PC 2.0 Fan Diary!

That's not what I meant by opposites. I was talking about them possibly trying to work toward a story line

vs players feeling more strongly for sandbox play. If you look back in any prior alpha, things were always

either just added or removed period. Story driven no matter how it is done, is gonna be guided or restricted in

some form of progression. I was looking at why would it have been done in this way at this time. The part that is

considered to be restrictive has an on off switch. That means it can be used or not used by choice. 

Since this is not the normal way things have been done prior, that is why i conjectured that it may be so

that the changes or code necessary could be added as the game progresses to the finale, but along the way

not interfere with the sandbox. It is something contrary that is being introduced late in the development cycle, 

so how would you add it? Nothing is actually taken away, yet, It's just on the side. I hope that is the why of it all,

because otherwise you're right, It would be like giving a kid the keys to Willy Wonka's chocolate factory, then

taking them away. I posted a picture before that kind of shows the comparison between sandbox and storyline

over an extended time line.

 
There is no need to restrict survival mechanics for a story line. Unless you want the players to follow one and only one direction. Which is a bad idea imo.

It could be done in a story mode with slightly different mechanics and leaving the sandbox mode with proper survival mechanics. It will be Navezgane map only for the story, so i really don´t see the need to butcher the game for the story which people won´t replay anyways. It´s not like we can expect Baldurs Gate level of story telling with a ton of different endings and different quest lines depending on your decisions. The replayability value of this game is the freedom to do whatever you want. And they really shouldn´t mess with that too much.

 
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If there's going to be an endless source of radiation in the game, my preference would be that there was the remnants of nuclear power plant POI in the wasteland. Otherwise, the half-life of fallout from a nuclear detonation would lead to the wasteland not being so deadly the longer the game went on. That is to say the radioactive materials at a power plant actually have long half-lives.

 
If there's going to be an endless source of radiation in the game, my preference would be that there was the remnants of nuclear power plant POI in the wasteland. Otherwise, the half-life of fallout from a nuclear detonation would lead to the wasteland not being so deadly the longer the game went on. That is to say the radioactive materials at a power plant actually have long half-lives.
Lore wise, isn't the wasteland caused by nuclear detonations trying to keep the virus/infection mcguffin in check?  I would go for a central crater more or less surrounded by the burnt forest, then the other biomes...

 
Lore wise, isn't the wasteland caused by nuclear detonations trying to keep the virus/infection mcguffin in check?  I would go for a central crater more or less surrounded by the burnt forest, then the other biomes...


That's my understanding, that a nuclear weapon was used. But if the government wanted to maximize the loss of "zombie" life, they would detonate that weapon in the air, not on the ground. If they detonate on the ground the area of destruction is smaller and they gots lots of fallout. If they detonate in the air they kill more zombies and see a lot less fallout blowing whichever way the prevailing winds are. So, in my mind, there's no reason for their to be a crater.

EDIT - If you catch a nuclear power plant in the blast radius of your nuclear warhead you get to have much more long-lasting radiation.

 
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try to find a common-ish

ground and divide the goals with a fence. Which is the on/off switch.
The problem I have is I don't know where the "fence" is drawn.  Does "off" mean no biome hazards?  Or does "off" mean no progression restrictions?

Ultimately, I suspect players want to visit other biomes out of order with consumables or with armor mods or soem other mechanic.  Doing a long progressive linear challenge for a specific protection is miles away from sandbox play.

No Weather debuffs = booo
 

if the government wanted to maximize the loss of "zombie" life, they would detonate that weapon in the air, not on the ground.
Just consider that thought, in light of the current US Government... 😉

 
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I

Does "off" mean no biome hazards?  Or does "off" mean no progression restrictions?
Only Faatal and TFP can answer it completely and factually. Going from the posts that Faatal wrote.

I think of it like a mod, just that it was created inhouse instead of by modders. If you  have mods, you can choose to load

them in the mods directory to activate them, then remove them and go back to the vanilla game. The only real difference

from how I read it is, since it came from inhouse, they are adding a menu option, to sample it, to see if it is something that,

you get the choice to like or dislike, without losing the present playability. But it isn't supposed to be an overwrite.

