PC V2.0 Storms Brewing Dev Diary

Good compromise. A single slot item, be it in the inventory or on the armor, would be great. A respirator/gas mask for the burnt forest, hazmat suit for the wasteland, insulated liner for the snow, and a cooling mesh for the desert.

It seems like the development is going toward catering to the lowest common denominator of player, someone who wants an easy, game-ified experience that's completely streamlined. I get some features in the past were tedious, but those were by far more realistic than the current shift we've seen in the recent years.

That's the entire game development industry in a nutshell, really. Has been for a couple of decades now. And it's the reason I always gravitate towards moddable games.

I love deep simulations. The only way I can get the kind of gameplay I'm interested in is via modding. So I love games like 7DTD, or Bethesda's Elder Scrolls & Fallout games, or most recent X-COM games. The vanilla gameplay may be dumbed down and aimed at general audiences, but you can mod as much simulation and depth into these games as you want.

So I generally don't jump into conversations about game balance issues (like perks, or damage, or whatever) anymore, because that's all stuff that I'm going to tweak to my own tastes anyway. Personally, I'm really looking forward to the storm-related stuff in v2.0 even though I'm not a huge fan of all the streamlining that's being done. Because streamlining can be undone.
 
That's the entire game development industry in a nutshell, really. Has been for a couple of decades now. And it's the reason I always gravitate towards moddable games.

I love deep simulations. The only way I can get the kind of gameplay I'm interested in is via modding. So I love games like 7DTD, or Bethesda's Elder Scrolls & Fallout games, or most recent X-COM games. The vanilla gameplay may be dumbed down and aimed at general audiences, but you can mod as much simulation and depth into these games as you want.

So I generally don't jump into conversations about game balance issues (like perks, or damage, or whatever) anymore, because that's all stuff that I'm going to tweak to my own tastes anyway. Personally, I'm really looking forward to the storm-related stuff in v2.0 even though I'm not a huge fan of all the streamlining that's being done. Because streamlining can be undone.
I think for me at a certain point it's better to just wait for a proper overhaul mod after the game is done being developed. No mods have particularly appealed to me as of yet, so I'm reserving my interest for now. But yes, a general emphasis on what TFP originally pitched in their kickstarter is something I greatly desire.
 
My biggest issue about the Biome hazards are it just doesn't feel like an overhaul fun system to engage with, there really isn't any point of turning it on at all.

I can see that perspective but let me give one of my own. I wasn't particularly excited for the biome hazards and like others have mentioned the way it has been implemented through the challenge system (which still feels like a tutorial system to me) was a bit of a letdown.

Be that as it may, I am currently on my 5th 2.0 restart and never once since the first playthrough have I even considered turning off biome progression. It really feels like how the game should have always been. Would I complain if they replaced the merit badges with actual gear or chemical or mutation tech for a more gritty sci fi immersive approach? Absolutely not but, for me, at this point turning off biome hazards would be like turning off zombies. Going through the process of overcoming the hazards have not negatively impacted the replay value for me and I feel like we always should have suffered ill effects when leaving the forest biome these past 12 years.

Some may choose to never turn it on because it sounds dumb to them and that can't be helped. But going only by my own experience I bet a good portion of the player base will never turn it off once they experience the game with it enabled. WIth it off it would feel like you're playing with godmode or some OP QOL mod enabled.
 
Personally I love this biome progression. It's not too hand holdly and the fact you need super corn and the new mushroom just to survive in the wasteland is great

However I don't like the storms cuz it screams in your face STORM COMING RUN AWAY! Come on you don't need to hold our hand that much.. i think the dust kicking up and the lighting sound is good enough.
 
Do you mean from Wayward Eko's video, the one with Rejekts written on the front?
Nope, been watching Mr. Reach today, saw it on his. He made it his base.
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Was it that club house? I though his old base was a trailer. I might be wrong

Ether way I like the idea of raiding the people's homes that are still alive
No, his A20 compound was new, a small farmhouse with a bus in the yard and a small barn and water tower off to the side.

It was only in that one alpha before they redid it again for A21.
 
Nope, been watching Mr. Reach today, saw it on his. He made it his base.
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No, his A20 compound was new, a small farmhouse with a bus in the yard and a small barn and water tower off to the side.

It was only in that one alpha before they redid it again for A21.
I remember now!!! It was such a nice Poi
 
I've noticed in some of the videos of the storms being showcased, the skies and clouds don't change either.

Is this intentional?
I don't think so, or more I hope not. That will be one of the things I'll look at, environment is my real joy.
The change parameter or speed may need to be adjusted. Sort of like light to dark when going indoors,
either way Its almost here and for me the storms, is a key part of interactive environment. For me environment
ties everything together, or keeps me visually occupied, to enjoy the other mechanics. The last thought is because
they are two different properties, it could be the storm is more of a particle storm on any kind of day, but does
not change the spectrum to stormy temporarily, it may just need to be synchronized as an event in biomes.xml.
 
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