PC V2.0 Storms Brewing Dev Diary

Kind of hope the lining mods still have a place as alternate forms of mitigation.

Also interested in what happens to the Thermal Resistance perks and the Thermal Resistance granted by one of the Fireman's Almanac books (seems like it should help with smoke AND heat).


I have a feeling those mods are probably going away, and the perk likely will as well, if temperature isn't going to mean anything anymore.

 
at the risk of sounding like a broken record, given that this is officially the weather-change update... is it even in the realm of possibility that rainstorms (thunderstorms, especially) provide a sneaking boost due to the sound of heavy rain and thunder/lightning? It'd be awesome if that was possible. Like, the coolest thing ever lol

And as always, if the POI builders are here... any more POIs updated to the new Version 1.0+ style, and any progress photos of new POIs that you can share? I'm always hungry for those... like beyond hungry, perhaps starving!

 
This may be inaccurate "conjecture" but to me it make sense.  It solely comes from reading Dev posts and responses.

I view it from a different perspective. How do you squeeze an open world sandbox into a linear story driven
RPG and make make it work in one entity. Some options, "Rewrite the entire game, completely shelve one or the other,
Invest a lot of time and rewrites additions and subtractions to attempt a merger that's not guaranteed over and over
until they fit or fail, all are possible but probably not from reading dev and owner posts in this forum. Or introduce
a MacGuffin or plot device with a switch, that allows both as a complete but separate entity, and leave the ability
to mod, and if there is enough interest a modder will create an overhaul and converge the two.

The last option allows the developers and owners more flexibility, and freedom to focus and make all of it better at one time,

and without having to split focus.

It also is using something that was a part of the first releases, Game modes. It would allow different play styles in one
game using a simple menu selector and on/off switch. This guarantees that no one style feels slighted or forced to play
a way that they don't like. Plus unless there is a 'once selected all other selections are permanently locked out command', it
would allow a player that wants to play sandbox today, but role-play a bit tomorrow to just back out to the main menu,
and press a button load back up and you are playing the a more linear mode, or vise versa, going from linear to open,
neither cancelling the other out. One of the main things always advocated for is options, I see it as providing that.
I also see it as allowing TFP to simultaneously, or in parallel build and roll out a game mode that they want personally.

A popular game that I love and will use as an example is Darksouls 1-2-3, Elden Ring, and Shadow of the Erd Tree.
DS 1 2 3 and elden ring, are Open world and you can run around raising skills and weapons tiers and levels to your hearts
content make yourself Uber then run through the story, go fight the boss with your demigod like powers and win, the end.
Shadow of the Erd Tree flipped the script a bit, Naotoshi Zin, decided you can keep your uber skills and armor and weapons
but they have diminished capacity in this new world. There are a new set of challenges and rules to overcome and abide by,
but they will still follow what is familiar. You can run around and upgrade to a tempered extent, but the story progression, still
has specific doors to open for progression to get stronger stuff, the doors have guardians. Guardians to me are still just animated

gates for progression. They give you a show. The rest is just semantics.

 
Sure. The biome hazards are burnt forest smoke, desert heat, snow cold and wasteland radiation. Rain, snow and wind weather are only cosmetic and do nothing with hazards. The old temperature value does nothing.
So in the pine forest getting rained on will have no ill effect I presume?

How about a very very small chance that a player can get struck by lightning during a thunderstorm? Like a 0.01% probability. Imagine the FEAR players would have about being out during a storm, and how cool it would be once it happens. People would be posting it all over the 7 Days Reddit!

I got the math from ChatGPT. She said with that probability it would still be extremely rare to get struck. About 1 in 500 players would get struck within a 200 day playthrough. 

 
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Something id love to see with the new dessert spitter is a buff too lumberjacks making them tankier than Whights and keeping them snow biome only, then adding specific zombies for each biome :) maybe like pine - nothing - burning forest - burning zombies - dessert - spitter - snow - lumberjack - and wastland who knows maybe behemoth? 

 
Bandits do not progress when I have a constant 10 things to do for 2.0 (and previously 1.0). And by constant, I mean every time something is done, there is something else added to the list. There is never enough time to do everything for a release, so the most important stuff wins. While I am doing that month after month, I don't do work on 3.0 or 4.0 features other than the occasion chat when someone says "hey a bandit could jump our of a bush and demand dukes" and we all dream for 10 or 20 minutes before we get back to current work.


