PC A20 Developer Diary Discussions

Having played EQ , AO , WoW , DAoC , LotRO and so many other games in beta and early release over the years...and every Elder Scrolls and Fallout game that Bugthesda is responsible for...

This game has NOTHING on them lol...A7 was less buggy then all of the above for sure...

People should feel lucky with this game and its extremely small , by comparison bug list...
Btw IMO aka GTHO you should try and not HMB with so many GR8 titles which would make me smh. NVM you are hitting us with TMI , AFAIK IRL human beings use full words to comment FAQ so people just don't LOL at the meanings. Man ILY, and we aren't really BAM (IKR?), but ICYMI  guys/gals use things like WoW to praise PPL, not for a RPG title , so the full wording wouldn't hurt the arthritis. LotRO might also be confused for a contender to the Powerball or MegaMillions and not for a Frodo P2W simulator.

Omg TGIF . LMK if you have any questions, TTYS. JK, CU.

 
Btw IMO aka GTHO you should try and not HMB with so many GR8 titles which would make me smh. NVM you are hitting us with TMI , AFAIK IRL human beings use full words to comment FAQ so people just don't LOL at the meanings. Man ILY, and we aren't really BAM (IKR?), but ICYMI  guys/gals use things like WoW to praise PPL, not for a RPG title , so the full wording wouldn't hurt the arthritis. LotRO might also be confused for a contender to the Powerball or MegaMillions and not for a Frodo P2W simulator.

Omg TGIF . LMK if you have any questions, TTYS. JK, CU.
TLDR

 
I am not getting xp for dart trap kills.  Is this intentional?  I have advanced engineering level 3 unlocked.
What "traps" generate xp?

 
It states under the Perception attribute that, among other things, it increases the damage of salvaging tools. I have not found this to be the case. Is this a bug or am I missing something?

 
Empyreal_Eagle said:
Existem planos para tornar os danos mostrados em zumbis mais realistas? Por exemplo, como Left 4 Dead 2 você pode fazer buracos de bala em zumbis e cortes com machados e espadas. Eu adoraria ver a adição de danos visíveis aos zumbis de vários tipos de armas. Buracos de bala com base na arma usada. Orifícios menores para armas de calibre menor e maiores para espingardas e rifles de alta potência. Também seria ótimo ver animações / reações mais realistas dos zumbis sendo baleados ou atingidos. Eu também gostaria de ver mais sangue dos zumbis ao danificá-los, especialmente com armas de alta potência.


Let's take it easy.
I wonder if this would be a difficult job for design or programming.


But still on that topic. I know that animation has made remarkable progress, but are there any plans for a new "revolution"?

 
n2n1 said:
fatal, please pay attention to the random number generator algorithms.

Because of its "stuck", it often happens that events that depend on randomness are repeated.

(or a set of loot in the same types containers, if they are robbed in a row - is repeated).
Yep i agree , that happens to me . Sometimes i get the same loot at multiple containers and i'm not playing with the loot on 100%.

 
Could be a long shot but regarding the "randomization" seeming to be a pattern of sort in looting the houses / reward system in multiplayer... could it be as simple as the RNG wasn't initialized? I'm not too familiar with the Unity editor/programming, however, I have experience in the past with other languages that when calling for a random number it may appear random until you realize it's a preset pattern each time the application was loaded.

For example... launch the application and call the randomized function 5 times which may return; 7, 3, 18, 6, and 1. It appears to be random at first, however, you launch the application a 2nd time and call the same function 5 times again resulting in; 7, 3, 18, 6, and 1. I then found the randomize function needed declared/initialized beforehand to truly be random. Once this happened then calling the randomize function 5 times would return, 8, 3, 16, 7, and 2. The next time the application was launched the same process would then yield; 13, 6, 9, 20, and 3 (for example).

I bring this all up because I've kicked myself after realizing it was as simple as adding Randomize() before using Rnd() to get my expected results/behavior;

Code:
' Initialize RNG
Randomize()

' Generate random value between 1 and 6.
Dim value As Integer = CInt(Int((6 * Rnd()) + 1))
Code:
 
Fatal already replied to this with "Now the seed used for the random generator could cause issues if not varied enough or reused/repeated."  The "seed" is what is used to change where in the pre-generated list of random numbers the game starts, when picking new random numbers.  The seed probably just needs to be changed more often, and it sounds like the devs are looking into that.

