PC V2.0 Storms Brewing Dev Diary

I also was hoping this for glass jars.

- You find glass jars (empty, teas, other drinks) randomly (How rare will have to be balanced). They cannot be produced.
- They are not lost when you use them. You just get back the empty jar.
- You can add them to the Dew Collector to fill them with murky water as a Dew Collector shouldn't be able to make the jars.
- Dew Collector mods will work the same way they do now.

Balancing how many jars you can find is the thing. It needs to be rare enough you aren't swimming in them early game, but enough that you aren't dying of thirst for the whole of the early game.

I don't know if it is possible to be done this way but this is what I envisioned. Am sure everyone else has their own thoughts on how they should work.
 
They are not lost when you use them. You just get back the empty jar.
This is the thing I wanted back. Im find not crafting them or gating it behind like the crusable but getting them back makes the most sense.

I would just make water harder to get clean. But ya know

Hell I would make it so you need the beaker or change it to a Distilling kit cuz really how many items need the beaker for the campfire? The only thing its used for is the herbal antibiotics and the chem station.

Also a new resource for just 1 item? Yeaaaah beeswax I hope they give it more uses. Candles, firearrows, etc
 
People could horde it and then mind their own beeswax!
Can we eat it? Also I still didnt get my answer about bandits! Can we eat them
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Also I like that cloths have quality and tiers but I think eventually we should get them visible.

Like the classic survivors outfit. My guess its this

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Cuz this is Classic. Other wise my guess its the old armors
 
This is the thing I wanted back. Im find not crafting them or gating it behind like the crusable but getting them back makes the most sense.

I would just make water harder to get clean. But ya know

Hell I would make it so you need the beaker or change it to a Distilling kit cuz really how many items need the beaker for the campfire? The only thing its used for is the herbal antibiotics and the chem station.

Also a new resource for just 1 item? Yeaaaah beeswax I hope they give it more uses. Candles, firearrows, etc

It looks like the honey in turn will be for a few new recipes.. though the Honey Brisket seems ridiculously overkill.
 
The real photo of the new Jen model is posted on X.
Just in case somebody didn't see it yet.
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It looks like the honey in turn will be for a few new recipes.. though the Honey Brisket seems ridiculously overkill.
That i like. Hell with my mod idea I got a few extra ideas for honey like mead, honey meat, sweeten coffee, etc they got a few i wanted to do too like honey tea. Honey sham is funny and spam and honey does sound pretty good fried up

I like the honey brisket but ■■■■ 150 food! ■■■■ isn't the capped food bar like 100?
 
I also was hoping this for glass jars.

- You find glass jars (empty, teas, other drinks) randomly (How rare will have to be balanced). They cannot be produced.
- They are not lost when you use them. You just get back the empty jar.
- You can add them to the Dew Collector to fill them with murky water as a Dew Collector shouldn't be able to make the jars.
- Dew Collector mods will work the same way they do now.

Balancing how many jars you can find is the thing. It needs to be rare enough you aren't swimming in them early game, but enough that you aren't dying of thirst for the whole of the early game.

I don't know if it is possible to be done this way but this is what I envisioned. Am sure everyone else has their own thoughts on how they should work.
I don't think that would balance very well. If you found just one jar a day, you would be swimming in jars before long. You would not be able to buy drinks either as then you would have a ton of jars.

We have discussed a setting for % that jars break, which may come eventually with the addition of more game options. I would expect to have to then play using 80, 90 or 95 percent breaking or there would just be too many jars. In my current play through, jars are precious and have meaning. I even have bought them from traders a few times and I don't buy squat except for books and magazines.
 
I like the honey brisket but ■■■■ 150 food! ■■■■ isn't the capped food bar like 100?
Yes, but you can overeat and it will continue to heal you until the timer runs out. I think the tuna recipe is over 100 as well.

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Regarding the patch notes, I see good and bad. Overall, it'll be good, though.

For me...

