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.
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.
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.
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!
According 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 for cold climates, there are also 12.
So sure, on the surface this seems like a perfectly balanced distribution - but then you look at the actual map:
Out of the whole map, the area that is actually cold to the point where you need warm armor, is generously estimated only 1/7th of the playable area. Not to mention that the armorsets that insulate against the freezing, biting winds in this area include the zingaran freeboter armor, the zamorian thief armor, the lemurian warrior set, and the lemurian royal set! Skimpy or thin armors at best, all of them, all originating in design and intent from famously warm climates!
Please give it an overhaul, it’s been so long since the frozen north update - or i’ll train a horde of hyenas to purge Funcom Oslo and pee in every corner.
Thank you <3