V2.5 Survival Revival Dev Diary

Went raiding on a house in a winter biome today.
the house had two red sculls, but it turned out to be harder than I thought.
This house was a maze, I ended up accidently pulling several groups of zeds, what chased me. I got turned around and found myself in a tiny half bath and sitting on the thrown. 😁
They destroyed that flimsy door and rushed me. They were very tough, several ferals, a few greens and even a blue.
How dare they attack me in my thrown room. So I took them out. But not sooner did I step off the toilet (the thrown) then I heard a sound from behind. Suddenly, the wall behind the toilet gave way and two more zombies attacked though there. Another blue and feral.
Then the storm hit. 😂
So I took my time and looted everything. Even busted the lock on the strongbox, rather than pick the lock.
Oddly enough the storm ended a moment after I was planning to walk out.
I did another house and was very glad to have added those expanders to my mini bike.
Oh, I'm so interested in your adventures and walkthroughs of the game, but that's not what this is about...
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But seriously, I don't think I'm at all interested in how exactly you play the game!
Here they share what they would like to see in the game or not, or if something isn't working properly.
 
Have you ever thought about renaming the Dire-wolf to the leg breaker? 😁
Every time I tangle with one. My avatar breaks a leg.
Same here. Dire Wolf = Broken Leg, like clockwork.
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I'd like to see a "cargo expander" for the player's inventory too.
We have perks/mods that help with encumbrance, but nothing that increases total slots.
I don't think a perk would be appropriate, but a series of bags/backpacks might be nice.
There is actually a chat going on in the Pimp Dreams forum requesting exactly that.
 
I don't really think there's any need for larger backpacks. Inventory limitations require you to do some inventory management, which is a good thing, imo. We can already carry a LOT. I don't have it open to verify these numbers, but your own inventory is something like 48 items, with 2 storage mods in a vehicle, you can get anywhere from 30 (bicycle) to 70 or 80 (4x4 and gyro) in vehicles, plus somewhere around 48 in the drone with 4 cargo mods. That's a lot. You'll still sometimes have to make choices, but that isn't a bad thing. And if it's such a problem to leave junk behind, you can drop a crate and pick stuff up later. Remember that money in this game is mostly useless. There really isn't any need to sell every single thing you find, and you won't use half of what you find.
 
I don't really think there's any need for larger backpacks. Inventory limitations require you to do some inventory management, which is a good thing, imo. We can already carry a LOT. I don't have it open to verify these numbers, but your own inventory is something like 48 items, with 2 storage mods in a vehicle, you can get anywhere from 30 (bicycle) to 70 or 80 (4x4 and gyro) in vehicles, plus somewhere around 48 in the drone with 4 cargo mods. That's a lot. You'll still sometimes have to make choices, but that isn't a bad thing. And if it's such a problem to leave junk behind, you can drop a crate and pick stuff up later. Remember that money in this game is mostly useless. There really isn't any need to sell every single thing you find, and you won't use half of what you find.
Is there a need? No. Is there a want? Yes. A backpack could potentially be found or crafted earlier in the game, before the player has access to the 4x4 Truck, Gyro, or Drone. The new storage mods are also as dependent on RNG as finding a backpack would be, or perhaps a backpack would be an earlier Loot Stage item until better options are "unlocked." Some of my friends that play do not like the drone for a variety of reasons, but they have said that they would be happy to wear a backpack to add a row or so of storage slots. Yes, we can and do drop a crate and pick stuff up later, but that takes time that could be better served doing something else, or you could forget that you left some loot at a POI somewhere.
 
Is there a need? No. Is there a want? Yes. A backpack could potentially be found or crafted earlier in the game, before the player has access to the 4x4 Truck, Gyro, or Drone. The new storage mods are also as dependent on RNG as finding a backpack would be, or perhaps a backpack would be an earlier Loot Stage item until better options are "unlocked." Some of my friends that play do not like the drone for a variety of reasons, but they have said that they would be happy to wear a backpack to add a row or so of storage slots. Yes, we can and do drop a crate and pick stuff up later, but that takes time that could be better served doing something else, or you could forget that you left some loot at a POI somewhere.
The problem with this would be interface changes it would require to be viable on all platforms. I, too, believe that the current pack is sufficient in most ways and they've given us so many other ways to store things (I'm a total loot wh**e, by the way) that it wouldn't really matter. I've played lots of overhaul mods that give you incredible, HUGE packs and, they must also give you additional perks to manage the limits, additional pack expanders and pockets. There are also quite a few modlets that do the same thing. The interface does change significantly, and you wind up, in early game, seriously burdened because it's just understandable that you want everything in early game. Also, depending on your computer and your settings, you may not be able to see everything in your interface and that can be a real issue. I wouldn't be against it, but I do understand why it would be something I'd rather wait for while they work out more important issues. Mods, for the win, meanwhile.
 
