PC V2.0 Storms Brewing Dev Diary

Temperature is brought up as an example is fine, but people assume TFP removed temperature on purpose, but they didn't. The code eventually stopped working and the original coder no longer works for the company essentially forcing them to start new. They've always had plans to bring it back.
 
Temperature is brought up as an example is fine, but people assume TFP removed temperature on purpose, but they didn't. The code eventually stopped working and the original coder no longer works for the company essentially forcing them to start new. They've always had plans to bring it back.
I didn't even know they were working on temperature until recently, there have been several versions without temperature, some people might think it's not coming back.
 
The problem is that some of those light survival elements were cut and replaced by nothing, for example, wellness, temperature, for me it is fine that 7D is not a survival simulator, it never was, the problem is that the little it had, it has lost, right now survival is nonexistent, I know they are developing things in this aspect now, I only mention it because it is one of the most frequent complaints.
And here is the thing people forget about the temperature (since A 16.4) at least. Once you found a trench coat, military pants and a military shirt we were golden. that's all you needed. So what is the actual difference to what we have now? right before the biome changes, they made all sets of armor give you enough thermal protection that the temperatures didn't matter. Which again, didn't matter after you found 3 pieces of clothing.... I see no real difference.

Now with the current biome progression, it is different again. But as others have stated it is a temps are a work in progress. Which is fine.

BUT the biggest takeaway is this: WE ARE IN EARLY ACCESS STILL. sorry for the caps. Everything is subject to change. if it means ripping a system out, that barely worked right or caused too many issues, until they have time dedicated to fixing it, then that is what will happen. The same is said about optimization. The amount of time spent on optimization is just enough to have the game run smoothly, but final optimization will be much more thorough, and done when the game is out of early access.
 
And here is the thing people forget about the temperature (since A 16.4) at least. Once you found a trench coat, military pants and a military shirt we were golden. that's all you needed. So what is the actual difference to what we have now? right before the biome changes, they made all sets of armor give you enough thermal protection that the temperatures didn't matter. Which again, didn't matter after you found 3 pieces of clothing.... I see no real difference.

Now with the current biome progression, it is different again. But as others have stated it is a temps are a work in progress. Which is fine.

BUT the biggest takeaway is this: WE ARE IN EARLY ACCESS STILL. sorry for the caps. Everything is subject to change. if it means ripping a system out, that barely worked right or caused too many issues, until they have time dedicated to fixing it, then that is what will happen. The same is said about optimization. The amount of time spent on optimization is just enough to have the game run smoothly, but final optimization will be much more thorough, and done when the game is out of early access.
I know perfectly well that the temperature was anecdotal and did not represent a big dilemma, very similar to what happened with the wetness mechanics, but I never saw it mentioned that they were working on bringing them back, until recently, it is easy for people to assume that they are not going to return, as for wellness nothing is known, at least I do not know why it was eliminated, and I have not heard anything about them working on bringing it back, I know that it is an early access, it just gives the feeling that they forgot about survival.
 
I just had a what may be an odd thought. Ok thinking in a heirarchy format.

1__Navezgane is a static prebuilt world.

2__During the town hall meeting Rick said TFP may be working on a flat spot mechanic.
It is actually pretty similar to the way the POIs were placed before tiles were introduced,
they were called lots, which was a precursor to the manual tiles of newer versions, just that
they could vary in size.

3__That means that Nav's POI locations are acceptable flatspot candidates.

4__If that technology is made to work, since there are lines in the poi that dictate the 3d locations
to render the prefabs.

EXAMPLE: church_01
<property name="YOffset" value="-23" />
<property name="PrefabSize" value="60, 68, 60" />

5__Can a single tag be added to the pois, that would allow Navezgane to place poi In varied locations.

This could allow Navezgane terrain map to remain intact but each time played it could have pois rendered
in different locations.

Why I am asking about it is because, console is regulated to smaller maps at the moment. But being that small
it becomes a repetitive form of play. If they could be randomized by using a tag and flatspot in combination,
then all pois including traders could be moved around the map just like when you use a seed in RWG, that would
allow sharing, and randomization in that map. From a modding view point a single terrain could be rendered,
placed in the worlds folder, and using a seeded flatspot create a nearly infinite set of combinations, from
a favored terrain layout. There use to be an inclusion in RWG that was a type of overide, that allowed that
very thing in a Prior alpha. It was based on a .PNG that converted to a .Raw that in turn could layout POIs.

