faatal
Fun Pimps Staff
Picture a dark hole in a wall. Now picture a zombie.Can you tell us how it would change things? Or is that secret
Picture a dark hole in a wall. Now picture a zombie.Can you tell us how it would change things? Or is that secret
faatal said:Sorry, I can't. I will be busy for the next few weeks hand crafting YOUTOOZ of grass.
The game just needs to be darker period@faatal
If the holes you are talking about are like those in the mushroom cave then, I like it.
You may need to adjust the daylight brightness on 100% though, or dark places may be rendered moot.
I'm presently doing some modding and started at the 100% brightness to make a mod dark at the highest setting,
and before adjustments there is no dark hole.
I'm hoping for more resistance rather then flat out imminently.faatal said:immunity item you equip. Biomes must be completed in order of difficultly. Some of this may change and balance is ongoing. There is also a game option to turn it off.
I'd have to say yes and no. Faatal's 0dark30 adjustment to the slider works well at least for me, but there are two schools of thoughtThe game just needs to be darker period
If it were up too me ill go back to alpha 1 through 16 levels of darkness
I'm hoping for more [biome] resistance rather then flat out [immunity].
Yes, partly.There are a few ways this could play out. Resistance would help for making brief excursions into an uninhabitable biome. E.g. because of your resistance, you can stay in the snow biome looting for a while longer, before you get frostbite. But if you can’t reach a point of immunity, then nobody’s going to build a base in that biome.
It is basically Alpha 14.7 with some a15 tidbits thrown in.I went back too the older console version
It does make me sad about that cuz alot of people are not liking these changes. I'm one of them but I'm not going to turn on the Pimps.IMHO it is really strange they they would go out of their way to make interiors dark when you are transitioning in, but then make nighttime look only slightly overcast daylight. If people want nights brighter, they can adjust their gamma or mod the xml. Just like they currently do for the insides of buildings. The game has lost a lot of the challenge and diversity over the years.
So with these kits will the wasteland kit also allow you to be in the earlier biomes same with the snow kits etc? I'm just thinking it would be a chore swapping them out all the time while traveling or freezing to death flying over the snow biome in the gyro because you had the wasteland kit on.
I was hoping for something like that with weather changing and affecting you differently at different times. But based on what faatal said, it doesn't sound like that will be the case. It sounds like it's just a single static effect for each biome and you'll have a single item you craft that will give you immunity to whatever biome it's for (upgraded for each higher level biome). So maybe it's a dust mask for the burnt forest, dust mask + goggles for the desert, etc. I can't really think of how it should be upgraded for each biome that would make sense and cover all previous biomes, but I assume they have a plan for that.There are a few ways this could play out. Resistance would help for making brief excursions into an uninhabitable biome. E.g. because of your resistance, you can stay in the snow biome looting for a while longer, before you get frostbite. But if you can’t reach a point of immunity, then nobody’s going to build a base in that biome. Recall that it sounds like the oppressive conditions will be omnipresent, without variation over time. It’ll be like how, even if your armor gives 90% damage resistance, you’re going to avoid zombies constantly beating on you. If all non-pine-forest biomes are hazardous in their own way, then you can maybe pass through, but it’s not a place to stay. That’s the majority of the map wasted.
What I figured we were getting was e.g. a snow biome that's cold all of the time, but unbearably cold some of the time. And we’d have one or more remedies to become permanently immune from being cold (e.g. wear warm clothing and/or mods like Insulated Liner), but unbearably cold would require something beyond that, which is more valuable and/or consumable (a hot drink or meal, or standing near a fire). Then, you can do things like go out mining in the snow biome for a day, because you’re equipped to be immune to the baseline temperature. And if temperatures plunge below normal, hopefully you brought enough coffee or chili or chemical hand warmers or whatever to stay safe until it passes.
But if you can’t overcome all negative effects of the biome, permanently or at least for a good amount of time (like take your iodide tablet once a day in the radiation zone), then I think it would be a strong incentive to stay in the pine forest indefinitely. And that’d be a waste as far as utilization goes.
Yeah, that's what it sounds like to me. Though, level 1 would be burnt forest.Based on the description, there is no swapping out. It's one kit that you upgrade for each increased level biome. I would assume that it maintains the resistances for the previously earned biomes.
Like Level 1 - desert
Level 2 - desert and snow
ect.
Magazines aren't limited by biome or game stage, so you can get them just as easily in any biome. The only real difference being that the forest on a RWG map only has smaller towns, so there aren't as many mailboxes around and there is a lower chance of finding Crack-A-Book stores. But even just going to the desert would give you large enough towns to easily find magazines and you could do so well enough in the forest if you hit multiple forest towns. So this change will have little impact on people rushing magazines.
As SylenThunder said, you have to do them in order. It also sounds like the item you are getting for protection against the hazards is upgraded for each biome rather than having to swap it whenever you change biomes, so that would explain needing to do them in order.
I feel ill be the same..again I'll have to play with it too get feedback but. Having changed of weather or naturally Having a area hotter or colder Is also good..I was hoping for something like that with weather changing and affecting you differently at different times. But based on what faatal said, it doesn't sound like that will be the case. It sounds like it's just a single static effect for each biome and you'll have a single item you craft that will give you immunity to whatever biome it's for (upgraded for each higher level biome). So maybe it's a dust mask for the burnt forest, dust mask + goggles for the desert, etc. I can't really think of how it should be upgraded for each biome that would make sense and cover all previous biomes, but I assume they have a plan for that.
So not what I'd prefer, but not horrible. Though I may end up disabling it after only a couple of games because it just sounds like too much of a chore for really no value. I'm not someone who needs to be forced to stay out of the wasteland in the first days so I don't get high level equipment immediately, so it really doesn't provide any value at all to me other than a slight immersion improvement. But if I have to avoid biomes until I spend time to upgrade that item, I have a feeling I'll quickly be tired of it and will disable it for every future game. And that's sad because they are putting a lot of work into something that most people will likely disable after only a few games (just my assumption). It would have been better to make variable weather that does something similar to what you said.
There going to be people who rush regardless.Yeah, definitely won't fix magazine rushing.I'm hoping it will help a smidge though, if people can't go raid large Crack-A-Books from advanced biomes right off the bat. Of course then they'll probably just fall back to spamming tier 1 missions for magazine bundle rewards.
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It seems that players with experience in MMOs automatically assume that they need to rush the leveling up process to get to the "end game content" where the real fun is, but that isn't really the way 7 Days is designed. At least not currently. For now rushing the grind just gets everyone stuck playing the same wasteland tier 5 missions over and over again to get slightly better versions of the gear we already have. :bored:
Maybe new tree types like oak trees that have 3000 hp, giant pine trees, jausiha trees in the desert. Birch trees and dead trees of all types. Small and large
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Keep hope alive.I day dreamed about my hopes for the storms Brewing biome changes
You actually pointed to something that if they leverage it, can be used to develop the resistance to immunity progression. Rain comes through blocks,Given the way rain still goes through solid blocks, my guess is that 7D2D still does not have an accurate way to determine if you are indoors.