E ainda sobre o 3.9, alem de popular Microtech com outposts e o interior pro hangar em New Babbage, sera implementado no jogo o aspecto survival, fome, sede alem da reação/proteção as temperaturas.
Segue resumo publicado no reddit:
What will be consumable in 3.9?
Food and Drink are the two types of consumable we're introducing as part of 3.9. Both come in a range of shapes and sizes, from bottled water to energy drinks, and burritos to canned food.
Fruit is also edible, so fruits that you harvest (e.g. a Golden Medmon) can also be eaten.
The variance isn’t just aesthetic, each consumable staves off hunger or thirst by varying degrees, and can provide other benefits too.
Will medbeds be able to treat debuffs in 3.9?
Not in 3.9 - but that is the intention in the future.
How long, in real time gameplay, will it take for hunger and thirst to start adversely affecting players in tier 0?
We haven't locked down the actual specifics right now as we are in the midst of testing - but it will be several real life hours before you die from starvation.
Every few hours seems excessive to stave off death. In real live it can take up to 3 days without water or 3 weeks without food.
Have you also considered having adverse effects opposed to just dying? For instance, you can't run as fast or as far, vision becomes blurry, exhaustion can make you pass out. Your gun may shake so you can't fire as well.
This is what currently happens - so as you begin to suffer from a particular status (i.e. hypothermia, dehydration etc) - you will start to suffere very small negative effects - so increased stamina costs, slight blurry vision etc. This will then get progressively worse if you do not address it.
In terms of how often you should be eating/drinking - the idea behind it was to make it long enough so that it was not intrusive to the gameplay - but short enough that at least you had to eat/drink once a play session (i.e. several hours). If we made it too long it would kind of devalue the purpose of having it at all.
How exactly is this system going to incorporate with existing armour? Are we going to see armour items gain statistics on their protection/resistance?
In terms of Temperature Operating Windows we are going to retroactively apply values to all existing clothes and armor. These ranges will allow you to survive in normal every day 'Earth' temperatures. For more extreme climates like Microtech - you will need to use the more specialised environment suits that are releasing alongside Actor Status.
Will we somehow see the benefits /drawbacks of armorsuits in the description ? will it be described with numbers (from... to.. degree) oor will it just be in the description... like " for cold/acidic/hot ennviroments " for example ?
Yes - we are planning on adding the operating window into the descriptions so you will be able to see the specific temperature values it was manufactured for. This will be in numbers.
Will we be able to see/scan other players status?
Not in 3.9
Where will we be able to obtain bought consumables in 3.9?
You should be able to purchase food and drink consumables at all major landing locations. Different locations will offer different selections - with each food and drink item having their own corresponding nutrition and hydration ratings. Some foods and drinks also offer buffs (e.g. improved stamina regen) and debuffs (e.g. increased thirst) - so you will want to choose when to stock up on certain consumables. So there is more to eating and drinking than just surviving.
How can another player assist me if I'm suffering from dehydration, hunger, or hypoxia?
Other players will be able to drop food and drink items they have stored in their commodity backpack for you to consume. So it's always good to have that buddy who stocks up before heading off on an adventure.
In 3.9 only unopened food/drink items can be stored in your commodity backpack. Once we implement proper physical item inventory (in a future patch) you will be able to store partially eaten/drunk consumables.
What about a coffee in your apartments or whiskey in the bars ? They included in 3.9 for a status system?
Any food or drink item that you consume will tie into the actor status system.
Will tiredness / fatigue be part of the player status system in the future?
That's the plan.
If I don't eat / drink will I eventually die?
Yes, you can die from hunger and you can die from thirst, independently of each other.
As you’d imagine it’s a gradual affair, taking time for the effect of the food and drink you’ve previously consumed to wear off, until you reach the state of starvation or dehydration, which themselves last for quite some time, giving you time to rectify your situation.
What was the reason for making this an addition that is being added now vs other features that have been delayed?
