PC V2.0 Storms Brewing Dev Diary

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
LOL x2
 
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 ;)
Reminds me of a great point made in a presentation by Chris Bourassa (Red Hook founder - Made Darkest Dungeon) that software development is hard, but game development is doubly hard. The reason he gives is 'You're not making accounting software. Even if you nail your requirements exactly, you still can't be sure it's going to be fun until you build it and try it.'

As someone who works in software development, although I've never gone near games, I found this very relatable. 'What does good look like?' is a really hard question when the desired outcome is 'fun'. Peoples' idea of fun varies a lot, and at the end of the day you want to make the game that matches your vision, but it's also got to be a commercially viable product.
 
The problem with reducing the number of spitters/frostclaws is that it will make the Kill X challenges way harder. If it took 40-50 minutes to even find 10 spitters, that would be really annoying.

Now, if there was a way to alter the spawn rate based on whether the player had completed the challenge or not, that would be ideal to make them less common after completing the challenge.

But yes, I had initially intended to move to the Desert once I got the badge, but after encountering the plague spitters, I decided that would be far too annoying.
 
Glad to see a patch so fast.

I really hope they keep patching the perks, since some are still super jank. The Int mastery perks especially need a VERY solid pass over again. Perk 4 of Int Mastery lets your Stun Baton charge in 2 hits, then Perk 5 makes it always charged

That means Int literally only has 4 mastery perks because one replaces the previous perk completely.

....

No, it means perk 4 improves the baton and perk 5 improves it some more. Just like 90% of the perks in the game.

Example Archery perk Rank 1 gives 10% more damage and is 10% faster at aiming, Rank 2 gives 20% more damage and is 20%faster at aiming.

Or if we keep looking at Masteries, Fortitude Mastery rank 4 gives 50 hit points more, rank 5 gives another 50 hit points more. We could easily say rank 4 is replaced with one that gives 100 hit points more. Wouldn't that be silly?

Someone else posted that step 5 may even make the stun baton too strong and on that ground the perk should be about something else. That would be an argument I could get behind.With every hit a stun you could probably keep up to 4(?) zombies in stun lock indefinitely, no matter how strong they are.
 
Wait no more as those changes are in b289. It was bigger before, but I don't know what actual released build it was first shrunk in.
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Maybe. Allan and I have been discussing and possibly up near the version number. Small squares.
What about small versions of the biome badges with a lightning over it? And only show them if you have been warned about the storm for that biome.
 
No, it means perk 4 improves the baton and perk 5 improves it some more. Just like 90% of the perks in the game.

Example Archery perk Rank 1 gives 10% more damage and is 10% faster at aiming, Rank 2 gives 20% more damage and is 20%faster at aiming.

Or if we keep looking at Masteries, Fortitude Mastery rank 4 gives 50 hit points more, rank 5 gives another 50 hit points more. We could easily say rank 4 is replaced with one that gives 100 hit points more. Wouldn't that be silly?

Someone else posted that step 5 may even make the stun baton too strong and on that ground the perk should be about something else. That would be an argument I could get behind.With every hit a stun you could probably keep up to 4(?) zombies in stun lock indefinitely, no matter how strong they are.
My only issue that it's a mastery. Maybe 50% chance if dismemberment or change to fling without a Charge or even a repluseer
 
The problem with reducing the number of spitters/frostclaws is that it will make the Kill X challenges way harder. If it took 40-50 minutes to even find 10 spitters, that would be really annoying.

Now, if there was a way to alter the spawn rate based on whether the player had completed the challenge or not, that would be ideal to make them less common after completing the challenge.
YES!!! If you can reduce the spawn rate after the challenge is completed, that was be best.
 
No, it means perk 4 improves the baton and perk 5 improves it some more. Just like 90% of the perks in the game.

Example Archery perk Rank 1 gives 10% more damage and is 10% faster at aiming, Rank 2 gives 20% more damage and is 20%faster at aiming.

