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Developer Discussions: Alpha 17


Roland

Developer Discussions: Alpha 17  

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  1. 1. Developer Discussions: Alpha 17

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Oh you just made my day Roland! I would hug you if I could, but...can you record you asking him this? Or send a transcript. I would love to see his face when you call him the Joelercoaster! I mean, I think just about everyone disagrees on zombie loot it seems but a good compromise for peace is choice of panties....thats it. I am starting the Panties for Peace club on the forums, who is with me? :)

 

no you should call it the penty legion:cocksure: also when I read your post I was laughing my butt off

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Some interesting things to discuss.

 

-For Builders, I counted a ton of new blocks (Microwave, Oven, Fridge, Paintings, etc.). See new larger POI with outdoor satellite dishes.

 

eAaeXCH.jpg

 

-Revamped Skill system. It looks like they are trying something similar within traditional RPGs (think SPECIAL stat system in Fallout). See screenshot below (Perception Skill).

 

K7zuEa6.png

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I am a little concerned about that one too. I think MM did mention though that they would have to look into it I think.

 

One way it could be is that the new zombies you see are ones that were in other parts of the building that were alerted to you and moved to the noise. So if a poi would have had 15 zombies in it then if you cleared out 10 at entry point then rest of building would only have 5.

If though there are 5 on each floor (say 3 floors) and you are after killing 12 trying to get in basement and then there are still 5 on each floor above so you have to go through more than 5 from advancing/retreating because they all respawn on that floor well it could take a while. Especially if you die on last part and have to start over again from scratch.

That is my take on it.

 

As far as I know, this issue was a big bug back in the early days of A16 (when dinosaurs roamed the earth), and now it's back again. Maybe they can call it a feature and be done with it? :p

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Some interesting things to discuss.

 

-For Builders, I counted a ton of new blocks (Microwave, Oven, Fridge, Paintings, etc.). See new larger POI with outdoor satellite dishes.

 

eAaeXCH.jpg

 

-Revamped Skill system. It looks like they are trying something similar within traditional RPGs (think SPECIAL stat system in Fallout). See screenshot below (Perception Skill).

 

I was thinking about this and wondered how it would work for single player games when you dont have other people to take charge of areas you cant work on. When I play multiplayer I discovered the NEED for this specialization because if you can do everything, you wont pay someone to help you (unless they are your buddy and do it for free, or a scratch each others backs) But the player vending and such was just a no go because the people I play with are hardcore looters and they will just find whatever they want and build whatever they want, they dont need me. I would hope, that the skill limits are different in a dedicated SP game and a dedicated MP game. Just my 2 cents on that too. And thanks for bringing new subjects to talk about. I am sure everyone wants me to shut up about the panties already. :)

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well I don't know about other people but you definitely put a smile on my face when you did the panty thing thank you

 

I aim to please. If people aren't happy, huggy, and laughing, I am failing at something.

 

Seriously though...lol...we need to be able to change our undies out in the apocalypse...its the only bit of civilization we have left. :) MUAH!

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If the sleeper respawn is still bugging or working like it should be and a cleaned house is the next day a house full of sleepers again and I can not get rid of it in the .xml’s.

I will know that’s it for me. But that point is far away... I hope 2 weeks...

 

faatal is on record now as saying that’s a bug, not a feature. However, it’s interesting to note that if servers have to really crank up the loot respawn frequency to compensate for less zombie loot, maybe sleepers respawning every day would actually be appropriate.

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when placing a torch and picking it back up, does it go straight into tool belt where it was?

 

Yes, I believe the change is to how the inventory works, not repairing specifically. Note that when Madmole recovers his backpack, items he had before move to their original positions in the inventory/toolbelt. Picking up a torch should work the same way, in my estimation.

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I aim to please. If people aren't happy, huggy, and laughing, I am failing at something.

 

Seriously though...lol...we need to be able to change our undies out in the apocalypse...its the only bit of civilization we have left. :) MUAH!

 

I completely agree lolol:peace:

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faatal is on record now as saying that’s a bug, not a feature. However, it’s interesting to note that if servers have to really crank up the loot respawn frequency to compensate for less zombie loot, maybe sleepers respawning every day would actually be appropriate.

 

I've always thought that the sleeper respawn timer should just be the loot respawn timer. That way when the loot comes back so do the guards. Seems like it would solve the problem of zombies spawning in inhabited POI's because the loot respawn timer starts over whenever a player is in the vicinity. The only way sleepers would respawn in the POI is if all players left the chunk for the duration of the loot timer.

 

It would also give people more incentive to stealth loot a house as a trick on fellow server occupants so that when someone else comes by and kills all the zombies...the joke's on them.

