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Developer Discussions: Alpha 17

Developer Discussions: Alpha 17  

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  1. 1. Developer Discussions: Alpha 17

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I love to ride my bicycle, I love to ride my biiiiiiike.

 

The mouse-look steering is much nicer than I'd expected. I have somehow toggled it off though, tryin to ding the bell/horn while be chased by a vulture. Keyboard steering is rly not as nice by comparison, curious to see if remains true on all other vehicles. Anyone know the toggle key by chance? I'll just mash keys till I find it if not.

 

Tried applying dye, it went into a mod slot, but nothing happenified. Rly hope that gets implemented, but I don't rly mind the yellow, makes it easier to see it as it rolls down the hill away from you. Yeah, be mindful of where you dismount, though it is amusing.

 

Should be a mouse button. The left one I think.

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Fully agree with everything here. Fun Pimps, fantastic work and great job with everything, but number one priority moving forwards, especially now that it's been close to 6 years in the development cycle, is to work on optimising processing and gameplay moving forwards. A stable 70 plus FPS on this game consistently would make this hands down incredible.

 

My current theory is the increase in POI block variety and maze like density (less empty space) has increased the overdraw your GPU is doing, which is why dropping resolution is giving the big boosts it has, since less pixels to draw. This is going to take additional optimizing like a culling system, which we are working on to get some of that performance back.

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Is the marksman rifle the new sniper rifle? Just checking, I can now make sniper rifles, but can't find it anywhere, but can make marksman rifles.

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Hm, I have such idea... What about having same lvl gating as now, but adding specialized lvl to main player lvl when calculating gate. Like when you gaining XP from crafting, you will get main XP AND int XP. Abilities lvling should be somewhat slower (2 times maybe), and will not give any points, but will lower gate respectively, thus with Intellect lvl 5 you will gave gates not at 20/40/60, but at 15/35/55.

This way you will still be able to lvl everything by jerking infinitely one action, but to proper progression in wanted direction you will be better doing connected activity.

Thoughts?

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It is not infinite zombies during the time. Time only effects the stopping of the remaining zombies once 4am arrives. Low game stages don't spawn that many zombies.

 

Even at low game stage I think horde night lasting more than 2 in game hours would be more fun. Any chance this will be balanced a little higher so the waves of zombies lasts longer?

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is it just me or when I place a ladder or a hatch and its the last item in that toolbelt (1x hatch or 1x ladder section) I end up punching the placed ladder or hatch and doing damage to it.

 

I am on Windows/Multiplayer server - asking for a friend :)

 

We have the same problem. Last item placed will "send a punch". You can quickly move away so the punch will hit the air.

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Hm, I have such idea... What about having same lvl gating as now, but adding specialized lvl to main player lvl when calculating gate. Like when you gaining XP from crafting, you will get main XP AND int XP. Abilities lvling should be somewhat slower (2 times maybe), and will not give any points, but will lower gate respectively, thus with Intellect lvl 5 you will gave gates not at 20/40/60, but at 15/35/55.

This way you will still be able to lvl everything by jerking infinitely one action, but to proper progression in wanted direction you will be better doing connected activity.

Thoughts?

 

Sounds good but it'll be harder to implement and harder to balance than my suggestion. But SOUNDS GOOD. Either way (my and your idea) it'll require to add specialized XP (which I don't think is that hard to code in). Your solution is better from modding standpoint because you would probably be able to mod it to make it behave like my solution or leave it to behave like yours.

Edited by ivailogeimara
grammar (see edit history)

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My current theory is the increase in POI block variety and maze like density (less empty space) has increased the overdraw your GPU is doing, which is why dropping resolution is giving the big boosts it has, since less pixels to draw. This is going to take additional optimizing like a culling system, which we are working on to get some of that performance back.

 

The reflection maps still appear to be showing even with reflections disabled as well - if that assumption is true - then that could also be why people with mid-range and lower machines are getting lower FPS.

 

Look at the garbage can in the game for example - and move around it - there's reflections. The duct work in the game if you set a chest on it - the chest will reflect on the duct-work - even with reflections disabled. FPS penalty for reflections is pretty severe - especially in a dense POI.

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Need a catwalk with 3 railings. That way can attach to top of a wall to be able to shoot down the side of the wall and still have railings to make sure you don't walk off

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Does anyone know if it's intended (or a bug) for Zombies Never Run to also apply to 7th nights now?

 

In previous alphas, zombies always ran on the blood moon horde regardless of your choice, but now it's respecting that setting. I don't remember seeing anything about whether it was an intentional change or not.

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Ran a test, I removed all level gates for all the attributes.

 

I put a few points on other things but mainly focused on fortitude perks. Let me tell you, I was one tough mo-fo! Too tough.

 

So, at least some level gating is a good idea. Less than what it is now, but I don't know what the balance point is.

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Ran a test, I removed all level gates for all the attributes.

 

I put a few points on other things but mainly focused on fortitude perks. Let me tell you, I was one tough mo-fo! Too tough.

 

So, at least some level gating is a good idea. Less than what it is now, but I don't know what the balance point is.

 

 

Yeah I'm only on my fourth week in the game and I can already tell that i'm gonna be OP really soon. Game hasn't even got close to killing me yet. With all the talk about how hard and slow the game is - my actual concern is that the game gets too easy pretty quickly in fact. But - I know I'll be in the minority - at least for awhile - so I'll just keep my mouth shut.

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Ran a test, I removed all level gates for all the attributes.

