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meganoth

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Everything posted by meganoth

  1. You are refering to this thread where it was discussed I suppose: https://community.7daystodie.com/topic/27522-so-i-decided-to-track-sleeper-volumes-in-pois-and-how-many-are-ambushes/?do=findComment&comment=471641 We didn't get a conclusive answer then, but that "see you to not see you" I would classify as an unintended consequence aka bug of the AI switching between different modes. Also there was lots of talk about type 2 attack volumes. And at one time Boidster showed the code and from it it seems that if your stealth is bad they will all be coming at you for some time (the dreaded case you talked about above). But if your stealth is excellent then those zombies just go into active state but we were not sure what active means here. It might be that they just target your old location and search from there, or that they are only actively listening but still in a sleeping position. One thing is sure though: Even in type 2 attack volumes there would be a difference between you being really stealthy or just pretending.
  2. From the Shadows improves your chances with each Zed in an attack volume. Each of those Zeds does its own determination whether it sees you after you cross the trigger line. That depends at least on your stealth, the zeds notice skill (higher level zombies notice better) and the distance. Possibly a random roll is added to this but Boidster seems to have looked at the source code and I think he said he didn't find anything random about it Clarification: There are two types of volumes in POIs, normal ones where zombies are just spawned when you enter the volume. Individual zombies will check all the time and detect you whenever you are too loud or visible, but with good stealth that would be never. The type-2 volumes do at least make zombies "active" (whatever that means) if your stealth is good or actively hunt you if your stealth is bad. Whatever "active" means it should be of advantage to you.
  3. (You didn't ask me, but I'd like to answer this as well) In my opinion you have a misconception about game development. It is not about risk, any game development is a a high risk venture, except for continuations of successful franchises which are low risk. The best game can crash silently because it isn't the right time or a slighty better game released a week earlier or the game simply didn't catch the attention of players. But publishers or generally producers of games are not looking for ideas. Ideas are cheap, you are not the only one who can produce them. Publishers are looking for the whole package, a developer who they judge to be able to do what he proposes together with an idea that seems to have a chance in the market. No publisher will give you money and a development team just because they think your idea is good. If you want to work as a pure game designer without programming skills, your only chance (if there is a chance at all) would be to take a job as junior game designer at a bigger developer, but it probably is nearly impossible to get that job without anything to show (like a degree in that subject or participation in some mod development). Everything IMHO!
  4. 2) Not necessarily. You might think they are aware of you, but if you did not make a mistake those zombies probably only have a general sense of a location where you might be. If you had been just moving away stealthily you would notice them running around then stopping and listening (unless one of them stumbles over you by chance). And then you can simply snipe them with stealth bonuses. 3) Again this might be a case like 2. Sneak backwards and if they stop at your previous location you are good, otherwise get out the big guns or run away to restealth. Using stealth is a dynamic challenge now and not the simple static spot-and-shoot-sitting-ducks minigame.
  5. Ok. IF you really don't compromise with your work, then assuming you were developing your own game you would surely stick to your vision, right? If some greedy investors won't make you change your game to something you don't want then you surely won't compromise your vision, your ideas to what players are suggesting if those ideas don't fit your vision. And that was all I was saying. If someone develops a game he wants to make his own game, what he envisioned, and not what some players want on the forum. Opinions are cheap, every forum poster has one about any feature of the game and often those opinions are contrary to other opinions. But for the typical forum poster this looks like the developer is deaf to suggestions. For example he might say: "Hey, I don't like farming like it is now. And look there are already 5 guys that say the same. Why aren't you changing it?". "Hey, I don't like the humor in the game. I want it more realistic". "Hey, I play multiplayer, please focus all your attention on that" ... As a developer you can't make everyone happy. And you develop games to make first and foremost yourself happy about what you created.
  6. And I can just repeat: I don't see what this would bring. Why bind players to a place? If you build a horde or crafting base you are already bound to a place. And if not you will have a very different game as a nomad. Why prevent that alternative playstyle? Why try to bind the majority who makes bases and already is fixed in a place even more?
  7. I don't see what this would bring. You need workstations right now for any weapon better than scrap. And the stuff that is craftable without workstation is surely craftable because people need to be able to craft it without having a workstation (not everyone specs into INT)
  8. You got it wrong. What you describe is automating the current crafting system. But Roland talked about a new crafting system itself. I assume one of the things the new system will fix is the strange situation that increasing your weapon perk could make a weapon you could craft before no longer craftable. And that "bug" in the system needed a solution anyway before 1.0
  9. No, but if you LIKE creating a world, then it should be no problem doing it whenever you want to play in a different alpha version. Everything is fine if you use a world in the same alpha you created it. Often it is also fine if you use it in a later minor version, i.e. a world created with alpha20.2 will usually work in alpha20.4, but that isn't guaranteed anymore. Very important is that you always use a new Game Name for every new game you start. You can use Game Worlds multiple times (if their version matches), but never ever use the same Game Name
  10. Well, the alternative is to always use one of the pregenerated worlds. Because then you always automatically get an updated world if the way the world is described on disk changes.
  11. What I noticed (with a DF mid-march version and alpha20.3 on ubuntu) and what may still be a problem is that sometimes loading the game seems to hang. But when I then access the console and try to execute any nonsense command (like a single "d" followed by <return>) the loading continues. Not sure if this is your problem because you didn't give any details about your problem except of "doesn't work"
  12. Woah, just by posting a potentially useless advice I can give myself the rank of veteran! Count me in 😉 I usually go for single attributes, except for single points in essentials like LotL if no one else does that. And max most of that attribute out, especially in multiplayer. Most other attributes are more difficult to play than a strength build, but in multiplayer I play at a difficulty setting where that doesn't make much of a difference. The main difference IMO is that all other atrributes make melee more difficult, more player-skill based. If you are good at that you will have fun with other melee weapons, if you are bad at that you will wish for a club or often use bows and guns extensively to compensate. Also, AGI/stealth is the most interesting attribute to play if you want a change from STR builds because it changes playstyle a lot. Scavenging is slower and if you are someone who is always in a hurry you might not really like it. And you can't really play stealth style effectively if you quest in a group in multiplayer. So even in MP I tend to separate often from my group for questing.
