PC V2.0 Storms Brewing Dev Diary

For 2.0 with the new addition of all the perks it had me wondering, are we losing any perks? Or is it mostly the plan to add on to whats already there?
I'd be surprised if we would lose any.  Some will be moved to a new general tree and then they need to fill the other trees to 10 perks each, so removing some would mean having to add even more new perks.  I don't see any reason they'd do that.  But who knows?

 
Is the balancing different between the systems? I find a good amount of clothes on console, usually I just wear what I find, until I figure out what I want to try this playthrough. I don't really use complete sets. though a low scavenger set early game is pretty great for making dukes....almost too good to do it all the time. 

I agree with @Old Crow that it would be nice if the sets were given a little re-balancing and changes.

I wonder if we could get a "plain" standard set of armour with no buffs... just standard defence.


I feel like the Primitive set is meant to be the "plain set with no buffs, just defense" armor here. But yeah, it shouldn't be better defensively at higher quality compared to any lower-quality armors, though I guess the lack bonuses on Primitive vs bonuses on all of the armors is what balances things out.

 
I feel like the Primitive set is meant to be the "plain set with no buffs, just defense" armor here. But yeah, it shouldn't be better defensively at higher quality compared to any lower-quality armors, though I guess the lack bonuses on Primitive vs bonuses on all of the armors is what balances things out.
Honestly you guys have given me something to think about with the low level armour. I have never made tier 5 or 6 primitive...I just make the first one then start putting on cast offs. lol

I will have to start another play through and test how viable it is to play in it late game...that is the kind of armour I am craving. I think it would feel more like the old game...with all of the benefits of the new game.

speaking of...whoever designed the change in the sights for the pump shotgun when it has a duck bill installed....wow. thank you. it made me switch my build up. seems like a simple thing, but, it changes how I crowd control. The visual representation really helps.

 
Honestly you guys have given me something to think about with the low level armour. I have never made tier 5 or 6 primitive...I just make the first one then start putting on cast offs. lol

I will have to start another play through and test how viable it is to play in it late game...that is the kind of armour I am craving. I think it would feel more like the old game...with all of the benefits of the new game.

speaking of...whoever designed the change in the sights for the pump shotgun when it has a duck bill installed....wow. thank you. it made me switch my build up. seems like a simple thing, but, it changes how I crowd control. The visual representation really helps.


That's pretty much what my friends and I do. We craft T1 Primitive and slowly replace it with whatever we find, until we can start making real armor.

 
Not a big fan of capping loot by biome, that seems way to heavy handed, if you want people to go into other biomes you need to change the item system, so that each biome has its own tier of tools/armor/loot/weapons with those items ONLY being available in those biomes, so your basically forced to explore if you want to get gear and workstation upgrades. For example Valheim does this, hell even Terraria does this, its the major problem with progression in 7dtd, its the fact you can craft all items without leaving the forest save for gas. This is why no one leaves the forest, there is no reason to, since you can usually craft better items than you will loot, and you can craft anything other than a single item without leaving the forest. Capping the loot in the biome is not going to force people to go to other biomes especially after you make it more annoying to explore the biomes, they'll just stay in the forest and craft. The progression needs a major core change like I said above to fix this issue. It also needs tiers of items above steel to deal with the new zombies, as rads are already massive bullet sponges and your going to put in more that are even more tanky without any gear upgrades to compensate? Thats just going to ruin the experience even more for people.

I'll prob turn the biome immunity junk off myself, as there is already no reason to go to other biomes, and I am deff not going to bother if your going to make it even more of a massive pain in the arse to go into other biomes. I'll happily stay in forest crafting everything like most players end up doing, as like I said, there is no reason to go to other biomes other than desert for oil shale which si to only make gas.

I also hope perks like miner 69'er, and motherload are ones in the general perks, as it always did suck being basically forced to go str in single player. I'd also like all the weapon perks decoupled from stats as well but thats me.

 
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I hope that the animal and zombie spawn rate has a slider added or at least an option in serverconfigs.xml I think its strange that I need to mod the game to mod the spawn rate. Also looking forward to the new patch, and bandits, but that is a long ways off. Keep up the good work, been playing for 10 years about and I am happy where things are headed.

GOOD.jpg

 
That's pretty much what my friends and I do. We craft T1 Primitive and slowly replace it with whatever we find, until we can start making real armor.


I mean a tier 5 primitive set has like, 40-50 armor total or something which is pretty damn good. Its been ages since I played vanilla so I don't exactly remember.. I went and checked the xml's Primitive armor has 8-12.3 armor per piece from t1-6 base. with a +-20% randomness thing. so 32 to 49.2 armor. Dunno if the +-20 can go above those base values but I think they can. Which if so, max for t1 is 9.6 armor, and max for t6 would be 14.76. For 38.4 to 59.04 armor. Its also stupidly easy to make and has pretty good armor so its worth upgrading imo. Of course, you'd wanna use a set instead for the bonuses, but other than specific armor parts, its best to just keep privitive on for a while. I think there is a pair of gloves, the preacher gloves that are +damage to undead those are a good upgrade no matter the tier as its more damage to almost all enemies in the game.

