PC V2.0 Storms Brewing Dev Diary

I mean I don't blame them too point. The game changed alot some for good, some for mid, some for bad

But I'm hopeful for the future.
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Aside from the forums everything else is just pure spite and hate
I don't expect anyone to like everything about an update, but it comes to a point where it's just hateful.
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But let's turn things back around so we're not ranters ranting about the ranters who love to rant. :P How are you enjoying 2.0 so far? ^_^

Anyone else? Anyone want to chime in? <3
Love it. Playing this game has never been felt this good and the new textures are amazing. I might have to deduct points for the stump bees though :p
 
I don't expect anyone to like everything about an update, but it comes to a point where it's just hateful.
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Love it. Playing this game has never been felt this good and the new textures are amazing. I might have to deduct points for the stump bees though :p

Honestly, same. <3 I'm currently running a Perception build, and I've rushed the attribute to max it out before the second horde, heh. The head explosions are everywhere, I love it. <3

I LOVE what they've done with the wilderness, don't you?

Heh. My only concern there is new players may get stuck in a death loop of harvesting stumps for honey, getting infected, rinse and repeat. lol
 
Writing off criticisms of the game as "people are miserable" is not accurate. To be sure, there are people flipping out and losing their minds over issues, but there are absolutely valid criticisms to be made of 2.0.

Mayhaps, but they're being severely drowned out by the "worst devs ever", "scam artists", and "worst update of all-time" hurls, which do nothing to improve the state of the game. At that point, it's just ranting meaningless noise. Are they allowed to feel angry? Yes. Are there valid criticisms and problems with 2.0? Sure. But to call them as evil as EA/Activision (as many people are parroting) is just folly.
 
But let's turn things back around so we're not ranters ranting about the ranters who love to rant. :P How are you enjoying 2.0 so far? ^_^

Anyone else? Anyone want to chime in? <3
Honestly, it doesn't feel much like an update from 1.0. I don't expect much though... We are nearing the end of development.

In the end, this doesn't really feel different from 1.0. That isn't necessarily bad, because 1.0 was good. Yes, there are biome hazards and storms. Neither are worth much, though. And I'll likely disable them unless the changes they make to them improve things. If you can change storm duration as faatal said, then I might leave storms enabled with duration set low. But hazards are very dull and just gate the player, adding little to no value to the game.

New zombies are nice, but they aren't game changing. The same for new tiers of zombies.

About the only thing that really feels different in a good way are the trees being clumped together.

So overall, it is a mediocre update. But it isn't bad. It just added stuff that I see no reason to include and will disable, which makes they wasted time from my point of view.
 
Mayhaps, but they're being severely drowned out by the "worst devs ever", "scam artists", and "worst update of all-time" hurls, which do nothing to improve the state of the game. At that point, it's just ranting meaningless noise. Are they allowed to feel angry? Yes. Are there valid criticisms and problems with 2.0? Sure. But to call them as evil as EA/Activision (as many people are parroting) is just folly.
Yeah comparing the TFP to big time AAA developers is a major stretch. I do think it's valid to critique how long the update took with all of the delays, especially for the content we got, but I think that takes a backseat to some of the more immersion breaking/theme breaking changes like biome badges and smoothies.
 
Yeah comparing the TFP to big time AAA developers is a major stretch. I do think it's valid to critique how long the update took with all of the delays, especially for the content we got, but I think that takes a backseat to some of the more immersion breaking/theme breaking changes like biome badges and smoothies.

That's totally fair. Imo they do feel very rushed and bare bones. But I'm not a game dev, so I won't make further judgment, only my constructive critique, which they are fully allowed to ignore if they don't see any value in it. :)
 
That's totally fair. Imo they do feel very rushed and bare bones. But I'm not a game dev, so I won't make further judgment, only my constructive critique, which they are fully allowed to ignore if they don't see any value in it. :)
I care more about the content of the game than the speed of it's delivery. Of course, having an update produced quickly is nice, but the changes matter much more.
 
It has a moderate amount of changes so far. I have 9 storm changes currently. I will be testing those in my play for fun game tonight. Will be switching from 200% to 300% as storms happen less often and are shorter now.

3rd person camera still has a lot of work needed, so it will be a while for that.
I hope there will be a setting for damage during storms. I really want to increase the level of madness in my survival😎
 
this is where alot of the confussion comes from, serverconfig has an option to reduce freguency of storms but no option to disable them.
<property name="StormFreq" value="100"/> <!-- Adjusts the frequency of storms. 0% turns them off. Vanilla values: 0, 50, 100, 150, 200, 300, 400, 500 -->

however people do have the option to turn off biome progression, but of course you should have known that.
What do you mean? You quoted where it tells you how to disable them.
 
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But let's turn things back around so we're not ranters ranting about the ranters who love to rant. :P How are you enjoying 2.0 so far? ^_^

Anyone else? Anyone want to chime in? <3

It's good!

OK that was the short answer. The long answer turned into an essay, so apologies for that.

New enemies and POIs are always great. Perk changes are generally very good. Even fairly minor things that are personal peeves of mine have been addressed, like shotgun slugs now being great instead of useless.

