PC V2.0 Storms Brewing Dev Diary

By the same token, it's why I asked if wetness would return in a new form since it was a system that worked well and I was quite used to, but now it doesn't exist at all -- it was jarring. Had I been visiting the forums every week like I used to (in a busy time of my life rn), I would have asked about it months ago when it was first mentioned to be removed. I'll adjust to it being gone, just like I've adjusted to every other thing TFP has ripped out for not being in line with whatever the game design choices are (jars, cans, LBD, etc). You said it's gone and not returning, so I have no expectation for it in vanilla, and can still hope a modder finds a way to recreate it in an immersive way. Nothing wrong with that at all.

Concerning wetness, I made a suggestion to the modder who added temperature effects back into v2.0. He isn't particularly interested in rebuilding all the logic that TFP ripped out in the 2.0 update. But I was thinking perhaps wetness could come back as a simple buff that gets applied if you fall in water or get rained on. The buff by itself wouldn't really do anything, but if you get soaked while in the snow biome, then it would apply negative effects (like extra cold damage or whatever). Conversely, being wet in the desert biome might actually help you stave off the biome hazards for a little while until the buff wears off (ie, you dry off). In the burnt forest, it might prevent you from catching fire, and in the Wasteland it would probably be radioactive.

It's pretty lightweight compared to the old wetness system, but I think it would work pretty darn well with his (or other) survival mods.
 
Today, one of us died in the desert from storm+swarms+vultures due to swarms hitting while on bicycle, so I removed the Insect Swarm speedup while target on vehicle as it should not have been on there in the first place, but being a vulture they inherited it.

Praise the Faatal! I was going to build my first base in the desert, but noped out after I limped away with every limb sprained or broken, a 30% infection, fatigued, bleeding, and an abrasion basically all at once from two spitters sending the swarm after me before I could even get off the bike lol

I swear I've got fatigued more in this update than every other update in the past combined. Which isn't really a bad thing, since I used to have entire stacks of vitamins that never got used


Oh, I noticed - almost died because of it lol. Running REALLY short on my time in a biome, scootin' outta there on the mini bike, entered the previous biome and straight into a storm and that thing just wouldn't turn on a dime. Was like driving an 18-wheeler. Slid my way to a broken down building with enough coverage for shelter.

Same, I drove my bicylce into a storm and went into an Akira slide when it took me a 30 block radius to turn around lol

Best change of the update by far is that I can drive over campfires and stuff without constantly damaging my vehicle. Even with the plow mod on the 4x4 it was so miserable to try and cross burnt forest or wasteland before. I would end up just having roads plowed through all the debris that I took out with my face lol
 
Is Area 7 meant to be questable yet? I can get quests for it, but the ! doesn't appear anywhere on the surface - it's way down in (not under) the ground. There's no zombies around either.

My buddy used no collision to phase through the ground until finding the quest marker, which did activate the quest, but yikes. If this POI isn't ready yet, it probably shouldn't appear on the traders' quest lists.
 
No new explosive.

Storms do effect vehicles, but I have not seen anyone notice yet.
They probably shouldn't have shown off remote explosives in the trailer then.

And trust me, people have noticed. The effect storms have on vehicles is pretty excessive right now. Hope it's going to be tuned.
 
Concerning wetness, I made a suggestion to the modder who added temperature effects back into v2.0. He isn't particularly interested in rebuilding all the logic that TFP ripped out in the 2.0 update. But I was thinking perhaps wetness could come back as a simple buff that gets applied if you fall in water or get rained on. The buff by itself wouldn't really do anything, but if you get soaked while in the snow biome, then it would apply negative effects (like extra cold damage or whatever). Conversely, being wet in the desert biome might actually help you stave off the biome hazards for a little while until the buff wears off (ie, you dry off). In the burnt forest, it might prevent you from catching fire, and in the Wasteland it would probably be radioactive.

It's pretty lightweight compared to the old wetness system, but I think it would work pretty darn well with his (or other) survival mods.
Those suggestions for repurposing wetness are exactly my jam. I'll be testing that mod after I finish a vanilla playthrough. Thanks!
 
A biome zombie is any one spawned by the biome spawner. Arlene, Biker, Moe, Joe, etc. It would be very limited if it was just frosty and spit.
We may be unusual, but in our latest co-op game, it "seems" that in the snow and desert biomes, we are mainly seeing frosty and spit respectfully. Is this something everyone else is seeing as well? If our observation is not incorrect, are there any plans to reduce the percentage of new zombies so that we get a better mix, or is this intended to be the case?
 