When we are working on the Bandit update, I will remind you about that bush...🤣

 
I can assure you, changing the AI to path directly to their target isn't a waste of time, its an absolute game changer! And makes rifles and bows a lot, A LOT more enjoyable to use!


I don't remember exactly but it doesn't come without trade offs.  I think we talked about it before and doing so created new problems that would need to be solved.  Who knows, maybe one day.

 
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@Laz Man Hey, MichaelL devised a method to create prefabs that allow for sleeper zombies to be underground and come out to the surface when triggered, effectively looking like they're coming out of a grave, like they do in real life.

It doesn't require anything special besides a specific block configuration to ensure they don't fall through the ground upon awakening or get stuck underground. Would that be something you guys would be willing to try for at least POIs that have graves? The only downside is that the ground doesn't get disturbed once they exit the grave. 

 
Are we ever going to get next tier of Stun baton? Or are we stuck with just that and the Robots.
yeah, and what about a flame thrower and grenade launcher, to go with the rocket launcher

EDIT: well clearly the site glitched on me here, thinking it failed to send a few times

I don't remember exactly but it doesn't come without trade offs.  I think we talked about it before and doing so created new problems that would need to be solved.  Who knows, maybe one day.
Well, the modder who made PathSmoothing a reality said he did it in less than 150 lines of code. I've been using it for about 2 years now and the vanilla pathing is very jarring to watch, and adds what I call "artificial difficulty".
What are these trade offs exactly?

 
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And then, the same people blame TFP for their low FPS 
can you clearify what you meant on this? where you talking about them complaing over settargetfps only being 20 hardset by tfp or actual fps loss due to entity count?

im trying to understand why anyone would have an issue with fps at all? 

our server gets 2x the amount that is hardset with 340 entitys spawnd...

image.png

 
can you clearify what you meant on this? where you talking about them complaing over settargetfps only being 20 hardset by tfp or actual fps loss due to entity count?

im trying to understand why anyone would have an issue with fps at all? 

our server gets 2x the amount that is hardset with 340 entitys spawnd...

View attachment 33610


They were talking about client FPS and you are talking about server FPS. They are not the same thing.

Also your image is from using unsupported mods using a method known to cause instability.

 
Oh my god, I really want to play version 2.0 😃 I know it's a bit different, but one thing I think would be really cool if it was in the game is the effect of weapon wear, and also by quality. For example, quality 1 could have a worn or old sprite, and 5 could have a new one (6 could be gold, something to make it stand out). If it had 10% durability, it could be dirtier than 100%, it would be clean and it would toggle between them. I think the ability to reuse a door after getting the key would be cool too. Also, a variety of weapons for the same level could give the player a preference, different scopes with different reticles (PU, PSO1 etc),

 
Something id love to see with the new dessert spitter is a buff too lumberjacks making them tankier than Whights and keeping them snow biome only, then adding specific zombies for each biome :) maybe like pine - nothing - burning forest - burning zombies - dessert - spitter - snow - lumberjack - and wastland who knows maybe behemoth? 


Not everyone seems to read the official communications by TFP 😎: "Several new biome-specific zombie types, such as the desert plague spitter "

 
Oh my god, I really want to play version 2.0 😃 I know it's a bit different, but one thing I think would be really cool if it was in the game is the effect of weapon wear, and also by quality. For example, quality 1 could have a worn or old sprite, and 5 could have a new one (6 could be gold, something to make it stand out). If it had 10% durability, it could be dirtier than 100%, it would be clean and it would toggle between them. I think the ability to reuse a door after getting the key would be cool too. Also, a variety of weapons for the same level could give the player a preference, different scopes with different reticles (PU, PSO1 etc),


TFP have said in the past that they don't want redundant items that practically feel and act the same. This is only partly a shooter, it won't have the customizability and pathological attention to weapons that a dedicated shooter has.

Similarily, degradation had been tested on players in some previous alphas and was controversial enough and didn't fit with new weapon features so it was finally scrapped. Not likely that dropped features are coming back.

 
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