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Alpha 18 Dev Diary!!


madmole

Alpha 18 Dev Diary!!  

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  1. 1. Alpha 18 Dev Diary!!

    • A18 Stable is Out!
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Madmole, will armor have a special cell for the dye mod, or will only clothes have such a feature?

 

Yes, anything that can be dyed will have a new slot. We gained to slots with the max mods nerf so there is plenty of space there.

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Glancing blows will be another feature that, depending on the details, could radically change combat. I will argue melee combat is enough of a core component to this game that you really do need something like Orsey showed: an arc-based mechanic instead of the current point-and-shoot crosshairs mechanic.

 

I guess what I’m saying is, I don't view these glancing blows as a mere nicety. They'll be a critical part of having a fully realized melee combat system. I wouldn't be surprised if, in practice, most melee swings for most players result in "glancing blows."

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Remember when zombies corpses not being lootable was the literal end of all mankind as we know it? Now everyone just accepts the new change and gets outraged about something else. I was not sure about the change, but I absolutely don't miss the zombie corpses now. Plenty of other containers to loot.

 

Just something to keep in mind if you think TFP have "ruined" your favorite version of the game with some new feature or gameplay change.

 

Nah. I still don’t like most zombies being lootless, and have modded the game to restore that while implementing my own solution to the problems that change was designed to fix. :)

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I don't think this is necessarily bad to be able to max everything out eventually. I don't know what is planned exactly, but I don't think a sandbox game as this benefits from artificial classes. In my professional career I have learnt two academic professions and I am sure, other people have learnt more. There is no reason that a doctor shouldn't also be a good plumber or gardener, given time and experience.

 

Maybe master of everything is not needed, but channeling people into an artificial class system is - just in my opinion - not necessary either.

 

It might well be a matter of balancing, though. It will no doubt be a tough task, best of luck on that.

 

Very much looking forward to A18

 

I don't mind being able to max everything out either, just make it take a very long time, say level 100 is the softcap, you can go to whatever level you want, but it gets harder to level due to the exp needed. I'll be honest I hate hitting max level in a rpg, because then I feel like I am wasting my time killing things as by that point I got way better stuff than they can drop, but they don't give exp anymore, so even less of a desire to bother fighting them.

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If my zombies in the game have sprint speed during the day, can their agro speed change to the speed of a nightmare during an attack? )

 

A18 zombies can boost up their move speed randomly (chance based on game difficulty) when taking damage. The lower the tier the higher the boost is percentage wise. Sprint can boost 10% higher, which is lower than nightmare, which is a 20% increase over sprint.

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Not really, its game staged and loot is set up accordingly. Changing it would be a bunch of work that only benefits 5000 hour guys who have memorized how many zombies spawn at particular houses. There are loads of new remnants going into the game that have zero to a few guys that spawn, but the dungeons are what they are and the loot is good.

 

I would’ve game staged the number of sleepers in POIs (in fact I did for ComSenMod). But be that as it may, I just hope there are enough of these remnants that the Day 1 player isn’t stuck trying to take on a Day 10/Day 100/Day 1000 number of sleepers, when all they want is to find shelter before night comes. That was a problem in A17.

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And I thank you for doing so. Alpha 18 is shaping up very well. I can't play with occlusion enabled for the time being so I have that turned off. Here are my thoughts if the forum doesn't mind eavesdropping...

 

Occlusion is coming along. Today I think I finally have it to the point of it being visually clean (little to no object popping, no shadow popping) and mostly performance neutral when tracking low amounts of objects (occludees).

 

The problem with occlusion is it adds some CPU and a little GPU overhead, so it can actually reduce performance in the worse case. If you are outside and can see most of the world, then not much is hidden, so the overhead will be higher than the gains from not drawing a few things. If you go inside or have a wall in your face and 95% of the occludees are hidden, the you get some FPS gains. The more objects that are tracked, the more lopsided the best and worst cases become, so a careful balance has to be reached for what it worth occluding.

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Occlusion is coming along. Today I think I finally have it to the point of it being visually clean (little to no object popping, no shadow popping) and mostly performance neutral when tracking low amounts of objects (occludees).

 

The problem with occlusion is it adds some CPU and a little GPU overhead, so it can actually reduce performance in the worse case. If you are outside and can see most of the world, then not much is hidden, so the overhead will be higher than the gains from not drawing a few things. If you go inside or have a wall in your face and 95% of the occludees are hidden, the you get some FPS gains. The more objects that are tracked, the more lopsided the best and worst cases become, so a careful balance has to be reached for what it worth occluding.

 

Does light still penetrate surfaces? This person posted a screenshot:

 

https://7daystodie.com/forums/showthread.php?111778-Alpha-18-Dev-Diary!!/page541&p=984748#post984748

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[melee weapons will penetrate bars] As soon as zombies melee penetrates them.

 

That would be so cool! Think about it. Bullets penetrate iron bars already. So you can hang back in relative safety and pick them off through the bars. Melee through iron bars would be more dangerous, more get-off-your-ass, than what we have now, especially if the zombies can reach through.

 

This is actually my biggest hope for the spear. It’ll be nice to have the better range and the ability to throw, but what I really want from the spear (or something) is to poke through iron bars.

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Hey MadMole You mentioned vehicle mods for A19. Would this including more than 2 passengers? It woudl greatly help with groups to not have to roll out in a convoy, esp if zombies are attracted to sound (or will be?).