The problem with this would be interface changes it would require to be viable on all platforms. I, too, believe that the current pack is sufficient in most ways and they've given us so many other ways to store things (I'm a total loot wh**e, by the way) that it wouldn't really matter. I've played lots of overhaul mods that give you incredible, HUGE packs and, they must also give you additional perks to manage the limits, additional pack expanders and pockets. There are also quite a few modlets that do the same thing. The interface does change significantly, and you wind up, in early game, seriously burdened because it's just understandable that you want everything in early game. Also, depending on your computer and your settings, you may not be able to see everything in your interface and that can be a real issue. I wouldn't be against it, but I do understand why it would be something I'd rather wait for while they work out more important issues. Mods, for the win, meanwhile.
That does make sense. I still think it would be worth it. Interface changes already occurred with the implementation of Biome Gear and the new temperature-regulating clothing system, so I feel like it would not be too unreasonable to work this in like that. "Mods, for the win," except I am a console player. 🫤 To a degree, if mods can do it, then it could be implemented into the vanilla game. Again, to a degree. I think this idea is within the degree.
 
I think that if it's not possible/viable to add backpacks, there are some other ideas TFP could implement to (literally) ease the burden.

I've been thinking for some time that money (both old and gold coins) should become immaterial, basically two indicators on the UI.
That way you free two slots every time you'd have money with you.

The same concept could be applied to other small objects, like picklocks, keys and possibly even ammo. They could add it under the current clothing slots, adding a slot for each category for example. I know it's a bit of a big change in some ways, but apart from the necessary work on the UI, it would free a lot of slots otherwise taken. :unsure:
 
I think that if it's not possible/viable to add backpacks, there are some other ideas TFP could implement to (literally) ease the burden.

I've been thinking for some time that money (both old and gold coins) should become immaterial, basically two indicators on the UI.
That way you free two slots every time you'd have money with you.

The same concept could be applied to other small objects, like picklocks, keys and possibly even ammo. They could add it under the current clothing slots, adding a slot for each category for example. I know it's a bit of a big change in some ways, but apart from the necessary work on the UI, it would free a lot of slots otherwise taken. :unsure:
Yes, I always thought they should make Dukes at the very least a separate visual counter like most all RPG's out there and free up that inventory space! Even Lockpicks...But overall we have a very large inventory and with Mule/Pockets the over encumbrance doesn't matter after a certain point...unless of course they change the pocket mods to ADD actual extra inventory slots...because after awhile I always have full Pack Mule and you are never encumbered? which in itself sort of doesn't make sense...there should always be a point where you can reach that point and your inventory starts to drag you down...even with full Pack Mule and or Pocket Mods...
 
Is there a need? No. Is there a want? Yes. A backpack could potentially be found or crafted earlier in the game, before the player has access to the 4x4 Truck, Gyro, or Drone. The new storage mods are also as dependent on RNG as finding a backpack would be, or perhaps a backpack would be an earlier Loot Stage item until better options are "unlocked." Some of my friends that play do not like the drone for a variety of reasons, but they have said that they would be happy to wear a backpack to add a row or so of storage slots. Yes, we can and do drop a crate and pick stuff up later, but that takes time that could be better served doing something else, or you could forget that you left some loot at a POI somewhere.
Unless they change it (they probably will), the storage mod schematics drop constantly right now. They are as bad as the vehicle headlight mod schematics. The way it is now, it drops so much that you'd have to have the worst possible RNG ever to not get them early in the game if you're doing even a medium amount of looting. And if you're not looting much, you don't need them anyhow. If you haven't found one by the time you get a bicycle, that would be very unusual. Unless perhaps if you set loot to 25%.

