PC V2.0 Storms Brewing Dev Diary

Thank you. :) One further question, if you do not mind, will storms damage players while they're underground?
Sheltered is anywhere that the positions around the player are not exposed to the sky, which would include underground.

There may be a bug if you are in tight tunnels where a raycast leaks through the wall and are then are not sheltered, but you just need to move some and it works. I need to repro that one when I can.
 
@faatal So I have some constructive criticism about the Storms and the Biome stuff.

My biggest issue about the Biome hazards are it just doesn't feel like an overhaul fun system to engage with, there really isn't any point of turning it on at all. A clothing/Armor system would have been a lot more interesting, or maybe specific parts of the biome where better loot and harder monsters were located could have been a lot more engaging. "Ah crap man, there are some good lootable POI's over there but the Sun's rays are too strong for me to go in I better get some armor and gear to protect myself". Maybe this isn't the perfect solution, but other then getting a Boy Scout Merit badge for completing the biome quests, it could have been something a little better thought out in the long run. So for now I will skip this

Secondly the weather system, I do in fact love what I see. But the warning on top of the screen which looked like was made in about 5 minutes time, completely defeats the purpose of the system. There should be a gradual build up of the storm(s) that come in, and it have some purpose to it. You guys telegraphing everything to us doesn't need to happen, let the player figure it out when it's time to head indoors and what not. Also, it would be really cool if certain events could happen during a storm system, say a large pack of wandering zombies could spawn and specifically head to where you are barricaded inside of. Or maybe in the Snow biome, if a blizzard comes in, Extra Yeti's could spawn, and specifically head towards your location because the storm willed it.

It's the added spice that can do so much for this game, I just wanted to give you some feedback on this.
1. We didn't want clothes swapping as that is annoying and clogs up inventory. The badge is simply presentation and means whatever you want it to mean. I think of it as knowledge, skill, muscle memory and equipment acquired during your experience with the biome. It was called a survival kit, but was rejected in favor of badges as those look cleaner.

2. Not 5 minutes, but it was made in less than a day, because of time constraints. I have since added fade in/out and slimmed it down and looks reasonable to me. We discussed not having it at all, but others want it, so it stays. We talked about cranking up zombies and such but we don't want it excessively difficult where people are dropping dead and rage quitting.

This is experimental where we fix bugs and adjust things. None of this is set it stone and your feedback would be more meaningful to me after you actually play it for a while. I have barely gotten to play it myself, so I reserve my own judgement until I get a lot more hours in.
 
1. We didn't want clothes swapping as that is annoying and clogs up inventory. The badge is simply presentation and means whatever you want it to mean. I think of it as knowledge, skill, muscle memory and equipment acquired during your experience with the biome. It was called a survival kit, but was rejected in favor of badges as those look cleaner.

2. Not 5 minutes, but it was made in less than a day, because of time constraints. I have since added fade in/out and slimmed it down and looks reasonable to me. We discussed not having it at all, but others want it, so it stays. We talked about cranking up zombies and such but we don't want it excessively difficult where people are dropping dead and rage quitting.

This is experimental where we fix bugs and adjust things. None of this is set it stone and your feedback would be more meaningful to me after you actually play it for a while. I have barely gotten to play it myself, so I reserve my own judgement until I get a lot more hours in.


I will give feedback after playing with it - and also you could do the adding more zombies during storms as a Game Stage thing, obviously if a bunch of yeti's spawned in on Day 3 on me, I would be quite displeased. But will let you know after playing it.
 
Personally, I think having players think ahead before venturing out into biomes, and taking up inventory space accordingly with the gear needed, is a good thing. The inventory space as it stands is already generous, taking up a few extra slots to survive the wasteland or the burnt forest adds to the survival element.
 
To The Fun Pimps team,

You guys must be really excited just about now, since you are about to make 2.0 EXP available for a lot of people to experience for the very first time.
I've been following the progress and experiencing the different Alphas for the last 10.5 years now and I couldn't be happier to finally see 2.0 in action.

Many Thanks to everyone from the TFP team for making this a reality. Praise and admiration for your dedication to this awesome game.

7 Days to Die... Forever!
 
Not sure if everyone has noticed, so I'll mention this: The patch notes also say that if you got the badge for a new biome, the previous biomes (including forest) also increase their loot cap by (probably) a fraction of the raise you get by going into the new biome. So even if you want to generally stay in the forest you could try to get the badges for this buff.
 
