PC V2.0 Storms Brewing Dev Diary

However I would also tell them that they have strayed away from much of the survival aspects of the Game.
The game used to be more about survival only because a lot of features were not implemented yet. You were basically playing only a few parts of what the full game is going to offer later on.
With 2.0, the game is getting closer to TFP's vision on what 7 Days to Die should be. People are free to play an older Alpha version if they think it's better than 2.0.
Also consider that some features might not actually be complete and some new additions in later updates will help with balancing the overall game.

You can now step down from your soapbox. :p
 
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.
You said this far better than I did. I appreciate the base game for what it is and also happily enjoy the modder's works to give me so much variety that I can still come back to vanilla and get continued enjoyment. This is the game I'd want with me if stranded on a desert island, mods or no mods. My largest complaint is that I keep neglecting my vast backlog of games to play 7 Days in some shape or form. 😅
 
The game used to be more about survival only because a lot of features were not implemented yet. You were basically playing only a few parts of what the full game is going to offer later on.
With 2.0, the game is getting closer to TFP's vision on what 7 Days to Die should be. People are free to play an older Alpha version if they think it's better than 2.0.
Also consider that some features might not actually be complete and some new additions in later updates will help with balancing the overall game.

You can now step down from your soapbox. :p
I heavily disagree,
"The game used to be more about survival only because a lot of features were not implemented yet"

That's great, but why in the hell would they basicly change the whole genre of the game from a survival, rpg, horde, etc to a mostly rpg with survival.

If it's like the temperature thing where they are working on it due to the armor system messing everything up? Fair play.

But it's one thing to start small and evolve. Then start small, evolve and then evolve into something else.

If joel came in rn and said 'yeah this was our plan the whole time" you know what fair. I disagree but fair. But you or I don't know.

But it just feel strange that we had those features and are now gone. If 7dtd came out RN as is it now with early access lable then no one would say anything. But they didn't and it feels like they flip flop alot.

Not many games have the luxury of 7dtd that have a constant development for what 13 years I think. And get funding via the players and we get to play it. But they changed things

TLDR: if 7dtd came out rn no one would say anything
 
Can anyone confirm if the farming perk increases your chance to get honey from stumps? It doesn't say it does, but I'm pretty positive it does.

I went from getting like 1 honey per 15 stumps, to getting like 5 honey from 8 stumps. I know RNG gonna RNG, but I'm almost positive that going from 0 to 3 in the farming perk is the cause lol

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.
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.

The difference is it's NOT stacking, it flat out replaces the older perk. It's not "stun Baton does X more damage" it's "Int Mastery 5 makes Int Mastery 4 completely cease to exist" which is really weird. Imagine if the Agility perk line went "Chance to cripple enemies legs" and then the very next perk was "100% chance to remove an enemies leg per shot". It would be a really weird progression because one perk was just flat out replaced by the next one

I just looked and not a single other mastery perk is balanced that way. And it's not that it's not good, because it's actually hilariously broken, it's that it robs the Int Mastery of having another perk in it. The int weapons besides stun baton are pretty meh, so that extra mastery perk could do a lot of good instead of just being immediately replaced
 
The difference is it's NOT stacking, it flat out replaces the older perk. It's not "stun Baton does X more damage" it's "Int Mastery 5 makes Int Mastery 4 completely cease to exist" which is really weird. Imagine if the Agility perk line went "Chance to cripple enemies legs" and then the very next perk was "100% chance to remove an enemies leg per shot". It would be a really weird progression because one perk was just flat out replaced by the next one

I just looked and not a single other mastery perk is balanced that way. And it's not that it's not good, because it's actually hilariously broken, it's that it robs the Int Mastery of having another perk in it. The int weapons besides stun baton are pretty meh, so that extra mastery perk could do a lot of good instead of just being immediately replaced
It is stacking. You're getting caught up in semantics.

Look at the basic attribute bonuses:

Rank 1, 200% headshot damage and a 5% chance to dismember.

Rank 2, 210% headshot damage and a 10% chance to dismember.

They're not additive. You don't actually have 410% headshot damage at rank 2. That means the second level of bonuses are flat out replacing the first, right?

Except they're really not, rank 1 is +100%/+5% and rank 2 is an extra +10%/+5%. Same for INT mastery. Rank 4 is +50%. Rank 5 is another +50%. Exactly the same as Fortitude's +50 health at rank 4 and another +50 health at rank 5. That doesn't mean 'getting rank 5 means 4 is wasted' because rank 4 is the first half of what you get at rank 5.

Look at it this way, if you could take mastery perks out of order, then just taking rank 5 INT mastery without rank 4 wouldn't give you 100% baton charge. Either of them would give you 50% baton charge and taking both would give you 100%.
 
It is stacking. You're getting caught up in semantics.

Look at the basic attribute bonuses:

Rank 1, 200% headshot damage and a 5% chance to dismember.

Rank 2, 210% headshot damage and a 10% chance to dismember.

They're not additive. You don't actually have 410% headshot damage at rank 2. That means the second level of bonuses are flat out replacing the first, right?

Except they're really not, rank 1 is +100%/+5% and rank 2 is an extra +10%/+5%. Same for INT mastery. Rank 4 is +50%. Rank 5 is another +50%. Exactly the same as Fortitude's +50 health at rank 4 and another +50 health at rank 5. That doesn't mean 'getting rank 5 means 4 is wasted' because rank 4 is the first half of what you get at rank 5.

Look at it this way, if you could take mastery perks out of order, then just taking rank 5 INT mastery without rank 4 wouldn't give you 100% baton charge. Either of them would give you 50% baton charge and taking both would give you 100%.
I just wish it was a different buff like place a extra robot down and have 3 sledges!!!
 