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Hey, I am not sure if it is already answered, as this forum is gain 30-40 pages per day. When zombie drop loot bags, what happen if there is already a loot bag on floor will the new bag merge with it, or just one remain there like now with gore blocks. I really want them to get merge the items in one. And it will happen a lot on horde night.

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I think sleeper timer is different from loot, because loot is individually timed on each container, but sleeper timer is on POI. To achieve them to be one, dev has to change it so if a POI is empty at least 90% then the timer starts for all sleeper and container in POI. Which does help reduce the number of timer and make Performance improvement, as few less thing to calculate when entering.

 

having said that I love this idea though.

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I think sleeper timer is different from loot, because loot is individually timed on each container, but sleeper timer is on POI. To achieve them to be one, dev has to change it so if a POI is empty at least 90% then the timer starts for all sleeper and container in POI. Which does help reduce the number of timer and make Performance improvement, as few less thing to calculate when entering.

 

having said that I love this idea though.

 

On this I also agree wholeheartedly. It makes sense to tie those together. It would be easy to add variance to the idea to keep it from being totally predictable and manipulate-able.

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I'm betting in an emergency, *most* people would just panic and run. And most of your zeds were probably turned in the first wave.

 

Right. A lot of the zombies would be first wave people not prepared. Many of those would be holed up in buildings with their stuff near them, not on their person. People who did carry stuff would have it in a car or a variety of containers (bags, purses, coolers) that would not stay attached when you died or be discarded to move faster as multiple zombies zeroed in on them and killed them. Even many backpacks would be dropped for speed or pulled off when a zombie claws at you.

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I've always thought that the sleeper respawn timer should just be the loot respawn timer. That way when the loot comes back so do the guards. Seems like it would solve the problem of zombies spawning in inhabited POI's because the loot respawn timer starts over whenever a player is in the vicinity. The only way sleepers would respawn in the POI is if all players left the chunk for the duration of the loot timer.

 

It would also give people more incentive to stealth loot a house as a trick on fellow server occupants so that when someone else comes by and kills all the zombies...the joke's on them.

 

Yes! +1 Roland

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MM went into the same building like 4 times and backed out of the POI to fight the zombie he met in there. when he returned not five minutes, there was another zombie back in the EXACT place. It happened EVERY time he went in. This is something i noticed back in A16. Zs would spawn in a place you had been through WHILE you were looting it.

 

It seems like the kind of bug that wouldn't necessarily have to be fixed by A17, but i really feel like it needs to be changed sometime. It breaks immersion and makes the first of the game especially hard because it's not technically possible to clear a POI.

 

Maybe a possible fix would be to make it so that zombies couldn't spawn if you're within like 30 meters of the spawn point? I don't know how that would effect other things. Maybe there could be some sort of timer on Zombie spawn points so that you have, say, 30 min to clear a house before zombies start re-spawning?

 

Spawning is complicated, because for performance, they don't spawn until near a sleeper volume and they spawn over time to reduce lag spikes. It then has to do sight checks, since we don't want spawning seen, so positioning is somewhat random. Killing a zombie does decrease the volume count, so you could still clear it regardless of you seeing a zombie in the same position again. The volumes could be a bit smarter and longer about when they despawn, reducing the respawn and the randomness.

 

There could also be bugs in the current code making it vary from what I described.

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Spawning is complicated, because for performance, they don't spawn until near a sleeper volume and they spawn over time to reduce lag spikes. It then has to do sight checks, since we don't want spawning seen, so positioning is somewhat random. Killing a zombie does decrease the volume count, so you could still clear it regardless of you seeing a zombie in the same position again. The volumes could be a bit smarter and longer about when they despawn, reducing the respawn and the randomness.

 

There could also be bugs in the current code making it vary from what I described.

 

It would be nice if each potential spawn point had a flag that would get set when a zombie spawned there, so that it won't spawn another in the same place until the whole POI resets.

 

Or even better, since you're doing a sight check anyway, if each potential spawn point had its flag set when it's seen by the player. That way, until the whole POI resets you won't get a sleeper spawned where you'd previously seen that there wasn't one.

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I'm a huge trader geek. I did an analysis of the trader back near the end of A15 which resulted in some changes for A16. Basically at the end of A15 I was able to get full purple iron gear and steel tools before the first 7th night, and I was trying to show that it was way too easy to exploit the trader to skip the entire early and mid game. Gazz looked at my case and adjusted a bunch of the prices and I think it's pretty fair now, but you can still make a ton of money from horde nights in A16.

 

I have never used the trader. Found it boring and breaks my immersion of surviving on my own.

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