Not sure if everyone has noticed, so I'll mention this: The patch notes also say that if you got the badge for a new biome, the previous biomes (including forest) also increase their loot cap by (probably) a fraction of the raise you get by going into the new biome. So even if you want to generally stay in the forest you could try to get the badges for this buff.
Interesting. I'm excited for the new zombies on horde night.

But i have a question @faatal

Does the higher ranking plauge spitters shoot more bugs our? Like how the cop can spit more when feral/whatever

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@faatal Is it Build 284 or 285? What's the lucky number? :D
Streamers have build 283!
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To The Fun Pimps team,

You guys must be really excited just about now, since you are about to make 2.0 EXP available for a lot of people to experience for the very first time.
I've been following the progress and experiencing the different Alphas for the last 10.5 years now and I couldn't be happier to finally see 2.0 in action.

Many Thanks to everyone from the TFP team for making this a reality. Praise and admiration for your dedication to this awesome game.

7 Days to Die... Forever!
Excited yes, but many of us are burned out and need some rest, so it is nice to just chill and watch people play or get to play the game ourselves.

Thanks!
 
1. We didn't want clothes swapping as that is annoying and clogs up inventory. The badge is simply presentation and means whatever you want it to mean. I think of it as knowledge, skill, muscle memory and equipment acquired during your experience with the biome. It was called a survival kit, but was rejected in favor of badges as those look cleaner.

Personally, I think having players think ahead before venturing out into biomes, and taking up inventory space accordingly with the gear needed, is a good thing. The inventory space as it stands is already generous, taking up a few extra slots to survive the wasteland or the burnt forest adds to the survival element.

Both of these are good arguments, and I somewhat agree with both. I refuse to swap armor already just because you get bonuses to mining or farming or reading books. I choose what I wear and never touch it again.

However, I think the badge is a bit silly and doesn't make any sense. Thinking of it as a collection of knowledge and skill and equipment is a stretch. If it was depicted as a collection of equipment, it would feel a lot better to me, and I think most people. We aren't playing Pokemon. Dumbing it down to that level doesn't benefit the game.

I think having to bring something with you if you plan to enter a different biome is fine. A full set of outfits? No. But a single item that is meant to indicate protective equipment for that biome would be fine (basically, move the badges to an equipable item and change the icon). Have different ones for each biome and don't stack them so you have to have different ones for each. Then you carry whichever one(s) you need based on where you are going. I'm okay with that and think it makes more sense. If you don't want too allow trading it to other players, add a bind option to it.

Make it so the challenges are about finding unique crafting components that you can each only find once while doing the challenge. Then it makes sense instead of random stuff like killing zombies.

These are things that make it feel a lot better for players instead of some random gating mechanic thrown in "just because."
 
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Both of these are good arguments, and I somewhat agree with both. I refuse to swap armor already just because you get bonuses to mining or farming or reading books. I choose what I wear and never touch it again.

However, I think the badge is a bit silly and doesn't make any sense. Thinking of it as a collection of knowledge and skill and equipment is a stretch. If it was departed as a collection of equipment, it would feel a lot better to me, and I think most people. We aren't playing Pokemon. Dumbing it down to that level doesn't benefit the game.

I think having to bring something with you if you plan to enter a different biome is fine. A full set of outfits? No. But a single item that is meant to indicate protective equipment for that biome would be fine (basically, move the badges to an equipable item and change the icon). Have different ones for each biome and don't stack them so you have to have different ones for each. Then you carry whichever one(s) you need based on where you are going. I'm okay with that and think it makes more sense. If you don't want too allow trading it to other players, add a bind option to it.

Make it so the challenges are about finding unique crafting components that you can each only find once while doing the challenge. Then it makes sense instead of random stuff like killing zombies.

These are things that make it feel a lot better for players instead of some random gating mechanic thrown in "just because."
Good compromise. A single slot item, be it in the inventory or on the armor, would be great. A respirator/gas mask for the burnt forest, hazmat suit for the wasteland, insulated liner for the snow, and a cooling mesh for the desert.

It seems like the development is going toward catering to the lowest common denominator of player, someone who wants an easy, game-ified experience that's completely streamlined. I get some features in the past were tedious, but those were by far more realistic than the current shift we've seen in the recent years.
 
So then, another unverified comment from @Adam the Waster :p
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Read @faatal 's comment. You are wrong.
Spawn one in and go ranged at you will see.

I think he's talking about the plauge spitters In that regard

 
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