[Multiplayer] Weather damage is a design issue if all players are not logged in
For any prospect that lasts longer than a few hours, it seems like the design of the game supports players logging into the prospect at different times (often playing together, sometimes separate when each player has time). This created a design issue during Beta Weekend 2 when storm damage was introduced.
If players have each created their own cabins (or are managing their own remote campsite) when any one player logs in alone ALL buildings are now vulnerable to weather damage with only a single player to maintain them.
This subverts the expectation for players who are logged off, as the world isn't simulated when everyone's offline. For the Beta Weekend 2 test, any player logging in alone might cause everyone else's buildings to be destroyed.
With the current design, a single player logging in to make some progress on the 'mission' threatens everyone else's buildings through world simulation, not malice. This doesn't seem to be a design intent of the game.
Comments: 2
-
15 Sep, '21
CarlI imagine the idea was for teams to live in the same base, but I do agree with your frustration. Maybe they will be implementing a "ownership" model like in Rust, where only the authorized person can repair/remove/add building blocks, and if an offline players blocks are in a storm they take no damage. I am in no way a games developer or coder so not sure if that could be implemented but its an idea that could appease the groups that build separate bases and still work together.
-
27 Sep, '21
NealCarl, it is possible to implement it, but it introduces an imbalance in the game. For example, you or one of your friends logs in from another account, builds a base and leaves forever. As a result, the base never takes damage, even if it is made of wood / straw.