PC V2.0 Storms Brewing Dev Diary

I don't know if level matters in regards to biome hazards. The smoothies are a good addition to increase survival depending on how long each last. From Echo's video it seems they either can stack or last for at least 4-5 minutes. Also, keep in mind the smoothie for the Burnt Forest requires coal which is mainly found in the Snow biome so it also depends on how plentiful coal is in the Forest biome.

If you think the biome challenges are something that can be completed in a short amount of time then I question what's point of them in the first place? I don't mind adding challenge to encourage players to progress as intended, I just think the current suggested way of doing it is flawed for the aforementioned reasons. I feel like a big point for me is the general distaste for the Burnt Forest and Wasteland zones. It feels like both could benefit from some more makeover. The Burnt Forest could use some more aesthetic design, something akin to sub-biomes would add wonders to the game's aesthetics. The Wasteland is similar in that it is boring and drab IMHO. Coloring on the tree's and a re-design of the ground (second picture) would do wonders for the Burnt Forest biome.
Biome hazards are supposed to give you some challenge while also helping to keep people from just running to the wasteland on day 1 to get high level stuff. Trying to complete the challenges in the wasteland on day 1 would be pretty difficult, I'd imagine. So even if they are easy to quickly complete once you're at the appropriate stage of the game, they still work to gate people. Whether that is good or bad is up for debate. I have stated that I will likely disable it after trying it because I don't want them to keep me from exploring wherever I want. Note that I do NOT go into the high biomes to get better loot early in the game. However, I do go there to look around or have fun and I don't want that gated.

As far as the progression goes, I've never been a fan of forcing a progression. Since it can pretty much all be disabled, it's not a big deal. But I prefer more random maps rather than always the same trader in the same biome and always the same size towns in the same biome and so on. That's just boring and reduces the replay value to me.
 
As I was saying before... 😁

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This gave me some laughs. Why I avoid Steam comments unless I want to be tortured.
1. The viewers must be prisoners forced to watch!
2. Diagnosis - Must Watch Syndrome.
3. I hope so. Very important, we just have to remember to keep pushing that Unity "Optimize" button.
4. content and money? Sounds greedy.
5. ..terrible..ego..thickheaded..bad job..but so much fun? Imagine if we did our jobs well how much more fun it would be. Brains would explode! We can't have that.
 
Yeah,

Just to add to this... Mining is clearly a strength based activity, so the perks make sense in strength. Farming isn't really based on attribute, so that perk makes sense in general. I could accept that being left in fortitude since you need stamina to do any real farming, but that is only a so-so fit at best.

If you look at the perks through the lens if wanting to not put attribute points into anything except the tree where your weapons are, you will not like the change because it didn't move all non-weapon perks to general. But that wasn't their goal. They wanted perks to fit in their trees. And they do now. Arbor didn't fit into an attribute. Farming doesn't. About the only thing I questioned was lockpicking, which I felt fit in agility (dexterity) fine.

As far as other perks people have mentioned, advanced engineering definitely fits into intelligence. Bartering and improving quest rewards fits into intelligence fairly well also.

Look at it as a change to get things in places where they fit rather than a change to make it so you don't have to put points into attributes. That was what it was, after all.
That is the gist of my argument and the reason why I cannot agree with your way of thinking. Many perks should not be inclusive and tied hard to an attribute because not reasoning a link between strenght and mining is the best path, or else I might say Living Off the Land is clearly Strenght due to the act of farming, or Fortitude due to the endurance required, or even Intelligence due to plant/crop/seed-related knowledge.As in your problem with lockpicking, which I agree it can be added to an agility attribute, many perks are significantly affected by this way of thinking.

It is not a well-balanced way of designing perks and, if you see the new perks (youtuber Eko has the complete perk video for 2.0
) , they are even more spread out with some jewels here and there, resulting in an even deeper problem for some builds.

I have no doubt fiddling with the new possibilities will result in an endless time sink and fun moments, but the flaw is there, and a pure, uncapped choice is always better for almost anything except weapons, in this case. Some features are not that important, but perks that control yield and speed of action/progression not related to a weapon should, in my opinion, be in General. There are other ways to cap them, like tying the 1st motherload level to miner69r level 3, for example.

I believe this is only the beginning of the General tab, and that is a good thing regardless if they have your mindset or mine.

Hugs!
 
Simply put, always buff, never nerf. in this case it sounds like the difficulty modifier for higher difficulties need to be buffed. I was saying previously in PVP i could see a reason for nerfs, but nah **** that poo. If 1 weapon type is too op, then everything else needs buffed.

Lol gamers always say this and it never, ever works. Even for PVE, you have to have balance. Yes, you still have to nerf things that are obvious outliers and outshine everything else by a hilarious amount
 
That is the gist of my argument and the reason why I cannot agree with your way of thinking. Many perks should not be inclusive and tied hard to an attribute because not reasoning a link between strenght and mining is the best path, or else I might say Living Off the Land is clearly Strenght due to the act of farming, or Fortitude due to the endurance required, or even Intelligence due to plant/crop/seed-related knowledge.As in your problem with lockpicking, which I agree it can be added to an agility attribute, many perks are significantly affected by this way of thinking.

It is not a well-balanced way of designing perks and, if you see the new perks (youtuber Eko has the complete perk video for 2.0
) , they are even more spread out with some jewels here and there, resulting in an even deeper problem for some builds.

I have no doubt fiddling with the new possibilities will result in an endless time sink and fun moments, but the flaw is there, and a pure, uncapped choice is always better for almost anything except weapons, in this case. Some features are not that important, but perks that control yield and speed of action/progression not related to a weapon should, in my opinion, be in General. There are other ways to cap them, like tying the 1st motherload level to miner69r level 3, for example.

I believe this is only the beginning of the General tab, and that is a good thing regardless if they have your mindset or mine.

Hugs!
I suppose. Though I see no reason why even commonly used perks need to be almost free (i.e. not requiring attribute points). People can make builds however they want. They may have to spread out points a bit and it might take a bit longer to complete, but it's not like it's impossible to do or even hard to do. MANY games limit how you can set up your builds. That isn't inherently bad. /shrug
 
IMHO If you want blocking and shoving, play a souls-like. Zombies don't hit fast, blocking would be simply too easy.
I didn't know Left 4 Dead was a Souls-like. XD
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Yes, more often, so 500% would be about 4 a day. Day 1 excluded as that is weather grace period.
Can Day 1 be a Screamer grace period, too?
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I hope you get rekted...😆
Trader Rekted.
 
That just means storms happen 5x as often. It will look the same as the storm from the dev diary (if he's in the snowy forest).
Man did I misunderstand, I hope in xml you can turn up the intensity. I already mix the storm particles,
and those I want to push a bit more, because I like the visual, and the result regarding the camera clipping.
I imagine a storm with a horde of zombies coming out of it.
 
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