PC V2.0 Storms Brewing Dev Diary

Spoilage does have some issues with overhead involved in tracking and how to stack multiple items with different spoilage.

Best technique I've seen for handling this is to use abstraction. Every perishable stack (including stacks of 1) has its own expiration timer. When stacks are merged the new stack uses the lowest timer. When the timer reaches 0 the stack size decreases by 1, and if the stack still exists then the timer is reset to the max value.

I believe PZ uses a system like this.

I wouldn't mind spoilage being a thing in 7 days, but I would want to have ways to counteract that spoilage. Maybe a high tier food recipes that have very long spoilage timers. Or refrigerators. Or both. Otherwise I would disable spoilage right off the bat.
 
Can you please remove the HP loss while storms are in progress? Having to wait them out isn't exactly fun (or spamming medkits). In general any mechanics that require the player to stop moving aren't fun imo . The latest patch you gave the Zombies blood moon movement while the storms are ongoing. Why not double the spawns and/or increase their damage a bit during the storms as well? This would make the storms dangerous , but wouldn't limit your movement if you want to brave them.

I don't mind making storms scary , but we should have the option to keep moving outside. At least make the biome badge make you immune to further future storm damage in that particular biome.
The team has discussed possible further changes to storm gameplay, including this. Apart from minor tweats though, the current storm behavior is what is locked in for Stable.
 
I play with a group, and I only work part time so... too many hours. XD

We're thriving well enough, and as all of the smoothie ingredients can be found anywhere, the biome challenges were pretty easy. No deaths while doing them. Once we had decent weapons we could clear out the kill parts without too much trouble, and the "survive X number of minutes" parts were easily done just dipping in and out of each biome when our timers ran down.

We basically did our badges together and it made much of it a lot easier.

My deaths were from taking unessecarry risks. For example, I don't like sitting around doing nothing so 2 of my deaths were due to the biome damage over time (ran out of smooties).

One death was trying to complete a T2 POI with only one smoothie......at night. (A must try for those who want an intense experience...😅)

Not the smartest thing I know but the extra challenge was too enticing for me. I almost pulled it off too but I missed one zombie in my clear and ended up getting cornered by biome zombies who broke into the building.

The second death was my first encounter with a plague spitter. I had nothing more to do one night and decided to try and make progress on my desert biome challenge. Combination of low visibility (I play at 25% brightness), spitters and other biome zombies who heard my gun fire led to my eventual demise. (This was back when insects would speed up when you were on a bicycle).

The third death was similar to the 2nd but a storm on top of it. I completed a T3 POI with enough smoothies but didn't have enough smoothies to wait out a storm and got murdered trying to bicycle out of the desert biome....😅
 
The team has discussed possible further changes to storm gameplay, including this. Apart from minor tweats though, the current storm behavior is what is locked in for Stable.
I actually agree with less HP damage and more zombies instead. I was hyped for storms, but TBH they are just kinda annoying and not interactive.

"Oh, a storm is coming in, guess I won't go do that quest and will just sit in the base for a couple of hours"

Them being unexpected mini blood moons would be a lot cooler since there would be more player interactions and decisions you can make to actually deal with them. Currently they are pretty uninteractive since you can't do anything about them besides just AFK for a bit until it passes

I also think storms should happen during bloodmoons if they didn't cause so much damage to your HP, just because they would look cool
 
I think storms are fine as they are. What I would do if I was in TFP shoes would be to apply the same logic they used for badges to storms.

The idea could be to be able to craft some special (obvious) item that would protect you from damage during a storm.
The recipe for those items though, in my opinion, should be only found in the specific biome somewhere.

I'll list here a few possibilities:
  • Burnt: Firefighter Mask
  • Snow: Grandma Wool Socks (legendary of course)
  • Desert: Desert spitter's Neck Gaiter
  • Wasteland: Hazmat suit (easy)
 
In the winter biome I could see lessening the damage a little if they had a torch and making the area immediately adjacent to a campfire not advance the timer for biome damage as well as the timer for acclimation. That is, you could survive next to a fire but not make progress towards acclimation/the badge.

I'm not sure what to say about the desert biome. Perhaps pause all timers if you're in water? That could let you travel via river; I don't know if that's desirable. Maybe if you're not-moving and in water?
 
We're keeping our fingers crossed that there isn't another bug fix, then it might work and be stable :)
They said they are basicly ready there will be a few bugs but faatal said they want console to join the fun
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I can't wait too see Mutated Zombies, those damn bolder throwing jerks and so on horde night
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In the winter biome I could see lessening the damage a little if they had a torch and making the area immediately adjacent to a campfire not advance the timer for biome damage as well as the timer for acclimation. That is, you could survive next to a fire but not make progress towards acclimation/the badge.

I'm not sure what to say about the desert biome. Perhaps pause all timers if you're in water? That could let you travel via river; I don't know if that's desirable. Maybe if you're not-moving and in water?
Something making sense???? Naaaa XD

But hopefully once temperature comes back then it will return
 
@schwanz9000 I have a new question, something I forgot to ask last night (and something to ask today in regards to the changes you made)

The hat has -2% Mobility compared to the -3% Mobility the other three pieces have (all four are Commando), and you can see in teh images they all have the brass fittings mod installed. Is there a reason for this?

Second question - Boots have the brass fitting and the stealth boots, but I'm bad at math (seriously, I am very bad at math) - this means the boots have a smaller amount of stamina lost from actions, correct?
The helmet has a mobility value of .049 instead of .05 as this was causing a rounding issue due to how Unity handles floating point numbers.
This is then resulting in your calculated mobility value showing lower than it should on the display.
Fingers crossed we can get a fix for this someday.
 
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