An idea that may help address the upcoming changes to tents as well as other issues with tents is the addition of bivy sacs. They would be easier to place (especially in the mountains) and could be placed closer to zones, but would have no cache or increase the number of fast travel points on any given map. Players could then place a combination of tents/bivys to suit their needs.
#Tent Placement—Adding Bivy Sacks
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Whether or not this should be a new dlc or added to the tents dlc should be considered as well.
I like the idea! Like lil sleepingbags versus a whole tent.
Would think the smaller frame would be easy to place out than the tent for sure
@quartz cliff
I'll absolutely upvote this. I'll also add in my thoughts from the other thread. As a compromise to a lower spook radius and being able to place in more vertical areas, I'd be OK if it just had fast travel capability with no other options. I don't much care to use it as a sleeping area and definitely don't need the cache. The 16 combo limit still keeps everything the same in that regard
I think EW's main issue is the ability to fast travel too close to a zone with out the animals spooking .... it doesnt matter if its a tent or a sleeping bag ....
Right but this would just lessen the spook distance since it’s a smaller structure.
So for tents it would be 250m but a bivy maybe 175m?
they could just keep the tents and lessen the spook distance if they want to do that .... I also know there are issues with placing tents .... I think that needs to be looked at across the board on every map ..... I find places all the time that I should be able to place a tent but the game just wont allow it ....
Yeah this may help with the ability to place something on the mountainous terrain.
I think this is a great idea.
But the spooking people are upset with is tied to fast traveling, not the tent being set up or just existing. From the devs' perspective I think it's meant to be a trade-off for the ease of travel.
I assumed that the utility of your suggestion was that it would have the same spooking with travel but mitigate that somewhat by having more forgiving placement options.
No I would even suggest that fast travelling to it has a smaller spook radius when travelled to
I don't really see the logic there and my guess is the devs might not either.
I like the idea even without that though and I'd probably mainly use them over full tents if they got added.
Maybe for balance you can only have 5/16 be bivys. But since they’re smaller and have no cache they are then quieter. It’s just an attempt to find a middle ground
certainly if they were cheaper to purchase would mak tents obsolete
Yeah I thought about that and maybe having a max of 5/16 or something be bivys the rest tents
Unless I'm missing something I'm just not sure the things you're balancing are the things the devs are concerned with. The upcoming fix doesn't seem to be motivated by having a bed or cache too close to the animals, it's about being able to fast travel too close to the animals. Making the biv pack easier to place and have a smaller spook radius seems to actually exacerbate that.
Well it would be in part with the new change. So you can fast travel within 175m with a bivy but you can’t change the time or access the cache. It’s an attempt to lessen the blow of the upcoming update. Besides issues placing tents are annoying and this may help as well
I'm just not sure what part of the incoming fix suggests that the bed and cache are what they're concerned about.
It’s not but the uproar is largely because the spook radius.
I get why the grinders are upset. But I don't see how your suggestion is the middle ground between the grinders' preference and the devs' preference that you seem to think it is.
Well rather than tents needing to be moved 250m away it’s less with bivys…
Okay one or the other of us is clearly missing something here and the conversation just seems to be going in circles so I'm gonna step back.
Yeah idk how else to explain it.
It's not necessarily a middle ground per se, it's just an alternative to the tent placement issues. Since it would be able to be placed in areas where tents cannot, it could theoretically be placed closer to certain zones than tents. To try and balance things out, OP has suggested a smaller spook radius (fairly balanced at 175 imo), no access to time changing or weapons cache, and a limit of these special fast travel locations to 5 of 16 possible tents. This wouldn't make tents obsolete, and would also give incentive to use these smaller fast travel points to hunt hard to access areas
I hope maybe this cleared things up.
I like it. This is what I meant. Hopefully that does clear it up
To add to the idea to fill out a possible update...
Survival .22 - ultra light (maybe 1kg) but at the tradeoff of only having iron sights. The IRL weapon it's modeled off of fits inside the butt of the rifle when disassembled.
Crossbow pistol- also light weight, but at the tradeoff of a much lower draw weight and therefore less range than a traditional crossbow
Call it the Minimalist Pack
Ultralight. I like it
How you described it is exactly how I understood Soup to mean it. So unfortunately it doesn't clear anything up because I still think the logic is flawed.
