PC V2.0 Storms Brewing Dev Diary

Abridged version

No they are not facts from anyone. I put these thoughts together from reading all of the different posts from when I first joined to now,

originally I used a mind mapping program, the brain and created a chart. But now I just look at exactly what each system and subsystem

does when I play, and try to adjust them to play nicely together.

What Faatal posted regarding the kit, is a MacGuffin, but what system could tie it together for inclusion of the other systems. Then Roland

replied to Mr. Perfect, "Currently, the first challenge in the chain for getting the wasteland survival kit is that you possess the snow survival

kit. The first challenge for the snow survival kit is that you possess the desert survival kit. And so on".  That made sense to me. Which made

me think of the book the lord of the rings. One ring to bind them all. All what, all of the systems.

Since the systems they were talking about are environmental, it's basically all of the aspects that personally drive my motivations. Basically

the mods that I do for myself I have tried to make parallels of what is written about future releases and just change the variables in the

systems to see how they work individually, and can work as one.

So I guess my source is the forum?

So i started writing in notepad++. Earlier And kept asking myself how this and how that could work, then thinking as a player how to I use a system to intuitively

counter, specific counters that were proposed in earlier posts.  Building a better mousetrap.

Not so abridge notes I wrote earlier

Thoughts about dynamic weather before it is completely decided to just be shelved. Even if it is not to be a part of the inital roadmap anymore, I wouldn't
want to offer interference or suggestions to slow down internal processing. There's lots to do, and always will be. That is the nature of this particular
game dev-structure. This is a personal thought, after Faatal's post it feels that he/TFP may have found the potential ring to bind them all. I am using the

Lord of the Rings as a metaphor, not because of magic or the Frodo or Rudy hobbits. It was the principle that I began to understand, when I read the books.

My word of the day, is MacGuffin. A "MacGuffin" is a plot device, typically an object or event, that drives the story forward by motivating characters
to pursue it, but the actual nature or details of the MacGuffin itself are not important to the overall narrative; it's essentially a catalyst for
action without any intrinsic value.

You need a desert MacGuffin, to get it you need a combination of a specific forest, burnt, winter, waste under water and cave widgets to build it. Each MacGuffin level of these is progressively harder to find, and can be pointed to in a map that is only found in a quest, that is received from a trader, after specific prerequisites are fulfilled, that has another MacGuffin to drive the plot, that sends you to the next trader. So it would add foraging, mining, fighting "which needs some love", poi searching, questing, trading, hunting, and buried treasure. It's a vicious cycle but it would include the (useful need) for other aspects of the game that are under used now. Rinse repeat. All the while you accumulate the arms and ornament tiers necessary for the combat portion.

The 7DTD MacGuffin is the kit, proposed by Faatal. Along the way there has to be some filler or it becomes stale quickly. There also would be a need for the environmental variances, or what are you doing it for. One thought I had was Radiation levels as a constant. But simplified to a constant health and attribute reduction over time. Example: If there are 5 levels of radiation, and wasteland is the max which is basically insta death unless you have level 4 upgrade, or a player uses a temporary rad pill that traders possess, is expensive because it comes from a random reward and only is given at the end of a random Neeganish 5th or sixth level quest. The reward only works for a limited time still allowing the rad poisoning to continue. Now expand that principle to all biomes. The red pill it your temporary passport into the No Lone Zone. Once the Poi that would have to be cleared and specific machinery repaired, is complete then you receive the kit and you head to the next trader. But because of extenuating circumstances meaning Rad poisoning, Weather and visibility, freerange entities, and good old death. You would probably only be able to clear partial poi at a time, return to safety, rest relax and return to the poi. To expedite quests it would promote working together to accomplish it. In single player it would mean getting geared up, to handle the obstacles. But redistribution of the resources needed to craft the upper tier gear means taking chances to find or dig it up in the other rad zones. For which you would need a pill, A poi for instance that would contain a needed resource could be an excavation pit, or digging in a high tier basement, or on one of the zombies in the middle of an army encampment. Just as long as it's not in the middle of the road.