 

This would not be a good idea. It already has been discovered that passengers riding in jeep can xray. Untill that problem is fixed i wouldnt recommended adding any additional passengers to any vehicle. ATM on our server we made jeeps: driver ride only to prevent passengers from exploiting this bug to locate bases underground.

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I'll let the cat out on this. Zombies can get aggro when hit and nearly run now. It can go from slow to a brisk walk to nearly sprinting. It makes combat a lot scarier because they can suddenly sort of lunge at you. Hitting them again seems to sometimes slow them back down, but it is very cool. Sorry if your an always walk guy. I mean they don't just turn feral if thats what you reading here, mostly its a small increase in speed, just enough to make you feel a little uneasy and cause them to close the gap and hit you a bit more.

 

On the plus side, (IMO both are a huge plus, zombies were zero threat before and I didn't need armor at all) players now have a glancing blow so as you swipe your sword across a guy it might hit his arm and then hit his face for the intended hit. If you miss by a milimeter you will get a glancing blow, so less missed head shots that result in nothing at all, and it kind of helps make combat feel less binary.

 

This is fantastic news. Not only does both changes make the combat more dynamic, the glancing blow will help with the frustration of having to be so precise in frantic combat.

 

I really appreciate Dying Light's combat for the nuances like the glancing blow and speed changes you revealed here. I was hoping to see some of these systems brought into 7 Days.

 

Thanks for the hard work Fun Pimps.

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Im starting to feel like buying perks for things u can find is useless. Dont get me wrong, id rather it be like that. I hate having to spend a point to get vehicles currently.

All a matter of priorities. If you don't want to go deep into Intellect - don't. Just keep in mind that there are well over 200 readable things to find so it will take a while to find All The Things.

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We won't make every LBD fan happy but I do believe that we've addressed a ton of concerns and the perk rebalance is playing great. It was criticized because there was no choice and too many must haves, now there is choice and specialization is a no brainer and a strong desire to loot. Perks augment abilities more than just unlock things and all the best gear is looted now. I think as a whole its the best version of the game by far, and I'm anxious to get it out. Balance is better than ever too.

 

Semi-recent player (A13) long time lurker of the forums (and occasionally provider of mild sass) - this pleases me to see a redefining of perks and skills. Up until A15/A16 I had vast spreadsheets of "best spend of points for skills/unlocks" to encompass my partner and my play styles since we mostly play as a duo together. His superior experience and skill with killing and armour made more sense for him to spec into those perks whilst I, usually the cook/gardener/healer covered the bulk of the rest and other miscellaneous crafting with limited points for weapon skills.

 

A17 was a bit of a challenge with a new perk system It then instantly became 'boring' since as you say there were too many "must have" in order to progress better in game - although I did find that you get enough triple pocket mods you didn't need any points in Pack Mule so there was subtle differences in our builds but pretty much in order to progress the same way we both needed many of the same skills to do so.

 

I like the idea of spec'ing into a class - this was one of the great things about A16 Ravenhearst that I liked which fostered a bit more of a community play for MP servers. Each person had a role to play to make the survival work - builders, security guards, chefs, gardeners and medics. There is an option to pickup a second (and craft a third/subsequent) classes later on so that you could technically 'have it all' or be able to cook without the chef being online but it also helped spread the quests around when you need one of the bazillion extra weapons in the game.

 

I'm excited to see what A18 brings (although more paints/textures and the option to have a coloured/dyed vehicle plzkthx) and love everything that has progressed in my limited time in the whole process. Keep up the good work. ^_^

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This would not be a good idea. It already has been discovered that passengers riding in jeep can xray. Untill that problem is fixed i wouldnt recommended adding any additional passengers to any vehicle. ATM on our server we made jeeps: driver ride only to prevent passengers from exploiting this bug to locate bases underground.

 

Did you see where I said A19? Figuring they could address this issue in 2 alphas...

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I'll let the cat out on this. Zombies can get aggro when hit and nearly run now. It can go from slow to a brisk walk to nearly sprinting. It makes combat a lot scarier because they can suddenly sort of lunge at you. Hitting them again seems to sometimes slow them back down, but it is very cool. Sorry if your an always walk guy. I mean they don't just turn feral if thats what you reading here, mostly its a small increase in speed, just enough to make you feel a little uneasy and cause them to close the gap and hit you a bit more.

 

On the plus side, (IMO both are a huge plus, zombies were zero threat before and I didn't need armor at all) players now have a glancing blow so as you swipe your sword across a guy it might hit his arm and then hit his face for the intended hit. If you miss by a milimeter you will get a glancing blow, so less missed head shots that result in nothing at all, and it kind of helps make combat feel less binary.

 

That sounds just like Guppycur's modlet. LOL.

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Occlusion is coming along. Today I think I finally have it to the point of it being visually clean (little to no object popping, no shadow popping) and mostly performance neutral when tracking low amounts of objects (occludees).

 

The problem with occlusion is it adds some CPU and a little GPU overhead, so it can actually reduce performance in the worse case. If you are outside and can see most of the world, then not much is hidden, so the overhead will be higher than the gains from not drawing a few things. If you go inside or have a wall in your face and 95% of the occludees are hidden, the you get some FPS gains. The more objects that are tracked, the more lopsided the best and worst cases become, so a careful balance has to be reached for what it worth occluding.

 

 

Thanks for the info faatal. I've read a lot of people in unity forums with performance problems implementing occlusion mainly because Unity documentation is scarce. It's possible to ask support from Unity crew? Do you expect better performance from occlusion in next builds?

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