PC V2.0 Storms Brewing Dev Diary

Question for Faatal or the devs, but do you guys have numbers for how many players are playing old versions of the game, or are playing modded versions etc?

People on Reddit *insist* that the majority of the 69K people playing daily *must be* playing modded versions or old versions of the game, because everyone knows that everyooooone is unhappy with the update

Which is hilarious, but if you guys have actual stats for how many players are actually playing old versions of the game or using overhual mods, I would love to quote them lol

Even Skyrim, the most modded game of all time, had less than 8% of the playerbase download a single mod for it according to Bethesda
I don't think they are still getting gameplay details. From what I've heard, the system they used to use isn't being used anymore. But that may be outdated info or even incorrect info.

But yeah, even though a lot of people use mods, there are FAR more people who play vanilla. And most don't play old versions. You can even see that from posts here. Almost every post you see about how A16 is the last time this game was good will tell you that they don't want to play the old version. Instead, they want the new version to be like the old version. People just don't want to play an outdated version even if they preferred parts of it.

I'd guess over 80% of current players are playing vanilla on the latest version of the game, and that's not including console who have no choice. With console players who can't play old versions or modded versions, and non-Steam PC players who can't play old versions, that 80%+ becomes 90%+. And then you have to decide whether or not you consider a modded version to be one where people change something like adding a UI mod and otherwise playing the vanilla game, or only one where they are playing heavily changed versions like overhaul mods.

And where does that line get drawn? If someone adds custom POI and makes no other changes, that's technically modded. And yet that's hardly an endorsement of the suggestion that everyone is unhappy with the vanilla game. If you were to just consider mods that significantly change the game, then I'd guess 95%+ are not playing "modded" or old versions of the game. These are all just guesses, but even if I am wrong, I can pretty much guarantee over 50% of players play vanilla with the current version of the game, proving that reddit nonsense wrong.
 
And yet that's hardly an endorsement of the suggestion that everyone is unhappy with the vanilla game.

Very true. I play a heavily modded game, but it's not because I'm "unhappy" with vanilla -- I'm just not interested in it. I don't play vanilla in ANY game that supports modding. Like...ever.

So it would be pointless (and actually kind of dishonest) to say that the use of mods is some kind of indictment against the regular vanilla game, or somehow proof that it sucks. That's just a bunch of BS.
 
Question for Faatal or the devs, but do you guys have numbers for how many players are playing old versions of the game, or are playing modded versions etc?

People on Reddit *insist* that the majority of the 69K people playing daily *must be* playing modded versions or old versions of the game, because everyone knows that everyooooone is unhappy with the update

Which is hilarious, but if you guys have actual stats for how many players are actually playing old versions of the game or using overhaul mods, I would love to quote them lol

Even Skyrim, the most modded game of all time, had less than 8% of the playerbase download a single mod for it according to Bethesda
Most players don't even know that you can play older versions.

And the majority of any game's playerbase does not watch Youtube/social media content about said game, so they really wouldn't know that mods exist. Then you have to factor in the players that don't want to go through the trouble of installing mods, or are afraid to do so.

So that will leave you with a very very small percentage of the playerbase using mods and/or playing older versions.

Reddit (and the like) can be a very sad place. Don't listen to it. It's like walking down the aisle of a mental hospital and getting things yelled at you by the patients. Would you trust what they say?
 
I never understood why smell was so "taxing" for the game... I mean, I'm no programmer so I may be talking from my rear end here, but isn't it just something like "if player has meat and zombie is less than (e.g.) 30 feet from player, then activate chase mode"? :unsure:
Not exactly. You have to have constant checks into your inventory and storage to see if they have smell and to what degree. Spoiling functions in a similar way too but with stack checks. In a game with a sandbox AI that's too much of an overhead for the CPU and you rather use it for occlussion, pathing, or simple workstation tasks.

Also, Feral sense IS smell, in a way. So the feature is in to some degree (if on, is actually IN in the hardest degree).
 
Il y a une possibilité pour cela, je n'y avais pas pensé auparavant, mais maintenant cela m'intéresse.
Chaque biome a des sous-biomes, si une balise indique que Wildspawn a été ajouté à certains des sous-biomes, et
la distance d'errance et de patrouille a été ajustée pour un loup et un ours alternatifs dans entitiesclasses.xml
puis ajouté au spawn pour le biome affecté, et enfin ajouter un groupe avec les entités alt
Cela pourrait les réguler pour couvrir les groupes. Des tests préalables seraient nécessaires pour une synchronisation correcte, à moins que
il n'y avait qu'un seul survivant par personne, alors vous devriez zigzaguer si vous essayiez de les éviter.

@faatal
Cela a été montré par l'exemple dans le flux et cela avait l'air bien, cela a également fait naître une question dans mon esprit.

La troisième personne espère viser l'épaule droite et gauche, est-ce que cela signifie l'animation
passe de la main droite à la main gauche, si c'est le cas, bascule-t-il également de la main droite à la main gauche
pour la première personne, et si c'est le cas, est-ce que cela équivaut à toutes les armes et tous les outils ?

Ou s'agit-il uniquement d'une vue caméra, car la vue de gauche avec la main droite tenant l'arme prend
vous êtes à couvert et vous visez depuis la gauche du couvert ?
Suggestion très intelligente ou intéressante on espère que les devs l'intégreront dans leur super jeu Sandbox ❤️
 
Quel genre par exemple plz?

Haha I didn't even need a translator for that question. Which is a good thing, because I'm lazy!

GuppyCur's Zombies, his custom block packs for prefab builders, and his "Fire" mod are the ones that I can think of right off the top of my head. If I'm not mistaken he also made a really funny motorized shopping cart that you can drive around in.

