PC V2.3 Experimental

I've been playing 2.3 fairly hard since it dropped and, so far, not much in the way of bobbles other than the honey challenge and that's already reported. I don't find the frostclaw and plague spitters to be anywhere as numerous as before and, interestingly, had a bit of difficulty in finding them while doing the biome challenges. That was more annoying than bad, though. I seem to be experiencing some memory loss and lag from time to time but was never able to pinpoint it enough to put in a valid bug report so it could have been just about anything. Being able to prepare all the 'smoothies' (well, they're not smoothies but, you ,know what I mean) excepting radiated mushrooms, of course) and items needed for survival gear crafting well before they were needed was very cool. I just carried those items with me when it was time and all went very smoothly. Kudos... looking forward to what you work on next.
 
I like the sound of all of those biome-related changes; progression from biome to biome will feel much less gamey and artificial after this update. So I'm looking forward to it.

Personally, would I prefer it if the whole biome survival thing was less binary? Yeah. As it is, you're either at the mercy of the elements or fully protected. There's not much granularity there.

Just spitballing here, but if survival gear wasn't 100% damage proof, and if shelters in hazardous biomes gave full protection only if you craft/purchase and then deploy some kind of equipment or station (an air filtration unit, or insulation, or hot tub, or hookah lounge, or whatever), that would make survival in the extreme biomes more interesting.

Of course, most people would hate it, and then Reddit would get all Reddity... and the Steams forums would get super salty... there would be a great gnashing of teeth, and stomping of feet, and shaking of fists... there would be a great bombing of reviews...

Oh well. It would make a good mod.
I disagree with the idea of deteriorating the survival gear. The best thing they did when releasing 1.0 and had it in 2.0+ was removing a lot of the micromanagement. Part of 7DTD's appeal presently is that it is an *entry level* game within the genre. It's more friendly to newcomers than Ark or Green Hell, or even Medieval Dynasty.

There's no need to have the micromanagement shoved back in for the sake of veteran players retaining their sense of superiority for "just getting it". It's okay to have a game where you can establish yourself and then turn off your brain while questing in POI dungeons.
 
I disagree with the idea of deteriorating the survival gear. The best thing they did when releasing 1.0 and had it in 2.0+ was removing a lot of the micromanagement. Part of 7DTD's appeal presently is that it is an *entry level* game within the genre. It's more friendly to newcomers than Ark or Green Hell, or even Medieval Dynasty.

That's your opinion and you're entitled to it. Personally I don't enjoy games that can be played with ones brain turned off.

There's no need to have the micromanagement shoved back in for the sake of veteran players retaining their sense of superiority for "just getting it".

There was no need to have the micromanagement removed for the sake of casuals nursing a sense of inferiority for "just not getting it."

Beware the sword that cuts both ways.
 
Yes please. Hell, I'd love the old storage box paints back. Those are handy for painting bases.
I don't think bringing these back would be useful. You even say you would use them for something that they were not meant to be used for, so bringing them back for a few people? I don't think so.
It's been mentioned before that TFP have limited resources left to add any other paint (I think?), but if TFP would add paint, it should be something useful, like since we can build our own bases, why not have nicer colors instead of having our painted walls covered with some old and ugly wallpaper. We just built it, it should look new.

We can build drones, yet we have 60's style wallpaper... Go figure!
 
Played to level 25 so far in 2.3. Using 150% exp to speed things along a bit but not push by mechanics / weapon tiers too fast. I like the black lung serum graphic and the survival gear. Best of all I enjoy that you can now risk pushing into a more difficult biome to find better loot.

Once I had the extra 1 meter jump I pushed from the forest right into the desert, mainly because i could see the biome from where I was. Spent a full day and half with no storage or base drop offs working from POI to POI to limit overheat exposure. Found a few nice things and the trader, but had a few dicey encounters and decided to bail back to the forest.

Since the desert tonic needs mushrooms I decided I should find the burnt forest for those. Again, the ability to jump from POI to POI feels more natural and smooth gameplay wise than basically having to dive in and out along the border of a new biome like in 2.0. I like the requirement changes to get the survival gear, less just standing around (time spent in zone) and more active stuff.

Overall, I'm enjoying the 2.3 changes. Feels more survival game like than 2.0 and allows the player risk challenging a more difficult biome.

I hope the survival gear could have possible uses later or outside their biomes. If a player encounters POIs like a smoke filled house or a cold cave, their survival gear may give them some advantage and/or remove a disadvantage.

