PC V2.6 EXP

I am disappointed in the changes to jars and dew collectors. Having played in 2.5 on both 0% and 100% jar return, I truly don't understand this change. At 0%, dew collectors were necessary for crafting. At 100%, dew collectors were superfluous. The settings in between 0-100 are for people who wanted the illusion of survival without any actual survival. This is the same with people claiming that water should be purified or boiled longer. What they want is the appearance of struggle with the absence of actual friction in gameplay. Complaints about jars have always been about crafting for people who engage with the regular game loop. Thirst is, and will always be, a non-issue as soon as you find a cooking pot. The only thing that has ever been restricted by water is crafting. If none of the crafting recipes required water, there would never be a reason to complain about water because you would never want for it.

Regardless, any non-traditional methods of playing were fully addressed by the changes to jars in 2.5. The change in 2.6 seems to be solely addressed at people who "got" what they wanted and then realized that it made the game worse. Rather than acknowledge they were wrong, they insisted that it was improperly implemented. TFP cannot appease these players because they are incapable of being honest with themselves. They want the Goldilocks experience. They need to feel like they earned something while never being denied what they want when they want it. The porridge will always be too hot for some and too cold for others. And the Goldilocks will never be happy because they don't know what temperature the porridge should be.
 
Hi guys,


Just read through the full V2.6 patch notes and man, I'm really loving the new direction the game's taking. Feels like a solid step up from versions 1 and 2, more like the old spirit it used to have. Fingers crossed it keeps heading this way :)

Couple things I really like:

Bears fitting through doors now? Awesome, they're actually a real threat instead of me just camping inside. Makes everything way more interesting.

The biome boosts and tougher roaming zombies are great too. Snow and wasteland actually feel dangerous again with the new spawns and higher game stage stuff

Also once I have been playing in a city for a while I dont get any more zombies in the streets for a while its just empty except for an Horde now and again, normal Behaviour?

That said, one little niggle on the biome changes. The game stage jump is cool and all, but if the loot stage doesn't get boosted the same way, it might not be worth it. If I'm burning through a thousand rounds on a few tough zombies and the loot is the same as easy forest or desert or the normal SB or Wasteland, why bother?

Not worth dying and loosing XP for meh rewards. Maybe add a loot stage bonus (modifier plus flat bonus) in the hard biomes so the risk actually feels rewarded?

Also, the dew collector. Name should just be rain collector, but honestly its totally useless to me now. With jars back in 2.5 you have to load empty jars into it anyway, so I just run to the nearest lake/pond/Pool etc fill jars quick and boil. No point wasting resources on a station that trickles out water over hours. If it made purified water over time instead of normal water or if water had extra steps like filtering plus boiling, then yeah it'd definately be worth building.

Could be worth having water as Dirty, Boiled, Filtered, Purified and you need to have the filter and each stage of water gives you better bonus, Like glue could need Filtered or Purified water or its not sticky enough to work.

Other than those two things, I'm pumped for bandits dropping and everything coming in 3.0 – the new options look killer on the FB post that I saw.

Thanks for all the hard work!
Anni
 
is there anyway to blacklist "jar" word in this forum?
Come on dude. Jars are a big part of 2.6 with the changes to the dew collector and the new default setting for jar return.

So no. Jars are on topic for a 2.6 experimental feedback thread. Stop trying to derail legitimate 2.6 topics. This is the last time I want to read a post from you trying to stifle 2.6 topics.
 
actually it isn't useless at all. probably makes it a bit more useful since you can generate 9 jars at a time now and both the mods for collection seem to speed it up. and it's a good place to store your empty jars in any setting (even with 0% return you never run out)
9.... compared to 60 in less time from a campfire and you can speed up a campfire even more with the Master Chef perk.
 
Let’s focus remarks on 2.6 gameplay topics please. The devs started this thread to gather feedback on the current experimental version. Other topics are off topic for this thread

On that note - I noticed this about 2.5 as well, but after you quit the game, for a moment, the screen shows the last time you were in the world. (Meaning, not in the loading screen or anything like that.)

I'm not even sure it rises to the level of a "bug," but it's kinda weird. Thought I'd mention it.
 
If the dew collectors now require empty jar, shouldn't apiaries as well?
And stumps too!

And chemistry stations should require empty gas cans to be loaded inside them and campfires should require empty bowls and plates to be loaded inside them for stews and steak dinners.

Man, I hate it when campfires generate bowls and plates and stumps generate jars and chemistry stations generate gas cans. How does that even work…?

Oh! And gee…we should really be loading empty glue squeeze bottles into campfires and chemistry stations because my immersion….

I insist on an:
80% return on glue squeeze bottles
40% return on candy wrappers
90% return on acid containers
20% return on oil containers
50% return on bowls and plates
60% return on gas canisters
and…10% return on empty syringes as default settings.

Please and thank you TFP
 
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Since you mentioned adding containers, can we be allowed
to collect liquor bottles specifically for Molotov Cocktails.

Smell has opened up a whole new way for my personal amusement.
Crouch on a roof, shoot a wolf, Now waiiiit for it, mollies away.
A real crowd pleaser. Of course you could use rocks too, but that's not
as efficient.

But we break liquor bottles, instead of collecting them. Then when you
make a Molotov recipe , from the plastic gas can and cloth. You get a
liquor bottle back.
 
@faatal I've been testing random gen maps for a few hours (a few minutes each) in this exp (2.6 b10). This is my feedback:

All I can say is that the changes added to the tiles and district conditions made the generator way more flexible and it shows: You can create a 2k map with 4 TRADERS! Which was impossible before. There are some quirks and issues with elevation in some places, but they are -most of the time- minor. Still testing on that area.

