PC V2.0 Storms Brewing Dev Diary

@faatal

If the holes you are talking about are like those in the mushroom cave then, I like it.

You may need to adjust the daylight brightness on 100% though, or dark places may be rendered moot.

I'm presently doing some modding and started at the 100% brightness to make a mod dark at the highest setting,

and before adjustments there is no dark hole.

 
@faatal

If the holes you are talking about are like those in the mushroom cave then, I like it.

You may need to adjust the daylight brightness on 100% though, or dark places may be rendered moot.

I'm presently doing some modding and started at the 100% brightness to make a mod dark at the highest setting,

and before adjustments there is no dark hole.
The game just needs to be darker period 

If it were up too me ill go back to alpha 1 through 16 levels of darkness and dank 

It was so moody. Like the apocalypse has been going on for some time.  Even with the power on. 

Now everything is bright and colorful ✨️ 

I don't mind the colors if they are suppose to pop out like poi brands or leads. 

The game also looked very gritty 

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@Adam the Waster

The game just needs to be darker period 

If it were up too me ill go back to alpha 1 through 16 levels of darkness
I'd have to say yes and no. Faatal's 0dark30 adjustment to the slider works well at least for me, but there are two schools of thought

on that subject. Part like and want the brighter setting's and the other side dark, the slider was the best compromise. Players ask for

sliders all the time and that one hit the mark. For the brighter side, it would help a person with lesser vision, and also the streamers,

Often they comment not only on this game but others that they adjust the image to be able to clearly stream for the viewers.

What I meant was that if it is in a poi there may need to be a mechanic of some sort that is associated with level 50 - 100% brightness.

That temporarily adjusts when inside, or near new content that is light/dark dependent. Adjusting the light level or shadow level near the

new areas, or it will kind of work against the time and work put in to create the content. For me personally, the present slider gives me the

base darkness I need to build on. The rest I mod for myself to fine tune it. But that isn't for everyone.

 
I'm hoping for more [biome] resistance rather then flat out [immunity].  


There are a few ways this could play out. Resistance would help for making brief excursions into an uninhabitable biome. E.g. because of your resistance, you can stay in the snow biome looting for a while longer, before you get frostbite. But if you can’t reach a point of immunity, then nobody’s going to build a base in that biome. Recall that it sounds like the oppressive conditions will be omnipresent, without variation over time. It’ll be like how, even if your armor gives 90% damage resistance, you’re going to avoid zombies constantly beating on you. If all non-pine-forest biomes are hazardous in their own way, then you can maybe pass through, but it’s not a place to stay. That’s the majority of the map wasted.

What I figured we were getting was e.g. a snow biome that's cold all of the time, but unbearably cold some of the time. And we’d have one or more remedies to become permanently immune from being cold (e.g. wear warm clothing and/or mods like Insulated Liner), but unbearably cold would require something beyond that, which is more valuable and/or consumable (a hot drink or meal, or standing near a fire). Then, you can do things like go out mining in the snow biome for a day, because you’re equipped to be immune to the baseline temperature. And if temperatures plunge below normal, hopefully you brought enough coffee or chili or chemical hand warmers or whatever to stay safe until it passes.

But if you can’t overcome all negative effects of the biome, permanently or at least for a good amount of time (like take your iodide tablet once a day in the radiation zone), then I think it would be a strong incentive to stay in the pine forest indefinitely. And that’d be a waste as far as utilization goes.

 
There are a few ways this could play out. Resistance would help for making brief excursions into an uninhabitable biome. E.g. because of your resistance, you can stay in the snow biome looting for a while longer, before you get frostbite. But if you can’t reach a point of immunity, then nobody’s going to build a base in that biome.
Yes, partly.

If the biomes have no way to know that you are indoors and away from the elements (cold in snow biome, etc), then immunity would be necessary.  But since everyone says they want realism with the darkness, they also need realism with the biome hazards.  If you are indoors and warm, there is no penalty in the snow biome (such as your base, thus a reason to build a base in the snow biome).  But as soon as you step outside of the building (or outside of the LCB/bedroll coverage), the penalty becomes possible.  Given the way rain still goes through solid blocks, my guess is that 7D2D still does not have an accurate way to determine if you are indoors.  So it may have to fall back to LCB/bedroll protection.

The bedroll protection could not only give you 100% resistance to the biome hazards, but also slowly cure you of what you do have (frostbite, radiation, heat exhaustion, smoke inhalation).  This would make bases in each biome a significant advantage.

Given the mention of consumables, I'm guessing the static immunity of a bedroll is not the strategy.

 
I went back too the older console version too look st the old biomes and I day dreamed about my hopes for the storms Brewing biome changes. My hopes we get get a blend of plains, maple forest and pine forest for the forest biome.

With areas with hint of tan, bright green, and dark forest green. With grasses of all types from colorful lillys too dry grass and tall grass as tall as a man. 

Maybe with wild crops to forage for early game for food Like corn, blue berries etc

Maybe new tree types like oak trees that have 3000 hp, giant pine trees, jausiha trees in the desert. Birch trees and dead trees of all types. Small and large

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I went back too the older console version
It is basically Alpha 14.7 with some a15 tidbits thrown in.

