So far 2.0 is bad

We lost temperature, we also had the removal of being wet, over heat and cold. So weather effects are gone despite this being a weather update.

The storm sucks. Its nothing more than a time sink and if you dare go out it causes a decent amount of damage to your character along with messing up your vehicles steering.

Biome progression while not horrible it is badly implemented. Magic potions and magic accessories? You really couldnt build upon the trader progression system that already sends you into new biomes by having them give you mods or armor to craft to survive in the next biome or even send you to a PoI to get items that will serve the same purpose?

Loot caps being so low has ruined looting and while I enjoy how important crafting is crafting is now basically the only way to make progress for gear outside of the usual RNG luck at the traders. This definitely needs to be balanced out somehow.

Plague spitter had made the desert biome insufferable with how fast those bug that you cant outrun them on vehicles so anytime you pass a plague spitter you have no choice but to fight them.

Its kinda ridiculous that this is what we got after 1 year. Also if the suggestion is to turn off biome progression and weather then that basically tells me is remove 80% of the 2.0 content so it can be more enjoyable. Telling someone to remove so much content from a major update shows how bad of a job was done implementing those changes were.
 
Technically, storm damage is a weather effect. It just isn't a weather debuff. 😁

I get it. I will most likely disable storms and biome hazards after I've finished testing them. But I think that if they were to balance some things, then those could be better. They also open a lot of options for modders.
 
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The first several (4-5) plague spitters messed me up, but now they're pretty routine. I would talk tactics, but figuring that stuff out is part of the fun so I don't want to spoil it for anyone.

I can see where you can think of Storms as keeping you from playing, but I'm finding them to be kind of cool. I'm enjoying the interruptions and being driven to find shelter.

I can see why you'd call the biome stuff "magic", but I choose to think of those little missions as "acclimation", especially with little 2-minute jaunts into a biome without smoothies.
 
We lost temperature, we also had the removal of being wet, over heat and cold. So weather effects are gone despite this being a weather update.

The storm sucks. Its nothing more than a time sink and if you dare go out it causes a decent amount of damage to your character along with messing up your vehicles steering.

Biome progression while not horrible it is badly implemented. Magic potions and magic accessories? You really couldnt build upon the trader progression system that already sends you into new biomes by having them give you mods or armor to craft to survive in the next biome or even send you to a PoI to get items that will serve the same purpose?

Loot caps being so low has ruined looting and while I enjoy how important crafting is crafting is now basically the only way to make progress for gear outside of the usual RNG luck at the traders. This definitely needs to be balanced out somehow.

Plague spitter had made the desert biome insufferable with how fast those bug that you cant outrun them on vehicles so anytime you pass a plague spitter you have no choice but to fight them.

Its kinda ridiculous that this is what we got after 1 year. Also if the suggestion is to turn off biome progression and weather then that basically tells me is remove 80% of the 2.0 content so it can be more enjoyable. Telling someone to remove so much content from a major update shows how bad of a job was done implementing those changes were.
I've not finished testing it yet, only on day 9, but understand all the concerns you raise. Just think its too early to Judge for me at this time. I was certainly into the idea of gear based mods to help with environmental effects. The storms do feel a bit too much of a time sink, although I like the idea in principal. A deeper weather based system would be more appealing possibly.
 
While I think there are some mechanics that could get some love and improvements (like everything else in life), I am having quite fun with the 2.0 actually.
So for me it is far from "bad", just needs some refinement in some new mechanics that, for being new, are maybe not fully fleshed out, but still interesting and introducing innovations.

Just my opinion, please feel free to disagree, different people, different tastes 💜
 
Anyone take on the Spitter or Frost Claw with ranged weapons yet? (Hunting Rifle, Lever Action and Sniper) My weapons of choice.
 
Anyone take on the Spitter or Frost Claw with ranged weapons yet? (Hunting Rifle, Lever Action and Sniper) My weapons of choice.
I one shot them with a QL 2 crossbow headshot with an iron crossbow bolt In stealth. I have two points in hidden strike and a full set of assassins gear.

