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Laz Man

QA
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Posts posted by Laz Man

  1. 2 hours ago, beerfly said:

    About cars on the roads, we had some issues while driving around to have them spawned just in front of us, not only them but different assets also.

     

    Is the view distance gonna be reworked in A22 ?

     

    Have you submitted a bug report?  If not, I encourage you to do so along with your game settings so QA can see if it's happening in A22.

  2. 22 minutes ago, Riamus said:

    Of course, we also have strange situations with vanilla tiles already.  An unfortunate side effect of tiles when there are so few of them is that designers like making unique tiles and the tiles often don't really merge well with one another.  Numbers of lanes changing repeatedly along a road, road borders not always lining up between districts, crazy corners in odd places, guard rails between tiles that get placed facing one another....

     

    I think I would prefer having more tiles, even if they aren't "perfect" just to help diversify the towns and allow for more variety in how things can look.  But I do agree that tiles need to have some kind of cohesion between one another so the town looks at least somewhat okay.  At some point, Teragon will offer the ability to dynamically place tiles with specific restrictions on which ones can attach to each tile.  This can allow for much more variety without randomization messing up the overall look.  For example, you'll be able to have boulevards that don't randomly go from one lane to two and back again over and over or raised roads that don't suddenly become not raised, etc.  But that's down the road a bit.  It would be great to have something like that in RWG as well but I kind of don't think it'll happen.

     

    The history of RWG maps is an interesting one.  I remember back in the days before tiles were introduced how POIs were placed strictly by code in a grid and felt very disconnected / unnatural.

     

    What I appreciate about the tile system is it eased some of the responsibility off of programming to create a natural looking city scape through code and pushed some of that responsibility onto the level designers.

     

    Although still not perfect I feel it was a huge improvement.  We have some new RWG and tile updates coming in A22.  Stay tuned. 😎

  3. Tile design is very intricate.  There are alot of things to consider such as how many POI markers can fit into one and what variation of road placement can you have. 

     

    For example, it is generally bad to design alot of roads on the edge of a tile since it creates strange parallel roads when 2 such tiles would happen to be placed next to each other.

  4. 2 hours ago, HB_H4wk said:

    Is the Game Engine part of the issue of "Performance"?

     

    Imagine if all the roads were filled with vehicle models.  That is more polys for the game to render when the player comes upon it.  Downtown is already the heaviest district verts / tris wise.

     

    We also intentionally design spaces for players to drive their vehicles through in tiles and POIs.

  5. I think Jiggle physics has received an optimization pass in A22 but not 100% sure.  I recall it being talked about (e.g. disabled at a certain distance).

    13 hours ago, Adam the Waster said:

    New business strip

    20240413_232850.jpg

     

    We have several remnant strips being worked on currently which will add to the variety and help with downtown city performance.

  6. If I recall, faatal mentioned many things are on the main thread because of unity.  I know some users have posted suggestions in the past and he explained why it wasn't so easy.  

     

    As far as optimizations are concerned, they are happening all the time.  There would of been no way the game would work on the consoles without them.

     

    More optimizations will keep continuing to happen.

  7. 2 hours ago, WarMongerian said:

    I know this game has been around for quite some time, but for me there is still undiscovered areas on the map and undiscovered game content to experience for the very first time.  Given also that the few folks I know that played this game back in the day, and all of them agree that the game has changed over the years from what it once was to what is has become today, and what it will become in the future, are you really saying that new players/customers should not come on these forums and enthusiastically share their ideas for what they (rightly or wrongly) think will make this game even better than it already is?  That would be disappointing.

     

    The game has been around for a long time but we are always interested to hear thoughts and ideas from players, especially new ones.  It is one reason why we have a pimp dreams section on the forums so players can post things they would like to see in the future.  Although we are at the tail end of adding features for 7D2D, doesn't mean we won't consider them for future content (e.g. DLC, future games, etc.).

     

    Edit:  Thank you for posting your ongoing experience.  Will share with others on the team.

  8. 1 hour ago, User said:

    Yeah, its kind of a neat idea. More special enemies/gameplay elements would definitely be a plus.