But his custom block packs are my favorites. I use them often.
 
Most players don't even know that you can play older versions.

And the majority of any game's playerbase does not watch Youtube/social media content about said game, so they really wouldn't know that mods exist. Then you have to factor in the players that don't want to go through the trouble of installing mods, or are afraid to do so.

So that will leave you with a very very small percentage of the playerbase using mods and/or playing older versions.

Yep. I've heard it called the 80 / 20 / 5 break down

80% of players play a game and never look up info about it or do any deep dives or do basically anything but play the basic game experience

20% look up extra info and will watch videos about it and learn about the meta a game has etc

5% will look up info, but will also post on forums and interact with the game at the deepest level with mods etc


But people on Reddit insist they are not a loud minority, and the clearly *everyone* must vehemently hate the game as much as they do, and that everyone knows mods are the only thing keeping the game alive, and that everyone is playing old versions etc

It'd be great if the devs could just post actual stats on what percentage of players play old versions and what percent are playing modded versions etc, because I can almost guarantee it's less than 5% of the total playerbase
 
There's no purpose in saying a human being is more valuable than another, specially in this game. Everybody in The Fun Pimps have contributed to the game to various degrees, and all of those degrees are fun. Yes, faatal's work is extremely important, also pretty tedious most of the time. Yes, his skills in programming are best among the team, not because of knowledge but work ethics (a good programmer is not only who solves issues and creates systems by coding, but also the one who organizes his code in an easy-to-follow and easy-to-read manner, which saves time in many ways). He is even better that Robert The Legend was (may his soul cheerfuly kills Zds in the heavens with a pickaxe) just because he's an old hag and has more experience (lol).

Steven... good one in the making but.... who cares about him, right? he doesn't participate in the forums therefore he doesn't exist to trolls. Lathan? ... meh....adows because he's the direct cause of us having just 3 quests and a half and he is so bored of this game that he won't do any more than those related to bandits, even though even a meager Fetch could be SO MUCH more (lore notes, failure if read but hidden rewards, fetch various items etc) . I love me some leg pulling now and them but TRUTHS like the sky all of the above.

Edit: There are other cool Pimps that do shapes, particle systems, animations, UI, various code tasks, items... etc. Those skills, are plenty on planet Earth among game developers and their main task above others must always be their love for the game. That is paramount to the success of this title. I can see the passion in their eyes when they talk. Specialization is key in this industry.
You forgot to mention POIs, for shame! Jking Blake, just giving you a hard time... 🤣
 
Oh, boy. Asking a francophone to post English? This is where I head to the fallout shelter because things about to get ugly violent lol.
And he does the right thing. For example, I don't speak English and Chrome has translation into Russian. Chrome can't translate pages with several languages, so I see these posts without translation.

If you want to get an answer, then you should ask the question in a language that your interlocutor understands. Otherwise, you don't need an answer.
Post automatically merged:

Doesn't your web browser have "Translate to English" on the right-click menu? In Edge I can translate the whole page in one click. The days of copy and paste into Google Translate are long gone. Maybe you are reading on your phone?
The browser translates only from 1 language; if there are inserts in another language, they remain untranslated.
 
@Laz Man Regarding poi, what interesting things are being worked on in this regard now??? Are there plans for water poi, airport or something similar? Will there be more poi for patch V2.2, 2.3?
 
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Coughs * Airport POI * Coughs
The airport again? Ouch! Quit it! 😁

But seriously, wouldn't it be way too big, even with a smaller airport?
TFP has to think about performance for lower end PCs and Consoles and any huge POIs would tank the FPS on those systems. Plus, they would need to create airplane models and all to make it look realistic; all those extra models for just one POI?

What TFP could do is create a few crashed airplane models that they could scatter around the world. We have airplanes that drop loot, so why not loot some dropped airplanes? (see what I did there?)
 
The airport again? Ouch! Quit it! 😁

But seriously, wouldn't it be way too big, even with a smaller airport?
TFP has to think about performance for lower end PCs and Consoles and any huge POIs would tank the FPS on those systems. Plus, they would need to create airplane models and all to make it look realistic; all those extra models for just one POI?

What TFP could do is create a few crashed airplane models that they could scatter around the world. We have airplanes that drop loot, so why not loot some dropped airplanes? (see what I did there?)
There's nothing wrong with variety. Model airplanes can be used not only at the airport. I don't think the airport will weigh down the game as much as the skyscraper.
 
Also, Feral sense IS smell, in a way. So the feature is in to some degree
Yup. A tag can be added to the player when they have fresh, rotten meat, or cooked goods.
and set any one of the senses to on or off. Even player made containers could be a switch.

The only thing missing is a ui indicator. I learned a long time ago from testing, that some of the
properties and mechanics though specifically designed for a single purpose, could be reused
for others with no code change. Now the added tags make it greatly easier. I use to use a distance
property for weapons and raytracing, and added the property to the the minibike headlights ,
because they were too intense the complete shine distance. It made the lights gradually, fade over
distance like a bullet drop off.

In the recent In biomes.xml, the particles for storms, In some of the pics i have posted, I have 3 levels
vs one to create a moving layer visually. The rule <!-- only one weather can have ParticleEffects -->
It didn't say it can only have one particle. And it goes per chunk like this ""ChunkMargin="4".
So if set to 1 2 and 3 for the 3 different it made a natural. moving layer of varying shades.

I look at what things do on the simplest level, for me smell is a trigger, and a response. Then i look at
triggers and responses and test. I always posted I let TFP do the hard work, and I reap the benefits for
me to mod. I just try to see possibilities, first, not limitations.
 
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