There is always trade off and discussion around which features we should add to the game. Player status is laying the groundwork for all of the effects that can occur to the player and really ground the character into the world they inhabit.
You announced diseases and infections. How will they appear, evolve, proliferate, and how will the universe (NPCs) react to their proliferation?
Diseases and infections are not currently part of Actor Status for 3.9
Will Hunger/Thirst persist between sessions in 3.9?
Yes, if you log out with an empty stomach, you’ll log back in with the same status and values attributed to your character.
How frequently will we have to eat? More precisely, is there a table with different foods and how much character hunger they fulfill the player with?
i.e. Chocolate bar = 30% hunger
Each food and drink consumable that you purchase will have it's own Nutrition (hunger) and Hydration (thirst) rating in it's description - this value represents how much it replenishes your character. It will also list specific keywords which will denote what that particular food/drink provides. For example high energy food has the keyword: Energizing - which provides a stamina regen bonus. The more of this type of food you eat will make that buff last longer up to a cap. This will be denoted by up to three small + symbols (or - if it's a debuff) on that particular part of the hud i.e. the heart rate widget.
Does this stackable buff count towards all effects? Such as the "hydrating" or "dehydrating"? Meaning you could go even longer without having to drink or put yourself into a downward spiral of always chugging soda?
Yes - the stackable buff applies to all effects. So if you consume an item that has the Hydrating keyword - it will stave off thirst for even longer.
How will we be able to store food on ships? And are wag bags going to be added for ships with no toilet like the cutlass black?
In 3.9 you will have to store sealed consumables in your personal commodity inventory.
Physical storage on ships will come at a later date.
Where is food stored (on my character) that I purchase?
When you buy food or drink it will appear in your hand. If that item is sealed like a chocolate bar or water bottle - you will be able to store it in your personal commodity inventory.
For 3.9 you will not be able to store opened food/drink consumables (i.e. a glass of whiskey or an opened bottle of water) - that will come when we add physical inventory in future patch. It was a limitation of the system.
Since space is cold, probably more than Microtech, will we have to use a specific suit in Eva or the undersuit will have some kind of buff?
Space has no temperature!
Essentially all space worthy suits including undersuits will be able to handle space - that's what they have been designed for. It's atmospheric temperature where you will need to worry about wearing the correct equipment. If you find a gas cloud in space though - that will be very cold!
Are wind and weather effects (causing locomotion changes) part of the player status system OR is that something else?
Wind factors into two key systems on the player:
- Player Status, as (under the right conditions) it influences the player’s temperature
- Force Reactions - under the hood this determines which movement animation set should be used, with strong enough wind resulting in the use of an animation set that shows your character leaning into the wind as you walk into it. The stronger the wind, the more your character leans.
Will we use more calories walking against the wind ?
Using more stamina affects the rate at which your consumed food and drink decays, so sprinting everywhere and jumping up and down repeatedly will see your needing to eat and drink sooner than normal.
Wind doesn’t currently have any effect on this, however.
We have seen demonstrations for handling cold weather regarding suits and shelter. What are the plans for handling hot conditions? Reflective suits, AC units, popsicles etc?
As well as specialist armour for extremely cold environments, there will be specialist armour for extremely hot environments, allowing you to survive on the surface of a planet that would otherwise lead to hyperthermia, and eventually death. Both hot & cold armour types are releasing in 3.9.
If a box of vice explodes near us, will we get different effects (visual) depending on the type?
If you mean different "explosion" particle effects depending on the drug type - yes. If you mean different screen effects if you are standing next to the crate and you sniff it in - no
On each debuff fx, how many levels of intensity are planned for tier 0?
I am assuming you are asking about visual side of "debuff fx". All player status image effects visually react to values in 0 to 1 range that is sent from game code. Some effects have linear response, some have stages where certain elements kick in at certain intensity values, all depends on the art style directions or feedback from gameplay guys I've been given. So the answer is: we support infinite levels of intensity between 0 and 1