The problem from the devs' perspective is: Players are able to fast travel too close to animals without spooking them.
This solution: A way to fast travel even closer to animals and that makes it even easier to avoid spooking them.
That does the opposite of what the devs are trying to solve.
Using the lack of bed and cache as "balance" doesn't make sense to me because we have no indication the devs are worried about that part of tents. Their concern here seems to be solely with the fast travel.
The limited number works better as balance, but I'm not sure it's enough to make up for the fact that the other changes pushed it even further in the direction the devs are trying to avoid.
Right so the devs are going to have animals spook 250m away from a tent when fast travelled to. That distance is what is upsetting some folks. So rather than reduce that number you add bivy sacks that 1) only spook 175m away when travelled to and 2) are easier to place in the mountains. Them not being able to have a cache or a bed is more to keep tents relevant but that can also be done by only allowing 5. Does that clear anything up?
I understand the weights you're putting on each side of the scale. I disagree with how much you think they weigh.
That’s fair. Honestly I’m ok with the change. My interest in bivys would solely be to balance the change for the sake of others and make placing tents in some areas easier. If you have ideas on how it should and could balance better feel free to contribute!
Is the difference in 250m and 175m really that much in the grand scheme of things? Even if a tent was placed at 250, you could run the 75m gap in say 30 seconds?
🤷🏻♂️ who knows. It may even be about perception more than anything. I don’t grind so idk if that’s worth it or not.
Even if the number is 200m, the main point is a better tent placement system without having to re-code tents and/or the terrain. It allows for a fresh code that just allows more placement options. The trade-offs from both sides being distance and cache/sleeping
You mean 200m for both tents and bivys?
250 for tents, 200 for bivys
I like the idea of the sound tradeoff for a smaller item. It just logically would make sense
But the sound from fast travel isn't generated by the item, it's generated by the player walking up to it.
Is that true? If so is that changeable for our purposes here?
I'm not talking about programming, I'm talking about the logic of it. How would a spook effect generated by fast traveling be logically tied to the size of the static object being fast travelled to? I think it's obviously meant to be the sound of the player's approach to balance the fact that they don't generate any actual sound when they skip the walking part.
By that logic, the spook radius should be around 100m
Well honestly I wasn’t thinking logically. Fast travel isn’t logical so I guess maybe it doesn’t have to make complete logical sense? Is that fair?
Yeah, 250 certainly doesn't assume the player has been moving discreetly during the fast travel. I assume that's meant to be a bit of an added "cost" to balance out the convenience of real-world time saved and the fact that in-game time doesn't move forward during the travel.
Personally I'd prefer fast travel with a smaller spook radius but that progresses time realistically, but I feel like grinders would like that even less.
At that point, you're just adding an extra step. Fast travel, change time, shoot. Even assuming the player is running, often times you can get to just under 200m before the animals go alert
Well that would also incur a cost from the time skip. Not sure how punitive that would be for grinding since I don't do it myself.
I should say I'm also open to the spook distance for fast travel being less than 250. I think the logic behind the mechanic is good but I'm not married to the exact number.
But I do also feel like we're drifting into a discussion about the tent spooking in general rather than Soup's idea.
Nah it’s fine. We are just trying to find a medium with the upcoming update. Heck maybe they just reduce the spook distance. 🤷🏻♂️ I still hope they consider this even just because tents can be so hard to place.
Yeah, I like the idea in general. Even as a non-grinder I find the tent placement frustrating and would appreciate something more forgiving in that aspect.
I know Jaxy has seen this idea. He reacted to my initial post about it so hopefully that’s a sign they’ll consider it.
Right. I think the distance change was more of a thought along the lines of them being similar to tents, but not the same. Almost a we trade this for that scenario to make them unique.
I'll take my tent with a plastic zipper so it doesnt make as much noise .... 😉
😂 sure sure.
I want mine to be velcro. Make it as unrealistic as possible 😂
Known Issue: Velcro generates gunshot audio
I guess I'm screwed then
Sooooo open to ideas that relate to this folks.
Bump