Your negativity and constant putting down others doesn't make a good case either, you can disagree without dropping hints or going verbose about it.
snap!
Hey Allen, those are some cool possibilities there, we already know what stories we can have without FoW, but if we take a moment, like you did, to consider all the potential FoW has, then we can actually see and ponder if we are missing something cool or not.
Some of the concerns you showed could be easily dealt with with explanations yourself gave, like matching firing range and LoS or message prompts about the general area of an event (such as a siege), something as simple as a "stirred flock of birds from the east" could instigate you to investigate or not. A lot of the other concerns some people could actually consider a feature of FoW, like an added challenge such as an extra challenge in finding food and shelter in a hostile environment (like ice biome). This game is, after all, tied with the survival genre.
Quote from: Darth Fool on March 25, 2015, 07:51:04 AMQuote from: 'Famous Game Designer'
Information glut isn't so much a failure as a missed opportunity. Nothing breaks when there is too much information. Testers don't get confused and cry for help. In fact, the game hums along too smoothly because they understand everything. That's why often, the hardest part about tackling information glut is realizing that it's happening in the first place.
Bonus points for identifying the game designer and the source ...
snap!
Quote from: AllenWL on March 25, 2015, 09:58:05 AM
On one hand, this would take a lot of work to fit in with the game. Being unable to see past your line of sight would could be annoying, or downright bad, as we won�t know which place raiders will come, where that sieging party is, we won�t be able to spot new herds of animals coming by(and that could prove fatal during the winter months), and finding where the cargo pods or space refugees crashed, or being unable to find that hoard of alphabeavers could be very annoying. Searching for ancient ship parts, missing a battle between raiders and visiting townsmen(or a battle between insane animals and visitors. Or a bunch of raiders going mad and killing each other. Or.. well, you get my point.) Besides, it would also pretty much turn the mortar into a useless lump of metal.
Hey Allen, those are some cool possibilities there, we already know what stories we can have without FoW, but if we take a moment, like you did, to consider all the potential FoW has, then we can actually see and ponder if we are missing something cool or not.
Some of the concerns you showed could be easily dealt with with explanations yourself gave, like matching firing range and LoS or message prompts about the general area of an event (such as a siege), something as simple as a "stirred flock of birds from the east" could instigate you to investigate or not. A lot of the other concerns some people could actually consider a feature of FoW, like an added challenge such as an extra challenge in finding food and shelter in a hostile environment (like ice biome). This game is, after all, tied with the survival genre.