PC A19 Diary Discussions

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Anthonydevidal said:
Hello @madmole , what are you working on right now?   and other question

When your brother and you don,t agree on something...how do you fix it? Who commands more?  

a greeting
It normally starts with a greeting/test of strength....😅

tenor.gif


 
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Ragex7 said:
Awesome Stuff..

Would like to see you guys making crafting a bit harder in the game.

Like wood frames that uses nails and a crafting table , or hand craft can be like 200% slower.

Concrete needs like water and bucket for each 100 or so.

Smaller detail in crafting gear and weapons.

And most important is to put weapons, Tools and gear degrade stats on. Fk its so boring running from day 35 with the same tier 6 shotgun and gear and Boom 1x repair kit and I'm good again.

Transport can use more that A repair kit to jump from 50% durability to 100%

So much i can think of.

But never the Least BIG SHOUT OUT TO THE DEV TEAM
No.

 
Ragex7 said:
And most important is to put weapons, Tools and gear degrade stats on. Fk its so boring running from day 35 with the same tier 6 shotgun and gear and Boom 1x repair kit and I'm good again.
That's true, it shouldn't be as easy as that. On repair kit fits all and each and everything returns to original strength is too much of an oversimplification. A bummer for long term motivation. Another solution would be to leave it as it is and to allow for more endgame content and make high level weapons and gear super rare so that it usually is NOT found within your first 50-100 in game days or hard zombies appearing really late in game (not one hit wonders like the demo, though).

But that's just my 2 cents 

 
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This gave me a thought

In the workstation, if a multi-slot upper queue was added like in the forge.
You could put the repair kit, and other repair materials there similar to the anvil bellows cruc.  You could,then,
place up to 6 items in the repair slots and hit the start button to begin.  This way you would not be holding the

weapon or device on person until complete.  But, stone age axe, and shovel should stay on character.

 
This gave me a thought

In the workstation, if a multi-slot upper queue was added like in the forge.
You could put the repair kit, and other repair materials there similar to the anvil bellows cruc.  You could,then,
place up to 6 items in the repair slots and hit the start button to begin.  This way you would not be holding the

weapon or device on person until complete.  But, stone age axe, and shovel should stay on character.
Also a possible idea (although this hiemfire guy dislikes any post suggesting change 😁)

 
Also a possible idea (although this hiemfire guy dislikes any post suggesting change 😁)
No. I dislike any post suggesting or demanding (the second happens, the one you originally replied to isn't demanding though) what I see as a pointless increase in complexity (and the rng heavy as is loot grind) to the base game or a return to mechanics TFP has abandoned. You might like games that basically simulate pressing your face against a running belt sander. I don't.

 
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Dude you probably don't enjoy life. 

I on the other hand like to grind and get beaten up or even eaten every now and then.

I support any game that can't get played by guys like you. 

 
No. I dislike any post suggesting or demanding (the second happens, the one you originally replied to isn't demanding though) what I see as a pointless increase in complexity (and the rng heavy as is loot grind) to the base game or a return to mechanics TFP has abandoned. You might like games that basically simulate pressing your face against a running belt sander. I don't.
I partly get your point, but much of the concept is a grind from mining to ammo / building material grinding in the 7 day cycle. I am tempted to state that grinding in some way is an essential element of 7D2D. Ofc we are all free to like or dislike it. 

that said, the conversations (not you, but the above posts) starts getting toxic, so I will leave it at that

 
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Ragex7 said:
Awesome Stuff..

Would like to see you guys making crafting a bit harder in the game.

Like wood frames that uses nails and a crafting table , or hand craft can be like 200% slower.

Concrete needs like water and bucket for each 100 or so.

Smaller detail in crafting gear and weapons.

And most important is to put weapons, Tools and gear degrade stats on. Fk its so boring running from day 35 with the same tier 6 shotgun and gear and Boom 1x repair kit and I'm good again.

Transport can use more that A repair kit to jump from 50% durability to 100%

So much i can think of.

But never the Least BIG SHOUT OUT TO THE DEV TEAM
While anything is possible, I wouldn't get your hopes up. This has not been the direction of the game in multiple alphas. There's plenty of grindier games out there though.

 
Blake_ said:
So I gather that you guys will make fully dressed npcs. Or will they be able to get naked ? 

Npcs dressed in sections like the player are cool and, honestly, while coders are in short supply when game systems are still developing, you guys have an amazing 3d artist team to invest time in those armor/clothing sets without cheaping off and using just fully dressed people. 

NUMBERS: The 3d artist team pulled off more than 350 assets and entities in less than 9 months. Some of those models were way more than just props. The current total amount of dressing assets  is LESS THAN 100 pieces including armour, wearables and clothing. It's doable.

So I understand that making fully dressed npcs can seem easier in the medium term, but it isn't really because you MUST create/tweak 1 more npc model each time you want a different clothing/armour applied. A character creation tool made from scratch will result in the problem being solved quite fast. From there it's just a little time invested on a proportion standard for all 3d models to avoid body clipping with hair and body and between other pieces of wearable stuff .  

Creating a human entity will be extremely fast with a character creator tool. Clothing is never easy, but achievable using the asian guy artist for armour to avoid clipping problems, LOL (I've seen his work, and I am impressed with the modularity of the assets) . 


Gosh I hope they do modular clothing and/or body parts.  And it's not even as important for human NPCs as it is for zombies.  Zombies are and will be the primary antagonists of the game, we're told.  So we expect to encounter more zombies than bandits, even when the game is finished.

They've put so much work into having random worlds populated with a plethora of different POIs.  But consider that we encounter hundreds of zombies for every POI over the course of gameplay: not just the sleepers inside the POI, but wandering/screamer/challenge/Blood Moon hordes.  In other words, we'll see ten identical Zombie Steves, easy, before we see our second identical house_modern_04.  In that light, it becomes clear that individual variation among zombies is where the real bang-for-your-buck is.

 
Blake_ said:
So I gather that you guys will make fully dressed npcs. Or will they be able to get naked ? 

Npcs dressed in sections like the player are cool and, honestly, while coders are in short supply when game systems are still developing, you guys have an amazing 3d artist team to invest time in those armor/clothing sets without cheaping off and using just fully dressed people. 

NUMBERS: The 3d artist team pulled off more than 350 assets and entities in less than 9 months. Some of those models were way more than just props. The current total amount of dressing assets  is LESS THAN 100 pieces including armour, wearables and clothing. It's doable.

So I understand that making fully dressed npcs can seem easier in the medium term, but it isn't really because you MUST create/tweak 1 more npc model each time you want a different clothing/armour applied. A character creation tool made from scratch will result in the problem being solved quite fast. From there it's just a little time invested on a proportion standard for all 3d models to avoid body clipping with hair and body and between other pieces of wearable stuff .  

Creating a human entity will be extremely fast with a character creator tool. Clothing is never easy, but achievable using the asian guy artist for armour to avoid clipping problems, LOL (I've seen his work, and I am impressed with the modularity of the assets) . 
I agree with what you’re saying. If they can’t pull it off for whatever reason it’s ok, but it would be really nice if npc’s were modular for clothing. It would add a lot to the modding scene down the road.

 
Sorry for the dumb question, but would anyone mind expounding on exactly what Distant Terrain Instancing does? Would that setting help a friend who has lag problems playing on my server?

 
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