PC V2.0 Storms Brewing Dev Diary

@Khalagar

I love Icarus, but the reason storm damage works so well in that game is because Icarus doesn't have cities full of buildings that need to be quested and scavenged. Or Blood Moons every 7 days. Or hordes of zombies. Survival in Icarus mostly focuses on environmental and weather hazards.

Maybe something similar to storm damage could work somehow as part of a rare special event or something. Limited only to the Wasteland biome, perhaps, as everything there is supposed to be trashed anyway. But the kind of lightning storms and forest fires you see in Icarus would not work in 7DTD because this game just wasn't designed around that.
 
Storms damaging POI would be bad. And brown blocks could break a quest. Unless you said that a POI that had an active quest is safe, it would just lead to a lot of quests that can't be completed and a lot of upset players. And making POI with active quests safe while others aren't wouldn't make sense.

How would it break a quest? The quest resets the PoI when you accept it. If you mean messing it up when a storm hits, I feel like that's just a good reason for them to fix the quest POI system that only spawns zombies when you do certain triggers. That's pretty buggy and widely disliked from what I've seen, for that exact reason. It's way too common for the zombies to just not spawn because of the trigger broke on it's own
 
How would it break a quest? The quest resets the PoI when you accept it. If you mean messing it up when a storm hits, I feel like that's just a good reason for them to fix the quest POI system that only spawns zombies when you do certain triggers. That's pretty buggy and widely disliked from what I've seen, for that exact reason. It's way too common for the zombies to just not spawn because of the trigger broke on it's own
Yes, I mentioned an active quest. Maybe they can fix that. If they do, then it's not a serious issue, though I still wouldn't want to have storms breaking the POIs or my base. But since they can be disabled, I wouldn't care. But if they don't fix the spawns and a storm breaking things can break a quest, then it should definitely not happen.
 
After being in the desert for a couple of days, I noticed I often miss the swarm the spitter throws.
I'm either too early or too late because I have a hard time clearly seeing the "shape" of it and / or its distance.
It blends a lot in the desert biome, but it might be on purpose.
Has anyone else experienced this?
(Also, it gets annoying pretty fast because it's systematic and happens a bit too often imho.)
 
But since they can be disabled, I wouldn't care.
I notice that you post daily on this forum regarding various topics and concerns, which raises the question of how frequently you engage in multiplayer?
In the majority of the threads I have read from you, your responses suggest a lack of understanding of how the game operates in a multiplayer setting.
In fact, I would wager that many individuals participating in this thread do not play multiplayer on a daily basis.
This is part of the issue; many aspects relevant to single-player experiences do not apply in multiplayer, and vice versa.
 
@Tete1805
After being in the desert for a couple of days, I noticed I often miss the swarm the spitter throws.

Are you using a club, if so try the pipe baton basic swing is a cross swipe
that covers a lot of area, and can hit multiple targets if side by side.
 
I notice that you post daily on this forum regarding various topics and concerns, which raises the question of how frequently you engage in multiplayer?
In the majority of the threads I have read from you, your responses suggest a lack of understanding of how the game operates in a multiplayer setting.
In fact, I would wager that many individuals participating in this thread do not play multiplayer on a daily basis.
This is part of the issue; many aspects relevant to single-player experiences do not apply in multiplayer, and vice versa.

Are you Riamus's gatekeeper? Active community members are not allowed to discuss what they like and not like? You can't discuss what you like and not like if you play single player?
 
Hey, we're playing 2.0 experimental right now. Going to do a clean start/wipe once stable comes out. Where can I find a list of the pregen maps for 2.0, and do all the pregen maps contain all of the new POIs? And if we do a RWG, will it get all of the new POIs? And is there anyway to influence the RWG maps to increase the density of buildings/POIs/skyscapers, etc? How are people liking Navezgane 2.0? Is there a map for it online any where? Just trying to figure out how to set up a really good map for 2.0 stable as we'll likely be playing on it for a long time. Thanks, everyone.
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Also, our biggest issue with pre-2.0 is how easy the game felt once we got good guns and lots of ammo. Playing so far, the game feels so much harder, which we love. But it sounds like with some of the new perks, or the modified way perks work, the game can get easy again? How do you guys feel about the difficulty in this one? Anyone playing with difficulty 4 or 5?
 
Hey, we're playing 2.0 experimental right now. Going to do a clean start/wipe once stable comes out. Where can I find a list of the pregen maps for 2.0, and do all the pregen maps contain all of the new POIs? And if we do a RWG, will it get all of the new POIs? And is there anyway to influence the RWG maps to increase the density of buildings/POIs/skyscapers, etc? How are people liking Navezgane 2.0? Is there a map for it online any where? Just trying to figure out how to set up a really good map for 2.0 stable as we'll likely be playing on it for a long time. Thanks, everyone.
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Also, our biggest issue with pre-2.0 is how easy the game felt once we got good guns and lots of ammo. Playing so far, the game feels so much harder, which we love. But it sounds like with some of the new perks, or the modified way perks work, the game can get easy again? How do you guys feel about the difficulty in this one? Anyone playing with difficulty 4 or 5?
But most importantly... "where in the world is Carmen Sandiego?" 🤔
(too many questions)
 
You can't discuss what you like and not like if you play single player?
Ultimately, it boils down to common sense, irrespective of whether it is a single-player or multiplayer scenario.
A pertinent example of this is when solo players persuaded tfp to destroy loot containers containing valuable items after looting it.
The reality is that was a detrimental decision for multiplayer gameplay, as the next player who arrives may wish to access that container but can't since it has been destroyed.
What I am emphasizing is that all the requests I frequently observe from single players should consider the implications for the multiplayer aspect of the game.
 
