PC V2.0 Storms Brewing Dev Diary

On the topic of empty jars I have to say that I feel they are getting the balance right. In overhaul mods that I played that (annoyingly) also returned jars I would just throw them away because it was just too easy to always have plenty of water at my disposal and I would quickly have stacks and stacks of them.

Currently I actually hope to find a jar when I’m scavenging and am happy when I do. I can’t imagine throwing any away. I’m also very glad now to get a dew collector built. Madmole has done a great job redesigning how empty jars and dew collectors fit into early game water survival.
 
They will probably not drop their equipment on the ground. If they did drop them, they would not be any better than the players, unless it was randomly something good, which is what the loot bag will contain, so you can see it and know it.
Maybe make its own tier like tier 0 were its weaker then tier 1. Or maybe they only drop tier 1 weapons
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Hello @faatal
Are you guys planning different tiers of bandits? This would mean they could drop a yellow, blue or red bag depending on how difficult they are to kill.
I was even thinking of a badass bandit that guards the entry of certain POIs; that would be cool but I'm getting way too excited with the possibilities. 😁
There is art for this but not sure if they are going that path. It would be cool if they just reuse the model and slap extra armor on top of them or change armor colors
 
Art here
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On the topic of empty jars I have to say that I feel they are getting the balance right. In overhaul mods that I played that (annoyingly) also returned jars I would just throw them away because it was just too easy to always have plenty of water at my disposal and I would quickly have stacks and stacks of them.

Currently I actually hope to find a jar when I’m scavenging and am happy when I do. I can’t imagine throwing any away. I’m also very glad now to get a dew collector built. Madmole has done a great job redesigning how empty jars and dew collectors fit into early game water survival.
What else have they done with them like did they do there stuff they said they might do like distilling water, biomes having there own water quality. Jars breaking etc
 

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What else have they done with them like did they do there stuff they said they might do like distilling water, biomes having there own water quality. Jars breaking etc
That’s the first I’ve ever heard of that. Er…not yet at least. The changes are simple but impactful. People wanting a complex system will probably need to look to mods. But who knows? Maybe all of that is still in the works. But what they have right now is more immersive than it was, tougher survival-wise, and makes you keep your focus on water until you can establish your “water factory”. I like it but guaranteed not everyone will.
 
That’s the first I’ve ever heard of that. Er…not yet at least. The changes are simple but impactful. People wanting a complex system will probably need to look to mods. But who knows? Maybe all of that is still in the works. But what they have right now is more immersive than it was, tougher survival-wise, and makes you keep your focus on water until you can establish your “water factory”. I like it but guaranteed not everyone will.
This is what im referencing fromScreenshot_20251110_190322_YouTube.jpg
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This is what im referencing fromScreenshot_20251110_190322_YouTube.jpg
But sweet dude can't wait too see
 
It didn't take you more than 10 minutes to give an example of exactly what im talking about misleading people...
A) the game supports 8 players was your experience tested solo or multiplayer?
Can you honestly say during your experience that you had with bandits would be the same with 8 players on?
The experience would be the same performance wise. Current bandits are about the same performance as a current zombie or animal.

We will probably have bandits eventually doing more AI calculations than a zombie, but I doubt they will be over 2x as expensive and since we will spawn much less of them than zombies, final total performance would be the same or less than zombies.
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Hello @faatal
Are you guys planning different tiers of bandits? This would mean they could drop a yellow, blue or red bag depending on how difficult they are to kill.
I was even thinking of a badass bandit that guards the entry of certain POIs; that would be cool but I'm getting way too excited with the possibilities. 😁
Yes. There will be varieties of bandits just like we have varieties of zombies.
 
There ya go @Grandpa Minion . Straight from the keyboard of the lead programmer over bandits. They work with 8 players. They will still work once their full arsenal of AI tasks are added, there will be varieties and tiers of bandits, and the game will handle them all fine. I hope we can see an end to your repeated posts attempting to say they are impossible or years away from being possible, yada yada yada.

Long Live Bandits!!!

(Unless you see them before they see you in which case Death To Bandits!!!!)
 
There ya go @Grandpa Minion . Straight from the keyboard of the lead programmer over bandits. They work with 8 players. They will still work once their full arsenal of AI tasks are added, there will be varieties and tiers of bandits, and the game will handle them all fine. I hope we can see an end to your repeated posts attempting to say they are impossible or years away from being possible, yada yada yada.