Along the way is also the constant of weather, if in the desert then temperature constantly rises, causing extreme water loss, stamina loss, and strength loss is
reflected in the backpack slots being locked and adding burden over time constantly. Once locked they only unlock over time when radiation is not a factor. The creatures in these zones are that's right you guested it, radiated and each zone creature is stronger, they don't have to be fast, becuase the player will have more than enough to think about. A plan and time management are a factor. Back to weather, Fog and water have been worked on time to use them, Rain is radioactive, getting wet accelerates radiation poisoning, snow is just frozen rain, Temperature in desert, burnt, and waste go up over time to 150 degrees, snow goes down to 0. So add necessity for the liner, and clothing, and lightweight armor to conserve stamina, foods to help slow but not stop temperature, You can build a fire, but heat is an amplified attractor for the radiated scout hordes, so high damage weapons and armor would be necessary, while still trying not to freeze to death, and on top of it all you are trying to find a MacGuffin to propel your quest forward. Fog combined with the storm particles, when above .4 begin to severely limit distant visibility. Rendering wise it presents the opportunity for drastic geometry and texture reduction, the fog after a certain level can become an occluder turning the entire outdoor arena into a small rendered chunk.

Having fog start a 0 2 meters off camera mean necessity for some form of light, which attracts entities.
So in the end; it was posted earlier that pretty much all that we post, is conjecture. This is mine for the most part.

I forgot one reference, Sylenthunder Posted about a pill, which made me think of the Matrix, which was a story about choices.

 
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There is no "standard" here.  Sony and MS will sometimes approve things in a few hours. Sometimes they will take weeks or months. There is no rhyme or reason to it.  Supporting any cross-platform game has this kind of struggle with Sony and Microshaft. You see it a lot when the PC version of a game has an update, but it doesn't end up releasing to Consoles until days or weeks later. I've seen this with Ark quite a lot, and with some other games that I have hosted that support cross-platform play. Trying to remember how long it took for Valheim to get it approved, but I wasn't hyper-focused on their development at the time.


I am sorry to disagree, but, there is reason to it...in this case, as stated by fataal, it was security concerns. 

I don't think Sony or MS set out to stifle a game, they just have a very large legal team, that has been sued for every reason, every scam, every breach...I appreciate their dilligence saves me aggravation down the road.

 
Kind of sad to see that most of my fellow console gamers tend to first blame the devs, then all other platforms and their own platform only if everything else is debunked. Platform holders should realize that accepting titles to their shop also brings some accountability and not just grab that 30% cut from sales and "cosmetic only" live service crap.
The way Sony (in my case) is handling crossplay only works for completed, relativly simple games and not for anything in early acces with regular updates. I see crossplay more and more of a burden, frustrating users as well as devs.
so am I alone in my opinions or am I now the majority? as the bogeyman i am just seeking clarification.  post after post on social media, people want to know about dedicate servers, console user after console user posts about wanting DEDICATED crossplay. I owe Riamus a small apology, because, the majority of the attitudes I see reflect his attitude towards 2.0, 3.0 and 4.0...they don't really care...they want dedicated servers so they can share a game with other people...in a manner convenient to them. they stopped really caring about features that have been promised for over a decade, but, never materialize...a lot of them think they never will...they just wanted split screen and "real" crossplay. If I was a dev I'd take note of that for future projects. keep it simple and make it work.

 
So i started writing in notepad++. Earlier And kept asking myself how this and how that could work, then thinking as a player how to I use a system to intuitively

counter, specific counters that were proposed in earlier posts.  Building a better mousetrap.

Not so abridge notes I wrote earlier

Thoughts about dynamic weather before it is completely decided to just be shelved. Even if it is not to be a part of the inital roadmap anymore, I wouldn't
want to offer interference or suggestions to slow down internal processing. There's lots to do, and always will be. That is the nature of this particular
game dev-structure. This is a personal thought, after Faatal's post it feels that he/TFP may have found the potential ring to bind them all. I am using the

Lord of the Rings as a metaphor, not because of magic or the Frodo or Rudy hobbits. It was the principle that I began to understand, when I read the books.