At any rate 2.3 feels like the a better direction than 2.0.
 
It's been mentioned before that TFP have limited resources left to add any other paint (I think?), but if TFP would add paint, it should be something useful, like since we can build our own bases, why not have nicer colors instead of having our painted walls covered with some old and ugly wallpaper. We just built it, it should look new.
They mentioned that back when we had the full set of paints. Since then, they've removed a lot of paints and haven't replaced them with anything else. If they had the resources to handle the paints before, and the game has been optimized more since then, there shouldn't be a problem adding new paints to replace those that were removed. Besides, I've used a mod that adds a lot of different paints (Pyro Paints) and it has no noticeable impact on the game's performance, so it shouldn't be a problem. And I agree that they should include more paints that are "new" so we can make our bases look good. It's one thing to have old stuff for the POI, but we need good stuff for our bases.
 
Honey Challenge is no longer recording honey gains whether with or without bees.
Just saying. Vanilla start to test 2.3, no mods.
And yes, I started a Bug Report for 2.3 Exp but stopped after seeing the mind-boggling requirements of documentation just to post it. :cautious:
 
Honey Challenge is no longer recording honey gains whether with or without bees.
Just saying. Vanilla start to test 2.3, no mods.
And yes, I started a Bug Report for 2.3 Exp but stopped after seeing the mind-boggling requirements of documentation just to post it. :cautious:

It is already a known issue in the bugs section. I ended up modding that one to gather wood after I had about 6 honey's harvested so at least I could claim it.
 
If TFP is genuinely committed to making improvements, three actions must be taken

A) Eliminate all Twitch commands and features
1) redirect all resources and the excess that Twitch consumes to Bandits
2) very few of the total population of 7d2d uses twitch, the majority doesn't
a. 7 Days to Die has an average player count of around 35,797 over the last 30 days.
b. Over the same period 7 Days to Die averaged 2,258 viewers on Twitch and had 200 active channels.

B) Decrease the number of questable prefabs.
1) This would enable players to construct within prefabs again without the concern of their base being reset.
2) Players frequently mention that earlier versions of the game were significantly better; the ability to build in prefabs is one of the contributing factors.
3) i recommend no more than 50% of the prefabs should be questable

C) Repair the party system.
1) A level 1 player on their first day should not be able to achieve a high gamestage merely by joining an ally with a high gamestage.
2) A level 1 player on their first day should not have to confront high gamestage zombies on their first day simply by joining an ally with a high gamestage.
 
This would enable players to construct within prefabs again without the concern of their base being reset
I'm under the impression that a land claim block pretty much eliminates that risk. This is from the perspective of someone who pretty much plays single player only though, so I'm not sure if that is somehow different in multi.
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I hope the survival gear could have possible uses later or outside their biomes.
I thought it would be cool if the survival gear would be given quality levels, with the higher quality levels giving increasing resistance to the storm effects in the respective biomes (desert gear gives you protection from storms in the desert, etc.). I guess just have the armor crafting skill govern the quality of survival gear you can craft? Or maybe something else?
 
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A) Eliminate all Twitch commands and features
1) redirect all resources and the excess that Twitch consumes to Bandits
2) very few of the total population of 7d2d uses twitch, the majority doesn't
a. 7 Days to Die has an average player count of around 35,797 over the last 30 days.
b. Over the same period 7 Days to Die averaged 2,258 viewers on Twitch and had 200 active channels.

The developer over Twitch commands and features is not the one who would be over finishing up the AI and pathing for bandits. So even if everything for Twitch was dropped it would have no impact. But, the developer over Twitch commands is also over the event manager which is directly connected to the Twitch command system. So by working on Twitch commands they are also working on one of the main 3.0 systems that will be arriving alongside bandits.

Twitch is also a revenue stream and the passion of one of the lead developers so it's not likely going anywhere. FInally, why would they have to eliminate all their work done so far? I can understand you asking them to cease going further but telling them to eliminate it all from the game seems like it would be work that would be more contrary to 3.0 progress than helpful to it.

B) Decrease the number of questable prefabs.
1) This would enable players to construct within prefabs again without the concern of their base being reset.
2) Players frequently mention that earlier versions of the game were significantly better; the ability to build in prefabs is one of the contributing factors.
3) i recommend no more than 50% of the prefabs should be questable

Sorry, but this is simply a conflict between PvP and PvE gameplay and where those two conflict the winner is going to be PvE. It is the main focus of the developers. I understand that you don't want to have to place a claim block or a bed roll to prevent the quest from happening because then it would give your base away to people who would then raid you. But the game isn't designed for PvP and this is just one example of that fact. In cooperative play all the participants know where bases are and can use the tools the game provides to protect against quests and so can still build in any and all POIs they wish.

