Originally Posted by
Book
I can see your point J but there is a difference any way you look at it.
Quick example. The place I settled is surrounded by a high cliff on three sides. There was a tiny junkpile in there, water down the hill, mist nearby, peaceful... great spot.
I did put some walls up and such.
Once safe zones are removed and walls / gates are the only form of protection, spots like mine will not be defended since anyone can drop from above. May or may not be a problem, I don't really invite all that much reason to kill me in game.
But you see my point. Safe zones to allow the construction of defensible locations during Prelude, and then dependence on those defensible locations thereafter. Those not there during prelude, or who didn't build with defense in mind, would be in trouble. Even if walls were not destructible, this is very different from a "poof the magic safe zone" scenario. Requires greater architectural / strategic prowess.
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@DDT
the effects of hunger and thirst are so negligeable, they may as well not be there at the moment. Much more can be done with this from a survival standpoint.
Could be that comfort is meant to be a PvP mechanic only with absolutely no other reason for existing. That would seal the deal for me to stay away as I would consider that a very sad waste of a good potential mechanic. I don't believe that to be the case... but I'm sure you'll tell me. Thanks.