We may be unusual, but in our latest co-op game, it "seems" that in the snow and desert biomes, we are mainly seeing frosty and spit respectfully. Is this something everyone else is seeing as well? If our observation is not incorrect, are there any plans to reduce the percentage of new zombies so that we get a better mix, or is this intended to be the case?

Yes, I certainly am. Probably 50% of wandering zone zombies are the special for the zone. That seems fine to me. It's similar to around A20 when a high percentage of snow biome wanderers were lumberjacks.

If the biome specific zombies were equally frequent as every other common zombie you'd hardly ever see them, so this seems like a good thing. Certainly helps distinguish the biomes. Going to the desert? Bring honey. Going to the snow? Bring a concrete umbrella...
 
Probably 50% of wandering zone zombies are the special for the zone. That seems fine to me.
I have to disagree with this. They should definitely be less common than what I've seen so far. The mutated is the wasteland's special zombie and while common in that biome, you never turn a corner and that's all you see. I feel like in the desert and snow I see 5 of the new specials for every normal zombie. Doesn't make them feel very "special".
 
Is Area 7 meant to be questable yet? I can get quests for it, but the ! doesn't appear anywhere on the surface - it's way down in (not under) the ground. There's no zombies around either.

My buddy used no collision to phase through the ground until finding the quest marker, which did activate the quest, but yikes. If this POI isn't ready yet, it probably shouldn't appear on the traders' quest lists.

If you started a map at the start of V2.0 Experimental, Area7 wasn't setup for quests yet. It has now been updated with the quest system.
Would be interesting if now that you have hit the rally marker if it is now reset and good to go for now.
If not, I'm wondering if a chuck reset would fix it.

USE AT YOUR OWN RISK!!! Make sure no one's base is nearby and use the
Code:
cr f
command.
 
I’ve been around the block with 7 Days to Die—over 15,000 hours, and counting. When I first fired it up, I’ll admit, I thought it was just another zombie survival grind. But after that first brutal night, I realized there was something special here. Sure, the PvE is great for learning the ropes and getting your bearings, but let’s be honest: once you’ve mastered the basics, the real heart-pounding moments come from PvP.


PvP isn’t just some side mode for thrill-seekers. It’s where the game’s systems—crafting, base building, stealth, and survival—actually come alive. Every wall you build, every trap you set, every silent crossbow shot matters when you know there’s another player out there plotting your downfall. The tension of a raid, the adrenaline of a last-ditch defense, the satisfaction of outsmarting a rival group—these are the moments that keep me coming back night after night.


But here’s the thing: it feels like PvP is always playing second fiddle. Updates come and go, and while the PvE side keeps getting polish, PvP still feels like it’s stuck in the past. We need better weapon balance, real clan systems, territory control, maybe even some structured events. Give us more tools to create our own stories, our own rivalries. The foundation is already solid—the potential is massive. All it needs is a little more attention.


I’m not asking to turn 7 Days into some hardcore esports title. I just want the PvP side to get the same care and innovation as everything else. This game has been my go-to for years, and I know I’m not alone. The community is hungry for more. Give us the tools, the systems, and the support, and we’ll do the rest.


7 Days to Die could be the ultimate PvP survival sandbox. It’s already close. Let’s take it the rest of the way.
There's two of them... great
Post automatically merged:

I have to disagree with this. They should definitely be less common than what I've seen so far. The mutated is the wasteland's special zombie and while common in that biome, you never turn a corner and that's all you see. I feel like in the desert and snow I see 5 of the new specials for every normal zombie. Doesn't make them feel very "special".
The spawns should be like 25% or even 15% frost claws especially are just everywhere and it's like Detroit. You get rocks thrown at you at random for no reasons

Mutated Zombies aren't really a threat imo. Unless your close corners but out in the open when he queffs then its just a easy shot
 
I'm going to agree with those that suggest that the new special zombies spawn rate should be tweaked down a bit. They are AMAZING (thank you!), but I don't want to get tired of them.
They can't be ignored in the same way as a coyote or lumberjack off in the distance can be, so they start to become aggravating given how frequently you see them.
No more than 10% would seem reasonable.

Note: If they are already at 10% or less, I may need to eat my hat ;)
 
I'm going to agree with those that suggest that the new special zombies spawn rate should be tweaked down a bit. They are AMAZING (thank you!), but I don't want to get tired of them.
They can't be ignored in the same way as a coyote or lumberjack off in the distance can be, so they start to become aggravating given how frequently you see them.
No more than 10% would seem reasonable.