  13. Please do not double post and please post in "General Support" for this type of question. This error comes up in for hundreds of problems. Usually it means there is something wrong with your savegame. You could post your logfile to Pastebin and link to it in a post in "General Support", then people here might be able to help you.
  14. 1) Find out when those drops happen reliably. 2) Post a logfile (to Pastebin and post link to it here) where you make those drops happen, and post the times it happens. Maybe someone finds a hint here about the cause.
  15. Did only happen to me before I turned off dynamic meshes. But there have been people posting in General Support with similar problems (and a friend of mine might have that problem as well). I don't know if TFP has reproduced this problem already on their own machines (which would be necessary for them to find the source of the problem). It may be a problem that only happens with very specific configurations and settings. The only other advice I can give is to remove any additional graphics management software for your machine (if you are on windows). Sometimes settings in there seem to be a problem. But I'm essentially fishing in the dark.
  16. Then I don't have any more ideas. But I can tell you that a CPU of that quality CAN reach better FPS. If you think that is what I said then so be it.
  17. It is working for some, not working for others. This update was not of the usual quality, no question about that, but people are still playing it, even in co-op. And patches are in the works, so I heard. What do you do if the car you bought breaks down. You bring it into a repair shop and wait until that repair shop solves your problem. If your car is a prototype you would expect this to happen from time to time. Nobody expects you to like it, but it isn't the end of the world If you get spoiled food delivered, you don't eat it and either eat remains of yesterdays food (i.e. go back to a previous patch) or wait for next days delivery and eat something else in the meantime The only p5 3600 I could find was a hair dryer 😁. I'll assume you meant r5. I have an r5 2600x and I get reliable fps from 40 to often over 100. I would suggest to turn off dynamic meshes (rightmost tab in the graphics menu) and turning down reflections and shadows as far as possible.
  18. The deal was made clear, you get the game early and see every step of the games evolution, but you would see bugs and might not see a finished game ever. Steam told you what EA is and you accepted instead of waiting for release. And please tell me how many hours you have in the game and how much money you payed per hour then. Are you sure you didn't get your moneys worth and more? Your critique of the bug submitting process is correct though. It is archaic. But I don't see any disadvantage on the players side with this. If they had used bugzilla for example players would have to log into a second site beside the forum and get used to how bugzilla (or similar) works. And they still would need to provide logfiles, which seems to be one of the biggest problems for the average player independant of the bug reporting process EDIT: Oh right: In-game bug reporting would be another possibility. Ok, that would be a major step-up in comfort , but not a small effort to implement.
  19. Indie companies would probably disagree (at least partly). Because if you followed a few kickstarters when kickstarter became a thing it was often about "give us the means to make the game we want, not the publishers". The "we" in that sentence being the developer. Indie is about creative people developing their ideas without the commercial viewpoint (of the publisher) breathing down their necks and taking the decision from them. They don't just want to replace one despot with another one. I even heard an indie developers say, long after finishing a kickstarter game, that a publisher is much easier to handle than a player community Even when steam came along a few years after the kickstarter hype with EarlyAccess, they talked about participation of the player, sure, but the minimum participation guaranteed by Steams rules is that you can play the game and tell the developer if you like it or not. It is completely the developers decision how much he wants to involve the players in their decision making. And large influence was and is very seldom (except for one or two cases that Matt115 will surely list 😁). Well, they hired a developer to improve the netcode. But only recently and I'm sure it will take some time until his influence can be felt, even if he is one of the smarter people.
  20. You seem to have posted a log of your PC when you were client and one of a few hours later where you were server. But I would have needed client and server from the same session, i.e. one logfile should be from your friends machine Is your friend playing the game from the xbox store or does he have a steam version as well ?
  21. Ok. Fog seemed a good explanation but if it always and only appears at horde night it must have been a bug
  22. There have been patches to weather conditions in A20 and before. It seems Fataal is working on that at random intervalls. Those balancing changes often do not turn up in the changelog but get mentioned in the dev dairy. What our group noticed are much more pronounced weather changes. One interesting condition is a thunderstorm, another is a thick fog that reduces visibility so much that you can't fly higher than the trees with a gyro in middle in the day if you still want to see the ground. It's a feature, not a bug 😉
  23. Since you state that there is no reason to change the server page why are you then asking for a reason? It probably was necessary for their inclusion in the Microsoft xbox gamepass, and if that is true they did not have much time and obviously put out a mediocre first version. This can happen in an alpha. If you want an experience without surprises then wait about 2 years until the game is out of early access.
  24. That should depend on whether the judges give the somersault a technical score better than 4.0. 😉
  25. Could you post the server log from the same session? The error message before the disconnect in this log is "Сервер прервал подключение к клиенту" aka "The server terminated the session". In other words the server found some condition it did not like. Also you could check whether on the servers internet-router the ports 26900(tcp) and 26900-26905(udp) are forwarded/open to the internet. There are two protocols used to connect to servers, litenetlib and steamnetworking. The first one is more reliable but can't circumvent firewalls while steamnetworking is the fallback in cases where litenetlib can't connect. In your case litenetlib can't connect so maybe one or more of those ports are not forwarded at the moment(??). I don't know if it makes a difference, but you could try.
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