PC V2.0 Storms Brewing Dev Diary

i to look at the steam stats it says 19.7% of steam accounts have killed one player meaning they engaged in pvp
This was already mentioned, but I just wanted to add my name into the pile of someone who's never, ever done PvP in this game (and I have well over 4000 hours played), but I still have all the PvP achievements completed (I think the last one is kill 25 'players'). I completed those achievements from playing Darkness Falls (DF) during Alpha 20. DF had these NPCs that would roam around and they would get in fights with zombies. If you killed them (they were annoying and they'd steal kills and stuff), that registered as a PvP kill. I don't have any interest in PvP in this game at all though.
 
Meh. Whatever. It was never about the jars for me; it was about removing the ability to draw water from natural sources, and forcing us to use those goofball dew collectors.

I'm not going to lose any sleep over it. Whatever TFP ends up doing, if I don't like it, then I'll just continue using the bucket and canteen mods for water gathering.
I am fine either way. Dew collectors, glass jars, straws, it doesn't matter to me.

If they were to add glass jars back, make it where if the player takes damage, the jars have a chance to break. Could even go a step further and say that with each level of Pack Mule the player invests into, the higher the chance for jars to break is.

Campfires can still be used to boil water, but the rate to get clean water is low and they would have to boil it again until it gets clean.

Like Adam said, a Water Distillery would be a nice workstation to add to the game, allowing for a higher rate to obtain clean water, unlocked by a certain amount of Forge Ahead magazines. In order to get a 100% rate the player would need a filter mod (or even a few) to add to the Distillery.

Player loots/crafts jar → Player collects murky water → Player uses a Water Distillery or Campfire → Jar gets used up when used → Repeat

But like I said before, I really don't care what they decide to do. It's obvious a good portion of the community wants them back so let them come back, but I don't want them spending too much time on a big return either.
 
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i to look at the steam stats it says 19.7% of steam accounts have killed one player meaning they engaged in pvp,
This is all of the numbers from the same list, together they show a graphic picture, advertisements
never seem to show the real picture.

Napoleon...........3,940,000‬ 1 kill
Caesar..................1,660,000 5 kills
Genghis Khan 1,100,000‬ 10 kills
Alexander.............660,000‬ 25 kills

What it shows me by using your own words and example is that there is a;

Very clear and marked decline From committing a single PVP action
to the continuation of consistent or constant pursuit of of PVP activity.

That after starting PVP, something must have been missing, either in
game replay quality, or community, that caused a decline in interest and continuation.

As you say numbers show what is happening, And since Napoleon would be the first
achievement along that path that all would be included in. If set at 100% then it means
that only 16.7 percent of the players in the above list still find it interesting enough to continue.

If that was a stock, or a business profit analysis. It is safe to say it would be considered failing
and headed toward bankruptcy.

It would be interesting if a new achievement was added called "The Real Killer Diller"
applied for players that have achieved greater than 1000 kills. To be close to the
zombie total of 2500. Going by your description and numeric used, and the ton of hours
listed quite often, that number percentage,should be close to equal, for Alexander the Great.
If not then it shows another decline, or either poor aim.

Thank you for pointing that out.

My view on advertising
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i to look at the steam stats it says 19.7% of steam accounts have killed one player meaning they engaged in pvp,
That equalls millions of accounts which doesnt include the millions of accounts that playd pvp on "old legacy accounts" and console accounts.
I estimate all accounts total many millions of accounts have playd pvp in 7d2d over the years.
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Again with this?
You already brought this in the past and everyone agreed you were wrong.
People just like to complete achievements. Others got it by accident.
I have over a thousand hours and 2 player kills... I don't engage in PvP. I just play with friendly fire on and my team mate likes to walk into my line of sight.
Your numbers mean absolutely nothing.
 
New from TFP:



With this status update, I’m pleased to kick off a new Developer Diary. Here you'll find a compilation of confirmed features and content for Version 2.0 - Storms Brewing. Fun Pimp devs may occasionally post updates here on what they're working on, answer questions, and give us sneak peeks into the future of 7 Days to Die.

Like in previous diaries, we want this thread to stay focused on discussing the following features and content, and other things TFP devs want to discuss. We’ll make an effort to only list confirmed features and content, not features that are merely rumored or contemplated. Please limit discussion in this thread to these topics, so that the diary doesn’t become bloated. Chatter not pertaining to V2.0 Storms Brewing may be moved or removed.

storm_brewing_Final-2048x1152.jpg


Target Release Dates (“if all goes as planned”):

The Dev Stream – Tuesday June 10th

Come and Join Lathan Meadows and Richard Huenink for an in-depth discussion on 2.0 features. On Tuesday, June 10th at 9 PM CT here: http://twitch.tv/fubar_prime

Streamer Weekend – Friday June 13th – Sunday June 15th
Watch a sneak peek of 2.0 from your favorite TFP Creators! If you are interested in participating, apply to our creator program here: https://creators.thefunpimps.com/

2.0 Experimental – Monday June 16th
The Public can opt into the 2.0 experimental on this day.

2.0 Stable – Monday June 30th
Barring any game breaking bugs or Certification issues we are planning on releasing stable on pc and consoles on this date.


