PC V2.0 Storms Brewing Dev Diary

I don't know why I do, but I have an issue with this statement.

Yes, they can argue why they setup the perks per attribute. When they were working on the perk system revamp, they would discuss the various perks, what they wanted to do with them, what new ones they might want to add, and where they should go. They would look at game balance, which attribute to tie the perk to, and countless other things. This would involve discussions, opinions, pros and cons until they eventually develop the logic and a consensus going forward.

You can have a different opinion and a different logic of how the perks should be setup (and discussions / feedback like this is encouraged), but to state that they cannot even defend their logic / their position is too much IMHO.

Personally, I am fine with both of those perks in the Strength tree. I am able to build custom bases when I put most of my perk points into the agility attribute perks so I doubt it will change in V2.0. I like that the game forces me to make choices and I have to live with those choices, even if it makes other things more difficult or take more time.
Well, you are correct. But by that measure, the 7 perks currently within the General tab are absolutely arbitrary. I call a bit of BS on the pros-cons and overall design consistency if that is the case. Call it what you like, but being able to get more resources from mining is exactly the same as living of the land, just different resource. Yes, I do express myself weirdly, but by no means subjectively in this case (motherlode). That is why it is an observation. Regarding the other perks..., in my opinion many of them are calling for General, specially those who directly give a boost to tools, workstations, or scrapping progression, but that is -as I blatantly wrote-, my opinion mind you.

Edit: Also, depending on your playstyle, but comprising many (playstyles), not being able to get a freakton of materials as opposed to "a lot" in late game is a no no. Why shouldn't everyone have the chance of choosing that without having to perk into Arnold Schwartzperktree?
 
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Are there gonna be any other armor sets added in 2.x? I could've sworn there were a few shown off before 1.0 that didn't make it in yet.

We saw one in the dev stream. It's the big raider set or w/e it's called where it's a bulky iron armor looking set.

I think the implication was there were some cosmetic visual armors coming, some DLC some twitch drops, but I don't think any actual stat armor have been confirmed yet
 
We saw one in the dev stream. It's the big raider set or w/e it's called where it's a bulky iron armor looking set.

I think the implication was there were some cosmetic visual armors coming, some DLC some twitch drops, but I don't think any actual stat armor have been confirmed yet
Gotcha. Admittedly, I didn't catch the stream but watched Eko's summary of it and didn't see armor mentioned unless I missed it. I know there was the overlord one, a hoarder set, and maybe a desert set that I remember being shown off previously, maybe others.
 
I play exclusively on insane, nightmare, feral sense.
The game is NOT balanced on extreme levels. If you choose to play that way, fine, you're free to do whatever you like, but don't ruin the balance for other players by making unreasonable requests to the devs please.

"Hey devs! I always play with no traders and your latest change has reduced loot too much for me! Can you change it back?" <<Unreasonable
 
It isn't really the same thing, though. The current method just gives you a boost if you go to a new biome, but you can get the same things in the forest. The new method prevents you from getting everything in the forest. I don't mind the first, but I expect I'll disable biomes hazards just so I don't have to deal with the loot cap.

It's kinda of funny how I see myself doing the opposite, leaving in environmental hazards and removing loot caps.

In my experience, you simply can't get tier 3/Q6 weapons (well, Q5 if you don't have Q6 modded back in) or other endgame items in the lower-ranked biomes. Only in desert would you start to see them after some weeks in-game, and then only semi-reliably get such high drops in the wasteland.

Which is to say, I guess the existing biome skull bonus is more consequential than pure lootstage. Either way, I functionally already have good reasons to go sniffing around in tougher biomes like snow or wasteland, so a clunky hard cap just seems redundant.

Now if the cap also affects loot QUANTITY, that might be something much more interesting and a different direction than lootstage/skulls. But I've seen no indication that that is the case.
 
Gotcha. Admittedly, I didn't catch the stream but watched Eko's summary of it and didn't see armor mentioned unless I missed it. I know there was the overlord one, a hoarder set, and maybe a desert set that I remember being shown off previously, maybe others.
They didn't say anything about it, but I did notice all three available in the Wardrobe interface during the dev stream and Eko's video.

