It all seemed to make sense after the stream, but as I sit here now I cannot recall... Can you turn off biome progression but keep the storms enabled? That is, you don't have to acclimate, but the storms remain a challenge?
I'm not suggesting I'm opposed to acclimation, but wondered if those concepts were linked or separate.
I think you can because there are two separate options. 1 for biome progression
1 for storm frequency, but I don't know if that makes them visual and not effective.
Those storms are nice. Multilayered particles.
Contrary to the most popular opinion here, I do like the Biome Badges.
The badge, in my mind, represents your mastery of all techniques and tools necessary to survive that specific environment, without the (gameplay) burden to have to wear this and that, or eat this and that or use this and that... the concept is similar to what we had back then in one of the early alphas, where you had to find the right pattern in the crafting grid to craft something, but once you learned it, you could just click the recipe and had the grid auto-fill for you.
As for the rest, I liked almost every new feature they added to 2.0, this new version is a net PLUS over 1.0 in every way.
Kudos to TFP for their hard work!
But now I'd like to address the elephant in the room, something that every single one of you guys has overlooked from the dev stream:
WTF happened to Lathan's face?!?
My guess is that he had a close encounter with the desert spitter's hornets...
Might be a silly question, but now console is in the mix i remember a conversation way back that updates could not break peoples older saves because of (i think it was from MS xbox) console rules . . . SO with 2.0 is this going to be like older Alpha updates that made old saves unplayable or will older saves from 1.0 still function?
I suspect whether a block blocks LOS for a Zamb is based on its default orientation as opposed to how it is actually placed. For instance the 1/2 block is default orientation is filling the bottom half of the cube.
Contrary to the most popular opinion here, I do like the Biome Badges.
The badge, in my mind, represents your mastery of all techniques and tools necessary to survive that specific environment, without the (gameplay) burden to have to wear this and that, or eat this and that or use this and that... the concept is similar to what we had back then in one of the early alphas, where you had to find the right pattern in the crafting grid to craft something, but once you learned it, you could just click the recipe and had the grid auto-fill for you.
As for the rest, I liked almost every new feature they added to 2.0, this new version is a net PLUS over 1.0 in every way.
Kudos to TFP for their hard work!
But now I'd like to address the elephant in the room, something that every single one of you guys has overlooked from the dev stream:
WTF happened to Lathan's face?!?
My guess is that he had a close encounter with the desert spitter's hornets...
I like it cuz it's kinda like the scouts when you get your badges or whatever. However I'm not a fan of the cap Loot. I guess if I wanna live in the forest it's for cosmetic purposes. Not like much is good out there.
It all seemed to make sense after the stream, but as I sit here now I cannot recall... Can you turn off biome progression but keep the storms enabled? That is, you don't have to acclimate, but the storms remain a challenge?
I'm not suggesting I'm opposed to acclimation, but wondered if those concepts were linked or separate.
Did you ever think of using the new storms, as a way to really lower LOD since
distant things can't be seen in detail through the storms?
Edit: Important question, Watching waywardeko stream, the progression levels are not
grayed out, so does that mean if you, go to the waste a few seconds at a time conceivably
that badge would override all of the other badges, or were they supposed to be grayed out?
Keep in mind that Lathan was level 1 (later level 2) and that he had only one piece of armor for much of the stream. Damage won't be as much by the time you're actually getting to those biomes.
Also don't forget the game was set to adventurer difficulty (AI deals 75% damage to the player) so for comparison, the hardest hitting bipedal zombie in v1 does 30 on this difficulty without armour, and prime only had 8% dmg mitigation.
It looks like charged blue zombies deal 50% more dmg, so the difficulty has gone up considerably, to compensate the new perks.
I don't mind if it's up close even tho it's goofy as Long as the TAR, the magnum and hunting rifle allow you to aim ill be happy and it will save me a mod slot.
Also again holy hell please turn down the smoke of the lever action. I hope that is fixed.
It might be a relatively minor thing, but I find the new canned food UI icons to be a big downgrade in terms of at-a-glance inventory management. Everything is the same shape and all the labels faded, with the text annoying to see. Yes, there's clear colour differences, but I suspect colourblind folks will be especially annoyed with the canned food icons now.
It's pretty clear that what happened was they only wanted to have to make a single canned food mesh and animation, so the UI has to suffer to match, but I spend way more often dealing with the inventory than I do watching eating animations.
Now, personally, I'll just mod the old icons back in and that will be the end of it, but I really am tired of unnecessary self-inflicted downgrades coming with every upgrade, and console players will not have this freedom to fix yet another small breakdown.
Pack Mule: absorb damage effect. From 50% chance to take no damage to 25%.
Strength Mastery level 5. From 50% less damage taken for 10 seconds after strength weapon kill, to 25%.
Siphoning Strike. From 10 health regen per melee kill, to 5.
Fortitude Mastery level 4 and 5. From +50 max health, to +25.
Hard Target. From 50% less damage taken while moving, to 25%.
All of these are very strong and will still be strong even if they give half their benefit.
As for all the loot cap debates, I guess I have to point out the game kind of always had a biome loot cap, unless you were at loot stage eleventy-billion, and if you made it that far, well... you earned it!
So in a way it's like the devs are saying they're not confident in their own lootstage mechanic? It's like not trusting your car's bumpers so you bolt on a 6-inch rusted iron block over the existing bumpers. Just goofy stuff.
I know none of the stuff I'm griping about will be changed and I'll have to fix it myself like I always do (and I DO very much appreciate that this is at least possible! Not every publisher makes modding easy.) with all the periodic little collateral damage downgrades this game seems to suffer. Just saying my bit.
Also, huge kudos to @Laz Man and the other POI-builders not just for the revamps with the new 1x1 zombie spawning editing they must have had to do, but ONE-HUNDRED-AND-FORTY new POIs. That's insane, and I didn't realize until today that we were getting SO MANY new POIs, when past updates have been maybe 50 or so new POIs.
I just watched the dev stream. I do believe the changes are good. I do have some observations though.
.You guys cannot possibly argue that miner69r or motherload shall stay BOTH in strenght just for the sake of having a "construction" label or reaching the "10 perks per attribute" goal. Magazines are a step, but speed of action is important too you know, and RG gods do play an unbearable role sometimes.
I don't know why I do, but I have an issue with this statement.
Yes, they can argue why they setup the perks per attribute. When they were working on the perk system revamp, they would discuss the various perks, what they wanted to do with them, what new ones they might want to add, and where they should go. They would look at game balance, which attribute to tie the perk to, and countless other things. This would involve discussions, opinions, pros and cons until they eventually develop the logic and a consensus going forward.
You can have a different opinion and a different logic of how the perks should be setup (and discussions / feedback like this is encouraged), but to state that they cannot even defend their logic / their position is too much IMHO.
Personally, I am fine with both of those perks in the Strength tree. I am able to build custom bases when I put most of my perk points into the agility attribute perks so I doubt it will change in V2.0. I like that the game forces me to make choices and I have to live with those choices, even if it makes other things more difficult or take more time.