Confirmed Features & Content
Update 6/11/25 The full release notes are now available.

Biome Progression / Elemental Survival
  • Threat levels and challenges increase as you progress through each biome
  • Maximum loot is also capped per biome, to encourage exploration
  • Smoke, heat, cold, and radiation hazards
  • Conquer tough biomes in manageable chunks, with damage, remedies, and survival against each type of hazard
  • Push your limits with craftable consumables that temporarily increase your biome/elemental resistance
  • Complete challenges to unlock permanent immunity against biome/elemental hazards
  • New accompanying visual effects, sound effects, and player HUD elements
  • New zombie types specific to the desert (plague spitter) and snow (frost claw) biomes
  • Can be disabled for ‘classic’ gameplay
Dynamic Severe Storms
  • Unique storm type per biome
  • Forces players to take or build shelter
  • Regular rain and snow still exist but are not hazardous
Perk Updates & Rebalance
  • Some perks moved to a new General Perks tab with no attribute requirement, allowing more customized builds
  • Perk tree filled out completely, with 10 perks per attribute
  • New and improved perks, such as the new Mastery perk for each attribute
  • All perks have 5 levels
Sledgehammer Saga
  • A new book series for the sledgehammer weapon class
New Higher Gamestaged Zombies
  • New Charged Blue and Infernal Orange zombie archetypes
  • Expands on the Radiated Green zombies, but with new behaviors
  • Appear at higher gamestages to intensify the later game experience
Trees and Foliage Update
  • Most tree shaders optimized for SpeedTree 8, with reduced draw calls for improved performance
  • New, better looking trees in burnt and wasteland biomes
  • New, more believable sub-biome foliage system
    • Thinned out clearings & thicker forested areas
    • Shorter plants on the perimeter
    • Maintains performance
Crawl out Zombies
  • Zombies can spawn in smaller 1 meter spaces and crawl out of them
  • Zombies are better able to navigate and crawl through tight areas
  • Improved level design tools for spawning and respawning enemies
  • Many larger POIs are reworked to take full advantage, maintaining the challenge while improving performance
Navezgane Makeover
  • Updated to work seamlessly with the new biome progression/elemental survival system
  • Biome boundaries and trader POI positions updated to improve travel time and flow between towns
Points of Interest (POIs)
  • Aiming for 50 new POIs, adding expanded depth and variety to the world
  • Greater variety of wilderness POIs
  • More remnant POIs added, which help performance
  • Some more demanding POIs updated to use new crawl out spawns, for improved performance
Audio
  • Meaningful individual footsteps
  • Sound effects for new biome zombies
  • Voice chat can now go directly through Discord (source: dev stream)
Clothing Cosmetic Options, Twitch Drops and DLC
  • Define your look with a cosmetic outfit, separate from what armor you wear for protection
  • New cosmetic DLC options
  • New Twitch Drop content to unlock
Random Gen Improvements
  • More wilderness POI spawning
  • Improved positioning of wilderness POIs
  • Improved wilderness road placement
New Quest Marker System
  • New quest marker art, with custom flags per quest type
Multiplayer
  • Choose to spawn near a friend, so you can team up right away
  • Button added to return to Main Menu before joining a game
Crossplay on Dedicated Servers
  • Consoles will officially be able to play on dedicated servers, contingent on passing certification on each platform. Fingers crossed!
Graphics
Animals
  • New Grace model (source: dev stream)
Post-1.0 Roadmap
  • V2.0 Storms Brewing
    • (you are here)
  • V3.0 A New Threat
    • Bandits
    • UI/main menu overhaul
    • Event system
    • New quest type
  • V4.0 The Road Ahead
    • Trader overhaul
    • Story mode
    • Steam workshop support
    • New quest type
I am very excited 🫡
 
Does it not count as a player kill if you kill your friend by accident, as in a co-op PVE situation with friendly fire on?
Yes. One of the MANY reasons why the achievement proves nothing for PVP. Not to mention he continues to use the one for a single kill as proof even though anyone actually doing PVP would have the achievement for 25 kills. And even that isn't proof of anything as has been explained repeatedly.
 
Probably not the place to post this, but last I checked, the maximum output for solar is 180 watts and not the expected 300.

