PC v1.x Developer Diary

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I'm confused. I thought the problem is when the player moves too far away. And why have quest zombies despawn and go back to sleep, if you move to far away, anyway? They should just continue to hunt you down until one of you are dead. I'd imagine that's what most people would expect to happen.
like I said, Im just guessing but is there really any end state difference between the player moving too far away or the zombie?  I’ve seen where quest zombies have been knocked back and beyond the perimeter of the questable area and seen their red dot disappear from the compass after a short time (they didn’t die from the fall). I didn’t fail the quest so my guess is they despawned. 

 
Yeah, zombies knocked off a skyscraper don't always return properly because you're no longer within range for them to target you and they go into wander mode, which can lead them outside the questable area, making it impossible to complete the quest.  By despawning, they end up back within the area and you just have to get them to spawn again to complete the quest.  It's basically a safety net.  Granted, it would also be possible (though probably more work) to get zombies to properly return to where they spawned or where you are if they can detect you instead of wandering off.  But with how things currently stand, you need the despawn mechanic or you'll have far more problems with quests that can't be completed.

 
I've seen some confusion on the net effect of the stealth changes in 1.1, so for clarity:

Overall player stealth was nerfed as it was OP.

buff - "Stealth is less affected by player movement and ramps up over time"

nerf - "Balanced stealth effectiveness for all combinations of perks, armor and light levels"
nerf - "Reduced distance from and radius that AI picks to investigate near the target"
nerf - "Balanced stealth world and block ambient light"
nerf - "Balanced player stealth enemy search duration reduction from perks and armor"
buff - "Increased Assassin and Rogue outfit sneak effectiveness based on other stealth calculations and balancing adjustments"
nerf - "Increased bear and dire wolf sight and hearing"
I'm confused. I thought the problem is when the player moves too far away. And why have quest zombies despawn and go back to sleep, if you move to far away, anyway? They should just continue to hunt you down until one of you are dead. I'd imagine that's what most people would expect to happen.
However a zombies get somewhere away from all players, the effect is the same. They despawn. Zombies also don't hunt you. They may come at you initially if they see you or are attack triggered, but that does time out. Zombies are expensive, so we don't want a bunch of them wandering around. Tying Min Script to the despawn/respawn mechanic will be the fix.

 
Zombies are expensive
Speaking of which, if TFP were to link up with NECA and offer a line of screen accurate 7 Days zombie figures for $35 a pop, I'm pretty sure there are enough lunatics like me that would be willing to buy them to make the venture worth it.

Just putting that out there.

 
What second project? And where have you heard them say their next game will be UE5?  They have only talked about one project after this game as far as I have seen, and this was the first confirmation I've seen about the engine for it.  We are, of course, ignoring Bloodmoons, which isn't their project.
1. There are new vacancies in 2021. It was stated that people are needed for 7 DTD and two new projects.
2. The job listing included UE/C++ developers.
3. The job listing was also for Unity/C# developers, which would be good if they still knew how to work with UE/C++.
4. They were talking about "Unreal Game".

So they have at least 2 projects, UE1 and U1. And maybe they have UE2 or U2 project.



 
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4 hours ago, Chaton Noir said:

1. There are new vacancies in 2021. It was stated that people are needed for 7 DTD and two new projects.
2. The job listing included UE/C++ developers.
3. The job listing was also for Unity/C# developers, which would be good if they still knew how to work with UE/C++.
4. They were talking about "Unreal Game".

So they have at least 2 projects, UE1 and U1. And maybe they have UE2 or U2 project.

Im guessing that is none of your business. What could the info bring you anyways? Control OCD?

 
8 hours ago, Chaton Noir said:

1. There are new vacancies in 2021. It was stated that people are needed for 7 DTD and two new projects.
2. The job listing included UE/C++ developers.
3. The job listing was also for Unity/C# developers, which would be good if they still knew how to work with UE/C++.
4. They were talking about "Unreal Game".

So they have at least 2 projects, UE1 and U1. And maybe they have UE2 or U2 project.



I see you seem to understand it, so why inventing another UE2 or U2?

Reread what Faatal said, he only refered to just the one new Unity game they are developing when speaking about  HDPR. Besides that there is an UE game being developed by a separate team they build up from scratch it seems (and the UE game may be contract work, just a guess). Nothing more. The third game is 7D2D as it still isn't finished.

