PC V2.0 Storms Brewing Dev Diary

I fully expect with 3.0 to hear similar complaints to what we get now - "lazy devs! you added nothing! I just turned these stupid bandits off!".

People are such extremists. Ignoring biome hazards and storms, reading the full patch notes shows there are a lot of other changes.
People will complain if they brought back everything cut

Faatal breaths! Complain
Too many screamers complain
@SnowDog1942 taking feet picks complain
Alpha 16.2.0 Complain
BEARS IN THE FOREST! COMPLAIN
 
Storage mods should be coming someday. What happened is a lot of other things are higher priority. One of our programmers is starting work on inventory (container) code cleanup and improvements to make the system more reliable. It will synchronize modifications through the server. That will be a while before that is ready, but once done then perhaps storage mods could be done using the updated system.

Nice! Any chances to integrate the Aslyum storage mods or a similar idea?



To long didn't want to click summary; One lets you have a "dump chest" that automatically sorts everything in the dump chest into the closest chest that already contains that item. Has a range of like 25 blocks I think, so you can have your dump chest near your door and not have to spend 10 minutes cleaning your invnetory

Second mod lets you pull from storage when crafting, so you can see how much Forged Iron you have in all your boxes and craft your item with it

They work pretty good, but are a little buggy. Would love to see them in the base game, as IMO they are insane quality of life and most survival games now days have those systems. I'm not sure how the modder got it all working, but those are pretty much mandatory mods for me just for the sake of saving my sanity
 
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I fully expect with 3.0 to hear similar complaints to what we get now - "lazy devs! you added nothing! I just turned these stupid bandits off!".

People are such extremists. Ignoring biome hazards and storms, reading the full patch notes shows there are a lot of other changes.
Well, to be fair, biome hazards and storms are easily the main things added, at least visibly to players. The new zombies only appear in their biomes, so are a bit less visible, and the higher tier zombies aren't noticeable until you've played long enough, which not everyone has yet. Other things are just not all that noticeable or aren't generally considered big changes. For example, the tree clumping looks great and is noticeable, but does it really change the game in any way? Not really. It looks better and it can hide things behind it, but that's relatively minor. So if people don't like biome hazards and storms, and maybe also aren't fans of the way spitters or frostclaws work, then that basically cuts all the major changes from this update, making it feel really poor.

As far as bandits, I really do hope they can be disabled. I'll try them, and I might even like them... we'll see. But I play this game for the zombies. If I wanted mercs or bandits or whatever, there are other games I'll play instead. Adding them here seems like it'll just dilute what I enjoy about the game. But I could be wrong, and I'll keep an open mind until I see them implemented.

Maybe. We have been talking about lockable storage slots.
I hope so. It's a pain to take all items from my vehicle and then have to remember to put the gas back.

Nice! Any chances to integrate the Aslyum storage mods or a similar idea?



To long didn't want to click summary; One lets you have a "dump chest" that automatically sorts everything in the dump chest into the closest chest that already contains that item. Has a range of like 25 blocks I think, so you can have your dump chest near your door and not have to spend 10 minutes cleaning your invnetory

Second mod lets you pull from storage when crafting, so you can see how much Forged Iron you have in all your boxes and craft your item with it

They work pretty good, but are a little buggy. Would love to see them in the base game, as IMO they are insane quality of life and most survival games now days have those systems. I'm not sure how the modder got it all working, but those are pretty much mandatory mods for me just for the sake of saving my sanity
Personally, I don't mind inventory management. Being able to just dump everything without any thought and have it sort it all for you just seems bad. Sure, it's easy. Sure, if someone doesn't want to manage their inventory, it's a good option for them. But I feel that belongs as a mod only.

Grabbing stuff from nearby containers to craft is a little different. I don't think it's all that necessary. But it isn't really inventory management to pull stuff out to craft, so I don't really care about that one being added in vanilla.
 
I agree with this. The trader inventories are so strong and encourage you to buy a tier ahead for tools and weapons when you can afford it early on. Crucibles are showing up in trader inventories before day 10? I can definitely save up for that by day 13
Crucibles show up on day 1 pretty regularly.

Buying one tier ahead doesn't strike me as a problem. That's what traders are for, as well as filling in gaps for stuff you just can't find or hate acquiring. Being able to completely invalidate 25 magazines, and thus the benefit of perking into workstations to get better magazine drops, is a problem. It doesn't seem so bad with the chem station. If you don't take daring adventurer then traders often only start selling them when you're in the neighborhood of being able to make one, but the crucible being on sale completely warps forge ahead progression. Even if it just cost 100k or something that would go a long way to fixing the issue.

Personally I think all the utility crafting lines should have a capstone that can't be bought, exactly as weapons and armour do.
I am not a fan of traders as we have them now. I wish in the beginning they were very wary of strangers, would sell you little and you had to earn their trust. Hopefully we make them more dynamic for 4.0.
That's a great way of looking at it. I've certainly liked the direction of the crafting/looting/trading balance changes over the years, and I look forward to seeing what the results are when economy is one of the key components of an entire update.