My word of the day, is MacGuffin. A "MacGuffin" is a plot device, typically an object or event, that drives the story forward by motivating characters
to pursue it, but the actual nature or details of the MacGuffin itself are not important to the overall narrative; it's essentially a catalyst for
action without any intrinsic value.

You need a desert MacGuffin, to get it you need a combination of a specific forest, burnt, winter, waste under water and cave widgets to build it. Each MacGuffin level of these is progressively harder to find, and can be pointed to in a map that is only found in a quest, that is received from a trader, after specific prerequisites are fulfilled, that has another MacGuffin to drive the plot, that sends you to the next trader. So it would add foraging, mining, fighting "which needs some love", poi searching, questing, trading, hunting, and buried treasure. It's a vicious cycle but it would include the (useful need) for other aspects of the game that are under used now. Rinse repeat. All the while you accumulate the arms and ornament tiers necessary for the combat portion.

The 7DTD MacGuffin is the kit, proposed by Faatal. Along the way there has to be some filler or it becomes stale quickly. There also would be a need for the environmental variances, or what are you doing it for. One thought I had was Radiation levels as a constant. But simplified to a constant health and attribute reduction over time. Example: If there are 5 levels of radiation, and wasteland is the max which is basically insta death unless you have level 4 upgrade, or a player uses a temporary rad pill that traders possess, is expensive because it comes from a random reward and only is given at the end of a random Neeganish 5th or sixth level quest. The reward only works for a limited time still allowing the rad poisoning to continue. Now expand that principle to all biomes. The red pill it your temporary passport into the No Lone Zone. Once the Poi that would have to be cleared and specific machinery repaired, is complete then you receive the kit and you head to the next trader. But because of extenuating circumstances meaning Rad poisoning, Weather and visibility, freerange entities, and good old death. You would probably only be able to clear partial poi at a time, return to safety, rest relax and return to the poi. To expedite quests it would promote working together to accomplish it. In single player it would mean getting geared up, to handle the obstacles. But redistribution of the resources needed to craft the upper tier gear means taking chances to find or dig it up in the other rad zones. For which you would need a pill, A poi for instance that would contain a needed resource could be an excavation pit, or digging in a high tier basement, or on one of the zombies in the middle of an army encampment. Just as long as it's not in the middle of the road.

Along the way is also the constant of weather, if in the desert then temperature constantly rises, causing extreme water loss, stamina loss, and strength loss is
reflected in the backpack slots being locked and adding burden over time constantly. Once locked they only unlock over time when radiation is not a factor. The creatures in these zones are that's right you guested it, radiated and each zone creature is stronger, they don't have to be fast, becuase the player will have more than enough to think about. A plan and time management are a factor. Back to weather, Fog and water have been worked on time to use them, Rain is radioactive, getting wet accelerates radiation poisoning, snow is just frozen rain, Temperature in desert, burnt, and waste go up over time to 150 degrees, snow goes down to 0. So add necessity for the liner, and clothing, and lightweight armor to conserve stamina, foods to help slow but not stop temperature, You can build a fire, but heat is an amplified attractor for the radiated scout hordes, so high damage weapons and armor would be necessary, while still trying not to freeze to death, and on top of it all you are trying to find a MacGuffin to propel your quest forward. Fog combined with the storm particles, when above .4 begin to severely limit distant visibility. Rendering wise it presents the opportunity for drastic geometry and texture reduction, the fog after a certain level can become an occluder turning the entire outdoor arena into a small rendered chunk.

Having fog start a 0 2 meters off camera mean necessity for some form of light, which attracts entities.


I really like your ideas. But I think Riamus' earlier assessment (TFP just trying to wrap things up) was probably correct. In the end, if we get any kind of really in-depth, dynamic weather/survival simulation, it will most likely have to come from a C# mod.

And you know what? That's fine. Honestly, the whole reason I originally bought 7DTD in Early Access (normally I never buy Early Access games) was because of the game's potential as a modding platform. I mean, just imagine if development had been abandoned around A18/A19/A20. Happily that wasn't the case, but even then 7DTD would still be worth buying simply because the game is so fantastically moddable.

