PC V2.0 Storms Brewing Dev Diary

The second largest group of perks (besides combat perks) is primarily about resources and getting more of them. If all of them went to general, attributes (aka classes) would largely be gutted and only about combat. As I said, what you want could have been a good idea if it was a single player only game, but in co-op it would make choosing your attribute/class a very easy decision about choosing your weapon, without any drawbacks or consequences. Instead now you choose weapon AND the resource gathering you are good at. But you can always choose to get them independently, at a cost.

Nobody from TFP has said anything about reasons why any of the perks wandered into general, so all we can do is speculate. I'll give it a try for a few of the perks:

Two perks are of the type "nobody really wants to put points into but they are needed", especially in a group, i.e. they are multiplayer support. Living of the Land for example: Points into LotL seem wasted. especially because the only reward is that you have more work to do than everyone else (in co-op). Same for Master Chef. Though there are a few who actually wanted to play farmer and cook, but they needed to choose strength and fortitude to do both
My guess is that because both of those perks are important for any play but ALSO nobody wants to really drop points into them, they were made virtually cheaper, at least for higher perk stages. Bonus: A single person can do both without spending additional points.

The armor perks. They have been in a strange place as well. Not sexy at all, they don't give any armor on top, just make them use less stamina. In fact so unsexy that many gamers avoided perking into them and instead used primitive armor, because there was not much difference to light armor and it was so much cheaper.
Also the fact that every player, no matter the attribute he chooses, needs some form of armor, but we only have 3 armor perks for 5 attributes. Even if your attribute had an armor perk, certain armors were more expensive to you because the right perk just wasn't in your attribute. A balancing nightmare. I don't think I need to say more, it just didn't really fit together well. General makes armor perks less expensive for everyone and choosing your armor less constrained, balancing of armor less complicated.






No. If I like vanilla ice cream AND chocolade ice cream and the vendor offers no mixed bowl, I buy both ice creams and mix them myself. ;)
My sugar intake (and diabetes level) will be slightly less than a pure vanilla guy, but I get the best from both vanilla and chocolade vitamins.

And you can do the same in 7D2D.
Well, that's exactly what I'm advocating for except that I'm not exactly saying that you have to strip all attributes bare. I wouldn't say the perks related to gathering resources are many, just mining and salvaging and I would reserve my judgement until I try the new 2.0, but I would let gamey perks wherever they choose to put them. I'm ok with non essential perks like the new pack mule, or parkour , or the new daring adventurer, or even treasure hunter staying where they are. But there's no way on earth that you can look me in the eye with a straight face as I play as a nerdy perceptive and agile ninja and say: Well Blake you are out of luck, spend points in strenght or else you will kinda suck at getting resources to build. Don't get me wrong Blake, you can mine and build either way, just slower. Get on it. Just remember: slower bullet resource gathering is also a bonus punch in the gut for funsies if you don't mine effectively, get a friend to specialize before late game, for God's sake Blake.

TFP have created a kind of balance within the attributes, but mining specifically is a nono to be capped behind any specific attribute. Salvaging? ok. That is non essential and laughable. Everything salvaging offers you can buy in mass or salvage effectively without perk points and you will have millions of mods, lights, electrical parts etc in no time just by spanking a tier 5 POI with a plastic spoon, I can buy a country with the dukes I get by unefficiently salvaging a tier4-5 POI with a quality 1 wrench and 5 repair kits, no perks needed. Mining... is never enough. Never.

The thing is... mining and construction weights heavy on this game. For better or worse.

I love cakes. And chocolate and vanilla. What were we talking again?
 
I played it all day.

The lighting is excellent. I love it. It can be very cinematic at times. Well balanced.
The detail in the trees is very nice.
The biome progression is fun. The one thing is the "spend x amount of time in biome" can result in having nothing to do but stand in one spot until you reach the designated time - but at least for the snow biome that wasn't an issue. That was the most fun biome for me to progress through. I didn't make it to the Wasteland yet.
Frostclaw is fun and I think the boulder is well balanced. It's super destructive but easy to dodge if you're paying attention...but sometimes you might get caught not paying attention.
I love the Plague Spitter. The bees sound cool.
The updated feral Burnt Zombie is the zombie I fear the most now. He is lethal.
I primarily used the sledgehammer, which I never used before, and it is incredibly strong. Too strong, maybe? I don't know. It's fun though.

