PC V2.0 Storms Brewing Dev Diary

Since zombies can do 1m spaces (and smaller now), who's going to start carrying around wooden doors instead of wooden hatches while questing now? XD

Plenty of creators did some testing, and it seems that zombies will only crawl over hatches if there's a bunch of them, so we're mostly safe, heh.
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To clarify: a bunch of zombies, not hatches
 
The short answer: In a co-op multiplayer game a developer wants to give players choices of characters that are as different as possible. In this game this is done by having attributes with situational, somewhat weaker and a few perks everyone wants distributed over the perks. Choosing a class means choosing between those sets and leaving some other most wanted perks for your co-op players to choose.

If the developer moves most-wanted perks into general then each co-op player will look and feel the same, making the choice of attribute less and less important, hurting replayability and co-op play.
But it’s not like moving shotguns or machine guns into the general tab, it’s moving harvesting which you can still have someone be the dedicated “resource gatherer” since it means people don’t have to put points into that still so it really doesn’t hurt anything. It doesn’t change their class identity like the strength guy or fortitude guy can be the resource gatherer just the way it was before only they don’t have to specifically go into strength to do it. Again it’d be an entirely different thing if a combat skill was moved into the general tab because then that’s taking away from the attribute it was associated with. Resource gathering needs to be done at some point or another regardless of what anyone says so what is the harm in moving them into the general tab?
 
There is no harm, just a different way of playing the game. If you want to do it that way, just mod it so all the perks are in the general tree instead of being tied to an attribute perk tree.

For some, it removes the consequence of making a choice. I like playing agility builds, but I understand that I won't be as good with a shotgun as I am with a pistol. I love that type of gameplay.
That’s not what I meant and you know it. Even though pre alpha 17 that’s the way it was. I just meant moving the two or three resource gathering perks into the general tab because everyone needs to gather resources at some point or another in a run. But it’s like why does it have to be locked behind two different attribute trees. They don’t define those trees like the combat perks do. Like fortitude I can understand damage mitigation and healing perks or agility having parkour so you can be more mobile but mining? Or taking things apart? It’s like how sex rex was in strength for the longest time and you had to put points into it in order to use your melee pretty much so people thought it should be moved because they don’t want to have to put points into strength every run if they want to play a different build. Resource gathering and breaking blocks is a massive part of this game like why still keep it behind those trees?
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I think it's for the best I don't need to play yet to hear you have a 50% chance to block any attack is going to be strong

I think it's for the best I don't need to play yet to hear you have a 50% chance to block any attack is going to be strong af
 
In the end, the perks and their locations just lead to making choices. And making choices is good. It doesn't hurt anyone to not get a bonus to mining, or to wait to get the bonus until later in the game after they've put points into other things. I rarely put more than a single point into them in the first week because there are more useful perks for how I play. Besides, stuff on the general tab will still take a decent amount of points to max out. If it has 4 levels, it'll take 10 points to max it out. And since everything not on the general tab now has 5 levels, that means 15 points to max them out if moved over to the general tab. That may be cheaper than on the attribute tab, but not significantly. And it's roughly the same for the first 2 points into a perk, depending how many attribute points are needed for the second level of the perk. If only 1 attribute point is needed, then it's the same number of points to reach level 2 of a perk regardless of being on the general tab or the attribute tab. If it's 2 attribute points, then it costs a *massive* 1 additional point if it's on the attribute tab. ;)

You guys are making it out to be this huge thing, when it really isn't a big deal. You are NOT maxing a perk on the general tab that has 4 levels with only 4 perk points. And considering there are often other perks in those trees that are at least mildly useful, you can actually SAVE points if you want to get a couple levels of something else from the same attribute tree.
 
But it’s not like moving shotguns or machine guns into the general tab, it’s moving harvesting which you can still have someone be the dedicated “resource gatherer” since it means people don’t have to put points into that still so it really doesn’t hurt anything. It doesn’t change their class identity like the strength guy or fortitude guy can be the resource gatherer just the way it was before only they don’t have to specifically go into strength to do it. Again it’d be an entirely different thing if a combat skill was moved into the general tab because then that’s taking away from the attribute it was associated with. Resource gathering needs to be done at some point or another regardless of what anyone says so what is the harm in moving them into the general tab?

If you reduce the game to a shooter you would probably me right. But even in a shooter there may be for example a medic who is NOT defined by the weapon he is wearing

A major part of 7D2D is resource gathering. How much time are you wrenching stuff? And it may only be me, but I often call the strenght player miner and the fortitude player farmer. As I said, I can see a reason for farmer to go into the general tab, but more of them would gut the attributes/classes

The interesting question will be if TFP moved the perks now as a test balloon for more shifts or if they are happy with it now
 
It is not likely to be seen before Noon Central. TFP will have a meeding mid-morning to discuss what changes need to be made before launch, and if there is anything critical they need to hold it back for.

It could be anytime between Noon Central US today, to sometime tomorrow if they found something really gnarly.
 
It is not likely to be seen before Noon Central. TFP will have a meeding mid-morning to discuss what changes need to be made before launch, and if there is anything critical they need to hold it back for.

It could be anytime between Noon Central US today, to sometime tomorrow if they found something really gnarly.
Boo, that means I have to go to work all day and not play until maybe tomorrow, I cri 😭
 
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