PC V2.0 Storms Brewing Dev Diary

Моды — это одно, а планы разработчиков и сроки выпуска таких функций, как погода, — совсем другое.

P.S. позволь мне оплатить премиум-подписку на этот переводчик для тебя ☺️
I'm sorry, but it's not the translator.
In English, the phrase ‘I love you’ has one meaning. In Russian, only by rearranging the words, putting commas and intonation. You can get more than 10 different variations. From denoting great love, to hate. And if a translator translates this phrase written in English, there's only one way to translate it.
And then how do you translate it if there are 10 variants, to cram it into one meaning. 
If I want the translator to translate it correctly, I have to try to write in such a way that there are no variants in the translation.
That's why all over the world, those who love Dostoyevsky, learn Russian.
Thank you for your attention!

Translated with DeepL.com (free version)

 
Since DLC cosmetic outfits aren't visible to players themselves, adding new weapons in DLCs would be a better choice.


I guess I'm foggy on how the DLC get implemented. Maybe somebody can clue me in on things like...

Wouldn't that mean all the art (weapon) assets were still in the game, just not unlocked, so people without the DLC could still see the weapons of those who had the DLC? Otherwise, only people with the DLC could only play with others that had the DLC, right? DLC content would have to show in loot regardless of if the player had the DLC or not, right? If so, wouldn't those assets be available to modlets that could circumvent the DLC restrictions?

 
I meant to say.....
I saw in the 2.0 patch notes that 2.0 planning armor cosmetics DLC. 
But since 7 Days to Die is a first-person game where we only see our gloves and weapons most of the time.
Maybe switching to weapon skins would make more sense? Players would actually see their purchases in-game, which could boost DLC sales.
 

 
I meant to say.....
I saw in the 2.0 patch notes that 2.0 planning armor cosmetics DLC. 
But since 7 Days to Die is a first-person game where we only see our gloves and weapons most of the time.
Maybe switching to weapon skins would make more sense? Players would actually see their purchases in-game, which could boost DLC sales.
 
Still dlc cosmetics are still a nice option for making some cash. I would pay for some overlord armor skin. 

But weapon skins, new weapons and guns would be cool. 

Wouldn't that mean all the art (weapon) assets were still in the game, just not unlocked
Ark has this. And yes they would basically lock you out of this content 

Personally I think cosmetics would be the safest thing too do 

 
Right now you can still have that. If you turn the brightness down to 0 it gets extremely dark at night and it's GREAT! Below 50% the brightness setting doesn't affect the day when you're outside but it affects the brightness indoors during the day making it way too dark no matter how bright it is outside.
That was not enough me, and usually modded the worldglobal.xml to get dark nights. Make light sources valuable assets and NV's actually usable.
1.4 version has some oddity with ambient moon effect, until figured out to disable it. This is not perfect, but much darker night than with vanilla settings.

Just simply disabling ambient moon will make nights nice and darker.

Tinkered ambient inside values little. Now insides are not totally black, there is little light. But definitely using light or NV's help.
My current worldglobal.xml settings.
 

Code:
		<!-- day, night -->
		<property name="ambientEquatorScale" value=".7, .225"/>
		<property name="ambientGroundScale" value=".3, .025"/>
		<property name="ambientSkyScale" value="1, .35"/>
		<property name="ambientSkyDesat" value=".7, .35"/>
		<!-- ambientMoon disable -->
		<!-- property name="ambientMoon" value=".8, .4"/ --><!-- add, scale -->
		
		<property name="ambientInsideSpeed" value=".6"/>
		<property name="ambientInsideThreshold" value=".4"/>
		<property name="ambientInsideEquatorScale" value=".55, 1.5"/>	<!-- day, night -->
		<property name="ambientInsideGroundScale" value=".4, .4"/>
		<property name="ambientInsideSkyScale" value="1.6, .8"/>
 
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Flameing slingshot
Rocks snow and solids id agree with, even balloons with gasoline, but my fear of using

a sling shot to propel molten metal make me think of this.

backfire_slingshot.gif

<property name="ambientInsideSpeed" value=".6"/>

if you change this to .09 then it kind of emulates your eyes adjusting to different light levels.

