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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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I want to give proper feedback later, but before I forget some things I'm noting in a horde night:

 

- zombies are attacking the wall (a POI fence) and apparently not doing damage. There's no visual indication of damage and I can't repair it. They have been hitting it for a while.

 

- after 7-8 zombies early I'm seeing 1 zombie a time in those following hours. Is this intended? (I don't think it's a problem if it's just for the early game, as I'm at a low game stage)

 

- I'm playing at 40-50 fps but it feels like 25fps. It stutters a lot.

 

- When entering POI's sometimes you go around a corner and when you take a step back a zombie spawned there (behind you). Would be great to have a minimum distance

 

- Zombies and Vultures seem to teleport a few centimeters multiple times when walking, like it's stuttering. The animation is there but they are not really moving their spot smoothly. Doesn't happen all the time, but when it does it affects every creature. I think it's maybe on the server..

 

Now with those complaints out of the way I must say I'm enjoying it. The game is fun, surviving is hard, the graphics are beautiful, everything feels much better than before! If MM ever reads this I must say I'm having a hard time deciding which perks to take first, which is a good sign :)

 

AI feels better as well, the death penalties seem more meaningful and I cannot wait to finally get a vehicle. And vultures are a pain in the ass.

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Love how the staff just conveniently ignore everytime someone brings up that using items is now on left click even tho the standard in the whole survival game genre is right click and its been right click in 7dtd from the start. Talk about changes nobody needed and that really mess up people's gameplay.

 

I find it surprising that this bothers you more than placing blocks with right click. Placing a block should be a PRIMARY action. Rotating should be a SECONDARY action. If i were to pick a hill to die on, it would be this. Fun Pimps every survival game (ed. note - that I play) uses left-click to place a block and right-click to rotate or pick a different shape.

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You can turn down your difficulty and that might reduce the number of zeds and will make them easier to deal with.

 

So far this has not been my experience. I'm have my game set to adventuerer and we're seeing more zombies than we had with Nomad in A16 per POI to the rate of just about double. And like other folks here, I've had zombies spawn in when moving room to room after clearing all objects in a room. It is more challenging, but I thought I'd mention that, perhaps the hook for POI zoms per is not catching on difficulty level?

 

We've also had ferals on day 2 with 'walk only in daytime' set. Now I know they can eat and go feral, but these were in a building so I'm not sure how they could have fresh kill flagged.

 

 

Final question since it was missed up thread, what mod does it take to mod a flashlight to a weapon now? Since mining helmets are now thin on the ground?

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I have a perk addition request.... can we get a set of perks to add additional bedroll map locations to spawn into when we die? There are some cheap deaths (My wife ran into a wolf horde, and I just did as well. We are inevitably going to die now, and I don't mind the death penalty at all, but it would be really nice to be able to spawn near where I just died, pay the death penalty, but continue playing. If I spawn near my bed its most of a day's walk away, ad if I had put a bedroll at the quest location, getting back before dark could be an issue.

 

Not using the bedrolls as teleport locations doesn't break really break gameflow and having multiple spawn in points doesn't get rid of the death penalty.

 

We could have a "Sleepyhead" perk with maybe 3 or 4 point level, each giving us an additional bedroll placement locations.

 

Survival is tougher now (thankfully!) but busywork just walking from place to place after a death is tedious.

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so I have a sprained leg and applied a splint and nothing changed.

 

This happened to me too.

 

My two main complaints involve the stamina and the zombie loot drop frequency.

 

I agree with the others who noted this. Stamina, at the early stages I'm at, is really too low. I think any average person can run more than 20 meters or so without becoming completely exhausted.

 

I killed 70 zeds and got 2 loot bags. I think 1 out of 35 is a bit too low and would like to see that tweaked to something like 1 in 20 or 25.

 

Otherwise, I love the changes. The challenge is really up there and the look of the game, with the improved graphics and new POI's all over the place is very impressive. I think, with a bit of balancing and optimization, this is still the winner of my 1st Choice award for games.

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my game is always crashing when i trying to start RWG, navezgane works normaly though. I tried reinstaling but it didn't help.

 

This could be due to insufficient ram, insufficient hard drive space, or a variety of other reasons. Try posting here: https://7daystodie.com/forums/showthread.php?94188-Alpha-17-Experimental-B197-bug-reporting-thread . Make sure to include your logs. Instructions on how to find them are included at the bottom of the first post.

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I don't think it's your issue but there's a bug where objects look worse than they should. Example: storage chest in half texture looks like a blurry mess, while everything around looks decent.

 

You are not alone. Some textures are a WIP i guess, that`s why i haven`t reported it.

