PC v1.x Developer Diary

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I wish they gave streamers Thursday and Friday so we could play it over the weekend. 


TFP devs have been pushing hard on getting the build ready. They would rather have a weekend off to let a larger audience test and find game-breaking bugs they may have missed.  You would not be getting a release over the weekend regardless of whether streamers get to test.

And to be very clear, the release on Monday is an opt-in unstable experimental build. It is not a solid release you should be looking forward to long-term play on.

 
@faatal Hello! I know it's too late to make changes to version 1.0, but how about adding this in the next update?
It seems to me that all players are already very tired of the old system of opening and picking locks. Or rather its absence. A completely boring random.
What about adding a hacking system like in TES Oblivion, TES Skyrim, Fallout 4, Mafia 2, etc.? Interactive interaction is so cool! We really hope you add this! Thank you for everything!

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@faatal Hello! I know it's too late to make changes to version 1.0, but how about adding this in the next update?
It seems to me that all players are already very tired of the old system of opening and picking locks. Or rather its absence. A completely boring random.
What about adding a hacking system like in TES Oblivion, TES Skyrim, Fallout 4, Mafia 2, etc.? Interactive interaction is so cool! We really hope you add this! Thank you for everything!

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Please, no.  Minigame lockpicking is fine in a game where you rarely pick a lock.  If you're picking locks often (most POIs past tier 1 or 2 have at least one locked container and some have many), then it is just tedious.  This game would not benefit from a lockpicking minigame.  For those who want it, I'm pretty sure I saw a mod that offers a version of it.

@faatal Regarding the release notes about events.xml and conditional XML statements, can I get a bit more info on that?  Is it possible to have conditional statements that affect the prefab XML that refer to events.xml?  I'm thinking that it would be interesting to create a POI that makes use of this for holidays.  For example, creating a part that is a pine tree with Christmas lights or a stack of presents and place that in the POI but have it only spawn in December.  Of course, that would only change when the POI is reset or on a new game and can't change mid-game without a reset of the POI, but it would be an interesting thing to do.  I could picture a variety of things you could do with POI if the conditional statements work with their XML.  All the holidays, of course.  Plus even potential to make a POI look different if reset during the night instead of during the day (great option for the restore power quests).

 
TES Oblivion, TES Skyrim, Fallout 4, Mafia 2


Of the 4 choices, only Mafia 2 is depicted kind of like real lock picking though it is missing the tension tool. I find the others to be kind of funny, with things like breaking picks, depictions with two tension tools and no pick being as silly as using picks on a combination lock in 7d2d.

But I get it -- realism is not the point. It is just to be a mini game to keep you engaged...

Please, no.  Minigame lockpicking is fine in a game where you rarely pick a lock.


... But I'm with Riamus on this one. If I want to pick locks, I'll pull out my picks and practice on my back door. When playing 7d2d, I'd rather hit the E key and take a drink of water while a little bit of time passes. Picking and Hacking was the only part of Fallout 4 I hated.

 
@faatal Hello! I know it's too late to make changes to version 1.0, but how about adding this in the next update?
It seems to me that all players are already very tired of the old system of opening and picking locks. Or rather its absence. A completely boring random.
What about adding a hacking system like in TES Oblivion, TES Skyrim, Fallout 4, Mafia 2, etc.? Interactive interaction is so cool! We really hope you add this! Thank you for everything!
I don't know if that is an area we would want to focus on. The roadmap is full. End of year of coming fast.

 
All I ask for is the option to not have the counter reset when the lockpick breaks. (4 secs for gun safe, 3 for cop car, etc.)

At least point me to the xml file where I can remove this tedious timer.

 
I watched Eko's recently published video compiling and detailing many of the most noteworthy changes coming to A22/1.0, and goodness me have my doubts been squashed about the trader rework potentially not going to be as effective as hinted at. I'm curious how 'tolerable' living in the Pine Forest is going to be compared to the current version of the game (encouraging me to do some minor XML tweaking to progression changes), but I'm absolutely going to give it a fair shot.

One nerf/change that I identified, but I don't see anyone talking about is the removal of the 'exploit' to min-max traders and acquire all the completion bundles from all the different individual trader characters like you can in the current version of the game. At least in singleplayer, completion rewards are going to be a one-stop grab in 1.0, which is a very welcome change in my eyes.

The only minor constructive critique I can give is that I don't see many players choosing to craft quality level 6 primitive items (perhaps even T1) when they 'should' be saving those very rare crafting components for higher tiered items, so that requirement could be removed, but that's just a minor thing. I'm very eager to see how the progression plays out organically.

I'm semi-concerned how 'balanced' single biome playthroughs are going to be in 1.0. If a mod comes along that reintroduces random trader variety to all the biomes, I'll likely install it for those particular niche runs.

In general though, I'm super stoked for 1.0. :) Hopefully as time goes on, further performance enhancements will continue to be made. Seeing Eko fighting a max level horde with traps and getting only 17-20+ FPS was a bit of an eye bleeder, especially considering he uses the equivalent of a NASA super computer to many people. Good improvements, but there's a long way to go. :)

 
What time does streamer weekend actually start? The website says "THIS FRIDAY, June 21st at 12 PM CST" but CST isn't observed at the moment, it would be CDT which is an hour difference. 

So for instance is it 7pm CEST or 8pm CEST? 

Or for UK folk, is it 6pm BST or 7pm BST?

 
What time does streamer weekend actually start? The website says "THIS FRIDAY, June 21st at 12 PM CST" but CST isn't observed at the moment, it would be CDT which is an hour difference. 

So for instance is it 7pm CEST or 8pm CEST? 

Or for UK folk, is it 6pm BST or 7pm BST?
Yep, it is actually CDT. Time zone is based on Dallas, TX, USA.

Time Converter and World Clock - Conversion at a Glance - Pick best time to schedule conference calls, webinars, online meetings and phone calls. (worldtimebuddy.com)

 
What time does streamer weekend actually start? The website says "THIS FRIDAY, June 21st at 12 PM CST" but CST isn't observed at the moment, it would be CDT which is an hour difference. 

So for instance is it 7pm CEST or 8pm CEST? 

Or for UK folk, is it 6pm BST or 7pm BST?
It starts as soon as the very first streamer starts broadcasting. What use is having that exact time as it says nothing?

 
It starts as soon as the very first streamer starts broadcasting. What use is having that exact time as it says nothing?


No, it doesn't start "as the very first streamer starts broadcasting", as some no doubt will start streaming in advance to build hype before they can even play the update.

Also, The Fun Pimps thought it was important enough to include in their Streamer Weekend post, so even if it's not important to you it is to them

 
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