 
So, since it is primarily a damage alteration. That means changing to insane is actually creating bullet sponges, that people post not wanting, but in the same frame of speech wanting the zombies to be harder. Kind of a oxymoron, in theory, no. 🤷‍♂️
Personally, when I think harder zombies it's variants with new behaviors that make you think a bit more. Compare a Tom Clark to a Tourist: they're basically the same AI, just the Tourist has way more hit points. All you have to do is shoot the Tourist an extra time to two. But compare a Tom Clark to a Spider and suddenly you're trying to deal with a zombie that knows how to jump! Or compare a Tourist to a Cop: they're pretty similar hit point wise except the cop can spit and occasionally blows up on you. The Tourist is way easier to deal with! I'm excited to see what the Desert Spitter and Frost Zombie do, since they'll have some new abilities.

 
Personally, when I think harder zombies it's variants with new behaviors that make you think a bit more. Compare a Tom Clark to a Tourist: they're basically the same AI, just the Tourist has way more hit points. All you have to do is shoot the Tourist an extra time to two. But compare a Tom Clark to a Spider and suddenly you're trying to deal with a zombie that knows how to jump! Or compare a Tourist to a Cop: they're pretty similar hit point wise except the cop can spit and occasionally blows up on you. The Tourist is way easier to deal with! I'm excited to see what the Desert Spitter and Frost Zombie do, since they'll have some new abilities.
Stuff like that would make me love too see the Gasser come in as a real addition rather then just the fat Hawaiian 

Some stuff like that would be cool af ngl

 
@Mr. Perfect

That was me just playing off of SylenThunder's description. I agree with the need for behavior

differences, weaknesses, strengths, and randomization within each model. Right now I just settle

for constant max on screen, and using a ton of rocks as decoys. I hope they have an area effect

coming soon.

 
That's why all over the world, those who love Dostoyevsky, learn Russian.
I hate Dostoevsky.

Машинные переводчики плохо понимают сложноподчинённые предложения. Просто используйте простые предложения с однозначным смыслом. Тогда и переводчик будет переводить нормально.

 
Wow, that sounds really great, what's coming our way.
It's like a whole new game :)
 

I have a question about severe storms.

Can you turn off the storm system in the game settings if you don't want to play with it?

 
Somewhere earlier there was information that the influence of weather can be disabled in the settings.
Yes, I remember something about that too, but I think it referred to the effects of the biomes and not the severe storm itself.

Or am I mistaken?

 
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I think the topless stripper zombie should be brought back as the forest biome specific zombie.....and bring back the plains biome!!!
Afraid you'll have to use mods for that, some of the platforms claim to be "family friendly" and will not allow that...

(While initialy allowing shovelware called "Sex shop simulator" on their shop with a PEGI 12 rating but who am I to judge 🫠)

 
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Integrate pls this mods into the game:
CraftFromContainers
That should be lootable

Dewtas Hold Multiple Quests

Fox quest revamp

This mods should make game better!

 
Integrate pls this mods into the game:
CraftFromContainers
That should be lootable

Dewtas Hold Multiple Quests

Fox quest revamp

This mods should make game better!


Craft From Containers is well known to cause issues in game stability, and has problems with integrating alongside a large number of other mods. There is a reason this feature does not already exist in the game client.

As for the others, this isn't the place to make suggestions. You want to start a thread in the Pimp Dreams section. 

As for those mods making the game better, that is subjective. Also why they are mods. Why the game was developed to support modding from the very beginning.

 
That should be lootable


I'm not really a fan of turning cardboard boxes into loot. POI designers need some things that are loot-less placeholders, otherwise you might turn things like warehouses and storage rooms into massive loot fests. It would have to be done with care. Would you prefer to have cardboard boxes that had a 10% chance of containing loot but otherwise would be empty? Current cardboard boxes have no interaction and players learn not to bother checking them ... it's efficient.

I experimented with custom crates that had no content. People hated them. They spent lots of time figuring out they had no content. I eventually concluded the current approach to cardboard boxes made the most sense.

 
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