I was just thinking about a potential possibility for the tech if it were used.
 
I know perfectly well that the temperature was anecdotal and did not represent a big dilemma, very similar to what happened with the wetness mechanics, but I never saw it mentioned that they were working on bringing them back, until recently, it is easy for people to assume that they are not going to return, as for wellness nothing is known, at least I do not know why it was eliminated, and I have not heard anything about them working on bringing it back, I know that it is an early access, it just gives the feeling that they forgot about survival.
please don't think people are dog-piling on you either. We are passionate about the game.

Here's the thing. We as a species have this habit of ascribing motive, and assuming knowledge. in this case, TFP have not publicly stated what they are doing with the survival elements in a way that gets to all of the customers. What a lot of people are doing is saying "the fun pimps are ripping out survival, because they don't care about it!!!' or something like that. What they should be saying, is "i wonder what TFP are up to? I have no actual information to form an opinion" If you don't have any real information, then don't form an pinion on something. Game developers keep things close to the chest. if they don't, then messages get messy, and goals change drastically, which then extend development time.

Here is a funny anecdote. For the original game Borderlands. The game testers were complaining that it felt to slow, when walking/running in the game. The developers literally added more 'rock debris' around, changed nothing else, and the complaints went away. What we think we want changed, may not actually be what needs changed to fix the issue.
 
I think it should be remembered that just as 7 Days is not an RPG game but does include RPG elements it is also not a Survival game but it does have survival elements.

It has never been a constant struggle to survive and all aspects of survival have always been solvable after some time spent in the game.

It’s more of a survive-to-thrive living adventure in terms of environment, elements, and wellness. It is often called a “zombie survival” game which is apt since the threat of death by zombie is always present.

But in terms of hunger and thirst and temperature and wellness it is not likely that this game is going to be a simulation or hardcore survival experience unless you mod it to be that way. Traders are always going to sell drinks and food. Vending machines will always have food drink and potions.
 
Temperature is brought up as an example is fine, but people assume TFP removed temperature on purpose, but they didn't. The code eventually stopped working and the original coder no longer works for the company essentially forcing them to start new. They've always had plans to bring it back.
You are right regarding the main aspect of temperature. It was based on vertical elevation, plus some other timed
variables. But the foundation would not work with the present flat layout, and would only be experienced if you were
in a gyro, or the a little if in the taller skyscrapers. <TemperatureHeight height="0" addDegrees="0"/> in weathersurvival.xml.

They are having to redo it more to a time in country scenario for it to work, variables hinted at by @faatal would be
Torch in hand, Isindoors, Isoutdoors, and if storm is running. Plus the mods to put on the character.

The flatter layout may have come from response to player agency: Broken legs on slopes, data and processing constraints for
older hardware and console inclusion, and a question asked by TFP "What would be an acceptable time frame for rendering
an RWG map". Because there was a long discussion, regarding the length of time it took the rwg maps to generate. So in order
to fit within the generation request things needed to be scaled down.

This part is just a guess.
 
please don't think people are dog-piling on you either. We are passionate about the game.

Here's the thing. We as a species have this habit of ascribing motive, and assuming knowledge. in this case, TFP have not publicly stated what they are doing with the survival elements in a way that gets to all of the customers. What a lot of people are doing is saying "the fun pimps are ripping out survival, because they don't care about it!!!' or something like that. What they should be saying, is "i wonder what TFP are up to? I have no actual information to form an opinion" If you don't have any real information, then don't form an pinion on something. Game developers keep things close to the chest. if they don't, then messages get messy, and goals change drastically, which then extend development time.

Here is a funny anecdote. For the original game Borderlands. The game testers were complaining that it felt to slow, when walking/running in the game. The developers literally added more 'rock debris' around, changed nothing else, and the complaints went away. What we think we want changed, may not actually be what needs changed to fix the issue.
I'm calm, I don't think TFP is destroying survival because they don't care, I know they're developing things for future versions, it's just that not knowing why sometimes makes you question things, and although they've made progress in other areas, the survival elements feel abandoned, for people who don't follow the forum or the news, it's as if they've been forgotten.
 
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