What else....did I say how much I loved the lighting? I couldn't stop commenting on it. I did a Restore Power in the Crypts; I shut my helmet light off and it felt like I was in a movie. Excellent work.
And that new level designer from the UK added a graveyard on Navezgane....these are the touches that are touching! I love it!

I started with DLSS Ultra on and had to shut it off. The zombies started to get this acid trip trail / blur effect when they moved. And I didn't really see much of a performance impact with no scaling.

The reorganization of Navezgane is very nice.

The storms are cool. I got caught in a couple.

I think that's it for now. I'll be in the Wasteland tmrw.
 
Well, that's exactly what I'm advocating for except that I'm not exactly saying that you have to strip all attributes bare. I wouldn't say the perks related to gathering resources are many, just mining and salvaging and I would reserve my judgement until I try the new 2.0, but I would let gamey perks wherever they choose to put them. I'm ok with non essential perks like the new pack mule, or parkour , or the new daring adventurer, or even treasure hunter staying where they are. But there's no way on earth that you can look me in the eye with a straight face as I play as a nerdy perceptive and agile ninja and say: Well Blake you are out of luck, spend points in strenght or else you will kinda suck at getting resources to build. Don't get me wrong Blake, you can mine and build either way, just slower. Get on it. Just remember: slower bullet resource gathering is also a bonus punch in the gut for funsies if you don't mine effectively, get a friend to specialize before late game, for God's sake Blake.

TFP have created a kind of balance within the attributes, but mining specifically is a nono to be capped behind any specific attribute. Salvaging? ok. That is non essential and laughable. Everything salvaging offers you can buy in mass or salvage effectively without perk points and you will have millions of mods, lights, electrical parts etc in no time just by spanking a tier 5 POI with a plastic spoon, I can buy a country with the dukes I get by unefficiently salvaging a tier4-5 POI with a quality 1 wrench and 5 repair kits, no perks needed. Mining... is never enough. Never.

The thing is... mining and construction weights heavy on this game. For better or worse.

But it doesn't. I been able to go quite far in the game as an agility build with only 1 point in Miner 69 and motherlode. I have built bases from scratch or heavily converted ruined out POIs without having to spend more than 1 point in those perks. Does it make it easier to do those things if you max out those perks? Of course. But that is true in any perk you max out. Is it required to be able to mine and build? Not at all.
 
Hello. Could someone clarify which FSR technology comes with 2.0 update? FSR 4 or 3.1, or FSRs tech depends on GPUs capability and generational lineup?

I am super excited to finally launch a private server for 7DTD on monday. Finally, my mates do not have to manually type players id through console to teleport newbies at first spawn. Memorable alphas, 2 miles apart, sprinting to a friend through Wasteland bugged with minefields, then getting chased by dogs in first 5-10 minutes of the gameplay. Perfect PTSD moments 🤣... took like 1.5 - 2 hour for all to meet up finally without console commands 😅.
 
please remember not everyone who plays is a veteran. i have never killed a direwolf even with my friends helping. that thing is basically a game-over if it sees you for us.
I watched my buddy with almost as much time as me get mauled by a dire wolf because he went in noisy while I go in stealthed... I giggled as his health dropped and he limped out with a broken leg. The game mechanics will even eat veteran players if they don't pay attention, and even with 5k in the game, I'm still wary of the basic dogs now that they come in packs of 7.
Consoles will not have access to the experimental version.
Could they just modify the spawn locations manually? My friend did that before TFP made this change, so we'd all spawn in the same place(ish).
 
Could they just modify the spawn locations manually? My friend did that before TFP made this change, so we'd all spawn in the same place(ish).
Playing in 1.4 with the PC hosting that is very likely possible. I've seen people hosting custom maps that don't require mods with consoles just fine.
 
GNS showed off the general perks tab in his stream and he was surprised to learn that the more points you put into a perk in said category, the more expensive that it gets. Which has me a little concerned...

