PC V2.0 Storms Brewing Dev Diary

To many factors play into client side fps: settings, hardware, isp providers so on.. what where they saying was causing them to lose client fps?


They weren't saying.  It was a side comment. Scroll back to the post you quoted. If you're going to participate in the discussion, you have to at least pay attention and understand the discussion.

 
They weren't saying.  It was a side comment. Scroll back to the post you quoted. If you're going to participate in the discussion, you have to at least pay attention and understand the discussion.
yeah thats what i couldnt figure out he said "they" but never mentioned who "they" was... had a couple solutions for loss fps i was going recommend  for who ever "they" was..

 
If you are introducing specialized zombies, I have a question to know if this specialization is possible.

I've experienced the cop bile first hand often when not timing it. The bubble bobble one lucky for me has

a limited range. But I always wondered, Is it possible for terrain to have an upgrade path like the building

materials in cubes. The thought is somewhat inline with the biome hazard theme.

Can their bile  be set to upgrade all blocks to alt material  or a permanent until removed by specific tool,

irradiated when their spit or explosion hit them, until a device like the rad mod is added to the associated

tool to remove it? The thought is their main weapon has been tempered a bit, reducing destructive force.

Irradiation from the blocks having an aura of lower but constant level of debuff. Just breaking the block area

for an infected block or terrain, would only get rid of it if there were no terrain block immediately below.

It would give a reason to kill cops and bubblers more quickly and repurpose an already ingame mechanic.

 
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TFP have said in the past that they don't want redundant items that practically feel and act the same. This is only partly a shooter, it won't have the customizability and pathological attention to weapons that a dedicated shooter has.

Similarily, degradation had been tested on players in some previous alphas and was controversial enough and didn't fit with new weapon features so it was finally scrapped. Not likely that dropped features are coming back.
I don't think they are talking about permanent degradation leading to breaking that was controversial.  I think they were just talking about the current durability and repairs that we have now.  They just want to add a visual effect to the level of durability you are at.  So your weapon or tool would look dirty or whatever when low durability and clean when high durability, with some variation at different durability levels and where higher tier weapons don't get dirty/worn as quickly (i.e. a T1 weapon will start showing "very dirty" at 50% and a T6 weapon will not start showing "very dirty" until 10%, where "very dirty" is just a name I'm using for a specific level of visual effect).

It sounds interesting and wouldn't be hard to implement, other than requiring the creation of art for each weapon and tool (and maybe armor) for however many levels of dirty/worn you want to include.  I don't really think it's worth the time to do, but it would be nice if they did spend the time to do that.

 
Tell me we dont need to use the trader for Biome progression, please.
You do unfortunately 

I don't think they are talking about permanent degradation leading to breaking that was controversial.  I think they were just talking about the current durability and repairs that we have now.  They just want to add a visual effect to the level of durability you are at.  So your weapon or tool would look dirty or whatever when low durability and clean when high durability, with some variation at different durability levels and where higher tier weapons don't get dirty/worn as quickly (i.e. a T1 weapon will start showing "very dirty" at 50% and a T6 weapon will not start showing "very dirty" until 10%, where "very dirty" is just a name I'm using for a specific level of visual effect).

It sounds interesting and wouldn't be hard to implement, other than requiring the creation of art for each weapon and tool (and maybe armor) for however many levels of dirty/worn you want to include.  I don't really think it's worth the time to do, but it would be nice if they did spend the time to do that.
I think like many of my post. There should be Looted version to find. Then you got tiers of crafted ones for both weapons and armor. 

Crafted stuff has no extra benefits but you get something on par. Like a custom magnum is a tier 3/4 in terms of crafting but a magnum and varrants are better then crafted ones. However you can find blueprints too craft better ones

Makes looting more worthwhile and crafting. And adds a wide amount of weapons and armor

Like this is the crafted evolution of the pipe machine gun

Mk1 

Through 4

20250305_123416.jpg

 
Adam:

would this post from Roland, kind of mean visit a trader, only because they hold the items, that are not craftable.

