The Forever Winter's core needs a deep overhaul.

(If you don't want to read just go to THE SOULTION section)

After seeing Killpo's video criticizing the game I thought I'd try and join him in the effort of pushing this game where I, and maybe others among the community, wish it be be.

To put it bluntly as of late I play this game just out of the love I have for what it could be, ending up being disappointed by what it actually is every single time.

I don't mind the movement, the gunplay or even enemy AI. I never have actually. Even the general jankiness is not much of an issue for me. What I find lacking is much, much deeper unfortunately.

My problem is with the core of the game, with its fundamental structure. That problem has two facets: meaning in gameplay and thematic coherence. Since the game is at the moment meaningless in its mechanics and thematically incoherent it feels incredibly shallow to me, despite how enamored I am with its artistic vision.

- THE PROBLEM -

Thematic incoherence is the mother of meaninglessness in gameplay, so let's start there. I don't mind getting to "be that guy", as the tired adage goes. It's ok to feel powerful eventually, even in a game like this. My problem is that being powerful for the sake of it is incredibly boring especially in a world like TFW. The premise and allure of this game is not power, nor powerlessness. Its allure is survival in an incredibly hostile world.

This aspect is completely absent from the game. The absolute lack of survival mechanics is one aspect of it, another is the fact that we have nothing to survive for. The Innards are a hub space with no true development. Nobody needs to eat, grow hydroponic crops, recycle cadavers for water and protein, synthesize artificial blood to keep the wounded alive (just to make a few examples out of the top of my head). There are no other scav settlements to interact with, cooperate with and help, with the aim of furthering the scav cause. Hell there are no other active scavs to take care of but the player character.

So our Innards need what? Water. Ok. You can do one run in Tunnel A per day and keep things running forever. Why else do you play then? To get more guns. Stronger guns. To kill more things. Bigger things. Everything you do is aimed at that. The loot you get, the quests you get, the endgame grind. Kill more to kill more. That's it. And all meaning dies there and then.

That is when meaningless in gameplay kicks in. Some examples? Why would you do anything but hoard on water? That's a good one. Water barrels are unguarded, factionless items you can just discretely grab and leave with, angering nobody. Why in the whole world would you ever risk enraging a warring superpower doing anything else? What can they give you that you really need? Water you can get easily yourself. Money you need only to buy guns. Guns you need only to kill, kill to loot, loot to get stronger - but to what end? You can survive without getting involved in any of that.

Thematic incoherence, hence meaninglessness in gameplay.

- THE SOLUTION -

To exemplify what I think the game lacks let me propose a gameplay scenario - it will be more exhaustive than a thousand words.

Our Innards are running low on water because Europans have occupied Tunnel B to move troops to the front under the radar. Problem is that our major water supply, which gives us x amount of water daily unless water thieves come to siphon it, is located just there and we will not be able to access it for weeks. Some of the settlements scatterded around the map can sell us water for other resources, but we got none to spare. One of the settlements tells us that they have another water source, but that we need to get chummy with the Eurasian command center in that area to access it. So we first need to reach the Eurasians on the given map, and there make contact with their representative/commanding officer. Because obviously we would never receive a member of any faction in our Innards, would we? Revealing the position of our vulnerable hideout to a ruthless warlord - now that would be silly wouldn't it. Also why would an officer venture into the sewers of a ruined megacity to talk to literal rats? No. We go to them, always.

We reach the Eurasian HQ and we get in contact with them (end of first quest/run).

They tell us that they are in a pickle, and that if we want to access the water we need to help out. Europans have set some scramblers in a position of strategic relevance, and the Eurasian cybos are having trouble getting past them. We need to reach that position and sabotage one of the scramblers, creating an opening for their troops to charge and conquer their objective. It's a tough quest, and we will be in a high danger zone. Europans might ignore us as we scuttle through an active combat zone looting corpses, but they will shoot us on sight around a heavily defended strategic position. We'll have to be stealthy, pick our fights very carefully and get out quickly and without too much fuss (end of second quest/run).

Were we to fail, our scav will die. That character archetype won't be available for a couple runs, and the Europans will start being aware that some scavs somewhere are being puppeteered by the enemy. We better not make the same mistakes twice or they might start looking for our Innards.

- FINAL THOUGHTS -

This gameplay scenario is the perfect case for all the things the game lacks but should have:

- survival elements

- base management and resource economy

- meaningful and justified quests

- impactful consequences

- sensible and immersive faction interactions

- other scavs

- cool world events that influence maps, quests and gameplay

And these are just some ideas, barely scratching the surface. Furthermore, with the exception of stealth, none would be particularly hard to implement. Most of it would just be UI, some dialogue, an officer model in map you can interact with.

