PC V2.0 Storms Brewing Dev Diary

But they should have told the masses that rather then the few on the forums
I agree to a certain extent. The forums have always been the place to be in order to get some insight about the future of the game and what is currently being worked (usually from faatal) so it would have to apply to everything he, and any other dev, has ever posted which is a bit much I think. Plus it was mentioned in the discord by Jugg which is how I found out.
 
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I never claimed 7DTD was a hardcore survival game. You set up a whole strawman just so that you could knock it down. Good job, I guess.
I never said you did. Way to miss the point I guess...good job???

Here let me steelman your possition. You want the survival elements that exist in the game to be more defined and harder to concour. Right? To do so you want some elements lime jars back because you feel that it adds a level of immersion and realism to the game.

How'd i do? Was i close? That is the possition I think you have, and the possition I've been replying to. If im wrong, that's fine. If I wasn't close then I'll accept your accusation of strawmanning your position.
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I'm calm, I don't think TFP is destroying survival because they don't care, I know they're developing things for future versions, it's just that not knowing why sometimes makes you question things, and although they've made progress in other areas, the survival elements feel abandoned, for people who don't follow the forum or the news, it's as if they've been forgotten.
Sorry, didn't mean to make you think I thought you weren't calm. I hear what you are saying. And I understand your position.

Like I've pointed out(was it to you???) previously,TFPs like every other developer, keeps information close to the chest.

It's better to not make assumptions than it is to spouse aspersions
 
I never said you did. Way to miss the point I guess...good job???

Here let me steelman your possition. You want the survival elements that exist in the game to be more defined and harder to concour. Right? To do so you want some elements lime jars back because you feel that it adds a level of immersion and realism to the game.

How'd i do? Was i close? That is the possition I think you have, and the possition I've been replying to. If im wrong, that's fine. If I wasn't close then I'll accept your accusation of strawmanning your position.
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Nope. Way off. I hated glass jars. They were never necessary for water gathering in an immersive sense or a mechanical sense. Nearly everything about the glass jar mechanic was absurd because water can be carried around in nearly any kind of container. In fact, a glass jar would be about the LAST kind of container you'd want to use because glass is super fragile. You'd be better off carrying it in a plastic bag. Or, more sensibly, a canteen.
 
To be fair, you kind of gave that impression about yourself when you rejected most of the games listed as being actual survival games and ridiculed Palworld as even being on the list. It’s exactly what a hardcore survival game fan would do.

I think 7 Days is probably closer to Palworld level of survival elements than it is to say Green Hell. I think the vanilla version should be on the lighter side with options to ramp up the survival difficulty and (for PC players) mods to go even closer to the simulation end of the spectrum.
I used the tag "Survival" to filter my games and posted what examples i could. Survival is a broader spectrum than it really should be, but that's how it is. I like survival, but not to point where i'm willing to play stuff like Green Hell or The Long Dark.

My argument was never about "realism bad" it's the fact that 7DTD was never a realistic game and never will be unless you significantly mod it. I've played over a thousand hours of Zomboid, so it's not like i think realism is bad in any shape or form. I see a lot of intellectual dishonesty when it comes to this games direction, and i mostly blame early access and ignorance around it. People playing a game in development, defining its vibes and direction before all the pieces are built and put in place. Some of them even glorify the older mechanics, yet they can't give any real data if you ask. Btw Polygon, immersion is entirely subjective. What might hampen one persons immersion could help anothers immersion. It's a silly thing to argue about. How do you objectively measure immersion?
 
My argument was never about "realism bad" it's the fact that 7DTD was never a realistic game and never will be unless you significantly mod it. I've played over a thousand hours of Zomboid, so it's not like i think realism is bad in any shape or form.

I would go one step further and say that 7 Days should not even try to be a FPS version of Project Zomboid. 7 Days is a hybrid game so it is light on survival, light on RPG, light on sandbox, light on farming, light on tower defense, but heavy on modding. Fans of those separate genres are going to see something lacking about whatever particular pet genre they wish 7 Days would better represent.

But that adds a bunch of scope to the development—scope that can better be handled by modders who can go wild adding more depth and complexity to their favorite aspect of the game that they feel is too shallow.

If TFP can improve thirst mechanics by adding a gathering mechanic that the majority of players accept as good enough then great. There will still be complaint posts by whatever new faction ends up not liking the change but at least we will see some name changes above each critical post which will add a bit of variety.
 
I used the tag "Survival" to filter my games and posted what examples i could. Survival is a broader spectrum than it really should be, but that's how it is. I like survival, but not to point where i'm willing to play stuff like Green Hell or The Long Dark.

My argument was never about "realism bad" it's the fact that 7DTD was never a realistic game and never will be unless you significantly mod it. I've played over a thousand hours of Zomboid, so it's not like i think realism is bad in any shape or form. I see a lot of intellectual dishonesty when it comes to this games direction, and i mostly blame early access and ignorance around it. People playing a game in development, defining its vibes and direction before all the pieces are built and put in place. Some of them even glorify the older mechanics, yet they can't give any real data if you ask. Btw Polygon, immersion is entirely subjective. What might hampen one persons immersion could help anothers immersion. It's a silly thing to argue about. How do you objectively measure immersion?