 

- - - Updated - - -

 

my game is always crashing when i trying to start RWG, navezgane works normaly though. I tried reinstaling but it didn't help.

 

Did you full wipe A16.4 before installing A17e ? If not, do it an reinstall.

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so I have a sprained leg and applied a splint and nothing changed.

 

I just had a similar experience with an infection, it said to use antibiotics, I did and nothing happened.

 

EDIT: Ok it just took a little bit for it to take effect. I like that :D

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Hello

I have a problem: lack of loot. In the nests I find only feathers 1-2 pieces, but in other boxes and garbage bags there is nothing. Is this a bug or is it intended? 12 days I survive, random map,loot abundance 25%

Sorry for my English

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Hi guys.

 

I love how things are a bit more slowed down now. The game feels a lot more challenging. Which is awesome. I do have few things that I feel should not be.

 

1) The loot....Zombie loot is such a nice part of the experience. It's like a little lucky packet after a big fight. That feeling is desperately missed in this build.

2) The stamina loss is a bit too harsh. You take away too much of the gameplay with the way it is.

3) Zombies still run around aimlessly too much when they can't reach you. Opposed to all attacking the structure you are in.

4) Would like to see more zombies with special abilities like the spider zombie leap attack.

 

1. Sorry, but we like it how it is.

3. They are already effective enough as is. They are zombies after all.

4. So would I.

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Madmole i have connection issues, multiplayer games take too long to connect. How i fix this?

 

- - - Updated - - -

 

Faatal i have some connection issues or kinda, multiplayer games keep on connecting but dont load. Any known problem like this? maybe you know about it.

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Overall been enjoying A17 a lot. The HD textures and new lighting, trader quests, party system and shared quests, dungeon POIs, new item quality system with mod slots, AI pathing, items going back to where they were when you get them back, power attacks, and etc are all fantastic changes! There's just a few things I personally don't like and find particularly frustrating.

 

1. Encumbrance system. I really don't enjoy encumbrance in almost any game, and it's no exception here. I dislike having my character movement slowed, I dislike being punished for looting in a heavily loot based game. I'd like to suggest making the default inventory size 3 full rows instead of 2, with the last 2 rows hard-locked and unlocked in one of two ways. Either a backpack that initially unlocks 6 slots and can be modded with additional pouches to unlock 3 more slots per pouch, or changing the pack mule perk to function the same way if you really want to keep it skill related.

 

2. Debuffs that disable perks. I'm ok with debuffs that lower attributes, I can deal with that. What I find frustrating is it causing my associated perks to also become disabled. It compounds negative effects too much and imo is unnecessary. There are ways of making a game difficult that are still enjoyable and ways that make it unenjoyable and frustrating, and for me this falls into the latter category. As a side note, this also applies to how I feel about the duration of some debuffs, like the death penalty. 1 hour is extremely excessive, for any debuff. Imo it's completely unnecessary for any debuff to last longer than 30min, otherwise it just turns into an unproductive and unenjoyable experience.

 

3. Food and Water status. I understand this has been a long standing polarized topic, what I don't get is why it was made even more unintuitive and inconvenient to check these stats when you want. You now have to go through two actions to view a percentage that is less distinct to the eye than a bar. I really don't mean to be so negative about this but it feels like it's intentionally just to troll the people that have been asking for food and water to be back on HUD. And at this point it's really hard to believe that clutter has anything to do with it after all the things that have been added to the HUD in A17 (which I like), most of which being the visibility bar in stealth that I honestly don't think even needs to exist. All I suggest are simple side-by-side bars, and it would even completely get rid of the need for the notifications on the left side for hunger and thirst.

G9efDvIhttps://imgur.com/a/G9efDvI

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Thanks for your answer and for pasting your post I've missed about PC spec etc.

I'm sorry for my anger last day. I love the game and I will play it, but it hurts me that I can't play this game even on a good PC.

I mean I can... Sometimes I play 20 mins without any freezes, sometimes I get 4-5 freezes in 3 minutes time. I have less than 60 FPS all the time dropping to 15-20 FPS. Video setting doesn't matter. When I play on high I sometimes get less FPS than if I would play on lowest settings possible. It's just random.

 

No problem.

 

I also don't like the performance. That I average 30 FPS and frequently dropping to less than 20 FPS or stuttering. I have profiled the game many times, but there is not one big thing that needs fixing. It seems to be the cumulative effect of all kinds of systems. Hopefully as we finalize the design going into gold, we can spend more time optimizing everything.

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How does the system of zombies reacting to light/sound work?

Do they still react to sounds/light even when you're several blocks underground?