 
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I see you seem to understand it, so why inventing another UE2 or U2?

Reread what Faatal said, he only refered to just the one new Unity game they are developing when speaking about  HDPR. Besides that there is an UE game being developed by a separate team they build up from scratch it seems (and the UE game may be contract work, just a guess). Nothing more. The third game is 7D2D as it still isn't finished.
Yes, you're right. I heard the suggestion that a third project was possible, and I got hooked on it. I reviewed the available information once again and finally figured it out. I'm just not at all sure when I talk about future TFP projects.

 
From 7 days to die Twitter - This new building is coming to our 'Storm’s Brewing Update' later this winter but you can expect a patch before the holidays with major optimizations, RWG world creation on consoles, the Japanese PS5 version, many bug fixes and some secret features for all versions. Stay Tuned!

GZIamXyXgAA6Hib


GZIasezWwAAQzmd


GZIat83WkAA4ErK


GZIawD_XwAA8GTZ


 
That's a revamp of a previous one isn't it? Looks amazing.

I think the original was the first big POI I ever did. I'd learned enough in a few hours of playing to know the level designers were twisted sadists, so when I got to the walk along the crane I was thinking 'vultures? or collapsing floor?' - it was land mines.  They take their anti-climb paint seriously in Arizona, it seems.

New version looks absolutely stunning.

 
So there's a new game on Unity 2022 in 2025??? Or 2026?
Kinda was hoping for unreal or something 

From 7 days to die Twitter - This new building is coming to our 'Storm’s Brewing Update' later this winter but you can expect a patch before the holidays with major optimizations, RWG world creation on consoles, the Japanese PS5 version, many bug fixes and some secret features for all versions. Stay Tuned!







You beat me too it

 
I have a passing comment on loot settings. I guess they're probably not a priority, as I'd assume the vast majority of players play on default, but less than 100% loot is even more whacky than usual these days. Toilets don't drop murky water, ever, on 50% loot. You get paper or nothing. That makes the early game punishing in the extreme.

Data is from a 25 day playthough on 50% loot, looting every toilet I came across. Easily a couple of hundred toilets. I started to get suspicious around day 3, but stuck with it to try to confirm what I was seeing.

I still don't quite understand the mechanics of varying loot level, but I do know that what you get is not what you expect. 50% loot should mean about half as much loot as vanilla, surely? The current implementation seems to be that items that can be found in multiples, but in very low numbers (1-2 or 1-3) only appear if you would have got 2+ items under 100% loot. That cuts some items way, way down under 50%, despite that being what you set loot to. I'd already noticed eggs almost ceasing to exist at 50% loot, and learned to live with it, but the water thing is a lot more impactful.

Coolers and cooler bottles occasionally produce murky water on 50% loot setting, but at much less than half the normal rate.

I confess I don't quite understand why loot settings were done in such a complicated way. I have worked on enough software projects to know there may well be a reason, though. Was there a technical constraint on not implementing it as 'number of items found is constant but chance of actually finding that number varies by loot setting' instead of 'number of items found varies by loot setting', which is how it seems to have been implemented?

'Number of items found is constant but chance of finding that number varies by loot setting' could work by rolling the loot percentage for each item and if you make your roll you get the normal amount of that item, if you fail the roll you get nothing. Instead of trying to do a calculation to reduce the number of objects found, you always use the 100% setting baseline amount, but you actually receive your 'standard amount' of items less or more often for lower/higher loot settings.

This approach would make non standard loot settings 'spiky', but I don't think that's a bad thing.  On 25% loot you could get nothing for ages then maybe get a decent haul, but that's kind of fun, no? For loot settings over 100% you get the normal amount of an item then roll at 'loot setting - 100' to see if you get a second helping.

If rolling per item is 'too many rolls' for some system reason, you could roll once per container, which would still mean you get exactly the percentage increase/reduction that your loot setting claims to offer, just even spikier than rolling once per item.

 
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...some secret features for all versions (consoles and PC), you Pimps say.

Hmm, I remember how @Roland gave a brilliant hint about a new feature, few years ago. 

Round two !

Go Mr. R :)

 
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