  • Jars = Bad. At least I can avoid them and just use the dew collectors. But I'll end up modding out the jars entirely so I don't have to constantly drop them. I loot with the "take all" option, so having to then manually drop jars again is just a waste of time when they offer me no value. But people like them, so.... at least I can mod them out easily since they aren't required for anything.
  • Vehicle storage mods are going to be a nice addition, though I thought storage wasn't bad where it was at. 2 extra rows, plus an extra column for each vehicle will be significant.
  • New zombie art for the plague spitter and frost claw are good, though I didn't mind the originals. I'm half tempted to mod out the plague spitters from horde nights, though. Their bees get really annoying and constantly make me have to stop fighting just so I can try to find where they are and kill them since they want to go through the bars I use to shoot through. I don't mind them normally, but on a horde night when you get a bunch of those all throwing bees at once, it gets pretty annoying. But that's not new for 2.5, so isn't really relevant here, I suppose.
  • Smell... Hmm. I'll try it and see. From the sounds of it, I think I'll end up disabling it before I finish even one game in 2.5. But at least I can disable it from the options and people who want it can have it. I rarely have raw meat on me, so that isn't likely to be an issue, but having it affect me when I eat something doesn't sound good. And yet another icon on the screen? No thanks.
  • Distant storm visuals will be great. I hate driving into a new biome at full speed only to find out there is a storm and not being able to stop or turn.
  • Storm changes seem decent. Being able to make it so you can move around through the storm without constantly taking a lot of damage will make them less of an annoyance. And maybe I won't have to stop building a base when a storm starts like I do now, which gets really annoying really quickly.
  • Temperature seems more hassle than anything to me. I don't like the idea of lowering my movement speed. And the consumption of food and water seem a bit too high, but we'll see. At least the clothing and mods will make it so you can remove those effects. If they are easy enough to get/craft, then it will be fine. If I have to deal with it too far into the game, it won't be good. And as I said in another thread, I am not about to start carrying a torch around with me. If that means dropping a campfire everywhere, so be it.
  • Protective clothing seems fine. It might be a bit too convoluted, though. Do we need all those different items? They aren't visible anyhow. But whatever. If it works, it's fine.
  • An apiary could be nice for getting honey so you don't have to keep looking for stumps before you can craft the pills. Seems a bit expensive to craft, though. But we'll see. The "fuel" is odd, though. I get the use of the flowers/cotton, but it says it needs 10 of one of those. 10 for what? I would have thought they could be a fuel source, but that would just use as many as you put in for a certain about of time. So why 10? If you just have to put in 10 when you craft it, then that would be the crafting ingredients, so that's not why it's 10. Is it 10 for a single "round" of honey? So with the 1 per 2 days, you need 10 of a flower to get 1 honey per 2 days (2 if using the mod to double it)? Do you then have to keep replacing the flowers every 2 days instead of putting a lot of flowers in and not worrying about it until you need to empty it? More details on that would be helpful. Also, it says 1 honey per 2 days. Is that 1 honey per two 60 minute days? So on 2 hour days, you'd get 1 honey per day? Or do you lose out on production if you are on 2 hour days and gain more honey if you set your days to less than 60 minutes? As far as getting angry bees, I would have been annoyed at that if it wasn't for the option to install a mod to prevent that.
  • Honey recipes could be nice. You're basically combining honey and water into a single slot item or combining honey and food into a single slot item to save inventory space. You are obviously not going to carry one drink or food that doesn't use honey and one that does and then only use the one that uses honey if you're infected. You'll just eat or drink it regardless of infection status just so you can carry fewer items. That's not a bad thing. But the question becomes... is it worth it? If it's the amount of hydration as regular water, do you want to use it instead of better water like mineral water? If the food requires too many other ingredients that make it not worth crafting, are you going to bother with it? Or just carry honey separate from the food/water? After all, unless you're making a LOT of apiaries, are you going to actually have enough honey available to craft full stacks of food or drink for each person in your party considering how slowly you get honey from one apiary, even with the mod installed to double the speed? I can't see it being worth crafting those very often unless you want to have a dozen apiaries making honey. And that just sounds like a royal pain.
  • 3rd person camera will be nice for anyone who wants that. I'll never use it myself, but it'll still be good for those who want it.
  • Keybindings and gamepad changes don't really matter to me.
  • Turret ammo improvements will be a great addition, and perhaps the best addition of everything else for me. I hate having all the AP and high power ammo sitting around, unable to be used, while I'm stuck crafting a bunch of regular ammo for my turrets since you can't find it after the very early game except sometimes in air drops. Being able to use any ammo will be a great improvement.
  • Quest improvements seem kind of meh. The starter quest thing seems good and bad, both. If you have 2 nearby traders and one has a lot of quests nearby and the other doesn't, having it take you to the one with a lot of quests is good. But if it decides to send you an extra kilometer just to get a better trader, that isn't great. And how often are you near 2+ traders when you spawn? I know it can happen, but you're usually close to one and at least somewhat far from any others. Having extra quest choices will be nice, though I'm not really sure how great it will be to have them split up like that. If I don't want to go really far for quests and the list only ever lets me have 3 that are close, then that will not be good. I know it's pretty random now, but at least for low level quests, most will be within around 500m the way it is now. It usually doesn't go much more than that until you're doing higher tier quests, and by then, you'll have to go far anyhow since you likely won't have many of them nearby. So the distance thing just seems messed up to me. But we'll see how it works. Hopefully the distance stuff for that will be in XML so it's easy to modify if it doesn't work well.
  • Character window... nice, I suppose. But I rarely ever look at it anyhow.
  • Cosmetics. These are fine, but they aren't anything really all that special. Still, I don't mind having more variety even though I normally don't even bother using them. I suppose it'll be worth more to the third person camera players.
  • New Trader Jen model? We'll have to see how it looks. As long as it looks okay, then it's fine. Though I don't think it was really anything that they needed to spend time on right now.
So, all in all, it's not bad, but not worth the 6 months or so that it took to do this stuff. Oh well. At least it's basically over and we can stop playing around in the past and finally get back to finishing the game.
 