As for the lack of darkness at night, I was regularly reporting that as a bug in internal builds since Alpha 18 or 19.  The lack of darkness at night takes away most of the challenge. Especially when bloodmoon is basically high noon with a red tint overlay. I finally stopped because it just wasn't worth the effort anymore. They did not care.

IMHO it is really strange they they would go out of their way to make interiors dark when you are transitioning in, but then make nighttime look only slightly overcast daylight.  If people want nights brighter, they can adjust their gamma or mod the xml. Just like they currently do for the insides of buildings.  The game has lost a lot of the challenge and diversity over the years.

 
IMHO it is really strange they they would go out of their way to make interiors dark when you are transitioning in, but then make nighttime look only slightly overcast daylight.  If people want nights brighter, they can adjust their gamma or mod the xml. Just like they currently do for the insides of buildings.  The game has lost a lot of the challenge and diversity over the years.
It does make me sad about that cuz alot of people are not liking these changes. I'm one of them but I'm not going to turn on the Pimps. 

I just Don't know why they keep removing sandbox things and lessen challenge. Change of demographic? Change in command?

Back then you could go to any biome and basically thug it out and adapt by wearing the right gear.  And even seeing was a issue back then. When you found a head light it was Like you saw heaven open up! 

Hell the forest uses to be hard you had wildlife that wanted to eat you 🤣  

Now some changes I do like. The new armor style is one of them. I think it could have been done better but that's imo

I'll have too see the new biome system for myself 

 
So with these kits will the wasteland kit also allow you to be in the earlier biomes same with the snow kits etc? I'm just thinking it would be a chore swapping them out all the time while traveling or freezing to death flying over the snow biome in the gyro because you had the wasteland kit on.

 
So with these kits will the wasteland kit also allow you to be in the earlier biomes same with the snow kits etc? I'm just thinking it would be a chore swapping them out all the time while traveling or freezing to death flying over the snow biome in the gyro because you had the wasteland kit on.


Based on the description, there is no swapping out.  It's one kit that you upgrade for each increased level biome.  I would assume that it maintains the resistances for the previously earned biomes.

Like Level 1 - desert
Level 2 - desert and snow

ect.

 
There are a few ways this could play out. Resistance would help for making brief excursions into an uninhabitable biome. E.g. because of your resistance, you can stay in the snow biome looting for a while longer, before you get frostbite. But if you can’t reach a point of immunity, then nobody’s going to build a base in that biome. Recall that it sounds like the oppressive conditions will be omnipresent, without variation over time. It’ll be like how, even if your armor gives 90% damage resistance, you’re going to avoid zombies constantly beating on you. If all non-pine-forest biomes are hazardous in their own way, then you can maybe pass through, but it’s not a place to stay. That’s the majority of the map wasted.

What I figured we were getting was e.g. a snow biome that's cold all of the time, but unbearably cold some of the time. And we’d have one or more remedies to become permanently immune from being cold (e.g. wear warm clothing and/or mods like Insulated Liner), but unbearably cold would require something beyond that, which is more valuable and/or consumable (a hot drink or meal, or standing near a fire). Then, you can do things like go out mining in the snow biome for a day, because you’re equipped to be immune to the baseline temperature. And if temperatures plunge below normal, hopefully you brought enough coffee or chili or chemical hand warmers or whatever to stay safe until it passes.

But if you can’t overcome all negative effects of the biome, permanently or at least for a good amount of time (like take your iodide tablet once a day in the radiation zone), then I think it would be a strong incentive to stay in the pine forest indefinitely. And that’d be a waste as far as utilization goes.
I was hoping for something like that with weather changing and affecting you differently at different times.  But based on what faatal said, it doesn't sound like that will be the case.  It sounds like it's just a single static effect for each biome and you'll have a single item you craft that will give you immunity to whatever biome it's for (upgraded for each higher level biome).  So maybe it's a dust mask for the burnt forest, dust mask + goggles for the desert, etc.  I can't really think of how it should be upgraded for each biome that would make sense and cover all previous biomes, but I assume they have a plan for that.

So not what I'd prefer, but not horrible.  Though I may end up disabling it after only a couple of games because it just sounds like too much of a chore for really no value.  I'm not someone who needs to be forced to stay out of the wasteland in the first days so I don't get high level equipment immediately, so it really doesn't provide any value at all to me other than a slight immersion improvement.  But if I have to avoid biomes until I spend time to upgrade that item, I have a feeling I'll quickly be tired of it and will disable it for every future game.  And that's sad because they are putting a lot of work into something that most people will likely disable after only a few games (just my assumption).  It would have been better to make variable weather that does something similar to what you said.

Based on the description, there is no swapping out.  It's one kit that you upgrade for each increased level biome.  I would assume that it maintains the resistances for the previously earned biomes.

Like Level 1 - desert
Level 2 - desert and snow

ect.
Yeah, that's what it sounds like to me.  Though, level 1 would be burnt forest.  :)

 
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Magazines aren't limited by biome or game stage, so you can get them just as easily in any biome.  The only real difference being that the forest on a RWG map only has smaller towns, so there aren't as many mailboxes around and there is a lower chance of finding Crack-A-Book stores.  But even just going to the desert would give you large enough towns to easily find magazines and you could do so well enough in the forest if you hit multiple forest towns.  So this change will have little impact on people rushing magazines.