The dev stream showed all three available, but they had lock icons during Eko's.
 
I don't mind the icons but they could look better. Same for jars. But yeah any changes they make we are stuck with.

I'm excited for the update but a few things worry me

1: The 1x1 Is great but there needs to be ways to fend off like the old trap door way. Maybe doors with windows to hit through would be cool. Or spikes. What's stopping zombies from just breaking one block on my wall and flooding in.

Simple: The second layer of your wall. I have always at least 2 blocks for my walls in the horde base. If you also add an easy way for the zombies to get to you (which naturally would be filled with traps), two blocks should hold up until end of night. If not, add more layers

2: so yall add more zombie varrants blue (which is goofy looking). Then orange (that one isn't so bad) but not adding zombie bears due to them being too tanky? That makes sense 🤔

3: we need better weapons to scale with them. Or at least new abilities. Perks are good but with zombies bring more advanced and we players have been the same sense.... God knows how long..the only improvement in combat is power attacks. No blocking or shoving makes the game feel out dated and clunky. Modders have done it so it's possible. It makes the game seem outdated.

We got more perks to help us, someone else already calls for nerfing them. I think it is too early for a balancing discussions. Play the game first, then judge the difficulty.
IMHO If you want blocking and shoving, play a souls-like. Zombies don't hit fast, blocking would be simply too easy.

4: Loot scale is good but as I said before. More biomes are needed to level it out and progress. But we aren't getting them until dlc or second game

Until now I always got end-game stuff too early in my games. With the loot cap it would mean I would hit the loot cap shortly after arriving in a biome and need to go to the next to get relevant loot. I.e. more biomes would make me rush through even more biomes without having time to get to know the biomes.

And we already have as many biomes now as tiers to cross. One tier for each biomes seems not too slow.


5: new zombies are great! New abilities are awesome and I can't wait for more or even updated zombies. They feel special. Especially the desert one.

6: the weather is good but it's too easy to detect. It literally sounds a siren and throws in your face! HIDE!!!!! something more Suttle would be better and rewards players who pay attention. You can have it as a setting tho for people with disabilities who can't hear or see well tho.
 
Well, you are correct. But by that measure, the 7 perks currently within the General tab are absolutely arbitrary. I call a bit of BS on the pros-cons and overall design consistency if that is the case. Call it what you like, but being able to get more resources from mining is exactly the same as living of the land, just different resource. Yes, I do express myself weirdly, but by no means subjectively in this case (motherlode). That is why it is an observation. Regarding the other perks..., in my opinion many of them are calling for General, specially those who directly give a boost to tools, workstations, or scrapping progression, but that is -as I blatantly wrote-, my opinion mind you.

Edit: Also, depending on your playstyle, but comprising many (playstyles), not being able to get a freakton of materials as opposed to "a lot" in late game is a no no. Why shouldn't everyone have the chance of choosing that without having to perk into Arnold Schwartzperktree?

I would agree if there were no other means of getting building materials and there wasn't a way to use existing POIs to build your stuff. And if there wasn't co-op. As it is, you'll always miss some wonderful features in the other trees because you want features in the trees you perk into.

I do agree that a single player will often have to spread his points and has a lot harder decisions to make than co-op players. But all the must-have perks don't need to be learned to full 5 points and the game makes it cheap investing just a bit into them.

TFP could have gutted the abilities and put all the most-wanted perks in general, but then the decision where to specialize into would have lost importance, maybe would even be almost irrelevant. And that would hurt co-op play massively. IMHO TFP did the right decision here to stay with their concept. And while single players are disadvantaged by that some more it just needs to be this way because there is co-op multiplayer as well.
 
All of that I agree to, I do love coop and I understand your argument. That doesn't change the fact that I can also farm without perks and, with a set I can be an ok farmer. A mediocre one but It"ll do, right? right? Why on earth are perks like motherlode not in General then, it reeks of unbalanced design. Don't get me started on Treasure Hunting or Daring Adventurer.
Also Miner and Salvage operations? Your ability to get all tool magazines and general progression in ~10 days vs an actual virtual month? Alright why not in general and I choose my pace ?. I'm an agility ninja that loves to mine, see the problem?