TLDR;
If any of the dynamic temperature/wetness/weather stuff does end up being deprecated in favor of a simple "kit" mechanic, I beg TFP to please leave that stuff in the game, under the hood, so that it can be utilized in the future by modders.

 
Third way: You have a limited time in the zone (which probably can be increased with pills, food, or specific wearable items). And you need multiple excursions into the zone to fullfill a challenge.
I wonder how this affects map generation. Currently, I sometimes get maps where the town is close to the biome border, and sometimes I get maps where the town is well inside the biome. If you only have a few minutes in the biome per trip, then the city should be as close to the biome border as possible.

 
I wonder how this affects map generation. Currently, I sometimes get maps where the town is close to the biome border, and sometimes I get maps where the town is well inside the biome. If you only have a few minutes in the biome per trip, then the city should be as close to the biome border as possible.


I would not expect it to have any bearing on map generation at all.

 
I wonder how this affects map generation. Currently, I sometimes get maps where the town is close to the biome border, and sometimes I get maps where the town is well inside the biome. If you only have a few minutes in the biome per trip, then the city should be as close to the biome border as possible.
would that not just be RNG?  if rwg is trying to take that stuff into account it would be even less random than it is now with traders locked to biomes. or am I wrong?

 
would that not just be RNG?  if rwg is trying to take that stuff into account it would be even less random than it is now with traders locked to biomes. or am I wrong?
I don't see it that way. The border line runs for several kilometres. So the positioning can still be somewhat random. In addition, the map generation is already not entirely random. Otherwise we would see skyscrapers next to farms or large cities in the starter biome.

 
so am I alone in my opinions or am I now the majority? as the bogeyman i am just seeking clarification.
I have no idea. Probably there are some people with you, some against and some completely indifferent. But in general it might help if you stop acting like boogey and look for consensus and common ground.
 

they want dedicated servers so they can share a game with other people...in a manner convenient to them. they stopped really caring about features that have been promised for over a decade, but, never materialize...a lot of them think they never will...they just wanted split screen and "real" crossplay.
Sharing your game can be fun indeed. "In a manner conveinient to them"... That is realy subjective.
With a game FO4 many people showed their creations on YouTube with a decent following, with FO76 you can join up to see it first person. Wich one is better? That is realy personal, personaly I don't give a crap about the "16x the detail" while at times I still visit the channels that show their latest FO4 creations. With a game like ARK base tours could be fun but the splitscreen option was my way to play for a long time.
The other way of "sharing" is playing together wich brings us to crossplay... Not important at all for splitscreen, wich is my definition of playing with friends. Playing on servers is highly overrated and fairly unstable unless it is your own server. And I mean your own, not a remote rental where you completely are depending on an ISP and the owners technical- and customer support.

Tl;dr: No idea if you alone but if you feel alone try to make friends.

 
I have no idea. Probably there are some people with you, some against and some completely indifferent. But in general it might help if you stop acting like boogey and look for consensus and common ground.
 

Sharing your game can be fun indeed. "In a manner conveinient to them"... That is realy subjective.
With a game FO4 many people showed their creations on YouTube with a decent following, with FO76 you can join up to see it first person. Wich one is better? That is realy personal, personaly I don't give a crap about the "16x the detail" while at times I still visit the channels that show their latest FO4 creations. With a game like ARK base tours could be fun but the splitscreen option was my way to play for a long time.
The other way of "sharing" is playing together wich brings us to crossplay... Not important at all for splitscreen, wich is my definition of playing with friends. Playing on servers is highly overrated and fairly unstable unless it is your own server. And I mean your own, not a remote rental where you completely are depending on an ISP and the owners technical- and customer support.

Tl;dr: No idea if you alone but if you feel alone try to make friends.


I'll ignore most of this, but, "in a manner convenient to them"...dedicated servers allow people to share a world...not just a game. there are times when everybody can't be on. that was not a subjective statement. the stuff in the next line...that's subjective.