I hope that the animal and zombie spawn rate has a slider added or at least an option in serverconfigs.xml I think its strange that I need to mod the game to mod the spawn rate. Also looking forward to the new patch, and bandits, but that is a long ways off. Keep up the good work, been playing for 10 years about and I am happy where things are headed.

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I feel the zombies need to have alot less health like less than half they do now, and just be more numerious. I've played mods with massive spawns and performance is fine, so that excuse doesn't really fly. Afterlife uses a mod called walkersim, which has roaming hordes, that roam the map (in the background) and spawn once the player gets close to them, they never spawn in front of you but it simulates the zombies roaming and moving around, and they usually spawn at the edge of the biome and roam inside and around it. If you live close to wasteland and are in the forest you can actually hve radiated hordes wander into forest. These hordes on default settings are often 20-30 zombies in size, and they are very common in all biomes. Preformance doesn't really get hit to bad by this. But the mod maker for afterlife actually optimized the game better than vanilla has it.

 
I mean a tier 5 primitive set has like, 40-50 armor total or something which is pretty damn good. Its been ages since I played vanilla so I don't exactly remember.. I went and checked the xml's Primitive armor has 8-12.3 armor per piece from t1-6 base. with a +-20% randomness thing. so 32 to 49.2 armor. Dunno if the +-20 can go above those base values but I think they can. Which if so, max for t1 is 9.6 armor, and max for t6 would be 14.76. For 38.4 to 59.04 armor. Its also stupidly easy to make and has pretty good armor so its worth upgrading imo. Of course, you'd wanna use a set instead for the bonuses, but other than specific armor parts, its best to just keep privitive on for a while. I think there is a pair of gloves, the preacher gloves that are +damage to undead those are a good upgrade no matter the tier as its more damage to almost all enemies in the game.

I feel the zombies need to have alot less health like less than half they do now, and just be more numerious. I've played mods with massive spawns and performance is fine, so that excuse doesn't really fly. Afterlife uses a mod called walkersim, which has roaming hordes, that roam the map (in the background) and spawn once the player gets close to them, they never spawn in front of you but it simulates the zombies roaming and moving around, and they usually spawn at the edge of the biome and roam inside and around it. If you live close to wasteland and are in the forest you can actually hve radiated hordes wander into forest. These hordes on default settings are often 20-30 zombies in size, and they are very common in all biomes. Preformance doesn't really get hit to bad by this. But the mod maker for afterlife actually optimized the game better than vanilla has it.


I agree and concur, bullet sponges aren't fun.

 
There is a simple setting for zombie health and it is called "difficulty". If you feel the zombies are bullet sponges, turn down difficulty and they won't be anymore. 

feel the zombies need to have alot less health like less than half they do now, and just be more numerious. I've played mods with massive spawns and performance is fine, so that excuse doesn't really fly.


Seems you have never seen other PCs that might actually be older or weaker than yours or the consoles. You also didn't see all those complaints here on the website about the game having performance problems?

 
Other than head shots, why not, if its possible code in a randomized sweet
spot. By randomized I mean if 3 of the same zombie were attacking, each
would have a small spot in a different location that does decimating damage. 

All other places would have extremely reduced damage.

But "without" adding color coding to identify that area please.

 
I mean a tier 5 primitive set has like, 40-50 armor total or something which is pretty damn good. Its been ages since I played vanilla so I don't exactly remember.. I went and checked the xml's Primitive armor has 8-12.3 armor per piece from t1-6 base. with a +-20% randomness thing. so 32 to 49.2 armor. Dunno if the +-20 can go above those base values but I think they can. Which if so, max for t1 is 9.6 armor, and max for t6 would be 14.76. For 38.4 to 59.04 armor. Its also stupidly easy to make and has pretty good armor so its worth upgrading imo. Of course, you'd wanna use a set instead for the bonuses, but other than specific armor parts, its best to just keep privitive on for a while. I think there is a pair of gloves, the preacher gloves that are +damage to undead those are a good upgrade no matter the tier as its more damage to almost all enemies in the game.


From what I've seen, a lot of players massively overestimate the benefit of the preacher gloves.

They add 10% per quality level to damage, but it's 10% of base weapon damage NOT 10% of total damage including perks, headshot bonus etc. Q1 preacher gloves add maybe +4 damage per hit if you're using a weapon like a Q1 iron spear.

How often will +4 damage reduce your number of swings to kill a zombie? Almost never. With your Q1 spear, 3 points in perception and 2 points in spear master (fairly reasonable skills for when you start getting access to Q1 armour pieces) your power attack headshots will do 104 damage a hit, or 108 if you wear preacher gloves. Unless there's an enemy that happens to have exactly 215 hp, the gloves are never going to change how many swings you take to kill a zombie, so they basically do nothing.