In any case, we did just fine before those schematics, so they are certainly not critical to the game. Not only that, but we also got free slots in all vehicles even without the mods, so we're already better off than we used to be. Add in that backpacks, if added, would also be RNG - either requiring schematics that you'd have to find (no different from the vehicle storage mod schematics) or backpacks you'd have to find (still RNG). So it wouldn't be much change in the end as far as RNG goes.

And as far as timing, you get a bicycle really early. With 2 storage mod schematics, you have 30 slots in the bicycle. That, combined with your inventory, is a lot. Considering you are not likely to be doing much very far from your base before you have decent transportation, placing a crate to store stuff and then picking it up once you have a decent vehicle isn't really a problem since it would be very quick to bring it back to base later. It really doesn't take much time to do that. Use drop all to fill it and pick out anything you need right away, or pick what to put into it. Then leave it on the road where it's easy to find. You'll be close to home, so you're going to be seeing it in the road regularly and aren't likely to forget it. Once you have a decent vehicle, like a motorcycle, you can drop your storage mods onto that, drive to the crate, which shouldn't take very long since you aren't likely to have been too far from home before having a decent vehicle, use take all to fill your inventory, turn to your motorcycle and use drop all, then turn back to the crate and take all again. Repeat as needed, though it'll only take a few times at most to get everything out of a crate. Then drive back to base and unload. Unloading at the base isn't any extra time because you'd have to unload either way. So it really isn't much time at all to do that if you need to.

And, in the end, you do not need to take every single thing you find. You'll use most things, but most are only used in limited amounts. If you're not crafting shotgun shells, your use of paper will be very limited. Once you have a couple hundred, you really don't need to gather more if you're not making shotgun shells. Pipes are used for a variety of things, but you still normally aren't using a ton of them, and they are easy to get if you happen to need them and are short. So you don't really have to grab them all the time if you're short on space. Things like paint brushes or wire tools or flashlights are all things that you only really need one or two in most cases and the rest can be ignored. Those are just a few examples. Yes, things can be sold for money, and some can be scrapped for resources or smelted. But if you don't need money, it's not critical to gather everything. And unless you're regularly buying stuff, money isn't really needed for much in this game. I might occasionally buy a magazine or book, but only if I really need something. I might consider buying a drone if I'm way too far away on magazines to craft one. I'll buy the mods for the dew collector. And if I do solar, I'll buy those. It's not common for me to buy much more than that. I know others spend a ton at the trader, but even then, you can make a lot of money quickly and easily if you focus on good ways to make money. So not picking up a dozen pipes or whatever and losing out on 100 dukes or whatever they might sell for isn't going to break your game. :)

I get the interest in not having to think about inventory and just take every single thing you find, but why even bother having an inventory if you can carry as much as you want? We're close to that already.

If they did anything, then maybe something specific to the drone. Maybe tell it to sell everything in the inventory to the trader and it would leave and return. Or perhaps tell it to drop everything into your storage at your base (probably needing to set a specific crate to use as a dump crate for it) and it would leave to drop stuff off and then return. That doesn't help in the early game, but you aren't looting as much in a tier 1 POI as you are in a tier 5 POI, so your amount of loot is much more limited in the early game anyhow.
 
Expanded backpack from my R'lyehian progression. For the first 3 years
of gameplay, I hoarded everything whether used or not. Then I left things
at mini campsites marked on the map, now I use the locked slots as a burden
system. I pick up my bicycle always, memories of transport go poof. I used
expanded backpacks, and thought from my gameplay a utilitarian inclusion.

There is a possibility, in vanilla, proof in the fact that all loot containers
have varied slot count and scaled box size. A back pack is just a loot container
that I carry. The burden slots, even in mods, follow a percentage for locking and
unlocking. So if the number of slots is divisible, then the only change needed would
be a scaled to square, so that console could use it also. If I can scale a buzzard
to be a pterodactyl, then added slots could be scaled too.

The use I see for it would be for the Hoarder, Nomadic, Crafter, New player to relieve
angst until they find their footing, on both pc and console. It adds a progression level
of its own. The larger pois, have more items. Plus it would be optional, with a nod to
both sandbox and rpg gameplay. Depending on a player's activities for that day, presuming
they had all available to choose from, a local run smaller backpack, a map jaunt a medium
backpack for extended survival supplies, relocation less trips more game time.
 
