PC v1.x Developer Diary

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Any reason traders still sink into the floor on occasion in 1.0?
Because I have not looked at it, since the last time I tried to fix it.

Two questions for TFP.

1) What was the change that is causing sleepers to wake up without immediately going after the PC? Is this change on the release notes and I missed it? This looks like something @faatal would implement.

2) Are you guys looking at what armor people are using and what armor people are not using to balance it out before stable?
It is from these changes I made back in May (should be in the notes):

Added AI active sleepers will sometimes be awake and wander (1 in 10).
Added AI wandering sleepers use spawn position as center of wander.
Added sleeper volume trigger type Wander.

@faatal When using RWG to generate a new world, I see this message in the console...

INF LoadPrefabs 1598 of 1959 in 0.028




Is there any way to know which of the 1959 - 1598 = 361 Prefabs did not load and why?

I mean, I don't know if they're all Vanilla, all my modlet, or a combination of both. (Has to be a combination of both, but which ones?) Without knowing which ones, I can't move on to the next question of why they didn't load. (Such as being not tagged for any district, perhaps?)
Debugging stuff I added. No more detail than that as it would spam the console.

 
lol so much for fixing the old problem of every town being the same country town (and thus overusing the same POIs).

I really don't know why cities are forced out of the forest biome. It really doesn't break anything or change the game all that dramatically if you have cities in a friendlier climate.

Oh well, there's already multiple mods to remove the restriction at least.
I plan on adding more RWG options when I find the time.

 
@faatal

ever considered a system of player specific trolling?

maybe a community based voting system or whatever that would deliver fun results like

jawoodle - 500% chance of stun baton in loot

glock 9 - double cornmeal chance ( he gets a lot already lol)

gns - a % chance the paint colours change on horde night

quite like a wind up lol

 
i posted about the quest progression limit on the other thread but wanted other's thoughts on the subject...

image.png

you can change it up to 8 but what is the point of limiting us to 3 per day to begin with?image.png

 
i posted about the quest progression limit on the other thread but wanted other's thoughts on the subject...

View attachment 31235

you can change it up to 8 but what is the point of limiting us to 3 per day to begin with?View attachment 31236


The trader progression is probably balanced around players doing maybe 1-3 quests per day. It doesn't mean you can't do more quest per day, but this limits progression to what they are balancing around and at least removes one incentive to string quests endlessly together to rush to tier 5 quests (and then possibly complain that tier5 is too difficult with double barrel shotgun).

As usual in a sandboxy game as a veteran player you can change that limit or roll with it, your choice. But novice players have this as a safe guard so they don't get surprised into thinking they can do tier5 POIs on day 14 just because those are offered to them too early.

 
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The trader progression is probably balanced around players doing maybe 1-3 quests per day. It doesn't mean you can't do more quest per day, but this limits progression to what they are balancing around and at least removes one incentive to string quests endlessly together to rush to tier 5 quests (and then possibly complain that tier5 is too difficult with double barrel shotgun).

As usual in a sandboxy game as a veteran player you can change that limit or roll with it, your choice. But novice players have this as a safe guard so they don't get surprised into thinking they can do tier5 POIs on day 14 just because those are offered to them too early.
isn't that the point of the skulls showing a person how dangerous a POI is?  in my opinion it is another way that the devs want to dictate to people how they should play as opposed to how they want to play.

 
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in my opinion it is another way that the devs want to dictate to people how they should play as opposed to how they want to play.
.. By giving us an option to decide that for ourselves?  .. Right. Shame on you, Fun Pimps. 🙄

.. Seems to me they're giving the power to whoever hosts your server.. but what do I know?

 
isn't that the point of the skulls showing a person how dangerous a POI is?  in my opinion it is another way that the devs want to dictate to people how they should play as opposed to how they want to play.


Sure, skulls would tell a novice that it gets more dangerous, but the game would still tell him you are now allowd, therefore ready for tier5 while he isn't.

Yes, the devs "dictate" to players in multiple ways how they should play. That you can't just get an M60 for 2 dukes from the trader at day 1 is another "dictate" from the devs. Or that you don't have 1000 steel blocks at day 1.

But look at all the ways you can circumvent such limits: The progression limit can be easily changed in settings and the creative menue allows you to get an M60 for free anytime you like. So don't give me some bull*** about a dictate, you can do whatever you like in this game as a veteran. If you are in any way hindered to play like you want it is on you.

 
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My psychiatrist told me I should punch a teddy bear instead of replying to posts here 😉
This may be a strange question, or maybe it belongs in the Mods forum, but is there a way for us to raise the total points per tier necessary while also keeping the quest-per-day progress at a larger value?  With longer days set I feel like this could provide decent balance.

 
I have the Daylight Length set to 16 Hours as I like a longer night. That used to match with the trader opening time (at 0600), but now traders open at 0400.

I was playing a Day 7 Horde. I didn't make a horde base, so I was fighting while mobile, basically doing laps around Trader Rekt's place the entire time.

At 0400 -- during the horde night -- Trader Rekt opened up. I opened his gates ... he might as well join the fun. I could run around inside the compound during the horde night. Sometimes I would get teleported out and sometimes I wouldn't.

I want to think there's a possible exploit here in that I might be able to spend part of a horde night in an indestructible fortress. I'm tempted to set the Daylight Length to 12 hours for the next horde night.

I suspect what would be best for the game is if the Traders open at whenever the day starts, rather than a fixed time.

 
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