Or if we keep looking at Masteries, Fortitude Mastery rank 4 gives 50 hit points more, rank 5 gives another 50 hit points more. We could easily say rank 4 is replaced with one that gives 100 hit points more. Wouldn't that be silly?

Someone else posted that step 5 may even make the stun baton too strong and on that ground the perk should be about something else. That would be an argument I could get behind.With every hit a stun you could probably keep up to 4(?) zombies in stun lock indefinitely, no matter how strong they are.

Those are all completely different because they compound on each other and you know it. Each stage of Archery gives +10% , where as the Int Mastery just flat out invalidates the previous perk entirely. It's not compounding to build on the prior one, it just out and out replaces it

Also the difference is it's a mastery, so losing one of your main capstone abilities hurts extra hard too. I definitely agree the full mastery is hilariously strong and will almost certainly get nerfed

They should replace the 5th level int mastery with something else like "Robotic Turrets now stagger enemies" or at least slow them or *something*. Currently they don't really do anything because enemies run through, and if you have a set up so that the enemies can't just run past them, they don't do enough damage to justify all the time spent mining.
 
Photographic memory, the intellect mastery perk that gives reading a magazine a 50% chance to give 2 skills, gives a notification sound when successful, which is much appreciated. However, when I complete a magazine series the noise is meaningless. Can the noise be disabled after the magazine series is complete? Same idea as when a particular perk book series is completed and we don't keep getting fanfare after reading any book in that series afterward. Ideally, I would like similar functionality to bookworm if the book/magazine added to loot is already read.
 
Those are all completely different because they compound on each other and you know it. Each stage of Archery gives +10% , where as the Int Mastery just flat out invalidates the previous perk entirely. It's not compounding to build on the prior one, it just out and out replaces it

Also the difference is it's a mastery, so losing one of your main capstone abilities hurts extra hard too. I definitely agree the full mastery is hilariously strong and will almost certainly get nerfed

They should replace the 5th level int mastery with something else like "Robotic Turrets now stagger enemies" or at least slow them or *something*. Currently they don't really do anything because enemies run through, and if you have a set up so that the enemies can't just run past them, they don't do enough damage to justify all the time spent mining.

If the mastery 4 said charge faster by 50% and the mastery 5 said charge faster by 100% you would be ok with it?

You're getting stuck on the way it's worded.
 
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 ;)
*hops on soap box*

You guys do great for many things and if I saw joel or any TFP person I would have no problem saying that they have done great with the game on some aspects. However I would also tell them that they have strayed away from much of the survival aspects of the Game.

Performance and other parts are great
Others I would like more of but I sometimes need to expect that, I got no part in development. I wish I did or learned to code stuff maybe in time but

I hate hearing people saying modders are better then the devs because the devs have more things to take care of vs someone who wants too add on to the game. In a perfect would Aka PC, lmao (side note the izzys gun mod looks sick AF)

But you guys do great. I hate that the community can be stress full. I mean we lost joel here we don't wanna lose another dev.

We all love you faatal :) @SnowDog1942 likes you in other ways ;)
 
With this update we lost 2 armor mods: cooling mesh and insulated armor mod. Since managing temperature in 1.0 wasn't a thing, I only used those mods to buff my explosion resistance. It seems there is nothing to replace that currently. Let's look at the armor mods we have. General purpose mods are: fittings, muffled connectors, 1-4 pocket mods, and armor mod. Body armor adds bandolier mod. Boots add impact bracing and stealth boots mods. Nothing extra for gloves. Headgear adds more mods than I have space to wear :)(y). If wearing light armor, can't use fittings/muffled connectors/stealth mod. If wearing heavy armor, can't use armor mods. Light armor wearers are clearly lacking in mods they can use. Especially when you couple with pack mule. If pack mule is maxed, gloves will only make use of the armor mod. More non-headgear armor mods should be added. General purpose armor mods could be added to increase explosive resistance. For gloves you could add extra grip that could increase swing speed or damage of melee weapons and/or tools. Maybe even a mod that reduces stamina use when aiming a gun. For feet, maybe cleats to help you move a little faster on dirt. I'm sure some really creative people can come up with some good additions.
 
