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The way they worded that, it sounds like it'll probably just be skins to make your stuff look different. Something to actually try to find and collect rather than always having the same thing every game. I'm happy with that.
Whew. Thanks, that had me worried there for a second, lol. Very hyped about all these improvements.:cool:
 
Lots of great changes planned. Did they say if these changes will be planned for 3.0 or implemented before 3.0? Or is this a mix of changes that will come soon and changes that are more down the line?
 
J'espère qu'ils auront d'autres projets pour le système de dlc aussi😭 mais je suis très content de tout ça pour ma part même si certaines choses sont mid, ou encore perfectionable dans le temps, espérons que cela ce fera entre la 3.0 et la 4.0 :) (je rêve de plus de diversité de bâtiment aussi, et de quête d'aide de construction de marchand ou de camp de réfugiés en apportant des ressources primaire contre des livres, consommable, munitions.)
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Pour ceux qui ont manqué la réunion publique, j'ai compilé une liste des sujets abordés. N'hésitez pas à me signaler tout oubli.
  • Les plafonds de butin seront supprimés. Les bonus de butin resteront.
  • La progression du biome sera modifiée de sorte que vous pourrez déverrouiller les biomes dans n'importe quel ordre et vous pourrez toujours le désactiver dans les paramètres.
  • Les badges sont supprimés. Ils seront remplacés par des kits de survie à fabriquer. Les icônes resteront, mais vous les perdrez à votre mort. Elles ne vous protégeront pas des tempêtes.
  • Les smoothies sont remplacés par différents éléments qui annuleront les dégâts de la tempête de 50 %.
  • Chaque tempête de biome comporte deux phases. La première implique un affaiblissement spécifique au biome. La seconde implique des dégâts infligés aux joueurs.
  • J'envisage d'ajouter une option pour déterminer le niveau de dégâts de la tempête.
  • Je souhaite ramener des mods d'isolation avec différents niveaux qui ne peuvent être placés que sur l'emplacement du coffre.
  • Pourrait ramener des vêtements qui seront des icônes sur le joueur.
  • Le Plague Spitter et les Frost Claws bénéficient de remaniements de modèles pour les rendre plus esthétiques et leurs taux d'apparition seront réduits.
  • Les Plague Spitters sont en train d'être transformés en modèle amérindien.
  • Les bûcherons bénéficient également d'une refonte de leur modèle.
  • Ajout de la vue à la troisième personne avant la version 3.0.
  • L'armure pourra à nouveau être teinte.
  • Plus de paramètres commutables.
  • Ajout d'une option daltonienne.
  • Nouveaux objets légendaires (armes, armures et outils) qui pourront simplement être pillés et non fabriqués.
  • Ajout d'une dégradation des objets qui sera activable.
  • Ajout de stations supplémentaires comme le rucher pour le miel, le poulailler pour les œufs/plumes et le réchaud électrique/industriel pour une cuisson plus rapide/en vrac.
  • Nouveaux produits dérivés et drops Twitch.
  • Nouveau type de quête future : Démolition !
T'est vraiment incroyable merci mdr tu mériterais presque le rôle de cm ahah je plaisante (ou pas on c pas mdr) plus sérieusement, merci
 
@faatal pourrait t'on revoir le modèle de policiers refait aussi ? Un système de meute de petits animaux sauvages (max trois par exemple) et a quand la faux et la débroussailleuse ? 😁
 
The way they worded that, it sounds like it'll probably just be skins to make your stuff look different. Something to actually try to find and collect rather than always having the same thing every game. I'm happy with that.

They did mention a flamethrower though which indicated it could be unique weapons.
 
The way they worded that, it sounds like it'll probably just be skins to make your stuff look different. Something to actually try to find and collect rather than always having the same thing every game. I'm happy with that.
Joel mentioned unique names (like the Taza's Stone Axe not presently in use for anything), legendaries and skins. So, I didn't get the impression it was just skins, but also "special" weapons that will drop, maybe with a different name and slightly different stats, from a major character or their compounds (Duke and Noah) and/or, perhaps, some other way -- kind of like named and legendary weapons in Beth's Fallouts. I still wouldn't get my expectations up too high, say for a 'Gun Runners Arsenal', unless one of the Pimps decide to pull a Josh Sawyer on a whim and on his own time. I'd also think the number and variety of weapons in the base game would have to be kept reasonable as I think they are now. Gotta leave something for mod authors to dream about. ;) I also wouldn't expect a huge variety of stats (if not looks) as In Beth's games and would expect the skins to be "cosmetic DLC" and, perhaps, skins community members decide to create.