C) Repair the party system.
1) A level 1 player on their first day should not be able to achieve a high gamestage merely by joining an ally with a high gamestage.
2) A level 1 player on their first day should not have to confront high gamestage zombies on their first day simply by joining an ally with a high gamestage.

It's not broken. Teams that have variable levels of players have to account for their weaker mates and work to protect them while finishing the job. What development guidebook lays down the law that if a first day player teams up with a high level player then they shouldn't come across high level enemies? I disagree with your opinion completely. Weaker teammates don't have to play on the front line.
 
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Sorry, but this is simply a conflict between PvP and PvE gameplay In cooperative play all the participants know where bases are and can use the tools the game provides to protect against quests and so can still build in any and all POIs they wish.
The issue affects both PVE and PVP servers.
To suggest that it is merely a conflict in my opinion is both laughable and inexcusable as it is indeed a concern for both types of servers.

If it were not a problem, then why did the modders for CPM and other server management tools make it impossible to place an LCB in a quest prefab? Everyone knows those people are mostly pve.
The straightforward answer is that it is a significant issue, one that has persisted and will continue to do so until it is resolved.

It is literally impossible for a player to complete his or her quest in multiplayer reguardless if its a pve or pvp server if another player has already claimed the prefab, but I am 100% sure you already knew that, lmao.
 
It is literally impossible for a player to complete his or her quest in multiplayer reguardless if its a pve or pvp server if another player has already claimed the prefab
You do know that you can't even get a quest for a blocked POI, right? At most, if a player gets a quest right before another player drops a land claim, then they will have to cancel the quest and take another. But that didn't happen often. People aren't constantly dropping land claims, so the odds of sunshine dropping one on the exact POI that another person just accepted a quest for is extremely low.

So, no. It doesn't really affect PvE. I play co-op all the time (I rarely play solo anymore), and this has never once been an issue.

Regarding the other things... I don't use Twitch, but I see no reason to remove integration that is already in the game. That makes no sense. And I am pretty sure that most players want more POI, including questable POI, not less. There are enough POI that can't be used for quests already. People want to use the questable POI for bases because they are not detailed. And there is no good reason to prevent quests from a POI where quests make sense. And for parties, if someone joins another, they of course should get a changed game stage. It wouldn't be good otherwise.
 
The issue affects both PVE and PVP servers.
To suggest that it is merely a conflict in my opinion is both laughable and inexcusable as it is indeed a concern for both types of servers.

The issue you originally mentioned was that if a person lives in a questable POI their stuff would be reset when someone quested there. That can’t happen if there is a land claim and/or an active bedroll in the POI. You’re wrong that there is any problem here. The solution is in the game already: place a land claim in your questable POI base and you’ll never be reset.

PvP doesn’t like this because the LC block gives away their position. It’s simply a PvP issue.

If it were not a problem, then why did the modders for CPM and other server management tools make it impossible to place an LCB in a quest prefab?
I don’t know why they did that since it removes the very protection that allows people to take those POIs as a base and not get reset. Sounds pretty stupid to me but maybe someone can help me see the answer. It’s definitely not to solve your imagined problem. It actually causes the problem. Those community made POIs would be risky to build in since you could get reset but they are the only ones that are risky that way.

It is literally impossible for a player to complete his or her quest in multiplayer reguardless if its a pve or pvp server if another player has already claimed the prefab, but I am 100% sure you already knew that, lmao.

This is not the same issue you first mentioned. Now you’re talking about the quester not being able to take a quest because someone’s base is in there. If you knew that then you knew your first imaginary issue was bogus from the start. Which is it Grandpa?

Can’t build because a quest will reset it or
Can’t quest because the base inside blocks me.

Your second issue is only problematic if you are exceeding the 8-player supported max meaning 30-50 people are land claiming all the questable POIs and preventing anyone from questing.

So why would you want questable POIs cut by 50% ? Wouldn’t that make the problem even worse?
 
So why would you want questable POIs cut by 50% ? Wouldn’t that make the problem even worse?
when your serious about productive input instead of worrying about disecting and cutting every dialogue that comes your way hit me up,
otherwise its the same song and dance with you guys who watch these forums. Instead of reflecting try listening for once.
 
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