If they get the jump on me I use my 9 mm. Takes about five shots. It's a ql-6 fully modded.
 
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Anyone take on the Spitter or Frost Claw with ranged weapons yet? (Hunting Rifle, Lever Action and Sniper) My weapons of choice.
QL4 primitive bow with iron arrow's to a frostclaw, drops them in 1 shot to the head. The desert spitter, I use my pipe machine gun to hit the swarm's and then once again, an iron arrow to the head. That frostclaw is freakishly accurate with that big rock lol
 
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Anyone take on the Spitter or Frost Claw with ranged weapons yet? (Hunting Rifle, Lever Action and Sniper) My weapons of choice.
I did just for curiosity and giggles, lvl1 primitive bow and small stones, strafe and shoot, rinse repeat,
while shooting lookey loos also .

It's a good thing the boulders don't have the spitter tracking. Have not gone to burnt yet.
 
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@NiteVIper

Yeah, what I meant is while playing in Nav, I am bivouacked close to the Snow, so
I went there out of curiosity, I have not even tried going to the burnt yet, just playing
slowly, enjoying the nights especially. Yup, i meant the desert spitters, because the
flies look like they track you from what I saw on streams. Since the boulder bash is
linear, I listen for the pickup and move horizontal around the FrostClaw, keeping an eye
on other zombies in the area. Similar to how I fight, cops until I can get close enough for
melee. I like the pipe baton for it, just major minor, major minor until dead.
 
Anyone take on the Spitter or Frost Claw with ranged weapons yet? (Hunting Rifle, Lever Action and Sniper) My weapons of choice.

Bow. I've knocked off lots of spitters, just starting on the frost claws. I find it strangely entertaining to kill the bees with an arrow when they get in the way. I'm ready to nickname one of my clubs "the flyswatter."
 
It's definitely different. Is it easy to get used to?

What I did on my first play though (8hrs in now) was to leave EVERYTHING vanilla. It's a lot slower paced. I do think the biome progression tasks are implemented in a really cheesy way. A quest to get specific items to craft a mod would be WAY cooler in my opinion. Maybe they chose the badge so you didn't have to take up a slot on your outfit? I am not sure why, but I do think it's a step in the right direction, albeit a clunky one.

I have 1200hrs in 7D2D mostly solo and this update has been fun for me because I can't just speed run like I have been doing for the last 5 years. I think that is the majority of why people are annoyed. We now have an artificial leash to lengthen the game in terms of loot and progression. No matter what you think of it, that is how most RPG and survival games work. Everything is gated, it's just the way that it's gated that is the issue.
 
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I mostly skipped 1.0 (played maybe 2-3 hours) so this is kind of a comment on everything since then, but other than the 1.0 changes to map generation, it doesn't feel like anything meaningful has changed since A21. Yeah, badges and storms, but they're easy and largely pointless. I've just unlocked T5 quests (yes, I've been doing tier appropriate quests), and I've done a grand total of 2 quests outside the forest (was going to move to the desert, but spitters are way too annoying for that.)

Q6 Steel Pickaxe/Axe/Spear, Iron Shovel, Impact Driver. Q4 AK that I crafted. Need more motor parts to have a Q6 Nailgun. Thousands of ammo (both normal and HP) without making a single bullet. On Day 16 (2 hour days.)

Is the update bad? No, not really. But it's not good either. All the changes over the past couple of years just feel completely pointless to me (though I'll admit, I still hate the map generation changes.)
 
Loot caps being so low has ruined looting and while I enjoy how important crafting is crafting is now basically the only way to make progress for gear outside of the usual RNG luck at the traders. This definitely needs to be balanced out somehow.
Today's new build added the 1.0 biome loot stage bonuses, so that should help that. Might be worth holding off judgement for 2.0 till at least stable, if not later. It hasn't even been a week yet...
 
I think this latest release fixed my biggest problem was which was not finding any bow parts. Other than that, I didn't have a problem with the loot.
 