 

I understand that the developers don't want everyone to just dig down to bedrock and place a base there anymore, but it seems a bit immersion breaking to have zombies be able to hear you that far down... or to have zombies be able to see/hear you while high up in a tall building with many walls/floors between you and the outside.

 

Some clarification on this functionality would be nice :)

 

There is no sound occlusion. There is some old code that did that, but it is disabled. Probably because it was a big performance hit. If we get performance back in other areas, we might be able to add occlusion back someday.

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I get pretty decent graphics with my second system, hosting my own game on the same machine:

 

AMD FX 8350

AMD R9 Fury Nano

16 GB RAM

Operating System: Ubuntu Mate

Resolution 1920x1080

 

FPS outside 35-40 min

 

Ingame its less blurry - dont know what the Issue is with Attachments.

S2.jpg.54ae92dad19872e2980ee48ccd8ed751.jpg

S4.thumb.jpg.04d5705043613b27c893f007c7e15ae2.jpg

 

 

 

Maybe i will do some more testing with a dedicated server, but the performance is pretty the same as 16.4.

At least for myself.

S1.thumb.jpg.daef65b7ed1450c47e5410235f4207c8.jpg

S3.thumb.jpg.db5aec109ad45f9f77bbbadbba24bed6.jpg

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AI pathing is better in A17e, but I've noticed it's not perfect. Is the AI pathing only improved for bloodmoon hordes, or should it be applied to all zombies?

If it should be applied to all I might need to make a post in the bug thread as I had a zombie start hitting a wall to go through it, but there was already a doorway right next to the wall it decided needed to go.

 

It is the same pathing system in all circumstances. BM is not different.

 

Pathing depends on costs. Distance is a cost. Breaking blocks is a cost (health and downgrade health). Doors have a decreased cost, so they will prefer them, but not to the point they will bash a strong door over a weak block.

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Why would a sound made 30ft from me where the arrow hits affect my stealth meter? (I haven't been following this discussion closely so sorry if this question is silly in context.)

 

It doesn't make sense to me either. Legacy stuff. Lots of stuff we can improve.

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I am extremely sad that I had to uninstall alpha 17 because of the lack of a run-toggle option for controller users.

 

Please understand that it hurts to hold down that particular button--I am using an official xbox one controller. It is difficult to keep pressed down to the point where it is painful/requires shifting my hand so my palm presses it instead of my thumb (which disallows use of other buttons). Maybe this is because my hands are small because I am female, but this truly makes the game unplayable.

 

I play 7 Days to Die on PC. I am a PC gamer that HAS to use a controller because of disability.

 

I saw other people in this thread mention this same problem to no avail. Without being able to reassign the run button, or switch on a toggle option, Alpha 17 is unplayable. I can't run from zombies.

 

I love 7 Days to Die and want to be able to play with everyone else despite my disability. I always research what games have controller support before buying them, as mapping with external programs is not the same. To me, such a huge quality of life issue for controller users does not qualify as the "full controller support" the game lists on steam.

 

This may sound like whining to some, but I would not be wasting my time signing up to the forum and making this post if 1. This issue didn't truly impact me enough to make the game unplayable 2. I didn't want to continue loving and playing the game.

 

Thanks for reading.

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I really struggled with the fps and motion sickness when I started A17. I usually do not run Vsync but had to turn it on to get rid of the motion sickness feeling. Unfortunately 15 fps was all I could get and 10 in buildings. Kinda a sucked.

 

However using the Geforce experience program to "optimize" my settings it recommended lowering my resolution (1920 x 1060 I think). I did so fearing I would lose quality (I play on a 70" screen). Not only did I not notice any difference in graphics (game looks amazing btw) but my fps jumped to 30 even in buildings)

 

On top of that I decided to turn of Vsync after changing the resolution and BAM! my fps jumped to 60 or better on average with almost all other settings on Max (Geforce 1060, i5 and 16GB Ram)

 

I was considering attempting to overclock but don't see the need to try it now. Hope this helps anyone struggling with fps drop.

 

That is standard 1080p HD res you have there. I am currently running at 1440p windowed on a 4k monitor and possibly going to 1080p would help me a lot.

 

Resolution could be a big issue for many people. The game does do a lot of overdraw especially indoors. We are working on an occlusion system, but in a dynamic voxel world, it ain't easy. Static world 3d games have the advantage of being able to come with precomputed culling data to not draw a lot of what you would not see.

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yeah i love how are people here who think having having more fps in crysis 3 on ultra in 4k than in 7 days to die is fine just disable shadows that will do it while the game freezes everytime you step in a poi

 

Voxels vs static world. Apples to oranges comparison.

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