But the rest of the progression would follow the same pattern ans finding rocks and feathers in the beginning.

faatal said that the biome hazard protection kit would utilize the challenges menu. So it will involve several tasks that you will

have to accomplish and once you click W on each one as they turn green on the challenges screen, you just return to any trader

and they will give you the kit. It will automatically slot into it's own dedicated space and not take up any regular inventory slots.

It cannot be removed and given to another player.

 
You do unfortunately 

I think like many of my post. There should be Looted version to find. Then you got tiers of crafted ones for both weapons and armor. 

Crafted stuff has no extra benefits but you get something on par. Like a custom magnum is a tier 3/4 in terms of crafting but a magnum and varrants are better then crafted ones. However you can find blueprints too craft better ones

Makes looting more worthwhile and crafting. And adds a wide amount of weapons and armor
Did you quote the wrong thing?  What you quoted is about a visual effect based on current durability.  It's not about crafting or looting.

 
Did you quote the wrong thing?  What you quoted is about a visual effect based on current durability.  It's not about crafting or looting.
I might have lmao sorry at work 😅 

Adam:

would this post from Roland, kind of mean visit a trader, only because they hold the items, that are not craftable.

But the rest of the progression would follow the same pattern ans finding rocks and feathers in the beginning.

faatal said that the biome hazard protection kit would utilize the challenges menu. So it will involve several tasks that you will

have to accomplish and once you click W on each one as they turn green on the challenges screen, you just return to any trader

and they will give you the kit. It will automatically slot into it's own dedicated space and not take up any regular inventory slots.

It cannot be removed and given to another player.
I know you get it via the challenge system. And snowdog asked if you have to grab it via the trader. Sense they give it too you after your quest.  Yes you do have to go to the trader for it. In a way

 
I'm still not sure how I feel about immunity too it personally.  

I think it should still have a effect but like when your out and about.  Cuz it makes again the forest biome a baby zone. No danger aside from zombies? Why it's the woods! You Don't walk in the woods and say. "Yes this is easy" 

Personally it should have gone the old way were we have core temperature and they increased/decreased on what we did/were/what/Is happening 

And how do you protect. lining. You got all the kinds for all areas. Smoke/thermal, mesh cloth, thick insulation and lead linings for Radation.  

And each kind of armor has a protection but can ether be increased or changed depending on your choice. 

And it would add a layer of depth. Do I sacrifice carry weight so I don't freeze to death or wear a different armor for that area. 

 
Rain, snow and wind weather are only cosmetic and do nothing with hazards. The old temperature value does nothing.


Please leave the guts of the old system in place so that modders can do something with it. I'm begging you. Many of us actually prefer to have detailed survival gameplay in our survival games, rather than have things simplified or streamlined. That's not to bash the direction TFP is going in, it's just that a lot of players were hoping for MORE complexity and simulation, not less.

Temperature, wetness, and all the associated stuff (warming from campfires, etc) is already there under the hood. Even though TFP is deprecating that stuff in favor of kits/biome progression, please leave all that stuff intact for modders' use.

 
Sure. The biome hazards are burnt forest smoke, desert heat, snow cold and wasteland radiation. Rain, snow and wind weather are only cosmetic and do nothing with hazards. The old temperature value does nothing.


Are there going to be any changes to the weather system? For instance, is global temperature ever going to return?

Please leave the guts of the old system in place so that modders can do something with it. I'm begging you. Many of us actually prefer to have detailed survival gameplay in our survival games, rather than have things simplified or streamlined. That's not to bash the direction TFP is going in, it's just that a lot of players were hoping for MORE complexity and simulation, not less.

Temperature, wetness, and all the associated stuff (warming from campfires, etc) is already there under the hood. Even though TFP is deprecating that stuff in favor of kits/biome progression, please leave all that stuff intact for modders' use.


Also I second this.

 
You do unfortunately 
Not sure why they cant see how boring this gets when u just crank out quest after quest.  Exploring on your own is so much more fun, and now its a necessity to use the trader.  Im having way more fun with “no trader”play thrus.
 

ah well, gg.

edit.  Just read some more.  If the requirements are challenges and i just go to the trader to pick it up without doing trader quests id be happy.   Which is it?