I mostly skipped 1.0, so I don't if this was changed then or not, but I've actually found plenty of steel tool parts (which was my biggest part-related issue in A21 and earlier) while I'm lacking in Motor Tool Parts (found enough to make a Q6 Impact Driver, need 1 more for my Q6 Nail Gun.)

Not really a complaint (I'm happy that I might actually make a ratchet at some point, I've always skipped it previously because of lacking parts.) I'm guessing it's somehow loot stage related, as I've started finding more motor tool parts lately.
 
Have reached day 18. Unlocked as far as snow biome and the update is still bad. Knuckles Q6, M60 Q6, can craft Q6 auger, mini bike unlocked and have all crafting station with ability to make steel. Settings are mostly default aside from blood moon being at 32 count and warrior difficulty. Zombies are at sprint speed also day and night.

Plague spitter have made the desert uninhabitable with how fast the bugs are. Im sure it will be fixed for their speed but not being able to drive without having to get off the vehicle to kill the bugs and the plague spitter is annoying. This is me on a minibike with super charger for extra speed and the bugs still catch up like vultures from horde night.

Frostclaws spawn rate is ridiculous and make the snow biome another place thats become borderline annoying to live in. Its bad when folks have to rescue spawn rates with how frequently they appear and those stones do huge damage to blocks which can make base building a hassle. We already have the annoying screamers to deal with this just seems adds another annoyance. Not saying we shouldnt have to defend a base while we are there or building but every few seconds or every other minute is dumb.

Turned storms off. Horrible mechanic with no actual reasoning behind it, no way to mitigate the high damage it causes and is nothing more than an artificial way to slow down player progress and what makes it worse is not being able to drive around which really forces you into a do nothing and wait it out situation. Why didnt they add in a potion or a set of gear to mitigate biome storm damage? Who knows.

Loot biome bonus is back i guess with loot stage caps that works out and sorta balances things with crafting.

So far all this update is still bad. It isnt like this was pushed out in 4 months this was a year long process and its very lackluster with what seems to be no thought put into it with how they had to backtrack loot biome bonus and how ridiculously OP perks were added along with sledgehammer book series only to then be nerfed and are still kinda OP. I can see another rework coming to the books and perk tree with how more unbalanced it has become.

I say this update is bad because it doesnt add much value to the gameplay or actual improvements that can be seen as good. Content wise it adds almost nothing. Guess bandits will get a major delay with this since its obviously going to take months to make this update good especially if they plan on making this go stable in a bit over a week.
 
I largely agree with the OP. A potentially good update ruined by bad decision making.

Rework biome progression.

Have it through quests and you can even offer a slider to determine how slow or fast you can receive the quest. For example 0/3/5/9/12/20. In that way you can progress however fast or slow you want. For each person it may be different but in traditional RPGs you spend a modicum amount of time in one zone before you progress.

Furthermore, the badge system is a terrible idea. A crafting recipe given to make some for of improvised device that would help seems like a better idea. The idea that a smoothie is somehow supposed to help until you pick 10 mushrooms is silly. Even the acclimation idea has it's stretch when it comes to literal radiation poisoning. It's not like living out in the snow will prevent you from freezing to death because you were born and raised in Alaska.

Lastly, I do not think you should punish players for building bases in zones that are aesthetically appealing to them. Once you get the next tier badge the previous biome(s) should auto-match the level of your current biome. In other words, if I progress to the Wasteland and I don't like living there or being there (spoiler: I don't it's depressing and ugly) then once I get the Wasteland badge make the loot stage of the Forest, Desert, Snow and Burnt Forest biomes match the Wasteland. I spent the time to progress now let me play how I want.

So in summary:
1) Change the progression system from it's terrible implementation to a quest system like how you get a Bicycle.
2) Remove badges in favor of something that isn't stupid such as gear that makes sense. You can even slot it in the same badge space.
3) Bring loot progression in tandem with your current badge for all biomes so you are not stuck end game in only the Wasteland.

Hopefully there is enough pushback to let the developers know that works needs to be done. It doesn't need to be thrown out but just tweaked as all their new implementations have in the past.
 
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