That sounds extremely easy to fix. Simply choose a home location for your instanced house (for example, Empyreum), and the instance inherits the weather that is happening there.
If it was that easy to fix, housing would have been designed that way from the start.
What I'm interested in seeing is just how weather is going to work on Island Sanctuary. Is it just going to be a placeholder skybox the way it is in any other instance, or have they figured out a way to give it actual weather. If they've given it actual weather, then maybe they're close to a solution for weather in instances in general and housing specifically.

It does not work like this. In game development, you must manage with budget (time/person allocated) and quick iteration to provide something which can be tested as early as possible. So sometimes you release something but:
1. can be broken by player
2. do not work as much as you wanted but budget limited you
So for 2. you hope you will have more budget for an improvement in the future. Thing can be done well in the first draft if budget is here. It is about managing priority and clearly, housing is not a top priority for the moment and it is easily understandable
Weather in instance should not be a technical problem, it is as production priority problem as budget is not an infinite resource and how SE manage its validation processWhat I'm interested in seeing is just how weather is going to work on Island Sanctuary. Is it just going to be a placeholder skybox the way it is in any other instance, or have they figured out a way to give it actual weather. If they've given it actual weather, then maybe they're close to a solution for weather in instances in general and housing specifically.![]()
Last edited by Netaie; 07-17-2022 at 12:05 AM.
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