I hate hearing people saying modders are better then the devs because the devs have more things to take care of vs someone who wants too add on to the game. In a perfect would Aka PC, lmao (side note the izzys gun mod looks sick AF)

Modders have the luxury of doing their thing as a hobby. Modders don't have to worry about filing for bankruptcy due to their products being so niche and harcore that only a handful of people are interested in them.

No developer can be expected to cater to every individual player's specific tastes in game mechanics, or difficulty levels, or anything else. And very few developers build into their games the massive level of very powerful mod support that we enjoy with 7 Days to Die.

Without The Fun Pimps, there wouldn't be a game to mod in the first place. People need to remember that.
 
[Frostclaws, Plague Spitters] No more than 10% would seem reasonable.

There's a trade-off there. If you make them rarer then the achievements to get your acclimation badge will take longer. Maybe they're attracted (spawn more often nearer) to people under the effects of a smoothie?
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The problem with reducing the number of spitters/frostclaws is that it will make the Kill X challenges way harder. If it took 40-50 minutes to even find 10 spitters, that would be really annoying.

Oh, I see I should have read further before replying. I agree with Vaeliorin on this issue.
 
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 ;)

How do you guys manage to balance things? IIRC back in the day there was a company supplying player metrics, but they went out of business or something? Without telemetry I'd imagine there's not much to go off of when trying to figure out how the playerbase is fairing with gameplay.
 
so niche and harcore that only a handful of people are interested in them.
Idk when the over 20 million copies sold. Like they show off (not anything wrong with that)
Happened but it was in the early alphas. I'm sure it's more now especially with console.

But they had a audience. The survival game audience. Now they want to go to the RPG audience.

Its like if Minecraft become a first person shooter, or turning dead island into a survival game

Or fallout into a survival game.... oh wait

As a side game is nice or a spin off. Like bloodmoons for example.


Can you have both? Personality think they can.

By adding a world difficulty/conversation
That ether adds or removes features.
 
By adding a world difficulty/conversation
That ether adds or removes features.

It isn't as easy as just adding a switch in the Options menu. Every optional feature still has to be designed and coded. Which means coders have to be paid, designers have to be paid, potentially art and sound guys have to be paid, testers have to paid, etc, etc.

New features and options need to have enough wide consumer appeal to justify the cost of implementing them. Everything costs money to implement.

Personally, I love really niche, hardcore game mechanics and systems. I'm a realism and simulation nerd. No developer is ever going to make decent $$$ by producing the type of games I want to play. That's just the reality of it. So I tend to play games that are super moddable.

It sucks that mods aren't an option for console players, but no one except the console manufacturers can do anything about that.
 
Those are all completely different because they compound on each other and you know it. Each stage of Archery gives +10% , where as the Int Mastery just flat out invalidates the previous perk entirely. It's not compounding to build on the prior one, it just out and out replaces it

Also the difference is it's a mastery, so losing one of your main capstone abilities hurts extra hard too. I definitely agree the full mastery is hilariously strong and will almost certainly get nerfed

They should replace the 5th level int mastery with something else like "Robotic Turrets now stagger enemies" or at least slow them or *something*. Currently they don't really do anything because enemies run through, and if you have a set up so that the enemies can't just run past them, they don't do enough damage to justify all the time spent mining.
This doesn't really make any sense. Archery is okay because it goes from 10% to 20%, but stun baton isn't okay even though it's just going from 50% to 100%? It's the same thing. You are stacking percentages. It's just worded differently, but the effect is the same. And whether or not it's called a "mastery" doesn't change that it's just another perk with different ranks.

Archery +10% then +20%. It could also be listed as +10% and then +10% more.
Stun Baton +50% then +100%. It could also be listed as +50% and then +50% more.

Archery, +20% replaces +10% (you don't get both).
Stun Baton +100% replaces +50% (you don't get both).

It looks exactly the same to me other than the percentage amounts. It doesn't matter how it is worded. It matters what the effect is. And these are the same.
 
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