Why...?
It has always been like this. The solar battery has 6 slots, the 6th quality element gives 30W of power. 6*30=180.
You are probably confusing it with the generator, where each engine gives 50W of power. Its maximum output is really 300.
 
It has always been like this. The solar battery has 6 slots, the 6th quality element gives 30W of power. 6*30=180.
You are probably confusing it with the generator, where each engine gives 50W of power. Its maximum output is really 300.

Not confusing it at all. I'm just disappointed the solar bank never produces the same max output as the other options.
 
i to look at the steam stats it says 19.7% of steam accounts have killed one player meaning they engaged in pvp,
That equalls millions of accounts which doesnt include the millions of accounts that playd pvp on "old legacy accounts" and console accounts.
I estimate all accounts total many millions of accounts have playd pvp in 7d2d over the years.
I'm afraid that's bugged. Killing any NPC also counts as a PvP kill for those achievements. I have never played PvP, but have the achievements from killing NPCs in a mod. I want to say it was Undead Legacy? Might have been Darkness Falls. Either way, that achievement is bugged.
 
I'm just disappointed the solar bank never produces the same max output as the other options.


It's pretty much real life there. Take the smallest gas-powered generator you can buy and see what you'd need in solar panel hardware to create the same Watts. Don't be fooled by "solar generators" which can supposedly power a bunch of household electrical products. These are basically big UPS batteries which may take over a week to charge using the cells/panels provided.
 
There already is a setting for that. Turn your brightness down.

I really dislike this answer. You guys are the curators of what goes on with Vanilla 7DTD, you are in control of how the average player interacts with your systems in game. People want a scary survival game where ambience and environment play a crucial role in how the player is affected, the current nighttime holds none of that. Telling players to turn your brightness down is a "Shooting" from the hip answer, some kind of acknowledgement or just a flat out "NO we're not changing it" would be a hell of a lot more appreciated.
 
I really dislike this answer. You guys are the curators of what goes on with Vanilla 7DTD, you are in control of how the average player interacts with your systems in game. People want a scary survival game where ambience and environment play a crucial role in how the player is affected, the current nighttime holds none of that. Telling players to turn your brightness down is a "Shooting" from the hip answer, some kind of acknowledgement or just a flat out "NO we're not changing it" would be a hell of a lot more appreciated.
friend...I get why they are saying "turn down your brightness"
for me, my eyes are bad, I appreciate the light...but maybe I am the one that should have had to go adjust the sliders in your opinion? That darkness should be the default. I get that.
but, in their defence, they are leaving a lot of options available. People just are not using them...maybe they should get someone to do a sliders tutorial to show just how much they affect the game?
 
I really dislike this answer. You guys are the curators of what goes on with Vanilla 7DTD, you are in control of how the average player interacts with your systems in game. People want a scary survival game where ambience and environment play a crucial role in how the player is affected, the current nighttime holds none of that. Telling players to turn your brightness down is a "Shooting" from the hip answer, some kind of acknowledgement or just a flat out "NO we're not changing it" would be a hell of a lot more appreciated.

I can see how you come to that conclusion, but there's a chain of comments about that setting over several months so what looks like a short shooting from the hip answer is actually a summary of a previous discussion. They haven't said "we're not changing it." They've changed it a lot.

I think that shows this is an issue for which there is no single answer. The level of brightness you want is unique to you; unique to us all. Thus, the slider tries to provide many options. Above 50% has one behavior and below 50% has another, beyond just the scaling.
 
I can see how you come to that conclusion, but there's a chain of comments about that setting over several months so what looks like a short shooting from the hip answer is actually a summary of a previous discussion. They haven't said "we're not changing it." They've changed it a lot.

I think that shows this is an issue for which there is no single answer. The level of brightness you want is unique to you; unique to us all. Thus, the slider tries to provide many options. Above 50% has one behavior and below 50% has another, beyond just the scaling.
The best solution would be to add what they do in many AAA games: a setup slider the first time you play where it shows you an image on the left, for the "night time" visibility, and the same image on the right, for "normal daytime" visibility.

That way the game would be configured exactly to each player's taste.

1753974127142.png
 
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Again where is this survey you took? Or did TFP interview you directly? Was it a call from Roland?
now If I reply in kind...guess who get punished?

if you cannot admit that the road map was used to convince Console Gamers that TFP were FINISHING the game....that's on you.
You can't have a timeline AND say that the timeline does not matter at all. well...you can...but it leads to arguments.

They are still exploring development...that is the opposite of publishing a timeline...even with the caveat that all dates are subject to change.
THAT is why I say they had NO INTENTION of following that road map...it was not aspirational...it was unattainable. It was a marketing ploy to get us to buy back in.

I do laugh at this toxic gatekeeping...it let's me know I am getting through.
 
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