In short, better than it sounds if not what players of well-funded triple A games might unreasonably expect. I'm sure the Pimps' ambition extends their reach (as it should be?) and, so, expect some will still say there aren't enough or enough variety.
 
Did they say if these changes will be planned for 3.0 or implemented before 3.0?
I'd think before. Rick went out of his way to make clear that bandits would be delayed more than they anticipated. They mentioned some 3.0 and 4.0 stuff and how that's affecting their judgement. Nothing like going straight to the horse's mouth to see for yourself, though. The stream is still up for review.
 
Any more details on that? BTW thanks for writing it down.
It seems like some of what certain mods tinker with now, deeper loot settings (individual ones for water food meds etc) customizable backpack sizes, turning off questing, turning off traders, item degradation and more customizable damage and zombie settings.

Also this will be for a separate sandbox mode inside the game. So you will have the main story mode that is more linear then a mode like we have now but with all these settings.
 
Any more details on that? BTW thanks for writing it down.
I am at work but I can go through the stream again and write down anything I missed when I get off. It was a lot to take in all at once and I tried to note all the important info that I could. One setting I remember them mentioning is being able to adjust the damage Storms do.
 
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A lot of good things mentioned in the stream. 7 Days has been one of my favorite games for years and, as I've said before, I've been a little disappointed with the direction it was going. Now, this feels like the start of a course correction I can get behind.... but we'll see how it goes. I'm optimistic.
 
A lot of good things mentioned in the stream. 7 Days has been one of my favorite games for years and, as I've said before, I've been a little disappointed with the direction it was going. Now, this feels like the start of a course correction I can get behind.... but we'll see how it goes. I'm optimistic.
I'm starting to lean optimistic as well. I am hoping they continue their lean towards immersion and give more options for those of us that appreciated when the game was more open world/survival/sandbox. Still just cautiously optimistic at this point. I would almost like there to be 2 game modes. Something like "survival mode" and the current "arcade mode". There really hasn't been a game experience for me ever like the first time I was dropped into the game naked and had to survive. It took a while to get on your feet. Now it becomes easy mode within a couple hours.
 
I am at work but I can go through the stream again and write down anything I missed when I get off. It was a lot to take in all at once and I tried to note all the important info that I could. One setting I remember them mentioning is being able to adjust the damage Storms do.
Lmao its okay, you dont have to do that.
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It seems like some of what certain mods tinker with now, deeper loot settings (individual ones for water food meds etc) customizable backpack sizes, turning off questing, turning off traders, item degradation and more customizable damage and zombie settings.

Also this will be for a separate sandbox mode inside the game. So you will have the main story mode that is more linear then a mode like we have now but with all these settings.
Sounds good to me. Especially interested in turning off questing, traders and the zombie/damage stuff.
 
Really optimistic now. A lot of good things. Would be happy to see clothing+heat/cold returning in some form.
The part about bandits getting delayed further because of feedback changes was really lame… like, maybe don’t ship a bunch of bad, very poorly thought through changes and you won’t have to rework them and delay the work already planned.
 
Sounds good. Would have hoped they might give us a setting concerning the current Screamer behavior--spawning at only 25%. I feel it's a little punishing for simply running a campfire.
 
The way they worded that, it sounds like it'll probably just be skins to make your stuff look different. Something to actually try to find and collect rather than always having the same thing every game. I'm happy with that.
They said they would tinker with the idea of special stats so maybe 2% more damage , etc.

For the record I think it's a great idea. If we can't get weapon parts quality added back in then we needed something to strive for in the end game and crafting is just simply too easy to make that a feasible option.
 
Ils ont dit qu'ils allaient peaufiner l'idée de statistiques spéciales, donc peut-être 2 % de dégâts supplémentaires, etc.

Pour mémoire, je trouve que c'est une excellente idée. Si nous ne pouvons pas réintégrer la qualité des pièces d'armes, c'est qu'il nous fallait un objectif à atteindre en fin de jeu, et la fabrication est tout simplement trop facile pour que ce soit une option envisageable.
je pense aussi que la fin de jeu devrait être plus compliquée sur tous les aspects
 
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