Let's look a Living off the Land for a moment. 1 level requires 1 skill point, 2 requires 2 skill points, and 3 requires 3 skill points. That's 6 points. Before, you could put 3 points into Fortitude, equip a Fortitude mod, put 3 points into LOTL... 6 points. In this context, no points are saved.

For this example at least, I don't see the point of moving it over to the general perk tab whatsoever? Am I missing something here?
 
GNS showed off the general perks tab in his stream and he was surprised to learn that the more points you put into a perk in said category, the more expensive that it gets. Which has me a little concerned...

Let's look a Living off the Land for a moment. 1 level requires 1 skill point, 2 requires 2 skill points, and 3 requires 3 skill points. That's 6 points. Before, you could put 3 points into Fortitude, equip a Fortitude mod, put 3 points into LOTL... 6 points. In this context, no points are saved.

For this example at least, I don't see the point of moving it over to the general perk tab whatsoever? Am I missing something here?

Lets look at it a different way. Say you wanted to play medium armor, max cook, and max LoL

1.4 - that costs about 30 perks without mods. You can go mods to decrease costs, but you have to constantly swap them out so the final perk level is not greyed out (not in use)

2.0 - Assuming perk costs increase by 1 for each level - 3 levels of master chef (1+2+3), 3 levels of LOL (1+2+3), 3 levels of medium armor (1+2+3+4) = 6+6+10 = 22. So you save 8 perk points there.

Also what LowfDog stated
 
That's fair I guess. I was just assuming/hoping it was going to be a cheaper point investment since you no longer have to go down the Fortitude attribute (that you may not otherwise use in that particular run) in order to max out the perk. I suppose you don't have to max it out, but if you choose to do so, it costs the same amount of points as in 1.0 plus the Fortitude requirement. Most to all of the other perks under the general perk tree seem to effectively be cheaper in 2.0 (I'll have to refresh my memory on that though), LOTL might just be the exception there.
 
No reason moving them into a General section should make them cheaper. Otherwise you could just spam them early and things like farming/cooking would be solved on day 1. I was wondering if they had done something to slow it down, seems they have by doing that. Makes sense to me.
 
There has never been a need for a general perk category other than to psychologically placate people who thought they were "wasting" their points on an attribute they didn't plan to use. The general tab is fine I guess but it means that those perks will always have the expensive fixed costs for every single playthrough instead of sometimes being expensive and sometimes being cheap depending on how a player chose to progress. The tradeoff has been a few new perks so that's fine but I never felt the need for this general tab. If I perked into Agility but also wanted to get to level 2 of LOL and level 2 of Miner69 and Motherload then I knew they would be expensive but I paid the points to get them and I didn't agonize that I had some abilities with knucklewraps and clubs that I was ignoring. It was just extra costs for me as an agility player. On a later playthrough if I did strength it made it fun how cheap those mining and harvesting perks were this time but if also wanted to use a bow a lot that would be expensive for me.

The more things they shove into that general category the less variable progression will feel when replaying the game.
 
No reason moving them into a General section should make them cheaper. Otherwise you could just spam them early and things like farming/cooking would be solved on day 1. I was wondering if they had done something to slow it down, seems they have by doing that. Makes sense to me.
I think it should have been gated via level like how in alpha 15 to get survivor or athlete up you need to be a set level or maybe do a set guideline almost like learn by doing
 
The progressive costs seem fine for armor IMHO, it equalizes and balances armor for everyone.

Not seeing the same for LOTL or master chef though. While they are still a good fit for a general category, higher levels just seem to be too expensive for what they bring. At least if they didn't change them for 2.0
 
The progressive costs seem fine for armor IMHO, it equalizes and balances armor for everyone.

Not seeing the same for LOTL or master chef though. While they are still a good fit for a general category, higher levels just seem to be too expensive for what they bring. At least if they didn't change them for 2.0
I mean they are usesful perks and ether way you had to perk into say Fortitude a few times to get level 2 of LOTL

So I see this as a win. Now 3 points is a bit much but heyy more crops
 
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