PC V2.0 Storms Brewing Dev Diary

with the new biom progression i just don't see how the same loot bonus structure can work with it...

Has anything been said how loot bonus will work in 2.0? my recommendation would be more of a balance loot bonus / biom system that currently exists.

if people are going have to progress through bioms maybe put more of an emphasis on levels to determine loot bonus than what biom they in?

or am i misunderstanding something here?

something else maybe make tier 3 only drop in wasteland? 

guess alot things could be done but yeah i can't imagine the current loot bonus system working with 2.0 very well.


From the current list of features...

 

Progressive biome maximum loot caps to encourage exploration


So you can basically assume that there will be a cap to the user loot stage per biome. That will essentially force players to get the kit to unlock harder biomes to get higher tier/quality loot.

System is likely optional and tied to the biome progression system switch.

 
This is just my opinion on the harder biomes having better loot.

In the game I avoid biomes that I probably would in real life.

Wasteland...big dangers. Yeah I am not going in there if I don't have too. I imagine a lot of people feel that way.

Hence if less people go in there (or do and don't survive) then that means it is less looted and so during an apocolypse would still have pretty good stuff that hasn't been looted.

Same with desert. Dangerous place (if not properly prepared) I usually skirt the desert to get my yucca, aloe and shale.

Now when I have some reliable transportation later in game I will make some incursions into those biomes briefly but the forest is mainly my hunting ground.

TL,DR: Harder biomes might have better loot as less people go in or survive in there to remove it.

At least that is how it plays out in my head :)

 
Honestly, my objection is mostly aesthetic.  I don't find either biome particularly difficult, generally, I just find them unbearably ugly to look at (the fog/smoke doesn't help).  If they really wanted to encourage exploration, I'd rather spawn be at (0,0) and max loot stage increase the farther from there you go.

 
I'm super curious to see what the perks are in v2. Currently I mostly use fortitude and agility, these two trees are very strong for my play style, I almost never touch perception or strength and only go for intellect for physician

 
If I missed the information or this is not the correct place to ask please let me know.  Will the 2.0 update require new game/save? Our current game saves will be erased I assume? 

 
In the game I avoid biomes that I probably would in real life.

Wasteland...big dangers. Yeah I am not going in there if I don't have too. I imagine a lot of people feel that way.
on pvp servers its the opposite for players, the faster they can get into the wasteland the better. Wasteland has a +30 loot bonus vs pine forrest +0.

any experienced player will head to higher loot bonus bioms to start to get better stuff quicker.

 
i hope miner69er and mother load are in general and alow all builds to be able to make a base. would be huge
I would rather it not be in general.  Stuff like armor in general make sense.  But being able to mine better makes sense in strength.  Since there are fewer than 10 in general, and armor takes 3 slots by itself and definitely makes sense in general, it's unlikely you'll see the resource gathering perks moved to general.

Nice, when are we getting more vehicle variants, weapons, workbench types? It been the same for like ever.
Not likely to happen, though that's just my guess.  We're coming up on the end of development and it isn't on their roadmap, so not too likely.  At least, not until a possible DLC.

You know, there have been a lot of changes to the game I've disliked since I bought it, but this is the first one I can recall that made me genuinely angry.  Assuming it works like I expect, I'm guessing it means loot stage is capped depending on the biome you're in.  It's bad enough I have to have Burnt Forest and Wasteland in my map (two biomes I will never spend any time in because they're ugly as sin) to follow the "normal" progression, but being required to go to them to get better loot (and presumably parts for T6 crafting, or what would be the point?) is just a bridge too far.

Please tell me this can be disabled or easily edited.
Yeah, I don't like this.  I do go to all biomes when I play, but I am usually based in either the forest or desert as they look the best.  I don't want to travel constantly just to get better equipment.  I'd rather be able to focus on what's around me, which may not be the highest tier biomes.  I get that they want you to progress, but I still don't like it.  And for anyone who doesn't include the highest tier biomes in the maps, it makes it so they can't get the best equipment.  At least, not unless they can turn it off.

Faatal must be seething right now. Didn't he say a few days ago they're still a few months away from experimental?

Also curious about these new Mastery perks and what they'll entail. I think I'm actually excited about 2.0.
If you think about all the recent complaining going on about dates, do you think he'd want to give a short date and have it be missed again?  He said a few months and also said that they had a specific date in mind.  Obviously, he knew the date they wanted but wasn't willing to give that date yet (or was told not to), but wanted to give us a general idea to appease people.  I certainly don't blame him for saying it might take longer than they are planning.  It's smart.  People like getting something earlier than expected and hate getting something later than expected, so it's better to give a later date.  I highly doubt it bothered him in the slightest.

So properly I can't update my old saves to 2.0 , right?  I just built up my castle ALL with steel😔
Probably not.  Main updates often don't work.  However, we won't really know until we try.  They are trying not to break saves anymore, but with a lot of new stuff, that may still happen.  Note that you can save your base as a POI and then insert it into a new map.  There is a great YouTube video from Eko for how to do that.

Which is just me summarizing what devs have written and said. :)
I'm hoping you're right.  It's unclear if that option affects only the hazards or also the loot caps.

Considering this is basically an industry standard to gate loot behind area tiers, why would it make you so angry?
As I mentioned in a reply above, I also am not a fan of this.  It is extremely unlikely I'll ever build a base in the wasteland because I hate how it looks and the environment noise.  I do go there and so it won't impact me horribly, but if the wasteland is nowhere near where I have chosen to build my base, I don't want to travel a long distance just to get decent equipment.  I'd rather stick to areas around me for most of what I scavenge.  Also, not everyone wants all biomes on their map, which means this can have a serious impact on their games if it cannot be disabled.  Hopefully the option to disable hazards also disables the caps.