You might think armour perk placement was wrong, which it was. But there are strong reasons why many others shouldn't be where they are. EXCEPT weapons.
Weapons are really well balanced and -independently from their placement-, there are clear paths and balanced paths for each one and, while they require investment, they are effective and allow for further boosting (mods) on the go, up until mid-late game with the blue and infernal zds I gather. Those really are a handful lol.
 
I play exclusively on insane, nightmare, feral sense.
These new perks IMO are way too strong as is, I've taken into account the new enemies coming to v2, and did my damage calculations from the dev stream and translated them into insane difficulty.
Nerfing the perks I listed in half will still be plenty strong.
You missed my point. but i get where you are coming from. In a PVE game, there is no reason to nerf perks. the developers can always increase challenge by improving zamb AI, new enemy types, etc. If this was a purely pvp game, then sure you could nerf them, OR you could boost the other perks so that they are equally as attractive. Game design should never be based on nerfs, it should always be about boosts.

What everyone seems to be forgetting, is that with the addition of new perks, that means there are less perk points to go around. Character power levels are actually nerfed level per level.
 
The game is NOT balanced on extreme levels. If you choose to play that way, fine, you're free to do whatever you like, but don't ruin the balance for other players by making unreasonable requests to the devs please.

"Hey devs! I always play with no traders and your latest change has reduced loot too much for me! Can you change it back?" <<Unreasonable
You have it backwards.
I'm saying I find these perks OP on insane difficulty, which means it'll be even more OP on easier difficulties.

The quoted example you gave is the polar opposite of what I'm trying to say. Your quote says to please buff x thing, while I'm saying to nerf x thing.

Basically what I'm saying is, these new perks will LITERALLY make you immortal on insane difficulty. Might as well turn on god mode, they will compound together and you'll likely take less than 5% damage while also healing 10 health every time you kill something.
 
You have it backwards.
I'm saying I find these perks OP on insane difficulty, which means it'll be even more OP on easier difficulties.

The quoted example you gave is the polar opposite of what I'm trying to say. Your quote says to please buff x thing, while I'm saying to nerf x thing.

Basically what I'm saying is, these new perks will LITERALLY make you immortal on insane difficulty. Might as well turn on god mode, they will compound together and you'll likely take less than 5% damage while also healing 10 health every time you kill something.
But that wasn't my point. Whether it's nerfing or buffing, if you ask for changes based on INSANE difficulty, you will surely end up unbalancing the standard game for your own sake.

The fact that you consider this change OP it's your own opinion, and it's fine, but you shouldn't be asking to change something that will affect the standard game just because you need to "fix" balancing on the most extreme difficulty level.

In my opinion the only thing that would make sense you did, would be to ask TFP to tie some of the numbers in the game to the chosen difficult level. That would avoid this players vs. players banter in these cases. 🤷‍♂️
 
When are the patch notes coming? I'm eager to perform my ritual which many of you probably know already.
Usually just before the Streamer Weekend starts.

It would be incomplete if they posted before then.
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The patch notes got released yesterday. Seems to be just about everything that was covered in the stream.

I stand corrected. I bet there will be a new set before launch though.
 
It's kinda of funny how I see myself doing the opposite, leaving in environmental hazards and removing loot caps.
My understanding is that the loot caps are connected to the biome hazards, so you can't leave biome hazards on and disable loot caps (at least not without a mod). Otherwise, I might agree with you on that. Though I'm still not sold on biome hazards. I like to explore and having to go through a bunch of challenges every game just to do so doesn't sound like I'll end up wanting to do that. But we'll see. I'll give weather and biome hazards a try for one game. If I like them, they'll stay on. If not, they'll be turned off for good.
 
the concept is similar to what we had back then in one of the early alphas, where you had to find the right pattern in the crafting grid to craft something, but once you learned it, you could just click the recipe and had the grid auto-fill for you.

So....what you're saying is....basically, that badges... are clue that the devs will be bringing back Learn-By-Do!

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+1 Jost!!
 
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