PC 2.0 Fan Diary!

Challenges for .. kits. So, an on/off toggle with no gameplay associated, with the tasks being limited to gather / kill. Bareknuckle boxing rad hazmats to "get their hazmat suit in one piece"? That's the Best I can come up with right now... As an additional task gather 50 Grain Alcohol Beer to scrub it clean?

Shouldn't judge from that little info, but not a fan for now...

 
Shouldn't judge from that little info, but not a fan for now...


Yet does  😁

Best thing to do without details is just remain neutral.  If you already state that you are not a fan, you start to bias yourself against something you don't know yet.

I have developer relatives... they told me that themselves


That's cool, but I hate to tell you but I am secretly part of a hidden organization that determines when all games are released......

I've said too much already......

And you know this must be true because I stated it on the internet with nothing to back up my assertions

 
Yet does  😁
Hello, I'm a human; I form opinions on everything I hear automatically. This one, I even gave a conscious effort to imagine how it could be good, but I can't honestly see anything but another arcade-mechanic, fills the tick box, but doesn't really feel right. The bias comes with the info.

Alternatively I could shut up, but I'd rather voice any concerns early - might have a chance of effecting development. "Just wait and see" is a fine principle if you want to apply it, but it'll automatically force you to argue against another biased position of "we spent a year deving this thing, we ain't gonna rewrite it, are you nuts?" Sunk costs.

 
Personality I think it should be something craftable. 


I would have thought that would have been the direction they took too, but I suspect if they go with challenges they can keep your buddy who has been in-world for 200 days from just handing you a top level kit. I'm not sure that's a problem worth solving, but that's just my opinion.

 
Personally I hope some of the things needed to fulfill tasks for the biome survival scenario
are non standard. Like collect 3 Direwolf spleens. How do you get that in the forest? Time to poke the
bear and gen some scout hordes. Or needing to clear a police precinct searching unexploded cops,
because one of the random officers has a confiscated note, once it's deciphered points to a device to
fix a comm tower and only the trader has the code key. Invading an army barracks, and digging up the
floor of a bunker, to find a rare ore.

And Adam thank you for creating the thread, I had not read the Winter update, forgot about it.

 
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Nice to finally have some news, plus a new zombie:

https://7daystodie.com/v2-0-storms-brewing-status-update/

GlUKx0HXcAAYC84


 
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Personality I think it should be something craftable. 

Having 6 tiers and durability.  

Each tier could give you better protection while 6 is flatout immune but still degreads Over time. 

And then you could make a kit system we're you can sacrifice biome safely for more perks or bonuses 


Coming from some one that plays the game where crafting is a critical part of gameplay, this is one element I am fine with not having to craft personally.

 
I

this is one element I am fine with not having to craft personally.
The reason I think this way is because, the way Faatal presented it is it's a device used to include other activities

on more of an equal level or give them a realtime purpose as you progress. The second thought is if it is craftable

it kind of nullifies the purpose of the "getting" of the kit which is the actual quest which most come from Traders.

And hopefully what ever device or item is used to survive in alt biomes to complete the tasks is also not craftable,

but instead attainable after doing some tasks. If craftable Shaking the magic 8-ball shows me, people in a mad

dash to craft 50 pills, to extend time in a hazardous zone, thus circumventing the whole reason for the kit,  then saying it's

too easy. Remember the placeholder for the weather nullification may be removed from the armor.

Or the other option that he stated will be available is to turn it off, and continue to play as usual. I wonder if turning it off also

resets the loot redistribution. That's an interesting question.

 
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What i would like to know if the new biome mechanics, like getting the mask to be able to go into the burnt forest, is the new weather overhaul?

Do we also get actual meaningful weather regardless of the biome or is that it?

 
@pApA^LeGBaAccording to faatal. the old weather is basically considered aesthetic now. no debuff.

It follow the same pattern as new player, tasks.   When complete go to trader, receive reward. It becomes

a part of you.

 
What? No way. Why? Why would you do that in a survival game?
This is just an unverifiable guess, but I think it's a first attempt at a parallel development structure.

TFP's personal goal and Player personal desire. If presented with two ideas or goals that are polar opposites, what are the

choices. Acquiesce and possibly continue in one direction, Constrict and go in the other direction, or try to find a common-ish

ground and divide the goals with a fence. Which is the on/off switch. 

The following part is a pure conjecture, If it is parallel development, then the mod folder and some menu selectors can be used to

have simultaneous; let's call them "modes", without too much conflict. There is 0_TFP_Harmony already in place, the mod folder

in it's simplest function is to allow users to create simultaneous configurations that can be selected or run in parallel "Mods". TFP can

use it for the same thing. Instead of a mod make the alternate configurations into an in-house "mode". Win Win, and neither side

has to feel constricted or inhibited. It would also allow testing, feedback and changes to each without interfering with each preferential

game play mode.

My thought reference for this situation is Ray Bradbury "The Martian Chronicles" story name "The Martian". Summary; A martian empath

comes out of the wilderness, would and could look like lost loved ones. In the end being pulled in all directions at once didn't end well.

 
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There is nothing opposite about getting radiated in the wasteland while also being able to get a cold debuff at the same time. It has been done in DF for example. It´s possible and makes sense. That´s just a design choice from the devs here to remove actual weather effects and debuffs which is very weird in a survival game.

I don´t see why it would be weird at all to be effected by smoke while being hot. That´s what happens with a fire.

It´s really like they are trying to get the game as "arcady" as possible while still being able to say it´s a survival game.

 
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Since the armor overhaul, they felt that the temperature gradients were not that important to the game.  The biomes should only be temporarily dangerous, because the real threat should always be the Zombies.  Just like water/food should only be difficult early on in the game, by mid-game those should be under control.

In early alphas, people wore the trench coats and army fatigues exclusively because they nearly negated all temperature effects that you had to deal with, I'd switch out the fatigue pants for the biker pants because i liked how they looked.  But all in all, it was not a thing you really needed to worry about once you looted a few houses, or hit up the laundromat.

 
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