There are several things that are needed and -in my opinion- are a must have for a good generator going forward:

1- The ability to set how the map borders end: Two options, Mountains or Water.

2- The ability to set or force a number of towns into a map I noticed that some seeds in 2.6, like FGY (all caps no spaces, just 3 letters) or NASA (same, 4 letters) for 2k maps just have no towns, so the option, (set to "many") is useless in those (and many other) cases. Of course that requires a more flexible set of Tiles, with smaller ones that are more cost-effective and can populate very small areas and with a good gameplay feeling.

3- The ability to force a number of traders into a map (within reason) , like minimum of five maximum of whatever per map size: (requires even more flexibility to tiles, but yeah).
It would be cool and I reiterate the need for killable and destroyable traders, with wandering traders that inherit every single ongoing quest for every player on the server in real time plus an updated location and also it would be a must to be sure that they don't stand for boolsheet exploits of the kind: " I built my base on top of you and you are my trader now" but instead delete exploiters with gameplay ( they refuse to give quests or sell anything to players with landclaims nearby or they outright delete player-made blocks each night in an area with a warning, unless they pay X fee or they could even try to kill the player or hire goons to do the job (that exploit could -in a way- compel another player to kill the trader as an strategic move to make him spawn somewhere else.... humans Imma right? but fun!)

4- Craters, Rivers, Lakes, and Cracks are bad. Extremely bad. Why? because they lack variety. Only 1 crater with tunned elevation, only 1 river, only a couple of lakes (may also be 1 with tunned elevation lol), cracks? you guessed it. Just the one. With. Tunned. Elevation.
They need more variety. How many? Ok, I would say that 3 different ones per 1 square km would be the absolutely best end to this discussion. So we really need exactly 30-31 of each for endless variety, as 10k is the norm for "populated" servers.

Thanks for the TL,DR patience.

Have a great day!
 
I put some points into lucky looter, and noticed that you don't actually search any faster while you're crouching. For example a car takes 5 seconds while crouching, and 3 seconds while standing. Makes me wonder if the loot bonus is also not working while crouching... anyone else experiencing this?
 
I don't know if this is new (2.6) or even if it's a bug, but does anyone know if water should allow you to jump safely from the top of a bridge and splash into the river below?

I tried it today and I hit the bottom of the river immediately breaking a leg. It was, however, shallow water (2 blocks) but I'm curious to know if anyone can confirm if this could work (no fall damage) with deeper lakes/rivers, like it does with straw blocks. :unsure:
 
Can someone please explain to me why pve players are so obsessed with jars?
in pvp players are more concerned with building defense strategy and damage balance.
Jars never seem to come up as an issue but the way some of you make out on jars its like your being raided.
 
Can someone please explain to me why pve players are so obsessed with jars?
in pvp players are more concerned with building defense strategy and damage balance.
Jars never seem to come up as an issue but the way some of you make out on jars its like your being raided.
You're the one obsessed with jars... You keep talking about them, and then you say you want people to stop talking about them... Go figure!
 
Simple solution, change jar of honey to honeycomb and remove the jar refund. Done!
This raises a point that a lot of people don't seem to be able to actually engage with in good faith (Not directed at you Dan)

>Jars were removed to make water and food abstract resources that don't need containers. Great cool.

>Dew collectors were introduced to introduce completely artificial scarcity of water now that it was an abstract resource. Dumb not cool. Actually bordering on malice quite frankly. Intelligence insulting at minimum.

>this had the effect of creating a survival game in which there were rivers everywhere but my character could not physically figure out how to store some of that water for future uses. Super dumb, Super not cool. Antithetical to the theme of a survival game IMO.

Solutions:

>Say ■■■■ it and just add jars back. Easy, previously accepted mechanic few people disliked but has quirks and imperfections.

>Try to balance immersive water collection (i.e being able to take water from a river) with water scarcity (this would require extensive reworks to the fuel economy of the game or massive lore changes to implement reasons the water in rivers was not drinkable after processing): A LOT of work that could have a lot of knock on effects and would likely require 309 revisions to get right.

>Keep water abstract but remove 100% of water scarcity by basically just allowing water to appear in your inventory by pressing E on rivers.

I think TFP picked the easiest and smartest path there. Not necessarily the one that would have resulted in the best end outcome but certainly the one that maintains water scarcity while not having to overhaul half the game to maintain scarcity and abstraction. My main point being that now they will have to do some minor work to re-abstract some of the resources like honey so that they don't involve jars because it goes against the game's visual language to have the honey NOT return a jar but it IS dumb to have jars appear from thin air from tree stumps and apiaries.
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Can someone please explain to me why pve players are so obsessed with jars?
in pvp players are more concerned with building defense strategy and damage balance.
Jars never seem to come up as an issue but the way some of you make out on jars its like your being raided.
Can someone please explain why PVP players think anyone gives a ■■■■ about PVP when the game is absolutely OVERWHELMED by PVE players lmao. I cannot fathom wasting your time PVPing a game that has such ■■■■ PVP mechanics for 13 years. Can't you play literally any other survival PVP game and get a vastly better experience? PVP has never been well treated by the devs in this game.
 
@faatal
I like that they added the jars as fuel for the dew collector. Joel once mentioned a jar-breaking feature. Has this feature been considered? When the player takes damage from zombies or falls, they receive a "jar-breaking" debuff, which causes a random number of jars and drinks to break in their inventory. Something similar is implemented in this mod:
I have not heard any talk of jar breaking recently.
 
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