As SylenThunder said, you have to do them in order.  It also sounds like the item you are getting for protection against the hazards is upgraded for each biome rather than having to swap it whenever you change biomes, so that would explain needing to do them in order.


Yeah, definitely won't fix magazine rushing. ☹️ I'm hoping it will help a smidge though, if people can't go raid large Crack-A-Books from advanced biomes right off the bat. Of course then they'll probably just fall back to spamming tier 1 missions for magazine bundle rewards. 🤷‍♂️ 

It seems that players with experience in MMOs automatically assume that they need to rush the leveling up process to get to the "end game content" where the real fun is, but that isn't really the way 7 Days is designed. At least not currently. For now rushing the grind just gets everyone stuck playing the same wasteland tier 5 missions over and over again to get slightly better versions of the gear we already have. :bored:

 
I was hoping for something like that with weather changing and affecting you differently at different times.  But based on what faatal said, it doesn't sound like that will be the case.  It sounds like it's just a single static effect for each biome and you'll have a single item you craft that will give you immunity to whatever biome it's for (upgraded for each higher level biome).  So maybe it's a dust mask for the burnt forest, dust mask + goggles for the desert, etc.  I can't really think of how it should be upgraded for each biome that would make sense and cover all previous biomes, but I assume they have a plan for that.

So not what I'd prefer, but not horrible.  Though I may end up disabling it after only a couple of games because it just sounds like too much of a chore for really no value.  I'm not someone who needs to be forced to stay out of the wasteland in the first days so I don't get high level equipment immediately, so it really doesn't provide any value at all to me other than a slight immersion improvement.  But if I have to avoid biomes until I spend time to upgrade that item, I have a feeling I'll quickly be tired of it and will disable it for every future game.  And that's sad because they are putting a lot of work into something that most people will likely disable after only a few games (just my assumption).  It would have been better to make variable weather that does something similar to what you said.
I feel ill be the same..again I'll have to play with it too get feedback but. Having changed of weather or naturally Having a area hotter or colder Is also good..

But add a few extrem things like these harsh weather in order too add danger.. some you can try to avoid like dust storms but they still will hinder you 

Yeah, definitely won't fix magazine rushing. ☹️ I'm hoping it will help a smidge though, if people can't go raid large Crack-A-Books from advanced biomes right off the bat. Of course then they'll probably just fall back to spamming tier 1 missions for magazine bundle rewards. 🤷‍♂️ 

It seems that players with experience in MMOs automatically assume that they need to rush the leveling up process to get to the "end game content" where the real fun is, but that isn't really the way 7 Days is designed. At least not currently. For now rushing the grind just gets everyone stuck playing the same wasteland tier 5 missions over and over again to get slightly better versions of the gear we already have. :bored:
There going to be people who rush regardless. 

Personal I like to take my time but the game needs some new hinders 

 
I day dreamed about my hopes for the storms Brewing biome changes
Keep hope alive.

There are around 24 plus trees/plants that are still there. Prior to 1.2 there were a few of them that had displaced uv textures on the bark, I
think they have been updated, because all seems good now, just a couple need basic texture update to not be plain green. So think of them as easter
egg placeholders.

Given the way rain still goes through solid blocks, my guess is that 7D2D still does not have an accurate way to determine if you are indoors.
You actually pointed to something that if they leverage it, can be used to develop the resistance to immunity progression. Rain comes through blocks,
isindoors is in writing % enclosed, but like you pointed out it does not always work. Don't fix it: or the first thing that will be done is megaspamming
to make a thousand blocks, throwing down 3 LCBs and building habitats, result, Instant immunity to the elements.   

If it is left less than 100% insulation then it means still needing to invest in other aspects to (survive) longer per biome, that's inclusion of more game elements vs

gating. Then re-disperse the resources as it was before, so a recipe for survival food is sparse and in each of the biomes. Whether found by forage mining 

questing or a combination. It's basically the same principle I used to protect my company network. In order to catch a thief you have to think like a thief. Just

replace thief with player.        The only 100% should be the Kit, all else should add up to less than 1/3 or it is easily countered.

A simpler addon would be levels of radiation like @SylenThunder pointed out,  radiation, its a constant to add to the variable of weather resistance. So even

if you have a food horde if the radiation lowers health faster than food can replenish it, then building prematurely in alt biomes would suck. Because you could

never compensate for the radiation.

@SylenThunder

Like you said, it's not bad but did feel odd so from 18 since I always focus on environment I kept the darkness. @faatal correcting the dual camera, pointed out
something else. Nearly every light in every poi has been left at a default intensity when placed. They penetrate the blocks because of default intensity and

angle of placement. Just slowing down the transition made a huge difference when go from in to out to in to enclosed. Also the the specular level of the clouds

makes it brighter. To test I just console command         weather clouds 0 in each biome, stormy seems to be the best balance, and no light hue changes when

crossing biomes.

 
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