PC v1.x Developer Diary

Status
Not open for further replies.
Ok but there is a misconception here from TFP : moving the base.

Moving from biome to biome with his whole stuff is just a freaking pain in the ass, early vehicules are slow and carry nothing. I don't mind moving my base 1 time, but if we follow TFP logic it's like moving his base at least 2 times (and it's worse depending of the map style) : it's a nope for me (unless they implement something like a trader service to move his stuff for some bucks).

Concentrating big cities in wasteland is a good idea, but once again they did half the job and we will struggle to follow this line due to the lake of QOL


I understand the desire to pack up your entire base to change biomes.  However, there is no rule against having multiple bases.

In my last playthrough, I had 2 separate bases, one of which was my main base where I chose to hunker down for bloodmoons.

 
Last edited by a moderator:
I kinda wish on vanilla settings for loot that books did not show up as often, sometimes i feel they propel us forward a little to fast, day 3 and i can craft iron tools now, i know the book system goes for how we perk into stuff, but i do feel it a bit to fast to find them, i almost wish they were not in some loot tables like cars and stuff, i find too many too fast sometime lol

 
I kinda wish on vanilla settings for loot that books did not show up as often, sometimes i feel they propel us forward a little to fast, day 3 and i can craft iron tools now, i know the book system goes for how we perk into stuff, but i do feel it a bit to fast to find them, i almost wish they were not in some loot tables like cars and stuff, i find too many too fast sometime lol
The only ones I feel are being found too quickly in 1.0 are the armor ones (49/100 on day 3).  Everything else is pretty much what I'd expect and want.  But it depends how much you're looting bookstores and mailboxes.  I looted one bookstore I came across and I'm not going out of my way to loot mailboxes.  I'll loot them if I go past or if I am questing there, but that's all.

Keep in mind that if you don't get enough magazines to keep up with looting, people won't craft anything.  So it's needed to get the magazines quickly enough to stay at least even with looting rates.

 
Last edited by a moderator:
The only ones I feel are being found too quickly in 1.0 are the armor ones (49/100 on day 3).  Everything else is pretty much what I'd expect and want.  But it depends how much you're looting bookstores and mailboxes.  I looted one bookstore I came across and I'm not going out of my way to loot mailboxes.  I'll loot them if I go past or if I am questing there, but that's all.

Keep in mind that if you don't get enough magazines to keep up with looting, people won't craft anything.  So it's needed to get the magazines quickly enough to stay at least even with looting rates.
Oh i agree, i just feel it needs a tweak here and there haha, but i gotta go be a dwarf now

 
hmmm, with these new armor sets, how are we offsetting weather and temp, not like I can put on a jacket when its cold anymore

 
The salvaging/harvesting challenges are really off. Some example:

  • Harvest Iron Pipes: requires stone axe on sinks and toilets. Harvesting actual pipes doesn't work, nor does wrenching anything.
  • Steel: only from vending machines. Street lights and transformers do not work.
  • Electrical parts: only from lights. Everything else won't work.
  • Mechanical parts: only from office chairs.
  • Rotten meat: won't work with iron knives.
  • Honey: doesn't work with POI tree trunks. Do you know how long it takes to get 5 honey from wilderness tree trunks? I'm way past stone axe at that point!

I don't know about the rest because I had no trouble with the rest, but in all cases above I had to figure out the exact conditions. In the case of the knife, I usually use the stone axe on gore blocks because it's one hit instead of multiple hits like the knife, and in addition to that I got a toilet knife early on and stopped using the bone knife.

hmmm, with these new armor sets, how are we offsetting weather and temp, not like I can put on a jacket when its cold anymore
Every armor piece gives a fixed 20 cold and heat resistance. In other words, heat and cold are not relevant at the moment, possible pending the weather update.

 
hmmm, with these new armor sets, how are we offsetting weather and temp, not like I can put on a jacket when its cold anymore
Each piece automatically grants 20% resistance to hot/cold from what I understand.  It's a temporary effect until they do the weather changes.

 
Some guy on X (Twitter) has been asking forever if there will be a setting to remove gore from the game so he can let his kids play. I told him that 7 Days to Die is rated M for mature 17+, and that I don't think there will ever be a setting for that. What's next? Censor Rekt? Have the beautiful party girl zombie dressed all the way up to her neck? 😁

But I will still ask; does anyone from the TFP team knows anything about a possible setting to remove gore?

Thank you.

 
Some guy on X (Twitter) has been asking forever if there will be a setting to remove gore from the game so he can let his kids play. I told him that 7 Days to Die is rated M for mature 17+, and that I don't think there will ever be a setting for that. What's next? Censor Rekt? Have the beautiful party girl zombie dressed all the way up to her neck? 😁

But I will still ask; does anyone from the TFP team knows anything about a possible setting to remove gore?

Thank you.
My youngest son plays and is 10.  It really depends on how they handle such things.  If they understand the difference between a game and reality, I don't think it's a big deal.  But everyone can parent the way they feel is best.  Some games, especially a zombie killing game, may just not be the best choice for some kids.  There's nothing wrong with that.

