PC v1.x Developer Diary

Status
Not open for further replies.
Yes, TAA sucks and the settings were lowered because of heavy blurring on animated plants. The blurring was considered unacceptable. TAA settings were increased in 1.0 as we now have motion vectors for plants, but TAA is still not great, which is why I use FSR. FSR does have some artifacts of its own, but better than TAA.
Waiting for the implementation of the DLAA.
And still why SMAA is also included on top of TAA/FSR?

 
Hey, I'm just a lil guy (of age) but I have a suggestion for the game. I do not have an issue with the Alpha version head bobbing or the removal of that in 1.0. I think 1.0 is better personally but I was wondering if you could make a toggle somewhere in the settings that turns off head bobbing when the player character walks and runs. I have a friend who gets motion sickness from this and it would enable me to play with them more if this setting existed. They have yet to try out the new game version so I'm not sure if this is "fixed" for them or not. Thanks for reading.

 
I think the brighter nights are a compromise so that more dangerous creatures can be placed on the streets at night and to improve interior lighting. If the average player has no chance to detect enemies at night before they detect him he will simply stay in his base and wonder what to do and why he should play a game where he has to wait for 16 minutes every hour. 

Sure, veteran players know ways around this, but essentially the night has to be a level playing field. And if I have the choice between immersive nights and survivable nights I would choose the latter.

I also find interior lighting at day and night much better now, in A21 it was always switching hard between light and dark. Now I guess because of the higher background illumination interiors are great visually and playable but dangerous without headlamps.

 
While I'm not opposed to having darker nights back, as this topic continues, I think back a long time ago to when I first got Skyrim. The nights in that game are far too bright also.. When I was newer to the game, I loved it, after I'd already put my time in, I downloaded a mod to adjust it.

.. The point I'm getting at is, newer players are the ones that benefit the most from this- I had a friend that didn't enjoy 7days until he brightened the game significantly, He almost didn't get 5 hours in the game because 'every hour was fifteen minutes of bull@%$#'.. After it was dealt with, he has hundreds of hours sunk in now- but new players want to be able to see, and players that already love the game will be willing to mod it.

 
The new Dire Wolf model looks sick! :) Props to the art team once again!

I just can't get over how good he looks! THIS IS A ZOMBIE DOG! not the goofy Doberman we got. This hell hound looking Mf is so good I can't wait too see the zombie bear

If loot % is getting worked on at some point, can we get the way it's applied changed?

Specifically if a loot item has a 'number found' of 1-x, and a 1 is rolled, any loot percentage less than 100% will reduce that to 0 found.  That makes lower loot %ages (which I'd otherwise love to use) completely mess up things like eggs. Because eggs are found in numbers of 'usually 1, occasionally 2', even 75% loot changes that to 'usually 0, occasionally 1'.

As I understand it, loot percentage (for stackable items/items found in multiples) works by:

Rolling how many items would have been found at default loot level, then multiplying that number by the loot percentage and then rounding down.

At the very least it should round up, but ideally it should work by:

Rolling how many items would have been found at default loot level, then roll the loot percentage that many times and award one item for each loot percentage roll that succeeded.

Using that model would give results far closer to what I think people expect from a given loot setting.
Can we get a zombie spawn % setting... please 👉 👈 

Interestingly, I'm seeing animalDireWolf showing up under FeralHordeStage under the entitygroups.xml, consistently labelled as .1 percentage chance. Are there dire wolves in blood moons now, under extremely rare (RNG-based) conditions?
I hope so. I also hope the zombie bear, mutated zombie and burning zombies get added soon

Wow faatal Is on a role

 
are there any plans to make tier 1 bows/crossbows more accessible early on without going  into agility, maybe potentially make them tier1 completion rewards? they aren't strong enough on there own to justify starting as an agility build and having them on day 2 or 3 wont break the game progression because there power comes from stealth and being sneaky. 

I miss having early bow access like in alpha 21 and I feel like it would be a really nice progression or tool to use alongside pipe weapons and provide more variety for early game strategy. 
 

 
I mean without a story, there is no real story progression, so forcing people to move to different biomes is foolish. when they actually write a story, that is what will cause players to have to go to other biomes. this current version of rwg, not a good way forward. please allow any biome to be central

 
Last edited by a moderator:
...You know dire wolves were actually REAL animals once upon a time, right?
I like to think of it as an in game name like "i saw this thing, it was like a giant evil dog and it looked like a dire wolf or some sh!t". Kinda like "yeah it was a bear" vs "is that an infected/radiated bear?". I dont know what kind of bear it is, it looks like it was a bear though". All zed names are just what you call them by their size/walk/clothes not their actual first names. Maybe they need to make the names more fun, like call the regular burned dogs "Dr Chompers" or something so any name of any animal fits.

 
Pretty much when they added trader Jen.

View attachment 31072

...but seriously, think of the wolf as just another example of weird mutations from the virus...

Wights
Screamers
Spider Zombies
Mutated Zombies
Gracie!
Police officers that spew acid and explode

-Arch Necromancer Morloc 💀
 
You forgot birds! Cuz birds aren't real. 

22 more days before I turn into a caveman dwelling creature 

 
Question ... Does the Horde Nights count in the Challenge Quest??? 🤔

I've killed so many big Mama's that my count isn't right _ say's 23/50 and it should be much higher than that.

Big Mama and the spider count doesn't seem to be correct and that is why I'm asking about Horde Night counts.

I Just did Horde Night 4 on V b312 with blood moon at 16 which is what I normally run it at. 

Thank you, The OldGamer😌

 
Last edited by a moderator:
I mean without a story, there is no real story progression, so forcing people to move to different biomes is foolish. when they actually write a story, that is what will cause players to have to go to other biomes. this current version of rwg, not a good way forward. please allow any biome to be central
There is no forcing anything, you don't have to do the progression. As soon as I started and completed 'Meeting the Trader',  I ran straight to the snow and began doing level 1 quests. 

 
There is no forcing anything, you don't have to do the progression. As soon as I started and completed 'Meeting the Trader',  I ran straight to the snow and began doing level 1 quests. 
There is forcing if you want to complete the trade route quests as you will NOT get this quest in the snow biome until you have first taken it from the forest, then from the burnt forest, then from the desert.  If you don't care about those, then it won't matter much to you.  But many people want to complete those, and many people prefer the forest biome, which now has zero large cities.  Those things are what people are upset about.  A *random* map (RWG) should be random and not be strictly limited by things like where traders can spawn or where cities can spawn.  It's fine for Navesgane or even Pregen maps since those are set up already.  But RWG should be random.

 
Anyone else getting major stutter just when walking around? Check out this frame graph. This is just when moving, standing still is perfectly fine

Edit: Just to say I was supposedly getting 80+fps here

image.png

 
Last edited by a moderator:
Status
Not open for further replies.
Back
Top