Crawl out zombies, wardrobe/transmog, better RWG, even the new quest markers, all fantastic.

Biome progression and storms are a mixed bag, for me. I really, really want what both systems are trying to do in the game. I always felt something that makes you gradually 'conquer' a biome would be really good. Equally something that disrupts your plans is generally fun. I've nearly always played with giant wandering horde mods in stable versions, and it makes for a wildly different and more enjoyable game. Storms could be that thing.

That said, current biome progression and storms aren't quite there yet, for me. I accept that I'm not a typical player, I'm on the forums for starters, but the stated design intent last time I heard was to encourage single playthroughs of 50-70 hours. Surely that should mean 'conquering' a biome should take about 10 hours each? Not 30 minutes...

There are many more enjoyable activities that could be required to master a biome. Having a design intent of multiple game days to complete the challenges, not half a day tops, would give design space to use them.

Personally I'd like progression to go 'short hops across the border' (much like the current system works, but without the option to pre-craft smoothies and just bang out the entire biome in one hit). Then gain abilities that allow longer, deeper forays. Then acquire the ability to construct static structures that allow extended stays, so long as you stay close to your structure, and then finally full removal of biome penalties.

Surely 'survive a horde night in the biome' should be the capstone achievement for mastering a biome, too?

I'm hopeful biome progression continues to be tweaked to the point that mastering each biome feels like a major milestone in a playthrough.

Equally you need the carrot and the stick. Making biomes harder to penetrate is fantastic, so long as the player has strong reasons to want to push. Ideally to the point you're frequently tempted to overextend and try risky plays too far into hostile biomes, too early. The loot caps and restored loot modifiers help, and to a degree the shifting around of mining resources, but the crafting system still works directly against the biome progression model. Don't get me wrong, I love crafting, but I really want a potential mechanical advantage to taking risks with hard biomes.

I can't see a way crafting and biome progression can complement each other without loot stage significantly impacting crafting progression. Something like tiered parts tied to loot stages. Basic and advanced rifle parts etc. where advanced can be used to make any gun, but basic can only make lever action rifles, not snipers. I don't think crafting supports optional or alternative ingredients, but the ability to convert advanced parts to basic, but not the other way around, would fix that.

The magazine drop rate doesn't vary in harder biomes. Everything you need to craft a quality 6 anything can be found in the forest, and more importantly, isn't really found that much more frequently in the wasteland. Having two tiers of ranged weapon parts, and two tiers of legendary parts, with the second tier only appearing at high loot stages, would give a real incentive to push hard into hostile biomes. You could even go the whole hog and have two tiers of magazines, with the lower tier only working to raise skill up to half maximum.

Better alignment of schematics with loot stage would help too. Day 1 helmet filters in loot seems odd. Equally the quad pocket mod recipe being practically unfindable, even at 400+ lootstage, seems like a missed opportunity.

Trader inventories continue to do far more harm than good. Daring adventurer still has far too big an impact on trader selection, and trader purchases can completely invalidate even the currently skewed crafting progression. Crucibles and easy access to electric fences from day 1 being the biggest offenders I can think of.

Maybe all this stuff doesn't get looked at until the Trader/Economy overhaul in 4.0, and if so great, although personally I'd say 'give the players a reason to do something' comes earlier on the critical path than 'make it harder for the players to do that thing'.

Equally I'm keen to see what changes are coming to storms in the imminent update. I've already had a couple of great moments caused by storms. Equally I've had far more experiences where they've felt like a boring interruption and nothing more. A disruptive mechanic that forces sudden shifts in priorities is a really good thing for the game. They just need some tuning.

In closing, I will say that I've only played a tiny bit of co-op in 2.0, so most of my observations come from solo play. I'll be starting a large co-op server game next week, and it'll be interesting to see how that goes, and what the feedback is from my fellow players.
 
Spawned into our first RWG 2.0 game. Did a quick 360 around me to see the lay of the land and went "Where's the pine forest? This is a grassland with a couple of scattered trees." There were literally only 6 trees visible in my 360 and 3 of those were part of a POI. Scrubland full of bushes is not a pine forest.
 
Spawned into our first RWG 2.0 game. Did a quick 360 around me to see the lay of the land and went "Where's the pine forest? This is a grassland with a couple of scattered trees." There were literally only 6 trees visible in my 360 and 3 of those were part of a POI. Scrubland full of bushes is not a pine forest.
There was a change, but a good one.

The forest biome was same and same everywhere we went around from god knows which alpha.

I think it was faatal that said they gave a bit of kick of it, by making it not consistent, as we know it so far from the beginning, by giving it some dense forest areas and empty ones, like some sort of meadows.

There is a guy here in the forums that suggested if it is possible to make some dense forest places, which could be pretty interesting in the night time (fingers crossed for bears and wolfs in these areas).

Me and the guys that we do a playthrough now have a designated part of the forest biome that we plant with every seed of tree, we wanna do a horde night there, on foot if possible with proper preparation and enough ammo (we do a nightmare, props to our hardware that gives us the chance to do it).

A one thing that I bet not only me, but also lots of us miss is the danger in the night in forest biome, like bears, wolfs, even storms (why not ? :) )
 
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