I keep observing that the people who tell me I am too negative, have low opinions of the game themselves. they have low opinions on when things will get done...on how good it will really be...on how much of a difference the roadmap features could or should make on the game.

That will definitely be interesting and probably a bit annoying for me. I'll probably drive along the border in search of a town near the border.
fun to speculate I suppose, but, pointless. 

 
I beg TFP to please leave that stuff in the game, under the hood, so that it can be utilized in the future by modders.
That was the exact point of the original post. That is also why I bought the game. But I learned from the past if you want an idea to be

accepted, first don't demand, instead show an example of how it may work on a larger scale. So even if it isn't a part of the main presentation

they are open and willing to keep it for future mods. I wasn't going to post the TLDR version, but It showed the more detailed thought that I got

from the prior conversations. If it does eventually make it into the main game, it would basically be adding a true hardcore mode, that could be

a precursor to a story line, and boss battles, without needing a lot more additions. With the kit now all of the parts are there.

 
@RipClaw This is the way I read it.

1 Pockets are not planned.      key word pockets.               Never said the whole biome can't be contaminated.

2 All biomes other than forest have a biome hazard, as we are calling it now, which will start killing you after a few minutes

in the biome. I have been calling it biome survival or progression as biome weather is confusing as it is not .

What kills you, is a present biome hazard in game but isn't clouds/wind/rain/snow?

3 this is driven by them wanting AI handling new types of POI spawn locationsNew type of spawn locations, like maybe a specific

scripted quest location.

Since it seems to be tied into quests, Traders have a mechanic to pick pois for scripted quests.

 
That will definitely be interesting and probably a bit annoying for me. I'll probably drive along the border in search of a town near the border.


The duration how long you can survive in the hazard zone, whether you need POIs (or even a specific POI) to find the needed items or plants of that biome, all that and more is part of the balancing. And that will determine whether you will feel annoyed, need to drive along the border or need to find towns or simply POIs near the border of the biome, or simply walk in and do some scrounging while keeping an eye on your health "timer"

And eventually it will be made so easy that veterans can do it in their sleep 😁

 
Random Gen maps could still use some work. 

I like the idea of maps having randomness. As playing the same map can get boring. 

But the problem with them is that they don't mesh too well. 

Roads don't follow a logical pattern to them. They go in random directions but in towns and out. Two highways will come within a foot of each other, then bend 90 degrees and move away without connecting These same roads will leave one town, go around and reconnect with that same town from another direction without making contact with anything significant.

Roads in a  town look like a gig saw puzzle. Going in random directions. Not like  Navezgan that has a more grid like pattern. 

It's hard to find other towns like this. 

I would like to see roads be more logical. Connet where they should. A grid like appearance in a town and so on. 

Another thing that I don't like is that the traders are now all locked to a biome. The Jerk is in the forest while the Doc is in the burnt forest and so on. 

I would not mind TFP's bringing back some randomness here. 

 
so am I alone in my opinions or am I now the majority?


I've no idea. Does it matter if you're alone? Your opinion is your opinion and you're entitled to it.

On any particular topic we might agree or disagree, but across all topics we will both agree and disagree. A majority opinion counts in a legislature or a court, but this is neither. It's tempting to say a majority opinion should be persuasive in an Early Access game, but I'm in no position to assess if prevailing sentiment in social media can be considered a majority. You only end up measuring vocal opinions.

I'm not implying Social Media is worthless. It might generate ideas. It might give you indicators of issues that you could try to measure in other ways.

I could be wrong. Sociology isn't my field and one research methods class doesn't make me a researcher.

I would not expect it to have any bearing on map generation at all.


I wonder if instead of map generation he might really mean player preferences for base locations. He said a city being near the border would be desirable, but I'm not sure why. A trader near the border might facilitate missions if completing trader missions is what helps you create the environmental protection gear. Being near a player base would facilitate any crafting that is needed to make environmental protection gear. Maybe that's the logic?

