PC V2.0 Storms Brewing Dev Diary

It's merely a "concept" picture. Final version will be different.
How much of what's being seen in the concept pic is intended to be used for the final model? I'd assume that since this is being shown publicly that it will look mostly like the picture. The clothing/rags don't bother me. I feel like I've seen a zombie like that. Maybe in one of the Resident Evil movies. The head is a little disproportionately large though. 

If this is an AI render (which doesn't bother me in the least) the ropes on his wrists might've been a random addition, seeing as they're not there in the rear shot. Are those ropes random, or are they alluding to a bit of a backstory?

 
Not sure I agree with putting the food and resource perks into General.  Since 7D2D is a survival based game, the core survival elements should have some level of challenge to accomplish.  Core survival in reality is broken into 4 categories: fire, water, food, and shelter.  In 7D2D, that would include Master Chef, Living Off The Land, and Miner 69er among others (Mother Lode, Animal Tracking, etc).  I get the balance of putting them in separate categories, just like they spread the weapons out across all categories rather than have one for "combat", but it still does not mean it makes sense.  This is where a balance vs logic decision was made.  I don't agree with how it breaks immersion and flow but I understand the attempt to balance.  I would prefer all survival perks in the same skill tree, and I play solo.  Just imagine the benefits for teams that have a resource specialist.

 
@meganoth I just read the Storm's Brewing 2.0 update.  Now I totally get why you asked me that question? 🙂

If that image is it, "although, I still like the feeling given at "0 dark 30" but if you pull this off, I don't care if you turn zombies

into lemmings, and direwolves into unicorns,  I'd still be as happy as "un cerdo en la Scheiße".

I adjusted it in photoshop to get an idea of the 0 light setting I use.

View attachment 33589

Then I took a snap of my gameplay now

View attachment 33590

and this is how it makes me feel

View attachment 33591


Not sure we are really on the same page yet. My question came about because you were talking about features that sounded like pimp dreams to me as if they were confirmed reality in the upcoming game. Since I don't know your sources and what I may have missed I simply wanted you to virtually add either a sticker "pimp dream" or "upcoming feature" 😉

Now the first picture up there is obviously concept art, i.e. the equivalent of an ad where someone says this laundry detergent makes your laundry more white than white. It does not represent real ingame graphics and you can't be sure what in the picture is real and what is artistic licence

The second picture of your own setup seems to be done at lowest graphics settings and then manipulated to make it darker at the cost of whatever was left of quality. It looks really bad. On my PC I may not have really dark spaces, but at least it looks much better. At least I think so, but I have no eye for graphics quality, I simply don't care much for it. Do you have such low settings because your PC is rather old or weak and you need more FPS or is this just a setting you like?

 
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Not sure I agree with putting the food and resource perks into General.  Since 7D2D is a survival based game, the core survival elements should have some level of challenge to accomplish.  Core survival in reality is broken into 4 categories: fire, water, food, and shelter.  In 7D2D, that would include Master Chef, Living Off The Land, and Miner 69er among others (Mother Lode, Animal Tracking, etc).  I get the balance of putting them in separate categories, just like they spread the weapons out across all categories rather than have one for "combat", but it still does not mean it makes sense.  This is where a balance vs logic decision was made.  I don't agree with how it breaks immersion and flow but I understand the attempt to balance.  I would prefer all survival perks in the same skill tree, and I play solo.  Just imagine the benefits for teams that have a resource specialist.
Healing perks are probably staying in their place too. Not sure about animal tracker, nor cardio or the like. Some perks can be difficult to pinpoint, so I gather they are staying in place too. Intellect though, let's wait and see.

 
  • Moved some perks to a new General Perks tab without attribute requirements



Well lets hope that some of the "basic needs perks are no longer hidden behind inapropriate perks. 

It always bugs me i have to put points into a perk i will not use just to get something fundamental to survival.

with the magazines now it is totally unneccessary to put points into intellect to get vehicles. my last two playthroughs i got a gyro with no points at all inot mechanics etc.  

so it may cost a bit more resources but by the time you can build 4x4 and gyro you are usually swimming in resources..

 
Crater Creator said:
  • Maximum loot is also capped per biome, to encourage exploration
You know, there have been a lot of changes to the game I've disliked since I bought it, but this is the first one I can recall that made me genuinely angry.  Assuming it works like I expect, I'm guessing it means loot stage is capped depending on the biome you're in.  It's bad enough I have to have Burnt Forest and Wasteland in my map (two biomes I will never spend any time in because they're ugly as sin) to follow the "normal" progression, but being required to go to them to get better loot (and presumably parts for T6 crafting, or what would be the point?) is just a bridge too far.

