, but do not make this climate thing some major effect in game play to the point its going to be more important than eating, skilling, fighting, etc. or have major effects on how people can play the game normally.

And all minor effects should be able to be nullified completely with proper health, clothing, etc....


Proximo
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Re: Weather, exposure and climate zones

Post by Proximo » 17 Mar 2014, 17:14

I'm not trying to burst anyone's bubble but I'm pritty sure someone makes a thread about this atleast once a day.


Aheeia
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Re: Weather, exposure and climate zones

Post by Aheeia » 17 Mar 2014, 22:35

Protunia wrote:I am ok with SOME effects but nothing that takes away from the core of the games PvP.

So sure have a little RP thing going on for those who need it, but do not make this climate thing some major effect in game play to the point its going to be more important than eating, skilling, fighting, etc. or have major effects on how people can play the game normally.

And all minor effects should be able to be nullified completely with proper health, clothing, etc....


well imo exposure in the coldest climate zone would have a major effect and be just as important as eating. not to consider it would have a negativ effect on everything else and should even lead to freezing to death over time.

but dividing the exposure ratio into different zones would provide a zone to ones comfort for everybody. simply stay in the main zone (should be the largest) and dont bother about exposure. and shure once you've prepared with good clothing, good food and some rest at a fire the effects have to be nullified.

it can be taken further to have a neutral zone with no impact then 2-3 northern zones like fresh (like fall time), cold (like wintertime) and permafrost (like arctic cold)
but also maybe southern to desert zones could be regarded where thrist would be intensified and dehydration would have to be considered more...

so for a visual image (thx Protunia for the map i hope its ok to use it)

Row 43-49 = permafrost/arctic
Row 36-42 = cold/winter
Row 29-35 = fresh/fall
Row 08-28 = regular with no exposure at all
Row 01-07 = heat/desert

Image


Proximo
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Re: Weather, exposure and climate zones

Post by Proximo » 18 Mar 2014, 19:35

Climates would also influence what crops can be grown in what part of the world. Personally I think it would be very amazing if you had to grow crops realistically, for example growing grapes on the sides of hills so they get chilled by the cold air going down the hill so you can make wine.

Or making hunting/trapping more prominent during winter or colder periods and having to store grain after the harvest.

This would all add to the need for resources that in the end drives the game forward.


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Re: Weather, exposure and climate zones

Post by Forthwind » 19 Mar 2014, 04:04

Proximo wrote:Climates would also influence what crops can be grown in what part of the world. Personally I think it would be very amazing if you had to grow crops realistically, for example growing grapes on the sides of hills so they get chilled by the cold air going down the hill so you can make wine.




Yea that be cool , even types of trees pine and such which produce a difrent colour of goods ( houses , furniture, etc..) be a market for somone to chop them down and haul them down south (safely)


Maurizio
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Re: Weather, exposure and climate zones

Post by Maurizio » 20 Mar 2014, 01:13

Real weather conditions would be awesome to have in a game. If food affects players why shouldn't weather. It would also create the need to have different types of armor made for different weather conditions, this way the game doesn't go down a path like many others where players always just wear the exact same thing.
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