Long Live Bandits!!!

(Unless you see them before they see you in which case Death To Bandits!!!!)
@Roland your interpreting what you want to hear, what he confirmed is adding bandits is at min the same resource but he"doubt they will be over 2x as expensive?" as a zombie meaning he is not sure.
What this means the game has a max entity count of zombies 60.
For every bandit that gets added that number of total zombie count will need to be reduced to stay at the same lvl of performance we have now and thats assuming he is correct about 1 bandit = 1 zombie resource wise.
Last i checked no one wants lesser zombie counts...
lets do the math..
8 players on bloodmoon = ? amount of zombies + how many bandits?
so like i recommended test it with 8 players on see what actually happens.
 
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@Roland your interpreting what you want to hear, what he confirmed is adding bandits is at min the same resource but he"doubt they will be over 2x as expensive?" as a zombie meaning he is not sure.
What this means the game has a max entity count of zombies 60.
For every bandit that gets added that number of total zombie count will need to be reduced to stay at the same lvl of performance we have now and thats assuming he is correct about 1 bandit = 1 zombie resource wise.
Last i checked no one wants lesser zombie counts...
lets do the math..
8 players on bloodmoon = ? amount of zombies + how many bandits?
so like i recommended test it with 8 players on see what actually happens.
I haven't seen them say that bandits will be part of blood moons. It may be that they aren't seen on horde night, which would mean there's no impact at all. It may be that they'll get their own separate horde night ("bandit raid night"). Considering bandits aren't going to be friendly with zombies, there's no good reason to have them together on a horde night. We already know they will fight each other if they don't have a player within line of sight. Now, could they add them to horde night anyhow? Sure. But I haven't seen them say that was the plan.

Also, bandits may be optional, which means players can choose whether or not they want them. If someone wants max zombies, they can disable them. If they want variety with better enemy AI even if it *might* mean fewer zombies at one time in one location, they can do that. It would be player choice. And players can obviously pick the server they want to play on based on which setting the server uses. And that isn't even considering what mods people will make to tweak it to their own liking.

In any case, bandits are currently equal to zombies. With new AI abilities for the bandits, they may use some more resources than zombies, with it being unlikely to go over 2x and may be much less than 2x. Those abilities aren't likely to happen far away from a player and so as long as they don't have a lot of them going after the player at once, it won't matter if there are more loaded in the distance. Similar to how zombie AI is reduced when further away. And in the end, they will adjust the AI so it works without hurting the game. If that means they have to not do certain things with the bandit AI that they'd like to do because it requires too many resources, then they aren't likely to do it.

You might as well give up your crusade against bandits. They are coming. They will work. They won't take 5 years. Many people will like them. Others will not. That's normal for game development.
 
@Roland your interpreting what you want to hear, what he confirmed is adding bandits is at min the same resource but he"doubt they will be over 2x as expensive?" as a zombie meaning he is not sure.
What this means the game has a max entity count of zombies 60.
For every bandit that gets added that number of total zombie count will need to be reduced to stay at the same lvl of performance we have now and thats assuming he is correct about 1 bandit = 1 zombie resource wise.
Last i checked no one wants lesser zombie counts...
lets do the math..
8 players on bloodmoon = ? amount of zombies + how many bandits?
so like i recommended test it with 8 players on see what actually happens.
Sorry Grandpa, but I have to say you give the impression you WANT the bandits to perform poorly so you can have your "I told you" moment.

Bandits ARE COMING.
Get over it.

The only thing you can control is how you react to this.
Right now you're not making a good impression with your comments.
You're acting like that guy who, while the others are working hard to do something, stays on the side to berate them.

We should ALL try to have a positive outlook, in my opinion, and believe that TFP are trying their best.
Behave like the gentleman I'm sure you are in real life!
 
@Roland your interpreting what you want to hear, what he confirmed is adding bandits is at min the same resource but he"doubt they will be over 2x as expensive?" as a zombie meaning he is not sure.
What this means the game has a max entity count of zombies 60.
For every bandit that gets added that number of total zombie count will need to be reduced to stay at the same lvl of performance we have now and thats assuming he is correct about 1 bandit = 1 zombie resource wise.
Last i checked no one wants lesser zombie counts...
lets do the math..
8 players on bloodmoon = ? amount of zombies + how many bandits?
so like i recommended test it with 8 players on see what actually happens.