I've got 90 mods installed at the moment, so yeah...I'd say I have it significantly modded. Nearly all are survival- and difficulty-related. Again, I wasn't asking for hardcore difficulty or survival to be added to vanilla -- because I don't play vanilla in the first place! I was complaining that the devs dropped the ball on their OWN attempt to add more difficulty to water-related stuff in the early game; dew collectors did NOT make it any harder to find water. All they did was remove an aspect of environmental interaction in the game that made a LOT of people upset -- casual and hardcore alike.

I suspect many people chanting "bring back jars" don't really miss the jars as much as they miss the ability to dunk some kind of container in a lake and scoop up some water. Because that's what people A) expect and B) were previously able to do. I really believe the fixation on jars is just misplaced anger over interactivity and immersion being stomped on.

By the way, you can't rely on Steam tags too heavily. Those are user-generated. I once saw a Civ-clone with a roguelike tag. If I had a dollar for every time I've seen the roguelike tag misused, I'd own every game on Steam twice over.
 
I just had a what may be an odd thought. Ok thinking in a heirarchy format.

1__Navezgane is a static prebuilt world.

2__During the town hall meeting Rick said TFP may be working on a flat spot mechanic.
It is actually pretty similar to the way the POIs were placed before tiles were introduced,
they were called lots, which was a precursor to the manual tiles of newer versions, just that
they could vary in size.

3__That means that Nav's POI locations are acceptable flatspot candidates.

4__If that technology is made to work, since there are lines in the poi that dictate the 3d locations
to render the prefabs.

EXAMPLE: church_01
<property name="YOffset" value="-23" />
<property name="PrefabSize" value="60, 68, 60" />

5__Can a single tag be added to the pois, that would allow Navezgane to place poi In varied locations.

This could allow Navezgane terrain map to remain intact but each time played it could have pois rendered
in different locations.

Why I am asking about it is because, console is regulated to smaller maps at the moment. But being that small
it becomes a repetitive form of play. If they could be randomized by using a tag and flatspot in combination,
then all pois including traders could be moved around the map just like when you use a seed in RWG, that would
allow sharing, and randomization in that map. From a modding view point a single terrain could be rendered,
placed in the worlds folder, and using a seeded flatspot create a nearly infinite set of combinations, from
a favored terrain layout. There use to be an inclusion in RWG that was a type of overide, that allowed that
very thing in a Prior alpha. It was based on a .PNG that converted to a .Raw that in turn could layout POIs.

I was just thinking about a potential possibility for the tech if it were used.
Doesn't this defeat the purpose of navezgane being a hand crafted map?
Every POI is there for a reason. They tell stories based on where they are.

What you're describing sounds like RWG, but worse. Or at least that's what I understood of it after reading it.
 
You have, actually. I remember a post a couple of months ago where you insinuated that hardcore survival fans are basically jobless weirdos who live in their parents' basements.
Considering that isn't even remotely close to anything I'd ever say, I would want to see a quote of what I said. You may be paraphrasing something I said REALLY badly, but that isn't something I'd say in anywhere close to those words. You may be thinking of someone else.
 
Considering that isn't even remotely close to anything I'd ever say, I would want to see a quote of what I said. You may be paraphrasing something I said REALLY badly, but that isn't something I'd say in anywhere close to those words. You may be thinking of someone else.





There's the conversation chain, if you're interested. I still have the cookie. 🍪
 
Doesn't this defeat the purpose of navezgane being a hand crafted map?
Every POI is there for a reason. They tell stories based on where they are.

What you're describing sounds like RWG, but worse. Or at least that's what I understood of it after reading it.
Yes, and no. From my understanding Nav map is centered around a story, but and it has been repeated
over and over "Well if I try it I will only do it once, and so on and so on". The pois are specifically placed
and assigned to Nav not just by hand but also a NavOnly tag in poi xml, unless that has changed.

But the terrain is static, the poi PrefabSize, and YOffset are also static, so in an example of a story, you go to
poi complete task or quest, progress, repeat, until complete. There is a finite amount of lot sizes. so when
rendering it is possible to switch one poi placement with another. So you would have the same story, but
not the same movement or directional path. Neighbor hoods would look different, quest locations my be
in different biome, etc. But it would still stay true to the original design, of a 4k ish static map. With familiar
pois. When Rick spoke of a flatspot mechanic and possibly having events tied to it, it made me think of Nav
as mutate able story location. There was a similar technique in rwg before.

<terrain_generator name="vanilla2" base_height="32" water_level="38">
<module name="HM" type="NoiseFromImage">
<property name="metersPerPixel" value="15.14"/>
<property name="imageFile" value="sarek.png"/>
</module>
<module name="BIAS" type="BiasOutput">
<property name="sourceModule" value="HM"/>
<property name="bias" value="-30"/>
</module>
<output module="BIAS"/>
</terrain_generator>

The flatspot seems to have the same potential. That is why I asked about it.
 
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