I'd like to see a "cargo expander" for the player's inventory too.
We have perks/mods that help with encumbrance, but nothing that increases total slots.
I don't think a perk would be appropriate, but a series of bags/backpacks might be nice.
+1 for me on this!!!
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I think that if it's not possible/viable to add backpacks, there are some other ideas TFP could implement to (literally) ease the burden.

I've been thinking for some time that money (both old and gold coins) should become immaterial, basically two indicators on the UI.
That way you free two slots every time you'd have money with you.

The same concept could be applied to other small objects, like picklocks, keys and possibly even ammo. They could add it under the current clothing slots, adding a slot for each category for example. I know it's a bit of a big change in some ways, but apart from the necessary work on the UI, it would free a lot of slots otherwise taken. :unsure:
That's a great take on it. I love this idea as well! 👍
 
And, in the end, you do not need to take every single thing you find.
Um, disagree. I'm also very much a loot wh*re. Everything MUST be taken 😉
I get what you're saying and you are right. We have so many options regarding extra space.

My play style, I hate the drone. I think it's one of the dumbest things added to the game & I've never used one & never will.

I don't do storage crates around the world to hold stuff to retrieve later, that bugs the hell outta me!

I do store crap in vehicles but there's always that fear that my vehicle will fall through the world & disappear. (I had that happen in 2.4)

But again, that's me & my play style. I'm happy if it stays as is, or they revamp the back packs/ storage.

In Pimps I trust!!
 
2.6 bugfixs is the ROADMAP
anything else should not even be considered untill these major bugs are fixed
I understand the sentiment. I really do.

I don't like that TFP seem to have gone radio silent again...the post below speaks for itself.

On Dec 30th, Madmole said that "they are working on Bandits and will start previewing some stuff "real soon"(tm), that they'd announce an updated roadmap too, and they were thinking about putting this kind of thing in the "news launcher" so everyone can see this stuff without having to go on Social Media.

So I'd like him to follow up on it.
 
I have a question regarding books. Once you have collected all of a crafting
book, it stops it from being in the loot table. But should it show up at the trader
on the next inventory rollover? Shouldn't it be removed from there also?

I finished bows 4 game days passed. Now the new inventory at the trader has more
bow books.
 
Books don't get removed from the loot table when you've collected all of them (that would make things a lot easier to collect, instead of finding the same books hundreds of times over.) The bonus (from perks) for finding a particular book gets removed when you max it out.
 
I've been thinking for some time that money (both old and gold coins) should become immaterial, basically two indicators on the UI.
That way you free two slots every time you'd have money with you.

The issue with this is that many players like to smelt Dukes for the brass. That ability would be lost if money was "virtual."
 
Books don't get removed from the loot table when you've collected all of them (that would make things a lot easier to collect, instead of finding the same books hundreds of times over.) The bonus (from perks) for finding a particular book gets removed when you max it out.
Apology mis-stated. If the perk lowers the probability of books to 0 in the container loot list, should it not also
be applied to the Trader loot list, for consistency. In regard to progressing through the game.

Isn't that the basis of point investment. The alternate loot still remains very low, low, med, high. There is
just less loot items available to choose from per container and the basic items should then replace the
removed item. This would simulate, and I know it it isn't a sim, less and less coveted items, as would happen
in an apocalypse. Logic being as more days pass, more of the low hanging fruit would be sought after, lowering
probability and availability as you play.
 
Apology mis-stated. If the perk lowers the probability of books to 0 in the container loot list, should it not also
be applied to the Trader loot list, for consistency. In regard to progressing through the game.

Isn't that the basis of point investment. The alternate loot still remains very low, low, med, high. There is
just less loot items available to choose from per container and the basic items should then replace the
removed item. This would simulate, and I know it it isn't a sim, less and less coveted items, as would happen
in an apocalypse. Logic being as more days pass, more of the low hanging fruit would be sought after, lowering
probability and availability as you play.
I think you're still misunderstanding how perks work for magazines. It's as Vaeliorin said, the perks only add a bonus to the chance of finding the specific magazines. Once you complete the set, the bonus goes away, but you still have a normal chance to find them (the same chance as if you never put any points into the perk). Since traders aren't getting a bonus (AFAIK) from your perk, there's no reason why there should be a lower chance to see them in the trader inventory. And if they do get a bonus from the perk, you'd just lose the bonus and still see the magazines at a regular rate at the trader.
 
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