Thoughts?

reddit.com
u/Lanternaio — 3 days ago

This game's core needs a deep overhaul.

(If you don't want to read just go to THE SOULTION section)

After seeing Killpo's video criticizing the game I thought I'd try and join him in the effort of pushing this game where I, and maybe others among the community, wish it be be.

To put it bluntly as of late I play this game just out of the love I have for what it could be, ending up being disappointed by what it actually is every single time.

I don't mind the movement, the gunplay or even enemy AI. I never have actually. Even the general jankiness is not much of an issue for me. What I find lacking is much, much deeper unfortunately.

My problem is with the core of the game, with its fundamental structure. That problem has two facets: meaning in gameplay and thematic coherence. Since the game is at the moment meaningless in its mechanics and thematically incoherent it feels incredibly shallow to me, despite how enamored I am with its artistic vision.

- THE PROBLEM -

Thematic incoherence is the mother of meaninglessness in gameplay, so let's start there. I don't mind getting to "be that guy", as the tired adage goes. It's ok to feel powerful eventually, even in a game like this. My problem is that being powerful for the sake of it is incredibly boring especially in a world like TFW. The premise and allure of this game is not power, nor powerlessness. Its allure is survival in an incredibly hostile world.

This aspect is completely absent from the game. The absolute lack of survival mechanics is one aspect of it, another is the fact that we have nothing to survive for. The Innards are a hub space with no true development. Nobody needs to eat, grow hydroponic crops, recycle cadavers for water and protein, synthesize artificial blood to keep the wounded alive (just to make a few examples out of the top of my head). There are no other scav settlements to interact with, cooperate with and help, with the aim of furthering the scav cause. Hell there are no other active scavs to take care of but the player character.

So our Innards need what? Water. Ok. You can do one run in Tunnel A per day and keep things running forever. Why else do you play then? To get more guns. Stronger guns. To kill more things. Bigger things. Everything you do is aimed at that. The loot you get, the quests you get, the endgame grind. Kill more to kill more. That's it. And all meaning dies there and then.

That is when meaningless in gameplay kicks in. Some examples? Why would you do anything but hoard on water? That's a good one. Water barrels are unguarded, factionless items you can just discretely grab and leave with, angering nobody. Why in the whole world would you ever risk enraging a warring superpower doing anything else? What can they give you that you really need? Water you can get easily yourself. Money you need only to buy guns. Guns you need only to kill, kill to loot, loot to get stronger - but to what end? You can survive without getting involved in any of that.

Thematic incoherence, hence meaninglessness in gameplay.

- THE SOLUTION -

To exemplify what I think the game lacks let me propose a gameplay scenario - it will be more exhaustive than a thousand words.

Our Innards are running low on water because Europans have occupied Tunnel B to move troops to the front under the radar. Problem is that our major water supply, which gives us x amount of water daily unless water thieves come to siphon it, is located just there and we will not be able to access it for weeks. Some of the settlements scatterded around the map can sell us water for other resources, but we got none to spare. One of the settlements tells us that they have another water source, but that we need to get chummy with the Eurasian command center in that area to access it. So we first need to reach the Eurasians on the given map, and there make contact with their representative/commanding officer. Because obviously we would never receive a member of any faction in our Innards, would we? Revealing the position of our vulnerable hideout to a ruthless warlord - now that would be silly wouldn't it. Also why would an officer venture into the sewers of a ruined megacity to talk to literal rats? No. We go to them, always.

We reach the Eurasian HQ and we get in contact with them (end of first quest/run).

They tell us that they are in a pickle, and that if we want to access the water we need to help out. Europans have set some scramblers in a position of strategic relevance, and the Eurasian cybos are having trouble getting past them. We need to reach that position and sabotage one of the scramblers, creating an opening for their troops to charge and conquer their objective. It's a tough quest, and we will be in a high danger zone. Europans might ignore us as we scuttle through an active combat zone looting corpses, but they will shoot us on sight around a heavily defended strategic position. We'll have to be stealthy, pick our fights very carefully and get out quickly and without too much fuss (end of second quest/run).

Were we to fail, our scav will die. That character archetype won't be available for a couple runs, and the Europans will start being aware that some scavs somewhere are being puppeteered by the enemy. We better not make the same mistakes twice or they might start looking for our Innards.

- FINAL THOUGHTS -

This gameplay scenario is the perfect case for all the things the game lacks but should have:

- survival elements

- base management and resource economy

- meaningful and justified quests

- impactful consequences

- sensible and immersive faction interactions

- other scavs

- cool world events that influence maps, quests and gameplay

And these are just some ideas, barely scratching the surface. Furthermore, with the exception of stealth, none would be particularly hard to implement. Most of it would just be UI, some dialogue, an officer model in map you can interact with.