 
Fatal already replied to this with "Now the seed used for the random generator could cause issues if not varied enough or reused/repeated."  The "seed" is what is used to change where in the pre-generated list of random numbers the game starts, when picking new random numbers.  The seed probably just needs to be changed more often, and it sounds like the devs are looking into that.


The seed does not need to be changed at all, it just needs to be sufficiently random when you start the game. This is why date+time plus timings of user input and mouse movements are often combined to get a good seed.

To my knowledge Fataal did not inditacte anywhere that they are looking into that. Until now nobody could show them that a problem really exists.

Players often fall into the psychological trap of seeing patterns that they deem non-random, but the occurence of patterns IS truely a sign of randomness. If you throw 5 dice and get all 6's, then it doesn't tell you the dice are faulty. But if you threw those dice a million times and it would never show that pattern, THAT would indicate they are not random.

Look into the forum of every RPG or wargame and you will find people who complain about the RNG not being random because they saw a spectacular series of good or bad events. The problem is that when 1 million players play a game, there is a good chance that one of them will see a one-in-a-million event

 
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The seed does not need to be changed at all, it just needs to be sufficiently random when you start the game. This is why date+time plus timings of user input and mouse movements are often combined to get a good seed.
Interesting explanation.

47FE2E3300000578-5255953-image-a-48_1515616810069.jpg


 
Just by the way:

I can give an example, when in a discussion about the distribution of biomes i was shown a map.

https://community.7daystodie.com/topic/22253-classic-style-hardcore-mod/?do=findComment&comment=414735

To check (without knowing seed) i generated any two maps.... and one of them - was exactly the same as i was shown....

https://community.7daystodie.com/topic/22253-classic-style-hardcore-mod/?do=findComment&comment=414901

A coincidence? I do not think so.

a3z2U08.jpg


I just want to repeat once again - it doesn't matter how the algorithms work, whether they are a real random or a masked sequence of numbers.... good - this is when her work is not thrown in the eye. And that the player would not pay attention to it. And that the player would not pay attention to it.

 
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Just by the way:

I can give an example, when in a discussion about the distribution of biomes i was shown a map.

https://community.7daystodie.com/topic/22253-classic-style-hardcore-mod/?do=findComment&comment=414735

To check (without knowing seed) i generated any two maps.... and one of them - was exactly the same as i was shown....

https://community.7daystodie.com/topic/22253-classic-style-hardcore-mod/?do=findComment&comment=414901

A coincidence? I do not think so.



I just want to repeat once again - it doesn't matter how the algorithms work, whether they are a real random or a masked sequence of numbers.... good - this is when her work is not thrown in the eye. And that the player would not pay attention to it. And that the player would not pay attention to it.


This is not a good example. RWG world generation is done very different from loot randomization.

For starters the biome map is not generated, it is AFAIK one of a few preset maps. I don't know how many, at one time there was even only one. So it is very very probable that you will see the same biome map when generating multiple worlds.

Generally, when generating worlds, YOU set the seed for world generation. The name you give the world is the seed. Another seed you set is used for grass, plants and stone distribution. These seeds are definitely not random numbers and deliberately so.

Please correct me if I somehow misunderstood you.

 
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THIS is not a good example. RWG world generation is done very different from loot randomization.

For starters the biome map is not generated, it is AFAIK one of a few preset maps. I don't know how many, at one time there was even only one. So it is very very probable that you will see the same biome map when generating multiple worlds.

Generally, when generating worlds, YOU set the seed for world generation. The name you give the world is the seed. Another seed you set is used for grass, plants and stone distribution. These seeds are definitely not random numbers and deliberately so.

Please correct me if I somehow misunderstood you.
No - it's not. I can change the ratio, size, and shape of biomes for generation - so this is definitely not a presets. What You're talking about - was earlier.

But i agree that it doesn't have much to do with loot. I just wanted to show that now there is nothing random, and very frequent recurrence in everything.

(of course, there is a mod here, but we are talking about algorithms that lie deeper)

 
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art1336 said:
Console did sell great...but then it got dropped and console players felt extremely shafted for paying money for a product that was never delivered.

I get what you're saying, and it's true that it "did" sell great before the Great Shafting, but it might seem callous to some to point that out,
Only if it was TFP's fault...  :noidea:

 
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