Note: If they are already at 10% or less, I may need to eat my hat ;)
No way they are 10% they are everywhere
 
I really like them. Scary enemies are good. They do also have their kryptonite, too...spears. The penetrating strikes book is a wonder for them as your thrust kills the swarm and goes through it to impale the spitter behind.

The fact they can hit you on a vehicle is just something to adapt to. The flying bike dismount and skewer a spitter in the head is becoming a staple of desert travel.
Oh I like a challenge and or hard opponents - my point was simply about the infection rate from the bugs. That said a machete chews both the bugs and the mummy up like butter.
 
Starting to sound like a snarky Joel over there. Re-reading my post, I realize I got too snarky myself, so I apologize for that. After 5000+ hours in this game, I'm fully aware of how to move a base, and I do every time I switch traders, I never once complained about that, in fact, I look forward to it! :D I voiced my feedback, and yes, I'm a bit frustrated at the implementation of storms. Sorry if I'm a bit grumpy, I suppose my expectations were higher since that was a feature I was really looking forward to. If you've already made some changes, I'll look forward to them since I just restarted on the latest experimental today and haven't had time to venture past the forest yet or even get a storm at all. I think the framework is great and hope for expansion of it, either by TFP or modders, honestly. Even with my few negatives about how storms mechanics function, overall, 2.0 seems pretty good, and the positives far outweigh the negatives IMHO. I even complimented you all on how much better performance has been in this version, but it seems like you only focused on my criticisms and none of the positive feedback. I'll try to be less toxic about it, my bad. I get too passionate about my favorite game.

I should emphasize what I meant by "managing it" not being possible -- not due to technical reasons, but due to design choices, WHICH IS FINE. Just say so, and as usual, I'll look to see if a modder adds the systems I'm looking for and continue having fun without it regardless. My point was simple -- I do wish some things I want were in vanilla, but by no means do I expect TFP to do it. All I can do is ask. If you thought I was criticizing your abilities, you're mistaken, but I could see how it might be taken that way.

By the same token, it's why I asked if wetness would return in a new form since it was a system that worked well and I was quite used to, but now it doesn't exist at all -- it was jarring. Had I been visiting the forums every week like I used to (in a busy time of my life rn), I would have asked about it months ago when it was first mentioned to be removed. I'll adjust to it being gone, just like I've adjusted to every other thing TFP has ripped out for not being in line with whatever the game design choices are (jars, cans, LBD, etc). You said it's gone and not returning, so I have no expectation for it in vanilla, and can still hope a modder finds a way to recreate it in an immersive way. Nothing wrong with that at all.

Have a great day!
Post automatically merged:


This is great!! I can't wait to be destroyed by speedy zombies in a storm -- this is a compliment, btw. Seriously, I ❤️ 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. People will also treat TFP like it is a hive mind, when in reality even we have different opinions in the company and argue with each other. Trying to guess what appeals to our typical player is not easy.

Thanks for your clarifications. I am glad you found more positives than negatives. I will try not to rip off your head in the future ;)
 
They probably shouldn't have shown off remote explosives in the trailer then.

And trust me, people have noticed. The effect storms have on vehicles is pretty excessive right now. Hope it's going to be tuned.
I spent quite a bit of time tuning it so it felt good to me, but we had people on the team thinking it was too hard and others thinking you should not even be able to drive in the storm, so I will leave it be in the middle ground.
Post automatically merged:

We may be unusual, but in our latest co-op game, it "seems" that in the snow and desert biomes, we are mainly seeing frosty and spit respectfully. Is this something everyone else is seeing as well? If our observation is not incorrect, are there any plans to reduce the percentage of new zombies so that we get a better mix, or is this intended to be the case?
It is very random. I was hunting for spitters while testing changes to them and sometimes you see a bunch and other times I would find 10 zeds before finding 1 spitter.
 
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

AYYY WE GOT A WISE GUY OVER HERE. WHY DON'T YOU COME AND SAY THAT TO MY FACE

Completely related, but has anyone made a Oubliette style horde base yet? I've had good luck making a base that has a 1 block high 1 block wide tunnel leading to a set of bars, so the zombies have to crouch walk through a tunnel of death and come stand at the bars while I beat them over the head with a stick

Quite effective so far because it makes headshots easy to line up and makes the penetrator perk actually quite strong. It worked quite well until they broke the main load bearing pillar and the entire base collapsed and I nearly died. Up to that point it was A+ in concept
 
Back
Top