    I personally am curious why they added the mutated zombie, since we already have an acid spitting archetype, and they dont really do anything other then do some radiation splash damage, and I'm pretty sure spider zombies dont climb up walls anymore? Could be wrong. Variety is good, so I'm happy we have them but these things make me think of more unique possibilities, my mind immediately goes to l4d2's zombie subclasses. Imagine a zombie that can displace you and bring you into dangerous situations like the smoker, or a zombie/screamer that if you disturb, summons a horde? Which would add some caution when exploring pois. You could even use  displacement to your advantage in a tricky situation, adding some fun gameplay complexity and risk as opposed to just shooting. As it stands,  I think the tier 5 pois are kind of meh is because the whole challenge is purely due to absurd numbers of zombies, at least from what I can tell, could be wrong. Hopefully tfp learns something from Blood Moons no matter how it performs, even though they're not the developers. It also really tanks performance in the higher tier pois, to facillitate the sheer amount of zombies, so I'd be all for more individual threats over sheer numbers.

     

    We have had plans for zombies with special abilities in the base game for a while now, its just other things have been given higher priorities.  Hopefully some of those special abilities still come to fruition at some point.  We will see how things come together once bandits are introduced as that will allow us to create different experiences, especially the ranged bandits. 😎

  9. On 3/15/2024 at 10:37 PM, Arez said:

    I probably play 60/40 Navezgane to Random map games. For the first time the other day I had a quest in the Housing Development POI and it might be my favorite POI concept now. Instead of it being in a confined space, it's basically wide open. I've been to the area before but never as a quest. 

     

    It would be really cool if there were more POIs like that. Just more or less open areas, with visual things to let you know where the boundaries are of course. 

     

    That's all.

     

    Stay tuned for A22.  I think we have a few new POIs like that.

  10. 1 hour ago, HB_H4wk said:

    What about Lock picking to open doors?

    Not aware of any plans to add that in but maybe in the future.

    1 hour ago, Space4Ace said:

    A storm is on the horizon.

     

    If I understand correctly, we PC people will get an A22 experimental build, and then, when it's stable, the consoles will get it.

    If that's the case, The Fun Pimps should get ready for a storm of complaints from the console crowd. Why is the PC getting it first? Bla bla bla... Boo hoo hoo!

    We are used to backlash from the console community but, In my view, it will fill the X platform with negative comments.

     

    With all that said, I'm happy that the game is getting a proper console release; everyone should play 7 Days to Die, not just PC / Mac / Linux owners.

    Any thoughts or comments on this?

     

    Experimental build for the consoles?  I would imagine most console players would prefer a stable version after waiting as long as they have.

  11. 1 hour ago, User said:

    Not sure if interior lighting has been improved. Some shots make it look like it has, hopefully the sudden darkness in rooms with open windows or massive holes in the walls goes away, or at least gets improved.

     

    I believe this has been improved in 22 but don't recall the specific details on how.

  12. 38 minutes ago, User said:

    The key racks by doors are still a thing, they still seem to be locked (open), and you can't pick them but I still hope for a lockpicking overhaul, and a removal of some weird/jank aspects, like doors being stuck in an open state after grabbing the key.

     

    We have a new function that allows locked doors open by triggers to be switched to the unlock state afterwards.

     

    Not all applicable POIs have been updated with this yet.  It will also be a case by case thing since depending on the use case.

  13. 3 minutes ago, FramFramson said:

     

    I'm assuming they were simply given the same property as grass where placing any block on top will remove them. 

     

    That seems a bit more intuitive and easier to implement than a system where two voxel objects can actually sharing one voxel space.

     

    I think so. 👍

  14. 53 minutes ago, Riamus said:

    The road decals (the yellow and white lines) are confirmed to not be blocks, so you will be able to build on to of them in A22.

    They are still shapes but have a property that allows blocks to placed over them.

  15. On 3/25/2024 at 7:38 AM, POCKET951 said:

    I got my hands on the Alpha 22 experimental build TFP was showing off on consoles at Paxeast.  I found something in my playthrough that hasn't  been announced in the alpha 22 dev diary yet. 😅 not sure if I'm allowed to spill and I also don't want to steal TFP's thunder.

    @Roland 

     

    Oh cool, did you get a chance to talk with Allan or anyone else?  I was helping on the bloodmoons side and didn't get a chance to chit chat too long with many fans.  

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