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Sign upSet default season length to 91 days #25429
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This certainly sets the phrase "I survived one year in Cataclysm" to whole new level. I am not even sure I played any of my characters that long. |
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I'd propose a more medium-term default of 30 or 60 days. Yes, this is user-configurable, but bear in mind that a new player typically uses the defaults on their first playthrough. One can argue that increasing season length heightens the already quite-high difficulty. |
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You need to actually argue the point rather than saying it's possible. As far as I can tell longer season lengths are strictly to the benefit of the player, outside of some initially harsh weather, the default start time is the beginning of spring, the best possible time for the player to get started. Shorter seasons actually make things more difficult because the player has less time before winter sets in to prepare and set up farming. |
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This will cause some unrealistic side effects, such as becoming a master martial artist / mechanic / gunsmith by reading books for a few days. It was sort of just handwaved as taking place over a longer period of time before - but now... I'd also argue that the pace of the game is fundamentally based around 14 day seasons, through loot drops, skill gain rate, monster upgrades versus player power level timings, crop growth, spoilage, time investment required to reach food sustainability, etc. Most players using the defaults will never live to see a winter, and a 91 day winter would be absolutely brutal, especially for Winter Start scenarios. Considering the pace of the game, 91 day seasons means your average survivor run will have no variability in setting, a perma-spring if you will, before the character hits end game, by which point the run is pretty much over. I believe that if you don't address the pacing concerns, and players can still enter the end game within the first 30 days or so, you are going to end up with a boring survival experience. The current power progression curve won't support this standalone. |
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Nickierv
commented
Sep 7, 2018
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I like the longer season length, however 91 days feels bad in terms of divisibility, 90 is more open for sub-season events. |
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I actually quite like this idea, it might be cool to show this in the UI. Like Early Spring, day 1 instead of current Spring, day 1 etc. |
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tyrael93
commented
Sep 8, 2018
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But that's stupid, the game works like shit without the default configs and nobody has ever actually bothered to fix it |
Rivet-the-Zombie
merged commit c0bcd64
into
master
Sep 8, 2018
5 of 6 checks passed
Robik81
referenced this pull request
Sep 8, 2018
Closed
New default 91 days season length - discussion #25439
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There were 22 bugfixes merged in last 14 days. |
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BlindGuyNW
commented
Sep 8, 2018
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I'm mostly curious what the intent is for future directions. Is the game meant to be balanced around the current time lengths for crafting, book learning, and such? Are those going to scale up to match the new default season length? |
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The consistent direction for years now has been that long-term events are scaled based on real-world time durations, this doesn't change that, it just updates the default season length to match the duration everything else is targeting already. |
kevingranade
deleted the
kevingranade-real-world-season-length-default
branch
Sep 8, 2018
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BlindGuyNW
commented
Sep 8, 2018
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Not sure if this is just my copy, but with the latest changes, I am still seeing a default length of 14, at least on the options screen. I have deleted my world, and I am trying to create a new one. The 91 day default is mentioned in the tool tip, but does not seem to be reflected in the option.
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The consistent direction for years now has been that long-term events are scaled based on real-world time durations, this doesn't change that, it just updates the default season length to match the duration everything else is targeting already.
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I guess value of 14 is already saved in the options in config folder. |
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hameleona
commented
Sep 8, 2018
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I don't like it, mostly because it will make the game more boring IMO. Also I don't even want to think how much of an annoying shit winter will be with the broken temperature mechanics the game has. |
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That is incorrect assumption. Time-related values (i.e. construction/crafting time, spoiling time, etc) are based on real life values. We do not scale/balance them towards 14 days seasons (actually any other season length). |
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latogato
commented
Sep 8, 2018
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Are you sure? I don't think anyone can make a grenade in 5 minutes, a t-shirt in 38 minutes or a bed in 1 hour. Except if the result is crude, terrible, makeshift. |
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Sure, there are multiple inconsistencies which should be updated to more realistic values. |
Kelenius
referenced this pull request
Sep 21, 2018
Closed
Food with very high spoilage timers clutters inventory #25744
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It seems you have not changed |
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kevingranade commentedSep 7, 2018
As close to 365 / 4 as is possible with a resolution of days.
Summary
SUMMARY: NoneChanges the default season length to 91, and therefore the default year length to 364.
Purpose of change
With the recent proliferation of plant and animal growth based features, the default season length of 14 is increasingly problematic due to extremely long-term events becoming the norm rather than the exception. This sets the default to a sane real-world value without removing the ability of players to select the old behaviour should they desire.
It also announces the intent that choosing non-standard timespans can and will cause issues such as rendering farming non-functional.
Describe alternatives you've considered
Scaling other event durations such as crop growth and animal reproductive cycles is unpalatable due to both the never-ending nature of adjustments it requires, as well as unexpected side effects such as potentially causing greatly accelerated or decelerated maturation and reproduction.