Weather would be more exciting if it were more localized and moved across the world rather than everywhere at once. In conjunction, storms could have different chances of occurring in different parts of the world, with biomes also playing a key role in determining the weather. Storms could also accumulate over time with visual cues in the sky as they move around, dissipating over time once fully formed.
For the player, it gives a larger sense of meaningful interaction with the world. Suppose a player wants to build a house in a place that rains all the time, or a player who wants to build a castle in the foggiest of valleys; variance creates new build opportunities. For explorers, weather gives a challenge or reason to venture away from or towards storms. On multiplayer servers, it could be raining for one player while their friend observes the storm from a distance before it hits them.
A potential downside of localized weather to consider is tridants with riptide since the world does not experience the same weather everywhere at once, but since storms can move across the world, player movement with the storm is not completely diminished.
Lastly, new weather types to go along with localized weather could be dust storms, fog, blizzards, and perhaps storms within the neather; storms that are not necessarily destructive but enhance player creativity and problem-solving.
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