The only thing that is missing is like he posted, the biome hazard and the weather are two different mechanics. The weather

meaning, rain, clouds, wind, and maybe particle storms, are not a direct part of this rollout. Those  are being considered

visuals FX but don't at the moment fit their Mod. Unless something drastic changes, then the code for the buffs/debuffs associated

with the traditional weather as we know it, is or will still be in the config folder to be used by modders. If I am wrong in my interpretaion

I will apologize. But it wouldn't hurt anything, if before that time, a copy was made and archived, You know, just in case. But Faatal has been

about as direct and transparent as allowed so far

 
Lore wise, isn't the wasteland caused by nuclear detonations trying to keep the virus/infection mcguffin in check?  I would go for a central crater more or less surrounded by the burnt forest, then the other biomes...
Yup, that was my first thought. But i watched it multiple times and Resident Evil took over my thought. First everything is too clean, not enough

damage. Second not progressive from an epicenter as far as damage goes. If wasteland was the central hub as it use to be, and had widening circles

being the biomes then that would support the lore for me. Since terrain and pois don't follow that pattern. I imagined that it was a devastating explosion

originating at the Dishong tower, more of an electron bomb, or EMP, and the T-Cell was released, causing the whole thing. Probably set by Cassadore

 
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There is no need to restrict survival mechanics for a story line. Unless you want the players to follow one and only one direction. Which is a bad idea imo.

It could be done in a story mode with slightly different mechanics and leaving the sandbox mode with proper survival mechanics. It will be Navezgane map only for the story, so i really don´t see the need to butcher the game for the story which people won´t replay anyways. It´s not like we can expect Baldurs Gate level of story telling with a ton of different endings and different quest lines depending on your decisions. The replayability value of this game is the freedom to do whatever you want. And they really shouldn´t mess with that too much.
Ikr it would be more simple too add the weather back 

Here's the thing guys.  

More than likely it's going to be quick to get your biome protection going.  

People are really blowing this out of proportion. 
Personal I would want alpha 15/18 levels of weather were it's impact full 

 
@Javabean867 It´s not about getting the biome protection quick. It´s about getting rid of actual weather effects and replace it with an easy and quick solution. In fact it´s too quick and easy imo.

Also this solution means there is now no way to play without trader. Which sucks big time tbh.

I would like to have to prepare when going to another biome with a non permanent solution actucally, while keeping the weather effects like wet, hot, cold and i want them to  being actually meaningful.

@Adam the Waster Yeah, that´s not going to happen that they ditch their new idea with those perma buffs sadly. Best we can hope is that we get weather effects on top of that in every biome. 

 
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More than likely it's going to be quick to get your biome protection going.  

People are really blowing this out of proportion. 
If it's quick and easy, why bother making it? We don't really know how it effects things before we see it; but nothing wrong in speculating. I for one would've wanted, even expected, some form of weather survival to be reintroduced.. but seems the last time we suffered from weather was before the newbie-protection buff took it out of the game... which kinda sucks for a game pretending to be a survival game.

 
If it's quick and easy, why bother making it? We don't really know how it effects things before we see it; but nothing wrong in speculating. I for one would've wanted, even expected, some form of weather survival to be reintroduced.. but seems the last time we suffered from weather was before the newbie-protection buff took it out of the game... which kinda sucks for a game pretending to be a survival game.
Tbh, I've never suffered weather effects in the game.  And I've been playing since a16.  It's really a non-issue to me.

I said it earlier in this thread.  The biomes are not the threat TFP want us to fear.  It's the Zombies.

 
@Adam the Waster and @pApA^LeGBa

I get what you are saying, but all you needed way a trench coat, and army fatigue.  No weather issues.  It was never an issue, and was quick and easy to get around.

What are you remembering about the weather that I am forgetting.

 
@Adam the Waster and @pApA^LeGBa

I get what you are saying, but all you needed way a trench coat, and army fatigue.  No weather issues.  It was never an issue, and was quick and easy to get around.

What are you remembering about the weather that I am forgetting.
The fact it exists lmao 🤣 

At least the coat won't save you when your soaking wet and you still had to find one

Probably the fact that a weather survival system was promised in the kickstarter. Thus it's been considered mandatory, and the players who want it have been waiting for improvements, not removal...
If that's the case that's even worse lmao 

 
@Adam the Waster and @pApA^LeGBa

I get what you are saying, but all you needed way a trench coat, and army fatigue.  No weather issues.  It was never an issue, and was quick and easy to get around.

What are you remembering about the weather that I am forgetting.


It having an acutal impact, limping trough the desert until you found a river or pond is a thing that happened for me, now you can simply go into the desert with basically no consequences on day one. And yes it was avoidable later on. But i was expecting that to be harder also when they announced a weather overhaul.

And it´s a survival game, weather should have an impact. Zombies as the main threat with the low amount of them we get in the world isn´t going to happen. That train is löng gone. And due to console we won´t see a decrease in zombies, not without usind mods.

 
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@faatal Any idea if cop spit will get fixed? Been like this a while now - a cop zombie will be looking away from me, say way off to the right or left, do their spit animation, and somehow, it travels right towards me, away from where its facing.

 
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