I don't think that would balance very well. If you found just one jar a day, you would be swimming in jars before long. You would not be able to buy drinks either as then you would have a ton of jars.

We have discussed a setting for % that jars break, which may come eventually with the addition of more game options. I would expect to have to then play using 80, 90 or 95 percent breaking or there would just be too many jars. In my current play through, jars are precious and have meaning. I even have bought them from traders a few times and I don't buy squat except for books and magazines.
Update is nice but there are still tons of work to do to make 7 days to die survival better than what we saw before
Some my suggestions:
Sand and snow storms shouldnt hurt you (like before) but slow movement and reduce vision! The overheat/frezee will do this job instead! The special glasses for sand/winter storm could reduce the vision debuff!
Wasteland could radiate player and player would need hazmat suit! After critical doze of radiation player would start loosing hp and it wouldnt be so easy to treat like other debuffs, and some sort of gas mask for burnt enviroments
Make biome storms nice to enjoy and not motivate/force players to disable this mechanic! Remove biome progression and biome foods!
Make QoL update for electricity and farming in future, add lots of various options to off/on for 7 days, update player and zombie animations (weapons, consumables and etc) + more realistic sounds for firearms, as well as 3d models for current weapons/tools and new hand mesh files for drugs/foods/medicine!
Add more types of zombies like firefighter, SWAT/Riot, non fat police zombie and etc!
Add SWAT/Riot/Millitary armours for player use!
Make armour outfits which cover chest/legs provide small extra slot to carry! Make all boots giving player extra walk/run speed!
Add option to off/on armour cosmetic for server!
Add option to off/on reworked 3rd person for server!
Make buff system easier to understand!
Add 1st person for vehicles!
Add more vehicle types! There are already enough of car blocks to take from!
Remove crafting vehicles in pockets and instead made interesting interactable system of building vehicles on the ground like in real life!
Remove physician and iron gut perks!
 
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Jars = Bad. At least I can avoid them and just use the dew collectors. But I'll end up modding out the jars entirely so I don't have to constantly drop them. I loot with the "take all" option, so having to then manually drop jars again is just a waste of time when they offer me no value. But people like them, so.... at least I can mod them out easily since they aren't required for anything
Is the main reason why you don't like jars is because they take up room? Im curious cuz i ether dont know or remember

  • But ive already had my take on jars and im not doing it again
  • New models are great and wonderful and I wanna see if its could mod them to spawn in city's and hordes once i get that good good
  • Bee hive is great and nice that we get more honey options. Would like more but hey its a start. Im not a fan of a new resource that from what we see is a one use only. I could think of like 6 things to use wax/beeswax for side note: I think this means honey might be harder to get in the early game now
  • I could live without 3rd person and Im a bit concerned about the lay out for consoles but I'll see when I played hell I wish we had first person driving
  • Turrets changes are awesome. Hope we get more turrets some day too
  • Key binding i dont care for i try and play default so I can tell others what the button is on the fly.
  • Protective clothing is great but maybe one day we can get more generic cloths and use the wardrobe system to change your look.
  • The biggest one for me is smell. THIS this is my ■■■■. This is great, an old feature that got not just TLC but a full overhaul and it sounds really good? Sign me up that's my number 1 pick
  • Number 2 is storms and temperature. Ive missed temperature so much and now its back..now i didnt see if the higher stages if you take damage but the debuffs sound good enough to me.
 
I don't think that would balance very well. If you found just one jar a day, you would be swimming in jars before long. You would not be able to buy drinks either as then you would have a ton of jars.

We have discussed a setting for % that jars break, which may come eventually with the addition of more game options. I would expect to have to then play using 80, 90 or 95 percent breaking or there would just be too many jars. In my current play through, jars are precious and have meaning. I even have bought them from traders a few times and I don't buy squat except for books and magazines.

lol if I found one jar a day then by the time I started a new game I would have at most 50 - 60 jars (at a game day being one real hour)
I know it would be a balance thing but it is just something I though would fit in my head. As I said everyone would be different.
Now you having already played with the jars would know more so guessing you would know more about how it all works out.
Anyway curious to try it out.
 
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