I totally understand you folks have to have an order you do things, and where to put trade an economy must have been a planning headache. It's a nasty catch 22 where you want to make the players want to do things, like loot dangerous biomes, then put challenges in the way of doing those things, like storms and dangerous zombies. Having an out of whack economy makes it very hard to incentivise stuff that has challenges, from a pure 'mechanical winning' standpoint, because there are routes that achieve the same things that don't have challenges in the way.

Fortunately the game is good enough that I, and I'm sure many others, will go clear a Tier 5 Infested in the wasteland even though there's no real mechanical advantage to doing so. It's fun!

It is always better if risk and reward are kept in step though. Restore power quests should give better rewards than fetch + clears, but they don't, for example. They're fun, and interesting but they're significantly more lethal than anything that isn't infested, yet give poor rewards. That seems odd.
 
Crucibles show up on day 1 pretty regularly.

Buying one tier ahead doesn't strike me as a problem. That's what traders are for, as well as filling in gaps for stuff you just can't find or hate acquiring. Being able to completely invalidate 25 magazines, and thus the benefit of perking into workstations to get better magazine drops, is a problem. It doesn't seem so bad with the chem station. If you don't take daring adventurer then traders often only start selling them when you're in the neighborhood of being able to make one, but the crucible being on sale completely warps forge ahead progression. Even if it just cost 100k or something that would go a long way to fixing the issue.
Yeah, I agree they shouldn't be showing up so early. They need to have a minimum level or trader stage or game stage or something.
 
ersonally, I don't mind inventory management. Being able to just dump everything without any thought and have it sort it all for you just seems bad. Sure, it's easy. Sure, if someone doesn't want to manage their inventory, it's a good option for them. But I feel that belongs as a mod only.

Bruh that is a gameplay loop that adds absolutely nothing lol. And you still have to set up your chests to have the items where you want them in the first place
 
Performance gets worse with each tree and how large each one is on your screen. Code does not help there as it is a GPU fill rate issue with all those layers of branches/leaves being drawn. A ton of pixels.
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But they look really good!

And code might not help performance, but maybe LOD tweaks might?
 
@faatal

Thank You or whomever added this
Thank you for adding the subtle sounds, 670 lines in sound to include animals.
when running through the world. If it was there before I didn't hear
it. Now when i see a rabbit or chicken I hear a faint low grass rustle.

The loot availability, mainly the books, seem to be contouring more to
my spread out point choices, it did it before but now I am seeing it more. When I
search containers.

I did mod one thing but it is totally preferential. Since I am limiting myself
to the stone age until it is overcome. I modded the pipe machine gun, the fire rate,
I just basically made it fire like the 9mm pistol. There was no in game mod for it,
to make it single shot repeater, with a lot of recoil. So it is now the lower tier of the
lever action repeater rifle for me. And now the semi auto mod is an upgrade for it.
 
I fully expect with 3.0 to hear similar complaints to what we get now - "lazy devs! you added nothing! I just turned these stupid bandits off!".

People are such extremists. Ignoring biome hazards and storms, reading the full patch notes shows there are a lot of other changes.
People who says you guys added nothing are blind!
I notice things like, the Drawbridge was redone for example. Lots of small details added that complainers wouldn't notice because they are too busy... Complaining!
No matter what TFP does, those people will never be happy.
 
Zombie 1x1 Movement: A++ Wow! What a difference this makes. Not only has it forced us to rethink our horde base designs but it has changed POI exploration as well. It is creepy and scary to see feral zombies running and climbing over and under rubble to very quickly get to you in ways they never could before. Outdoor zombies only have to bang out one block and then they are inside coming at you in close quarters. We've died more often to this change than any other and we have enjoyed adapting. We used to do a quest together and split off and cover the house in different directions. Now we stick closely together and cover each other because zombies come out of the cracks and if you are alone you can quickly get surrounded more than ever before.

100% agree, my first death in 2.0 was due to a biome zombie who broke a 1x1 meter whole in a POI I was questing at night time. I bet, screamer hordes are even more dangerous in those T5/T6 POIs...mass chaos I bet...:cool:
 
Storage mods should be coming someday. What happened is a lot of other things are higher priority. One of our programmers is starting work on inventory (container) code cleanup and improvements to make the system more reliable. It will synchronize modifications through the server. That will be a while before that is ready, but once done then perhaps storage mods could be done using the updated system.
Any chance that the cleanup and improvements will include lockable slots for storage boxes, drone inventory, and vehicle inventory?
 
But they look really good!

And code might not help performance, but maybe LOD tweaks might?
LOD tweaks might work, but at the same time, I hate stuff popping in. I'd rather see things at a far distance whenever possible. If it's optional, that is best, I think.
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Any chance that the cleanup and improvements will include lockable slots for storage boxes, drone inventory, and vehicle inventory?
Faatal said they want to add that, but it might be a while yet.
 
LOD tweaks might work, but at the same time, I hate stuff popping in. I'd rather see things at a far distance whenever possible. If it's optional, that is best, I think.
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Faatal said they want to add that, but it might be a while yet.

I meant in the sense of model LOD, not draw distance. (I hate pop-in, too.)

There are all kinds of ways to set up model LODs to lower polycount at various distances. But I've never looked at 7DTD's models and I'm not any kind of Unity expert, so I have no idea if there's any room for improvement there or not.

It seems to me that some of the trees could stand to have their detail levels pushed out a bit further and still look really good.
 
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