 

I put a few points on other things but mainly focused on fortitude perks. Let me tell you, I was one tough mo-fo! Too tough.

 

So, at least some level gating is a good idea. Less than what it is now, but I don't know what the balance point is.

 

That's why just removing the level gates is not a good idea. If you do that by the time you reach level 10 you'll be able to max out 1 of the top stats (let's say intellect) and by the time you reach level 20 (which is easy) you'll be able craft like every mod or something (well in that particular example you need schematics (I think) but you get my point). That's why the system needs a little bit of rework. With the system I suggested you may become level 40 or level 100 by the time you become specialist in crafting (and it can be modified how fast you can level these) if you only do crafting and disassembling BUT that way you will be weak at other things like fighting, gathering materials, etc.

 

The current system is really hard to modify and tweak especially if you want to make people do different things and not just do the same thing over and over (the thing that gives most XP (killing zeds atm)).

Edited by ivailogeimara (see edit history)

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Yeah I'm only on my fourth week in the game and I can already tell that i'm gonna be OP really soon. Game hasn't even got close to killing me yet. With all the talk about how hard and slow the game is - my actual concern is that the game gets too easy pretty quickly in fact. But - I know I'll be in the minority - at least for awhile - so I'll just keep my mouth shut.

 

 

Game stage goes up to around 5000. I would like to see a playthrough of one day in the life of people up that far. :D

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Does anyone know if it's intended (or a bug) for Zombies Never Run to also apply to 7th nights now?

 

In previous alphas, zombies always ran on the blood moon horde regardless of your choice, but now it's respecting that setting. I don't remember seeing anything about whether it was an intentional change or not.

 

They always walked for me in A16.4 when I did never run. Only ones that did run were the ferals.

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HALK mode for armor, it is awesome!!! )))

 

 

! omg what did I just watch, is that a real armor mod? Whoa, so THAT is how you make a gap entrance to your base the Z can't cross but you can. So, no broken legs upon landing? That's so dang high. Wait, I need to watch that again...

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Does anyone know if it's intended (or a bug) for Zombies Never Run to also apply to 7th nights now?

 

In previous alphas, zombies always ran on the blood moon horde regardless of your choice, but now it's respecting that setting. I don't remember seeing anything about whether it was an intentional change or not.

 

Oh, I thought they ran on BM too, even with running off. I usually keep running on, HOWEVER I caved and turned it off because the AI is so damn good now that if I so much as make a jar of water at night the next thing I know I have Z bee-lining up into my attic base one after the other, made every night feel like Blood Moon, it was too much, I couldn't get anything done and was constantly dealing with that crazy long death debuff.

 

But I think it's fine, preferable even, on Blood Moons, even if for the challenge alone. I'm about to face my 14 day, running was still active on my first one. If it is too lame I might at least reset it to run for BMs, then back to nope in between. I rly don't know how they freaking find me so easily, and precisely, with the slightest noise, I'm up pretty high with no line of sight, and there's a decent maze of house to get up to me, but still they run up and freak me the F out, use up all my ammo, which just attracts more. I was dying, a lot. Every. Dang. Night.

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My experience with Unity store assets is they are ok to quickly prototype something, but usually are not optimized and aren't just a drag and drop in experience. Especially with our game, its more like the 7 days engine and unity is a small subset of code. Usually they aren't worth the effort to try and get them in. By the time you do that you could have coded your own that does exactly what you wanted it to without bloatware. (UMA, UFPS) Then there are the performance considerations.

 

@ZehMatt As an asset store publisher I sort of agree, depends on the asset though. Personally I think A* pathfinding project is to complex for most uses, Unity's own A* pathfinding (that you find on GitHub) in my opinion is far superior but most people don't know about it. The only thing UFPS really has going for it is the procedural camera bobs/shakes and UMA is open sourced so is a bit messy (at least since I used it last). As it stands it would probably take way to much time to upgrade 7DTD to UFPS 2 considering they have already modified a lot of the code for their project but UMA to MCS might take me a day to two. The asset store you either need to publish very niche or very broad to cover use cases.

 

 

My experience on the store is, don't publish anything with stock art and don't add any more scripted extensions than necessary. Users will recognize stock art and feel standard settings for things like UFPS. Currently I'm writing a tool to upgrade all textures in a scene/project to PBR and optimize 3D assets in which users wont notice and developers don't need to extend, assets like that are preferred. It is a shame that people think they can just buy things and make a game out of it, you can but probably shouldn't.

 

btw @madmole if you still are upgrading PBR textures after December hit me up, my tool will make things 100 times faster (still writing the custom editor).

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Also, the spawn range is now 8m away from the sleeper volume, which seems pretty big to me.

 

that's better.

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Hate to tell ya, but the trickle is still there, and actually, the spawning literally stopped for my friend and I in our blood moon at 11:something PM. This was in b199 -- just happened earlier today.

 

Just saw you said they're not infinite during horde nights, sorry lol. I do think that it should be infinite during blood moon hordes, it's supposed to be the night of Hell *shrug*. I can always edit the XML but still, I think the "Be prepared to die" factor would drive more people to be interested in it (future attraction of players). Just my thinking, although.

 

6 hours of zombies would just be too hard early on. Their block damage would overwhelm more so than it already does. Less block damage, but more zombies could work, but we are still doing a ton of balance changes. It is Saturday, but many of us are chatting away on Skype about all these issues. Give it a few weeks and I think it will be much better balanced, but there will always be people who don't like where we end up.

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