Is it possible you are thinking of a fixed ratio? I.e. if they allow max 15 bandits to spawn at the same time it would mean they could never spawn more than 60 - 2*15 = 30 zombies at any time? Even if no bandits were actually spawned the limit would be 30. Is that what you think?

But what if they make it dynamically? I.e. only if bandits are actually spawned do they reduce the limit. That means if no bandits are spawned you could have 60 zombies on the map. And when say 5 bandits are on the map, now the limit for zombies would be 50, with 10 bandits 40, with 15 bandits 30.

That would be easy to do. Just have a zombie counter and let each bandit deduct 2 from the allowable 60 instead of 1.

And we got hints that bandits (at least the strongest ones) would be more dangerous than the strongest zombies, so if a bandit spawns on horde night it would also (because of its ranged damage) be twice as dangerous as the two zombies it would replace.
 
Is it possible you are thinking of a fixed ratio? I.e. if they allow max 15 bandits to spawn at the same time it would mean they could never spawn more than 60 - 2*15 = 30 zombies at any time? Even if no bandits were actually spawned the limit would be 30. Is that what you think?
max zombie spawns effects the servers for everyone who is on once it reachs max count...
zombies will not spawn once max count hits 60
so to add 15 bandits would mean 60-15= 45
45 may seem like alot to some but on servers that is nothing when you consider players are questing..
biom spawns and sleeper spawns count towards that across all players combined.
so what im actually thinking zombie(entity) count needs to be raised to 75 to accomodate the extra 15 bandits?
and thats where the issue becomes for them..
How can they add more entitys and maintain the current performance level we are at now?
Think about all the items that tfp removed from the game over the years to add all the new stuff that has been added, just to get 7d2d to perform where it is now..
even faatal acknowledged previous about the decisions they had to make removing stuff to accomodate all the new stuff they have did over the last couple of years.
 
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@Roland your interpreting what you want to hear, what he confirmed is adding bandits is at min the same resource but he"doubt they will be over 2x as expensive?" as a zombie meaning he is not sure.
Wait…you’re hanging your entire stance on the colloquialism of “I doubt…” and you say I’m interpreting what I want to hear? I trust faatal’s assessment that zombies and bandits will run fine for all supported player counts than I do you and your coders’ denial of the same.

8 players on bloodmoon = ? amount of zombies + how many bandits?

Why would bandits appear in horde nights? TFP already excludes certain entities from spawning during Bloodmoons. It would be ridiculous to expect living men and women attacking you and working together with zombies. Do you think they’ll also go hang out together at the strip clubs for the remainder of the horde night if they decide your defenses are too tough and the bandits tell their zombie friends to just give up?

max zombie spawns effects the servers for everyone who is on once it reachs max count...
zombies will not spawn once max count hits 60
so to add 15 bandits would mean 60-15= 45
45 may seem like alot to some but on servers that is nothing when you consider players are questing..
biom spawns and sleeper spawns count towards that across all players combined.
so what im actually thinking zombie(entity) count needs to be raised to 75 to accomodate the extra 15 bandits?
and thats where the issue becomes for them..
How can they add more entitys and maintain the current performance level we are at now?
Speculation and assumption that there will commonly need to be 60 zombies and 15 bandits all present at the same time.
Think about all the items that tfp removed from the game over the years to add all the new stuff that has been added, just to get 7d2d to perform where it is now..
even faatal acknowledged previous about the decisions they had to make removing stuff to accomodate all the new stuff they have did over the last couple of years.

Items? What do they have to do with number of bandits that can spawn? What items are you talking about that were removed to accommodate what new stuff? Be specific because I think you are comparing apples and oranges here. Removing paint options because of texture limits has nothing to do with how many entities can be spawned at once. Removing the plains biome was due to unrelated limitations to number of entities. What exactly are you talking about here?
 
Je ne sais pas encore vraiment. La plupart des mises à jour d'Unity corrigent des bugs, améliorent l'éditeur et donnent accès à de nouvelles fonctionnalités qui peuvent être utiles ou non.
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Probablement pas du tout.
Whats u2022 plz ?
 
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