Thoughts?

reddit.com
u/Lanternaio — 3 days ago
▲ 6 r/fuckyoutubedevs+2 crossposts

Youtube is burying my videos - why?

A tiny bit of context: I'm an Italian writer and illustrator and I started a world-building project including painting timelapses and narrated lore. The name of my channel is "drasylofficial", for reference.

https://www.youtube.com/@drasylofficial

My first video, a narrated timelapse of a creature/character design got 1,2k views about a 120 likes and very positive engagement comment wise. I guess it was boosted by the algorythm being my first video, but anyway. From then on I got progressively diminishing returns but always within hundreds of views.

Since I had many things to figure out and many more things to create for both Youtube, Tiktok and the project proper I took a long pause from YT and I published again after 5 months.

The new two videos I have on, and a third one I made private cause I thought the algorythm had bugged somehow, struggle to reach 50 views. I also noticed that they tend to get 1 view per hour, literally.

What the heck is going on? Am I doing something wrong or is the algorythm this damn aweful?

As if it wasn't hard enough being an artist in this economy, honestly...

u/Lanternaio — 3 months ago

I've just strated playing with this amazing mod but I've noticed with a couple of characters that Ranni will just not spwan at the church of Elleth. Everything else seems to work just fine NPC wise, but she just won't show! Anyone having the same issue? I'm playing solo and I know all the triggers needed for her appearance if you were wondering.

reddit.com
u/Lanternaio — 4 months ago

The core mechanics around weapons need to change

This is gonna be the sequel to my previous post about core mechanics in general, but much simpler.

I just want to express how incredibly underwhelmed and disappointed I am by TFW choice of weapons. They feel incredibly samey and they clash in a remarkably strident way against the beauty and creativity of the setting. Since all guns are basically the same we all go with automatic ones that can be suppressed and have big drum mags. Why use any rifle that is not the RPK? Why use any shotgun that is not the AA121? Everything else feels like a straight downgrade.

I suggest that TFW changes its approach radically. Right now it has a Dark Souls approach: many weapons that are functionally the same. I propose it embraces the Bloodborne approach: literally a handful of weapons with wholly unique mechanics.

GOING FULL BLOODBORNE - Guns

  • What if instead of using a normal AK scavs crafted a weapon called the "Raw Dog", clearly made with AK/RPK parts and odd leftovers that shoots slower, hollow-point bullets specifically designed to mow down fleshy targets. The gun could be naturally silenced and very effective against human soldiers, somehow effective on cyborgs but it would be terrible against armoured and mechanized units.
  • Another weapon could be the "Lawn Mower", crafted with different weapons and parts, shooting a horizontal plasma beam perfect for cutting down metal and armor. Excellent for chopping the legs of a platoon of cybos or for taking drones out of the sky, and somehow decent at damaging mech joints. Downsides could be overheating, low ammo, low rate of fire and that it would make it kinda hard to remain stealthy in some situations.
  • Another example could be the "Stinger": a medium to long range railgun that shoots projectiles with incredible penetrating power but low splash damage, perfect for knocking down smaller armoerd/mechanized enemies and exosuits, while being quite good at damaging the weapons attached on bigger mechs and at taking down armored vehicles if hit in the right spot.

These are just a few I came up with right now, off the top of my head. There could be acid cluster-granade launchers, nano-bot buddies made out of Toothy bug drones, magnetic-bullet smgs and so much more. As long as it's wholly unique in the way it looks and functions it's welcome.

GOING FULL BLOODBORNE - Attachments and mods

These are even more guilty for the "looking and feeling boring as hell" trend that plagues weapons in the game. Dozens of boring, uninspired and disappointingly realistic bits to attach to real, uninspired and boring modern weaponry.

  • Attachments should be weapon-specific craftables that modify the look and function of a gun, offering an interesting playstyle variation. This attachment might make the gun better at dealing with crowds, that one might radically change what kind of ammo it uses, what effects it has and so on and forth.

Two or three unique mods for each weapon and a bunch of generic universal bits (scopes, silencers, foregrips, laser pointers, ecc.) would go a long way in offering variety and possibilities for experimentation.

IN CONCLUSION

Making weapons unique and interesting would add immersion to the game, it would multiply exponentially the replayability value of the game and it would also concur in giving players something to work towards. A reason to hoard materials and scavenge weapons and parts from the battlefield. I think it's time that this game, which I truly love in concept, starts getting seriously creative. A world so beautiful and immersive MUST have a great gameplay to match. If we get there this will be one of the greatest games ever made.

reddit.com
u/Lanternaio — 12 months ago