Please tell me this can be disabled or easily edited.

 
I don't have any insider knowledge about the reasons here but if I had to guess it might have to do with the fact that TFP does not limit the online experience to official servers that are policed and managed by TFP itself. Every single public dedicated server in existence is managed by private individuals with zero oversight by TFP.

Some have suggested that it is a conflict between Sony and Microsoft but that can't really be it since currently crossplay between xbox and PS5 is already possible player to player. That issue (if it was really there) has already been resolved. The issue has to be about server security and perhaps the console companies don't look at private dedicated servers as being acceptable (despite the fact that official servers for many games are often the worst servers that exist for those games...).

Just a guess though.


A detail that somewhat speaks against this theory that peer to peer crossplay with the PC as "server" is already possible. There is no practical difference between a peer to peer PC hosting the game and a dedicated PC hosting the game.

 
Target Release Dates (“if all goes as planned”): 

Experimental Release (Steam): April 15th 2025

Stable Release (all platforms): Early May 2025

Confirmed Features & Content





Perk Updates & Rebalance

  • Some perks moved to a new General Perks tab with no attribute requirement, allowing more customized builds
  • Perk tree filled out completely, with 10 perks per attribute 
  • New and improved perks, such as the new Mastery perk for each attribute
  • All perks have 5 levels


Faatal must be seething right now. Didn't he say a few days ago they're still a few months away from experimental?

Also curious about these new Mastery perks and what they'll entail. I think I'm actually excited about 2.0.

 
You know, there have been a lot of changes to the game I've disliked since I bought it, but this is the first one I can recall that made me genuinely angry.  Assuming it works like I expect, I'm guessing it means loot stage is capped depending on the biome you're in.  It's bad enough I have to have Burnt Forest and Wasteland in my map (two biomes I will never spend any time in because they're ugly as sin) to follow the "normal" progression, but being required to go to them to get better loot (and presumably parts for T6 crafting, or what would be the point?) is just a bridge too far.

Please tell me this can be disabled or easily edited.


Crater Creator said:
Can be disabled for ‘classic’ gameplay


Which is just me summarizing what devs have written and said. :)

 
You know, there have been a lot of changes to the game I've disliked since I bought it, but this is the first one I can recall that made me genuinely angry.  Assuming it works like I expect, I'm guessing it means loot stage is capped depending on the biome you're in.  It's bad enough I have to have Burnt Forest and Wasteland in my map (two biomes I will never spend any time in because they're ugly as sin) to follow the "normal" progression, but being required to go to them to get better loot (and presumably parts for T6 crafting, or what would be the point?) is just a bridge too far.

Please tell me this can be disabled or easily edited.


Considering this is basically an industry standard to gate loot behind area tiers, why would it make you so angry?

 
Yeah, I'm aware.  I assumed that only applied to the environmental survival bit.  Perhaps I took it wrong, but that was how I understood it.


To me the progressing tiers of rewards, vis-à-vis a lootstage cap per biome, sound as integral to the new system as the progressing tiers of risk, vis-à-vis environmental hazards and biome-specific zombies. I can’t imagine they’d have a Classic Mode option that disables one but not the other. But I respect that it’s open to interpretation, until a developer clarifies or players see it for themselves.

 
Considering this is basically an industry standard to gate loot behind area tiers, why would it make you so angry?
Because I dislike the burnt forest and wasteland, and would ideally not even include them in any map I'm playing on, as they're just wasted space for me.  Mostly, it's just more being forced to play a certain way in what used to be a sandbox game that annoys me. 

It's also very artificial.  If it was mined resources or something like that I would be more forgiving, but just artificially limiting the quality of loot in an area to force me to do something rubs me the wrong way.  It probably wouldn't bother me so much if it had always been that way, but changing it after years is very jarring.

Largely, anything in this sort of game that tries to dictate where I have to go or when I can do something (time gates, or requiring doing things at a certain time of day/month/whatever when I can't control that) is something I really dislike.

That being said, I don't really play any other survival games (unless you count Minecraft, lol) so industry standard is kind of irrelevant to me.