Wow, there is way more going into this update then the weather system. Very exciting!

How will this work exactly? Is this for initially joining a server? That would really be sweet, because currently we all spawn in on a new server at level 1 scattered around the map and then spend the next hour or so getting everyone assembled into one area. If this means everyone can just start in the same spot, it'll make early play much more fun.
Yeah, it should only be when you first join a game.  I doubt you can use it any other time, though that's just a guess.  I can't see them wanting you to use it as a teleport.  But as you said, when people first join a game, being able to start next to someone is a great thing.

If I missed the information or this is not the correct place to ask please let me know.  Will the 2.0 update require new game/save? Our current game saves will be erased I assume? 
We won't know until we can try.  They don't want to break saves, but when there are a lot of changes and new features, sometimes that isn't an option.  I would go on the assumption that your save will not work properly in 2.0, but you can always try it out once 2.0 is released.  You should make a backup of your saves and world before you update to 2.0 if you think you'd want to go back to 1.3 to finish your save and then update to 2.0 later if it doesn't work in 2.0.  Once you load a save in 2.0, it won't work right in an older version, so having a backup will allow you to test it and then go back to an older save if you want to.  And, no... your saves are never erased unless you choose to erase them.

 
For multiplayer, if spawn near friend were modded to be a part of respawn after death

would it help stop the murder death kill loop, on the PVP servers. Unless you have no

friends of course. Otherwise relatively safezone unless you were killed in the same spot.

 
If I missed the information or this is not the correct place to ask please let me know.  Will the 2.0 update require new game/save? Our current game saves will be erased I assume? 
yes and no. No because itll probably be buggy in some way, be missing out on all the new pois and the new weather system may or may not work.

 
yes and no. No because itll probably be buggy in some way, be missing out on all the new pois and the new weather system may or may not work.
Well, it is unlikely you have ever had a map that had every POI on it, so not having them in a current save isn't a big deal.  And the biome hazards would probably work fine.  But you are right that it would probably be buggy, especially if you use mods.

 
Because I dislike the burnt forest and wasteland, and would ideally not even include them in any map I'm playing on, as they're just wasted space for me.  Mostly, it's just more being forced to play a certain way in what used to be a sandbox game that annoys me. 

It's also very artificial.  If it was mined resources or something like that I would be more forgiving, but just artificially limiting the quality of loot in an area to force me to do something rubs me the wrong way.  It probably wouldn't bother me so much if it had always been that way, but changing it after years is very jarring.

Largely, anything in this sort of game that tries to dictate where I have to go or when I can do something (time gates, or requiring doing things at a certain time of day/month/whatever when I can't control that) is something I really dislike.

That being said, I don't really play any other survival games (unless you count Minecraft, lol) so industry standard is kind of irrelevant to me.

To be fair, I can see your interpretation as well.  It was quite late at night when I first read this, and it was just a knee jerk reaction (that I only posted about when waking up).  Hopefully, it's fairly modular, because I don't necessarily mind the biome progression in terms of the environmental hazards (depending on how exactly it ends up working) but the idea of being restricted loot-wise because I want to stay somewhere I find aesthetically pleasant is a non-starter for me (makes me wonder if I could make the whole world aesthetically forest but technically different biomes, though....)


There will likely be a menu option to disable biome loot caps for those who don't want the loot incentive to move onto a more challenging biome.

 
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There will likely be a menu option to disable biome loot caps for those who don't want the loot incentive to move onto a more challenging biome.
Good to hear there will be options. I already reduce the loot bonus between biomes through xml as is. Too easy to hit the wasteland early and get stuff too quickly.

Also, with all the new POIs, are there any new tiles? Would be nice if there were a few variants of each tile to add a bit of variety to cities and towns.

 
If you think about all the recent complaining going on about dates, do you think he'd want to give a short date and have it be missed again?  He said a few months and also said that they had a specific date in mind.  Obviously, he knew the date they wanted but wasn't willing to give that date yet (or was told not to), but wanted to give us a general idea to appease people.  I certainly don't blame him for saying it might take longer than they are planning.  It's smart.  People like getting something earlier than expected and hate getting something later than expected, so it's better to give a later date.  I highly doubt it bothered him in the slightest.


I suppose that's true. But Rick has a habit of over-promising/saying things that shouldn't be said yet, leading his brother and Lathan essentially having to "babysit" him during dev streams. I'm surprised Rick was allowed to post any dates at all, even tentative ones.

 
There will likely be a menu option to disable biome loot caps for those who don't want the loot incentive to move onto a more challenging biome.


Personally, I'm looking forward to the loot cap and biome survival system.

Well, he said it on the 28th, and the current date for EXP is mid April, so it isn't that far from a few months. And he was likely tempering expectations anyway. Haha.


Yeah, that's true enough.

 
One thing i think that needs to be addressed 2.0 is gamestage sleepers: 

The way it is now if a high game stage player goes into a prefab (wakes the sleepers) than leaves that pretty much make them over powered for new players with lesser gamestage going in afterwards.

This is especially bad for new players joining servers that have been running for couple hundred in game days.

It becomes than level 1 players vs high game stage sleepers and kinda kills the vibe for new players joining.

anyone have any thought how they could address this issue for 2.0?

 
Good to hear there will be options. I already reduce the loot bonus between biomes through xml as is. Too easy to hit the wasteland early and get stuff too quickly.

Also, with all the new POIs, are there any new tiles? Would be nice if there were a few variants of each tile to add a bit of variety to cities and towns.


There are some being tested and may make it for 2.0.

 
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