A pertinent example of this is when solo players persuaded tfp to destroy loot containers containing valuable items of looting it.
You got proof of that? Because from what I remember they did that to help performance, as each empty loot container is a Tile Entity the game has to keep track of. That's a lot of bird nests and garbage piles to track for no real reason.
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What I am emphasizing is that all the requests I frequently observe from single players should consider the implications for the multiplayer aspect of the game.
You can't really comment on this either, since your perception of MP is 50 player PVP servers, when the official support is currently for 8 player PVE.
 
I notice that you post daily on this forum regarding various topics and concerns, which raises the question of how frequently you engage in multiplayer?
In the majority of the threads I have read from you, your responses suggest a lack of understanding of how the game operates in a multiplayer setting.
In fact, I would wager that many individuals participating in this thread do not play multiplayer on a daily basis.
This is part of the issue; many aspects relevant to single-player experiences do not apply in multiplayer, and vice versa.
I rarely play solo. But I consider both SP and MP when I talk about things (when relevant). In the case of the post you quoted, SP or MP has no impact on whether or not a storm breaking a quest is bad. Try staying on topic for a change. And, btw, the only reason containers disappearing impacts MP is if you are respawning loot (which also impacts SP). If someone looted a container before they started removing the containers, it would still be empty for the MP player, so has not impact on them if the container is there or not. It only impacts loot respawn and does so in both SP and MP. MP has the option to do chunk resets regularly so that you have those containers back. And, for you with your PVP interest, that should be done all the time anyhow.
 
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Hey, we're playing 2.0 experimental right now. Going to do a clean start/wipe once stable comes out. Where can I find a list of the pregen maps for 2.0, and do all the pregen maps contain all of the new POIs? And if we do a RWG, will it get all of the new POIs? And is there anyway to influence the RWG maps to increase the density of buildings/POIs/skyscapers, etc? How are people liking Navezgane 2.0? Is there a map for it online any where? Just trying to figure out how to set up a really good map for 2.0 stable as we'll likely be playing on it for a long time. Thanks, everyone.
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Also, our biggest issue with pre-2.0 is how easy the game felt once we got good guns and lots of ammo. Playing so far, the game feels so much harder, which we love. But it sounds like with some of the new perks, or the modified way perks work, the game can get easy again? How do you guys feel about the difficulty in this one? Anyone playing with difficulty 4 or 5?
The pregen maps may be different from pre-2.0 (I haven't compared them), but they are the same filenames. I only noticed that they removed the 4k pregens. Maps do not contain all POI. There are far too many POI to place them all on a single map unless you're overcrowding the map, which RWG will not do, and pregens aren't set up that way either. Building density is controlled entirely by the tiles. If you want things to be closer, you'll need to make new tiles and use those instead of vanilla tiles.

As far as difficulty, it will always be easy for veterans. Any change to make it harder might make it harder for veterans temporarily until they see how things work, but once they get used to the change, the game will be easy for them again. That won't ever change in vanilla. They won't make the game really hard so that it's hard for veterans because they want it to be easy enough for new players and casual players as well. It won't ever be a Souls-like game. ;)
 
MP has the option to do chunk resets regularly so that you have those containers back. And, for you with your PVP interest, that should be done all the time anyhow.
I must express my disagreement with you regarding this one.
It is generally unwise to ramdomly reset chunks or regions in multiplayer environments.
The main reason for this is that not all players make use of a (LCB), and resetting an area could inadvertently reset a base.
 
I must express my disagreement with you regarding this one.
It is generally unwise to ramdomly reset chunks or regions in multiplayer environments.
The main reason for this is that not all players make use of a (LCB), and resetting an area could inadvertently reset a base.
That is on them. If the server states that chunks will be reset, then the players need to plan for it. Automatic chunk resets are there almost exclusively for MP. There's almost no reason to use them in SP. You obviously do things differently because you're in PVP. Which, you can use your own words against you with that... you see things through a PVP lens without considering non-PVP. In PVP, sure... you might not want to place LCB or leave a vehicle or a bedroll to protect your base from a chunk reset. But in regular co-op MP (which is the intended MP playstyle), there's little reason not to. Besides, automatic chunk resets do NOT happen in chunks that have been visited recently. So unless a player doesn't play for long enough or doesn't ever go to their base, the chunk at their base isn't going to reset anyhow.
 
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