To me the progressing tiers of rewards, vis-à-vis a lootstage cap per biome, sound as integral to the new system as the progressing tiers of risk, vis-à-vis environmental hazards and biome-specific zombies. I can’t imagine they’d have a Classic Mode option that disables one but not the other. But I respect that it’s open to interpretation, until a developer clarifies or players see it for themselves.
To be fair, I can see your interpretation as well.  It was quite late at night when I first read this, and it was just a knee jerk reaction (that I only posted about when waking up).  Hopefully, it's fairly modular, because I don't necessarily mind the biome progression in terms of the environmental hazards (depending on how exactly it ends up working) but the idea of being restricted loot-wise because I want to stay somewhere I find aesthetically pleasant is a non-starter for me (makes me wonder if I could make the whole world aesthetically forest but technically different biomes, though....)

 
Wow, there is way more going into this update then the weather system. Very exciting!

Multiplayer

  • Choose to spawn near a friend, so you can team up right away


How will this work exactly? Is this for initially joining a server? That would really be sweet, because currently we all spawn in on a new server at level 1 scattered around the map and then spend the next hour or so getting everyone assembled into one area. If this means everyone can just start in the same spot, it'll make early play much more fun.

 
Capping biomes is likely in part for the overall storyline.  Many elements that seem to not make sense today are there for the final story, which unfortunately isn't coming until 4.0.  The story as I understand it will involve significant time in the wasteland as that is the final biome and end game against the Duke.

 
Not sure we are really on the same page yet. My question came about because you were talking about features that sounded like pimp dreams to me as if they were confirmed reality in the upcoming game.
The I totally get it, came from reading the descriptive in the update.

But It was only a response to a prior post about wetness, and strategies. So I posted possibilities.

You are partially right. The unabridged portion was a pimp dream that I originally
decided not to post. After re-reading it seemed a little convoluted. When you asked
the question I thought it was the same as when you thought my writing was from an ai
source. So I posted it to show that I had actually taken notes.

The image is set lower, because its basically a WIP. I have been testing different
combination changes of ambient, sun, moon, fog, sky gray and color gradient etc. to get a

darker but acceptable render. But I am also using a high amount of the storm particles, and only at

the moment i had done a kill all, because the noise is annoying when I am not actually playing the

game otherwise it's 30 alive in town an 16 in the wilderness. But it's  basically my fractalized biome images
"combo snow forest" in that snapshot, and scaled grass. I wasn't rating my environment equal to the concept art.
That would be like comparing stickman gifs to the Mona Lisa for me. The concept art paints a story.
Actually, depending on how you view it, it could be transformed into a movie scenario.

I lowered a lot to see what uses the highest resources, between cpu and GPU. Also this latest experiment
was to see what I would need to do for players that have setting at 100 vs 0 if I did finish the mod and

wanted to balance it between the two settings. That image unfortunately is set at 100.

I've always loved the environment. Lighting. But I work with what I have, and when a new update
comes out, it's Christmas again. Like about 7 years past, A person said being color blind made it
hard to see things on the map, so I started editing the atlas images for them to help compensate. But and this is
the part that is always cool for me. TFP, invested time and deep thought and create a near perfect
solution which is the above ground ore models brightly hued and shaped differently for sight impaired
players, and with style.

In the end it's a lot just to get the right tone, especially at 100 brightness, I totally respect the work TFP
does, so I took a snapshot of what was now on my computer, then looked at the concept art, and hell
yeah it was all about a happy dance. I can hardly wait. Pretty much I have to start from scratch or Nix the 100

setting. Too many contrasts.

I guess if you had directly asked, if it was a pimp dream, or conjecture of how i thought it could work,
I would have answered differently. But when ask me a question like that one, I asked why or what would make
them ask that question. I am not a part of the staff, so did i post something potentially sensitive, that should not
be released yet. Either way no harm no foul, and I look at it as it will be a belated birthday present. 3 days later.

If I ever knew any privileged information, I would probably post less or not at all, just to protect it. That's me.

 
with the new biom progression i just don't see how the same loot bonus structure can work with it...

Has anything been said how loot bonus will work in 2.0? my recommendation would be more of a balance loot bonus / biom system that currently exists.

if people are going have to progress through bioms maybe put more of an emphasis on levels to determine loot bonus than what biom they in?

or am i misunderstanding something here?

something else maybe make tier 3 only drop in wasteland? 

guess alot things could be done but yeah i can't imagine the current loot bonus system working with 2.0 very well.

 
One question in regard to the on off switch type mechanic, If the majority of adjustments or game play modes

are primarily, .xml. Have you ever considered just using the the mod folder, this way you can have as many

different modes as you like, using the same format as having multiple game saves, a list format. that points

to a specific config and instantly allows load up.   Or is that the way you are already going to control it.

 
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