![]() I’m from Finland, and I would definitely wear something other than Lemurian earrings or Zamorian fingerless gloves during the winter. You’re right, though - the cold/hot division doesn’t make sense and feels gamey. It can get cold in the swungle as well, especially while swimming. The “cold” area extends a bit further south than just the snowy region, but it doesn’t usually get to hitpoint-draining levels unless you go swimming in the lake with the wrong type of armor. So sure, on the surface this seems like a perfectly balanced distribution - but then you look at the actual map: While for cold climates, there are also 12. WHY is it then, when the frozen north now is such a small part of the map (where it’s actually freezing and insulating armors are needed) that most the armors not counting DLC versions are scaled for that specific climate? Look at the map, the actual freezing area is a niche at best, yet it seems to take a disproportionally large focus of the temperature-adaptations of the gear we can make!Īccording to the wiki, i found a total of 12 different armor sets that are suited for warm climates in the base game, no DLC’s included. While “back in the day” the frozen north was endgame content, we have since then both gained the volcano and the swungle as exciting and attractive areas to explore and build on. While some make sense, others do not! The idea that the zamorian thief armor is good insulation to icy cold weather for example is insane, and the distribution of armors vs climate on the map is totally askew. ![]() So, from a roleplayers perspective, or even if you’re appreciative of immersion and some degree of realism - it’s a quite obvious “wat” moment when you see the temperature rating of items in the game.
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