 
Devs there is still this annoying bug on Linux where flames are invisible, wherever there is a broken pipe in the house, those flames are not visible, I can only hear a sound. This issue was present in the previous Alpha and it is still here in 1.0 I literally died because I could not see flames :D

 
Last edited by a moderator:
I cannot wait for weather, I almost wanna ask for a weather setting so we can toggle what kinds of weather happens, a map in a perpetual thunderstorm would be heaven for me, thunder sounds make me sleepy lol

 
The salvaging/harvesting challenges are really off. Some example:

  • Harvest Iron Pipes: requires stone axe on sinks and toilets. Harvesting actual pipes doesn't work, nor does wrenching anything.
  • Steel: only from vending machines. Street lights and transformers do not work.
  • Electrical parts: only from lights. Everything else won't work.
  • Mechanical parts: only from office chairs.
  • Rotten meat: won't work with iron knives.
  • Honey: doesn't work with POI tree trunks. Do you know how long it takes to get 5 honey from wilderness tree trunks? I'm way past stone axe at that point!

I don't know about the rest because I had no trouble with the rest, but in all cases above I had to figure out the exact conditions. In the case of the knife, I usually use the stone axe on gore blocks because it's one hit instead of multiple hits like the knife, and in addition to that I got a toilet knife early on and stopped using the bone knife.


The ones that require a specific item do indicate what you need when you track them.  If you track ones that require the stone axe, the challenge says equip a stone axe.  After you do that, then it advances to harvest pipes in the tracking text.  The fact you have to use a specific item might be tied to the held property only allowing one item to be listed.

As for what to harvest from, they have a new property called IndexName for blocks.  If the block you are harvesting from doesn't have that property and it matches the challenge, that harvest won't count.  It is why you get credit for polymers if you harvest shopping carts (they have the tag) and no credit for blinds (they don't have the tag).  Not sure if that is just something that hasn't been fully implemented throughout the blocks, was an oversight, or if they only want the player to get credit for specific items and the rest is just for self-exploration.

 
Shared quests no longer count for progression, too. You get the reward but only the original quest taker gets the tier point.


If that is true, it is absolutely terrible!  I play with a group and we always do the quests together.  It would be terrible to keep track of who actually took the quest from the trader.  Everyone is going to end up "fighting" to have the group do their quest. 

 
OK....either there's been a patch I missed or the streamers missed something. The set bonuses are a LOT better than advertised in the streams. I just crafted a full Q2 lumberjack set and all the bonuses match what's expected, except....the set bonus also flat out doubles wood harvest! It's listed as 'doubles' not 100% increase, so I assume that aspect of the bonus doesn't change with quality level.

I'm not sure quite how the bonus is being calculated, as it actually took me from 10 wood to 17 per swing, but it's a HUGE bonus and makes crafting the low quality sets worthwhile. I'm very happy about that and hope several of the other sets are as good. One of the things I was concerned about was a lot of the set bonuses were trivial until very late game, and perhaps even then.

Q1 sets being good also addresses the potential favouring of attributes that can take an armour skill (AGI/STR) as even a build with no armour skills will get to Q1 set crafting fairly swiftly.

Really like this, and looking forward to seeing if other set bonuses have been improved.

 
 @faatal Hello! 🤗 We have all kinds of threats on the ground and in the air in every biome, ranging from different zombies to all kinds of animals. How about considering the idea of introducing aquatic enemies into the game in the future? For example, mutated fish or piranhas or sharks, crocodiles, megalodons, bloops, whatever, because so far among the threats in the water we only have clumsily swimming zombies that very rarely enter the water. That is, the threat in the water at the moment is only a counter for the percentage of air reserves under water 😁🤣 I had already played 1.0 and noticed a gorgeous POI, namely a destroyed bridge in the middle of the lake, in the lake there was a boat with a sleeping zombie, in the water there were cars at the bottom, lootable barrels. This somehow reminded me of Half Life 2. 😍 Just bravo, it just needs to be improved. We need more POI like this! It would be possible to add to the bottom of such lakes/rivers inverted sunken boats, sunken ships in which one could loot hidden chests, treasures, pearls that could be opened and get valuables (a reference to "Xenus: white gold" 😉) or as an example you can take the game "Depth". 🦈 Here you could also add a swimming suit, mask, fins like in the game "Rust" for more effective swimming. And also, in the future, this may be a new quest from merchants, for example: “raise treasure from the bottom of a river/lake,” but while you do this, all sorts of terrible monsters will swim at you from all sides. 🤔
It would be very scary. Especially for those who have a fear of depth (Thalassophobia), when you are swimming and some terrible fish suddenly attacks you, like in "Serious Sam the first, second encounter".  😨😛 After all, a body of water is not a rare place for a player.
It’s not uncommon for an airdrop to fall into the water and you have to swim to the very center of a huge lake behind it, or you have to swim from one part of the land to another, and let’s not forget that quite a few players build their bases on the water, etc. How do you like this idea? (Of course we are talking about the future) 😉🏊‍♂️🚣‍♂️🏄‍♂️🐸🐊🐳🐬🦭🐟🪸🐚🦈

 
So I checked the bug reports and the harvest issues were posted as bugs.  Based on the feedback from the TFP QA team, the descriptions for those challenges will be updated so it explains exactly what blocks you have to harvest from (and what tool to used) in order to get the credit for them.

 
So I checked the bug reports and the harvest issues were posted as bugs.  Based on the feedback from the TFP QA team, the descriptions for those challenges will be updated so it explains exactly what blocks you have to harvest from (and what tool to used) in order to get the credit for them.
I was re reading them and i felt dumb, the above has what is needed, the bottom just explains what you can get them from, not everything counts so miscommunication to be sure

 
I note that the crucible is showing up for sale weirdly early - Day 4 from Rekt

Not sure if it's worthy of a bug report, but it seems very out of whack. Admittedly at 15k Dukes it would be a stretch to purchase, but it doesn't seem to fit with the new restricted trader inventories.

 
Status
Not open for further replies.
Back
Top