 
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I'm still not sure how I feel about immunity too it personally.  

I think it should still have a effect but like when your out and about.  Cuz it makes again the forest biome a baby zone. No danger aside from zombies? Why it's the woods! You Don't walk in the woods and say. "Yes this is easy" 

Personally it should have gone the old way were we have core temperature and they increased/decreased on what we did/were/what/Is happening 

And how do you protect. lining. You got all the kinds for all areas. Smoke/thermal, mesh cloth, thick insulation and lead linings for Radation.  

And each kind of armor has a protection but can ether be increased or changed depending on your choice. 

And it would add a layer of depth. Do I sacrifice carry weight so I don't freeze to death or wear a different armor for that area. 
I think most players would not like having to swap armor for each biome they enter.  If you only ever play in one biome, or rarely change biomes, then it isn't a big deal, but if you regularly travel around different biomes, it would be a hassle without any real positive to offset that.   So I really wouldn't like a bunch of mods that need swapped just to get the right protection.  I prefer a single item that protects against all biomes once complete.  After all, it is intended to be something you can overcome, allowing for progression instead of jumping to the "best" biome immediately. 

I would like actual weather, but I would want to be eventually able to protect against all of it without having to swap mods or armor all the time.

As for the forest being easy... That is what they want.  They want it to be the starter area.  Even though many of us prefer staying there for our base because of aesthetics, it is intended to be easy.  If people want more challenge, tell have to go somewhere else.  And as far as realism, a forest isn't that hard to survive in.  Lots of food and water sources (real life), protection from weather to some extent, wood for fires, and so on.  And a first isn't even all that dangerous unless you do foolish things.  The other biomes in real life would be far harder to survive in.  So it makes sense even from a realistic standpoint.

 
I might have lmao sorry at work 😅 
Wait... you work??  :suspicious:   :heh:

I know you get it via the challenge system. And snowdog asked if you have to grab it via the trader. Sense they give it too you after your quest.  Yes you do have to go to the trader for it. In a way
Having to go to the trader is not a biggie in this case... it's not like you can generate a map without any traders.

If you're one of those guys who like to pretend traders are not there because they like "pure survival", this is a one time visit and you're not actually buying anything, right?  :twitch:

 
I think most players would not like having to swap armor for each biome they enter.  If you only ever play in one biome, or rarely change biomes, then it isn't a big deal, but if you regularly travel around different biomes, it would be a hassle without any real positive to offset that.   So I really wouldn't like a bunch of mods that need swapped just to get the right protection.  I prefer a single item that protects against all biomes once complete.  After all, it is intended to be something you can overcome, allowing for progression instead of jumping to the "best" biome immediately. 

I would like actual weather, but I would want to be eventually able to protect against all of it without having to swap mods or armor all the time.

As for the forest being easy... That is what they want.  They want it to be the starter area.  Even though many of us prefer staying there for our base because of aesthetics, it is intended to be easy.  If people want more challenge, tell have to go somewhere else.  And as far as realism, a forest isn't that hard to survive in.  Lots of food and water sources (real life), protection from weather to some extent, wood for fires, and so on.  And a first isn't even all that dangerous unless you do foolish things.  The other biomes in real life would be far harder to survive in.  So it makes sense even from a realistic standpoint.
While I do agree somewhat. I just hope the way too get it is at least somewhat difficult.  Not like..kill 4 radioactive zombies.. 

Who knows what examples there are they are doing.

But it's also not my main issue with the forest. I'm fine with it kinda Being the easy zone. But lack of real dangers lurking is kinda sad. 

I'm not saying be the wasteland or snow but add coyotes, the rare wolf or even bear like back then. Only at night. 

The lack of wildlife is also silly. Like it's like the old desert during the day. Hell the desert.and burnt forest has more life.

I understand deer not being out during the day but spawn something. Anything lmao 🤣 

 
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