PC V2.0 Storms Brewing Dev Diary

Here's a question:

How do you think you will play the game once the change is made that will no longer require you to overcome the biome hazards in order? Will you still generally follow the flow that TFP established or will you mix it up?

For myself, I enjoy the biome progression and will probably continue to play forest, burnt, desert, snow, wasteland order and follow the progression of the traders and questing. I do prefer crafting my own gear over finding better than I can craft loot and for the most part I can stay ahead with my magazines if I follow the progression.

I will get back with you once they made the change.

Seriously, I like to experience the change first before I make an opinion on it. I got so many miles on this body now that I learned that we always have pre-conceived biases (even when we think we don't) so always taking the opportunity to look at something with fresh eyes can lead to pleasant surprises.
 
Millions of players appreciate grinding
Yes and no. Grind is not the same as grind. Some games require too much grinding. Off the top of my head, I can recall Conan Exiles, they really overdid it with the grinding. The amount of resources needed to rearm and change clothes there exceeds all reasonable limits. I can't play it without the admin console.
 
Off the top of my head, I can recall Conan Exiles, they really overdid it with the grinding. The+ amount of resources needed to rearm and change clothes there exceeds all reasonable limits.
Grinding in Conan is interesting and not hard. Also, no problems if you are skilled. Pain there is only for beginners.

My team in the Conan (clan name - BDSM), have attacked a lot of pvp servers (10+) and in my team, builders was only me and one girl. We have collected millions of all needed resources only for some hours. So.. we came on server naked (1 lvl) in the morning, and on the evening - we had everything. And you say that this is HARD? )))

Enough only 2 people that only for 1 day to grind everything (top gear, horses, t3 fortress, explosives, t4 slaves) that fighters whom we support with resources - wipe all clans who live on server for months. So, i completely don't agree with you that grind on Conan is hard or "overdid".

On Conan is boring only searching of t4 named shielder (you can waste on this 10+ hours). But searching is not "grind". Because you don't collect anything and only move ))
 
Grinding in Conan is interesting and not hard.
Interesting? I remember meteorite iron. Come to the right part of the map at night, wait for meteorites to fall (if they don't fall, wait for the next night), go to the place where they fell and dismantle them. If you left the game, wait for them to fall again. To hell with such interests.

I played solo and locally.
 
Suxar, then you have played on very early version of conan. Because, last year, you can find meteorite ore on snow biome 24/7 (i found always not less than 2-3 spots). And not important, day or night. And no need to wait. 15-20 min and disappear of nodes was only on early version of game. Now despawn time is 2h 55m or untile log out (solo game) or until server restart (dedicated server).
 
Last edited:
My argument was never about "realism bad" it's the fact that 7DTD was never a realistic game and never will be unless you significantly mod it. I've played over a thousand hours of Zomboid, so it's not like i think realism is bad in any shape or form. I see a lot of intellectual dishonesty when it comes to this games direction, and i mostly blame early access and ignorance around it. People playing a game in development, defining its vibes and direction before all the pieces are built and put in place. Some of them even glorify the older mechanics, yet they can't give any real data if you ask. Btw Polygon, immersion is entirely subjective. What might hampen one persons immersion could help anothers immersion. It's a silly thing to argue about. How do you objectively measure immersion?
Excuse me Sir/Madam, This is the 7 days to Die forum. There is no place for your sensible mindset. You need to be more one sided and unmoving. :)
 
Generated a new map today and looks like this road is short of the city nearby, then looking at the "Lakes" that were generated...ugggh then the water looking through the glass is gone. Not complaining just pointing out what should be fixed.
 

Attachments

  • road to nowhere.jpg
    road to nowhere.jpg
    412.7 KB · Views: 14
  • road to nowhere2.jpg
    road to nowhere2.jpg
    480.6 KB · Views: 14
  • road to nowhere3.jpg
    road to nowhere3.jpg
    293.4 KB · Views: 14
ugggh then the water looking through the glass is gone. Not complaining just pointing out what should be fixed.
There's a whole area for reporting issues, called Bug Reports. This is like the second time you've posted this issue in this thread. It has been reported and I believe confirmed in the correct areas, no reason to be posting it here.
 
Generated a new map today and looks like this road is short of the city nearby, then looking at the "Lakes" that were generated...ugggh then the water looking through the glass is gone. Not complaining just pointing out what should be fixed.

That specific issue with roads can be caused by the RWG running out of budget for a particular type of gateway, I think. @zztong is the expert on that stuff, though.

I'll bet if you checked the console log after map gen, you'd see a yellow warning about 'rwg_tile_gateway_corner not found' or something similar.

Just to clarify, the part of worldgen that handles the drawing of roads seems to base its decisions on where the townplanner WANTED to place tiles, and not where it was actually ABLE to place tiles.
 
Last edited:
That specific issue with roads can be caused by the RWG running out of budget for a particular type of gateway, I think. @zztong is the expert on that stuff, though.

I'd be curious to know if you were getting messages from RWG about missing gateway tiles (possible explanation for the first picture) or maybe a missing POI (for the third picture). I don't know what to think about the 2nd (desert/water) picture.
 
Back
Top