PC V2.0 Storms Brewing Dev Diary

It's just too crazy. Even before the update, you'd get a lot of loot bags after a blood moon night. Even then, I thought it was too much. But I'd rather have 3% than 4 or 5%.

Edit: Or the devs should significantly reduce the contents of the bags. In that case, 4% is fine.
 
Lol, I had to repost this.
Sorry, I do sometimes get tired by all the back and forth too easy/hard, too fast/slow, performance is great/bad, that was boring/fun and then get ticked off. Everyone has an opinion and it is easy to express it over the internet when you don't have to say it to their face.
"Too many loot bags"
"Not enough loot bags!"
"They took our jobs!!"
 
Done, but at the cost of flexibility.
It was originally setup to allow either of two different sets of stats to be used depending if it was installed in Medium or Heavy boots.
Medium = Stamina/s .0562 Noise Increase -10%
Heavy = Stamina/s .09 Noise Increase -20%

I can't have it show two different stats for one item, so I went with a bit higher Stamina/s of .1 and the -10% Noise Increase.
Heavy armor shouldn't get full noise cancellation anyway.


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View attachment 34891
Thanks a bunch1 I hadn't realized that mod had two sets of variables, one for medium armor and one for heavy. That explains why the values weren't displayed before.

It is nice to see them reflect now - it was confusing before, since I couldn't tell how much of a modification that mod was supposed to be adding.

A new question - will the Stealth Boots still stack with the Fittings?
 
Did something happen in b289 with the armour skill book drop rate? In b285 I was wearing quality 6 assassin gear. Started a new game with the update and on day 17, I only have 3 skill books. This despite having a point in both light armour and medium armour. Checking the looting file, it looks like they're only available from Joel, Savage Country crates or drops from army and thug zombies. Are they really supposed to be this rare now? Quality 2 primitive armour isn't really cutting it for me at the moment...armour.jpg
 
Strictly RNG in your case. There are no tags associated with tree stumps that would increase chance of honey via Living off the Land perk.

There's no way. I seriously get honey like every third stump now. I'm not complaining at all since I need it constantly, but if this is RNG then I need to buy a lottery ticket lol
 
OK. Let's see how 4% feels.

I bumped it up from 3% to %5 cause it felt like it took WAY too many kills to get one to drop.
I thought the initial change was good because it incentivized horde nights and killing wandering hordes. Zombie loot bags are one of the few good dopamine hits in the game because you are rewarded for a core activity with the chance at receiving good/useful loot. Personally, I found the change to be enjoyable.

Ultimately, TFP have to decide if they want the game to be rewarding or a grind. Trying to split the difference is unlikely to please anyone. Those who want the game to be a grind will not be happy unless the loot bags are extremely rare. Those who want the game to be rewarding are going to want loot bags to be a regular occurrence.
 
Can you explain how hot/cold was NOT a boring implementation, in comparison to storms? With hot/cold it was "wear the right clothes or get debuffs". That's pretty much it, in your own words ;-).

Also it seems with the storms there are more options available (most of them the same as you could use with hot/cold): Get into a POI, or build a hut or understand, or use healing potions and weather it out, or flee to another biome.
Also there is the new thing now that zombies run faster when there is a storm!!! That is certainly something new.

Eventually I hope we get a few drinks and candies (EDIT: and weapon mods like Sapeint6 suggested) that protect **partly** from storms. And there could be more: Random chance for zombies to freeze in a snow storm, random chance for them to get picked up and thrown around in a storm. Hot/cold doesn't seem to provide possibilities like this

Wet has always been pretty negligible, It wasn't implemented in a fun or meaningful way, so I can't argue it was fun, on the otherhand..
Looking back to when Hot and Cold still meant anything- In addition to dressing for the weather, you could take shelter, eat specific foods to counteract, or take the damage and heal later.
.. Which from the sounds it, is pretty much what the storms are -- but with visuals and the new zombie speed buff (which I just learned about, which is cool- credit where credit is due)
Maybe it's more impactful than I'm giving it credit for, but on paper, but it's reading to me as they simplified the weather survival into something that can be communicated visually.(As long as you're within the Biome. For now) -but made it look cool.