EDIT: Oh, I think I get it. If the settlement is in the hazardous area, being close to it could make it easier to achieve the objectives, assuming the objectives are in city POIs. You would use less of your timer for travel.

 
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I think kits would be a cool addition.  Maybe some were you sacrifice pure weather protection for other things 

Hunting kits would increase harvest

Foraging kit increases crops/plant harvest 

Scavenger kit buffs salvage

Ammo kit gives you a extra inventory line just for ammo 

Research kit buffs xp and chance for xp multiplier..

Etc

 
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Random Gen maps could still use some work. 

I like the idea of maps having randomness. As playing the same map can get boring. 

But the problem with them is that they don't mesh too well. 

Roads don't follow a logical pattern to them. They go in random directions but in towns and out. Two highways will come within a foot of each other, then bend 90 degrees and move away without connecting These same roads will leave one town, go around and reconnect with that same town from another direction without making contact with anything significant.

Roads in a  town look like a gig saw puzzle. Going in random directions. Not like  Navezgan that has a more grid like pattern. 

It's hard to find other towns like this. 

I would like to see roads be more logical. Connet where they should. A grid like appearance in a town and so on. 

Another thing that I don't like is that the traders are now all locked to a biome. The Jerk is in the forest while the Doc is in the burnt forest and so on. 

I would not mind TFP's bringing back some randomness here. 
The problem with towns is how tiles and districts work.  They wanted variety in tiles so they didn't look exactly the same everywhere.  That is a good thing.  However, that also means things didn't tend to make logical sense and roads are often a pain in towns.  Add in districts and you have fewer choices for what tiles are available at any given location.  If you add in a lot of custom tiles, it can be better (or worse), depending on whether or not the tiles are more generic or detailed.  More detailed means they probably won't fit as logically. 

I don't think you will ever see town roads being any better in this game.  There just isn't much you can do unless you change all tiles into intersections, making it a grid.  And you can't just do a grid right now if you want all POI to be able to spawn.  Many tier 5 POI can only spawn on caps or other non-intersection tiles.

I think kits would be a cool addition.  Maybe some were you sacrifice pure weather protection for other things 

Hunting kits would increase harvest

Foraging kit increases crops/plant harvest 

Scavenger kit buffs salvage

Ammo kit gives you a extra inventory line just for ammo 

Research kit buffs xp and chance for xp multiplier..

Etc
What faatal was taking about is specifically a single upgradable biome hazard protection "device".  It wouldn't give you bonuses to other things.

 
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I've no idea. Does it matter if you're alone? Your opinion is your opinion and you're entitled to it.

On any particular topic we might agree or disagree, but across all topics we will both agree and disagree. A majority opinion counts in a legislature or a court, but this is neither. It's tempting to say a majority opinion should be persuasive in an Early Access game, but I'm in no position to assess if prevailing sentiment in social media can be considered a majority. You only end up measuring vocal opinions.


I don't expect you to have any knowledge of past conversations. I get a lot of snide comments...especially about being alone in my console stance. 

suddenly, it's every console user just @%$#s on TFP and the devs first. You can call me petty for pointing out the ridiculous hyperbole., but, he's not the only one taking those kinds of shots. I really don't like letting that @%$# slide for too long. 

 
The problem with towns is how tiles and districts work.  They wanted variety in tiles so they didn't look exactly the same everywhere.  That is a good thing.  However, that also means things didn't tend to make logical sense and roads are often a pain in towns.  Add in districts and you have fewer choices for what tiles are available at any given location.  If you add in a lot of custom tiles, it can be better (or worse), depending on whether or not the tiles are more generic or detailed.  More detailed means they probably won't fit as logically. 

I don't think you will ever see town roads being any better in this game.  There just isn't much you can do unless you change all tiles into intersections, making it a grid.  And you can't just do a grid right now if you want all POI to be able to spawn.  Many tier 5 POI can only spawn on caps or other non-intersection tiles.

What faatal was taking about is specifically a single upgradable biome hazard protection "device".  It wouldn't give you bonuses to other things.
Ik but I'm saying.a kit system would be cool

 
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