This is my problem with the current armour model. The set armour pieces are pretty much pointless until Q3. 

 
meganoth said:
There is a simple setting for zombie health and it is called "difficulty". If you feel the zombies are bullet sponges, turn down difficulty and they won't be anymore. 
Difficulty affacts how much raw damage the player deals, and how much damage the player takes from AI. Health remains the same, but also damage from bleed, stun baton shock and some traps remain the same regardless of difficulty. Molotovs are affected by difficulty, explosions aren't.

I really wish difficulty did actually affect AI health % so everything was consistent

Uncle Al said:
They add 10% per quality level to damage, but it's 10% of base weapon damage NOT 10% of total damage including perks, headshot bonus etc. Q1 preacher gloves add maybe +4 damage per hit if you're using a weapon like a Q1 iron spear.
Exactly this, its nice but not game changing.
What is however, is the lumberjack gloves, Q6 adds 15 to the base damage, for an iron axe, that is double total damage, which is amazing!

 
meganoth said:
There is a simple setting for zombie health and it is called "difficulty". If you feel the zombies are bullet sponges, turn down difficulty and they won't be anymore. 

Seems you have never seen other PCs that might actually be older or weaker than yours or the consoles. You also didn't see all those complaints here on the website about the game having performance problems?


I mean thats because nothing gets optimized as much as it needs to be because the game is still an alpha, don't let the 1.3 or 2.0 fool you, its really alpha 22/23, No fully released games makes sweeping changes like this. They had to label it like this to get it out on consoles but the game is 100% still in alpha and you can tell it is. Like TFP has made some really weird choices with how things get rendered that just cause performance issues, its so bad that some blocks literally have their own dedicated renderer just for that one block, and thats a big reason for the poor preformance. There is a command you can type in the console in game to stop showing those types of blocks and when I tried it, I got a instant 30+ average fps increase, sadly this also made those blocks disappear (was bushes and iron fences mostly around poi's). Just an example of where some optimization could be done, but it never gets done.  As for the difficulty, I usually play on nomad (both sides do normal damage to each other) or on warrior (player does about 13% less entity damage while the zombies do 50% more to the player). Adding new even tankier zombies without adding new weapons to fight them with is just a stupid move as its going to make the bullet sponge problem even worse than it already is.

Also I started playing 7dtd on a pc with a geforce 970 and 8gb of ram, so yeah I do know what its like playing the game on a lower end pc. Even my pc today is mid end at best. As for consoles? I couldn't care less about consoles, consoles ruin games as games tend to get dumbed down if a console version is planned and the pc version suffers because of it. Every single time a pc only game is announced to be coming out on console, it starts to get ruined 7dtd is a prime example of this, as it gets dumbed down graphically and gameplay wise extremly often. I mean lets be real who would even play this on a console when it lacks mods? and the vanilla experience is kinda poor these days that the game isn't really any good without modding it. To counter the arguement of: Well gamers today seem to like it, those gamers have not played 7dtd back when it was actually good back in a16.4 and below, so they have no idea what the game used to be, they only know what it is now. Most players on pc once they get into the mods and overhauls never play vanilla again as its just such a poor experience. They might try vanilla when a new major update hits but shortly after they stop playing till the mods update. Mods are what are keeping 7dtd alive and thats it pretty much. Same can be said of skyrim and fallout, the modders are basically what keeps them alive for so long.

I been around since a10.2 myself, and its sad to see how far the game has fallen after a16.4 and keeps falling downhill. Used to be my fave game till like a17 when the downhill snowball started.

 
Every single time a pc only game is announced to be coming out on console, it starts to get ruined 7dtd is a prime example of this, as it gets dumbed down graphically and gameplay wise extremly often.
That's weird. To my knowledge (and sight) 7D2D graphics has been GREATLY improved in the last 4/5 years.

On top of that, everything that is added for PC is not planned "because of" console and there are two different developer teams for PC and console.

Some minor, as they call it, user-interface changes may have been done to facilitate the migration to console, but that's it.

Also, as you said, we on PC have full modding capabilities even when consoles can't use modding.

So, why are you saying we're losing something because of consoles?

Optimizations that are needed for console don't necessarily get implemented in the same way (or even at all) for PC.

For that I'd refer you to this reply from faatal about the topic.

Maybe @faatal would like to add a more insightful reply to this?

 
Like TFP has made some really weird choices with how things get rendered that just cause performance issues
"choices" weird or what ever the case has been one of my major complaints over the years..

especially after alpha 15 and so on by the direction the game takes. Every alpha the meta always changing... ive went in great detail about this in the past but what it comes down to who ever is in charge that determines what gets put in the next alpha definately doesnt seem to follow the previous alphas direction. Alot of times fixs and such are over written and brought back because of all the add and remove of stuff the game does. My belief on it is 2 different people with two different play styles contradicting themselves and alternating between alphas for what they want in it. Seems 2.0 its weather this time.

 
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