@faatal Not sure if this is your wheelhouse - Any chance the Stealth Boots mod will start displaying changes on the character sheet soon? Kind of annoying and weird that it says it has a noise reduction, but my boots still show +10% to noise. They also don't display the stamina penalty reduction.
 
Yeah, having item mods be able to show their stats properly in the UI when equipped would be nice. I have power armor that slots into the cosmetic slot of a piece of armor, where the cosmetic piece actually is what gives you the armor, but if you just click on the frame it shows 0 armor even with the mod installed. You can see it by clicking the mod itself, of course, but it throws people off. Would be nice if armor updated its stats based on the mods installed in it.
 
I was intrigued, so I downloaded the mod.

It sets the min_count to 1 for every POI they listed in the rwgmixer. It also sets the bias to 20 for each of those POIs.

First, setting min_count to 1 will be decently effective, but not perfect. Those POIs still depend on a Tile appearing that will support their placement and enough of those Tiles appearing to give each POI a chance. The modlet cannot make that happen. In one case (at least) it even configures a POI that isn't tagged to appear in the game, so that one will never get placed regardless of the rwgmixer.xml.

Secondly, setting the bias to 20 just tells me they don't understand how bias is used. Doing that selectively overwhelms the bias calculations such that the tier of other POIs won't be relevant anymore and it might mess up trader placement. Doing that across all the POIs just puts all of the other POIs at the same level as the traders and doesn't otherwise affect the math... unless you add custom POIs (more on that later). Actually, it might move trader placement to last as I don't think they have a tier to add to the calculation. In short, bias and weight options are tricky. You have to know the algorithm to use them effectively.

Third, it overwrites three TFP special cases for rural filler lots, gas stations, and the rural outdoor wedding.

Fourth, none of these changes would apply to any custom POIs you get from other sources. In fact, the bias setting will make any other POIs appear infrequently if at all.

Personally, if you want this rwgmixer, I'd remove all of the bias="20" entries for every line after the "UFFBASEE" comment. If you still want to mess with min/max appearing, then go for it.
Thanks for digging in and taking a look at this. Good to know that it may have some issues in its assumptions/approach. Is it worth touch rwgmixer at all? What would you do if your goal was to increase the number of buildings on a map (not to an insane amount, but just to ensure more POIs and more skyscrapers and other difficult buildings are out there)?
 
What would you do if your goal was to increase the number of buildings on a map (not to an insane amount, but just to ensure more POIs and more skyscrapers and other difficult buildings are out there)?
The easiest way to raise the chances without modding is to generate a map 100% flat I think. 🤔
 
@faatal , after much RWG testing I can honestly say that the new tweaks increased density of Wilderness POI and cities, very noticeable in smaller sizes, which is awesome, but of course the old margins where there for a reason, and the moment you made the change roads broke in many places (for example cutted off by an artificially high square-shaped POI margin, uneven terrain patches between roads and POIs... etc.) and I see quite a few instances of a POI too close to the road that is on a hill/mountain, resulting in crazy elevation shenanigans.

Those instances are not exactly game breaking ALL the time, but those POI/Patches are usually a bother to access, and I don't know if you guys need a huge amount of reports or if you are planning some kind of logic update that manages hills/mountains/POI and roads in a stable manner for this version.

Great work on this update, having a blast!
 
I gotta say, love that random "thonk" sound when getting hit by vultures or zombies, mainly vultures. I'm guessing this signifies they got a head shot on us.
The sound makes me laugh every time! 🤣
 
I gotta say, love that random "thonk" sound when getting hit by vultures or zombies, mainly vultures. I'm guessing this signifies they got a head shot on us.
The sound makes me laugh every time! 🤣
There's a very distinctive 'thonk' when you dodge a hit with the agility mastery perk, so if you're perked in agility it'll be that.
 
@faatal Not sure if this is your wheelhouse - Any chance the Stealth Boots mod will start displaying changes on the character sheet soon? Kind of annoying and weird that it says it has a noise reduction, but my boots still show +10% to noise. They also don't display the stamina penalty reduction.

Done, but at the cost of flexibility.
It was originally setup to allow either of two different sets of stats to be used depending if it was installed in Medium or Heavy boots.
Medium = Stamina/s .0562 Noise Increase -10%
Heavy = Stamina/s .09 Noise Increase -20%

I can't have it show two different stats for one item, so I went with a bit higher Stamina/s of .1 and the -10% Noise Increase.
Heavy armor shouldn't get full noise cancellation anyway.


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I was trying to hold off until stable to give the new patch a shot, but.. I just couldn't wait any longer. Haven't had time to play much so I can't really comment on how the new patch feels. On that note, I'm withholding judgement until I really know what the new systems will be like, but I want to voice my concerns.
That being, the removal of wet and temperature. I really like the promise of weather survival. and shifting a little bit of the threat away from zombie and just make living day to day take some extra awareness and preparation I haven't experienced any storms outside of a standard rainstorm in the pine forest yet, so again I haven't seen enough of the patch to know what the experience will feel like.
All that said, I really hope we see wet/hot/cold come back in some iteration.. from my understanding storms are currently .. stay inside or take damage which sounds like a boring implementation. .. That's pretty much it. I love the game, I think the pimps do a good job overall, and this time around I have some concerns.. I was expecting this to be a big patch for weather survival and this seems.. a lot more like a side-grade than an upgrade.. Maybe it wont feel that way when I'm in the burnt/desert/snow.. But also maybe there's reassurances that these things will see more work done? .. IDK.. I'm going to hope so, have a good one.
 
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