I'm really hoping to see some degree of weather survival tied in with our food and gear. - Not necessarily needing to micro our day/night clothing needs, but I think it would feel right if you needed to swap out a few armor mods for biome survival needs and you have to choose what you're giving up to be able to spend time in the extreme hot/cold if that were going to be a thing.

I hope food will have a more meaningful role in it too. 'Weather got you down? - Drink a smoothie' just sounds so underwhelming.😐
I only complain because I love the game. Maybe it's good. Maybe next week I'll be chugging them smoothies and convinced this is peak survival.
 
Did something happen in b289 with the armour skill book drop rate? In b285 I was wearing quality 6 assassin gear. Started a new game with the update and on day 17, I only have 3 skill books. This despite having a point in both light armour and medium armour. Checking the looting file, it looks like they're only available from Joel, Savage Country crates or drops from army and thug zombies. Are they really supposed to be this rare now? Quality 2 primitive armour isn't really cutting it for me at the moment...View attachment 34910
Yeah armor mag drips were based on the stat they were attacked to and not the perk. I think they really wanted people to play with the armors, and now that we have had a taste for them, they brought it down to a lower drop rate.
 
Is there something else that may be adding to the drop rate, like LuckyLooter.

Either numeric is fine by me, but two situations that happened, I have never had
happen before. This was the first time I stopped basically killing the zombies and
made elevated ladders around the WorkinStiffs POI in Nav, at the beginning of the
Horde, kill a couple get a bag throw a rock and run down to get the bag, throughout
the entire horde. Waste Not Want Not.

The second I was running to a quest Poi, 1k away, killing as I went, also ran into a wandering
horde, I don't use packmule because I like the encumbrance mechanic, I had to stop and return
to base twice because I was overloaded from drops. So the third outing, I rode my bike and
ignored everything because it was getting late, and I had a clear fetch quest that I do by stealth
with NVGs.

Edit: @Javabean867 It was my oversight I just thought it was part of the completion list, ad never
looked at them. I was having more fun with the limited time in biomes. I'm going to try to figure
how to just extend the timer, so after getting badge, I still have to beat the clock, just with a more
graceful time period.
 
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I hope food will have a more meaningful role in it too.
Food just seems to be a missed opportunity all round. Partly that system really suffers because, assuming I understand the mechanics right, increasing your maximum stamina doesn't increase stamina regen proportionally. And all high end foods do, really, is buff stamina.

Stamina regen is much more important than max stamina, and even stamina regen isn't that important when there are so many book and perk lines that give stamina on kills or, most notably, completely refill your stamina on kill.

I could be wrong, but if most players are like me, cooking generally consists of getting to bacon and eggs, and later meat stew, and calling it a done deal. There's no real milage in hunting down the right cans and making complex end game recipes, because they do so little.

It seems very weird to me that having maxed out cooking isn't every bit as impactful as maxing out any other crafting skill. There's no reason high end foods can't buff stamina regen, crit resistance, run speed or whatever else the developers fancy.

Although there are similar issues with a couple of other crafting lines, too. It's very problematic when the only benefit to arduously completing a crafting line is being able to craft an item that you need very few instances of, and can be fairly easily bought. Workstation crafting is a prime example. Nobody really cares about getting to 75 workstation crafting, because you can buy a crucible for 15,000 dukes long before you hunt down 75 copies of Forge Ahead.

I firmly believe that maximising a crafting skill should give access to useful consumables that aren't obtainable any other way. If you got to craft something like advanced repair kits at 75 workstation crafting, that buff damage, armour or speed when used on a weapon, armour piece or vehicle, then getting those 75 magazines would feel like a real benefit.
 
Food just seems to be a missed opportunity all round. Partly that system really suffers because, assuming I understand the mechanics right, increasing your maximum stamina doesn't increase stamina regen proportionally. And all high end foods do, really, is buff stamina.

My biggest issue with food in 7DTD is that there's no spoilage. I can't remember the last time I actually starved in game. Probably not since A19 or A20. It sure seems like food drops have increased over the past couple of years, and with no spoilage, I always end up with more food than I could ever possibly need.

That's not really how survival games are supposed to work.
 
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