PC Alpha 18 Dev Diary!!

Alpha 18 Dev Diary!!

  • A18 Stable is Out!

    Votes: 2 66.7%
  • <img alt=":)" data-src="" src="___base_url___/applications/core/interface/js/spacer.png" />

    Votes: 1 33.3%

  • Total voters
    3
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Yeah and backup in case someone doesn't show up or misses weight.
Masvidal and Diaz are entertaining but highly overrated IMO. Its not boxing its UFC. Masvidal had zero success at 155 and was known for coasting and not finishing guys. Maybe he's improved now, but Rustam Khabilov beat him and he wasn't ever ranked, despite a 6 fight win streak. Any well rounded guy would smash them, like Vicente Luque the guy who removed Perry's nose OMG that guy is so nasty. Perry hit him with some bombs and he just kept coming forward. If that guy weren't Brazilian he'd be champ already. UFC sucks they only promote popular guys. Khabib deserved a title shot 4 years ago and he finally made it because you can't just keep wrecking guys and not be ranked.

Till was pushed too fast, so Masvidal beating Till isn't anything (he's going to get destroyed at middleweight by Kelvin G) and then he got that one in a million knee on Askren, so Masvidal needs to prove his salt to me yet :)
I hope u are wrong and Till murders Fatstalum. No respect for Fatstalum at all.

To be fair the knee by Masvidal wasnt luck, it was planned all along, rehearsed over and over and executed perfectly.

While I agree Khabib is the best lightweight out there, his 28 or 29 wins consists of about 25 cans. His resume wasnt THAT good 4 years ago.

 
LOL sorry you have it backwards. There is so much technique now that has been passed down from generations, and all the world styles knowledge available to all, even guys from 5 years ago are nothing in todays meat grinder. Like now you can learn kung fu, ju-jitsu, boxing, wrestling etc all under one roof and have all those tools at your disposal. Plus we're so much bigger and stronger from nutrition and weight training. A badass 1000 years ago was 5'4" and 120 lol. People were tiny from lack of food and didn't even live to be 40 in most cases.
That is very true. But like you said once upon a time (which I completely agree with), people are too sensitive these days. The newer generations especially (millennials, Gen Z, etc.)... Smh.

(Note: I am technically a late millennial myself, but I don't count myself as one, mentally. I'm just too darn bitter over my generation. Lol)

 
I'm sure you guys are doing fine with sales and employees, do you think an extra bit of income from something like a patreon page would help to get things done faster/better?
I'm sure there would be alot of people that would continue to donate each month to help out TFP on this game and future ones.
We're good, that feels like begging to me or something, no thanks.

 
Again why is everyone taking the black and white on this? I said if we made the terrain static, and had voxel buildings we'd have saved tons of time and had 60 fps on potatoes and 500 zeds on screen. Yeah lets cling to mining instead of take the game where it needed to go.
You couldn't level the terrain to suit your base, you have to make your base conform to the terrain. Without perfectly flat terrain there will be clipping/gap issues.

No more basement workshops, no more hidden bases. That'll send the pvp crowd nuts.

You often espouse the opinion that everyone plays to their own style but you would be denying a significant number of players their preferred style and for what? To save a few fps? Embrace the fact that this game will run badly on a potato, optimise by all means, but don't remove a beloved mechanic just because you can't play a voxel game on your grandfathers speccy 48k. The option to turn off digging would be a lovely addition for those who want or need it but as a vanilla feature you're likely to face more backlash than praise.

As has often been said, this is a sandbox. Where's the fun in sandbox you cannot dig in? Both metaphorically and literally.

(By the Queen's beard, I frikkin' hate typing on phones)

 
I'm sure you're quickly getting tired of the conversation, but I disagree. You basically initially created Minecraft with Zombies, and latched onto the success of Minecraft at a perfect time by using voxels, because people were at the time, looking for additional voxel games.
If you had gone static your game could have easily fell by the wayside against giants like L4D and whatnot. The world may never know. =)

- - - Updated - - -

Well hurry up and catch up to us. =)

(kidding, I get it)
Yep its getting tired.

 
We're good, that feels like begging to me or something, no thanks.
Good to know you guys are doing well, I wish you to continue to receive good fortune on this game and many others and keep up the awesome work! Stoked about A18 and future updates.

 
Is this from 2012? Its this way forever.
I started modding around start of A17, which is when i discovered it. I just see it as a little missed opportunity, that's all. If you're not aiming to add anything like that, surely modlets can take care of it if anyone will want it.

I did check through all enemies at the time and found a few discrepancies, like the one thing above, different xp for zombies with same hp (i think it should be the same, just saying) or specifically using stats from a "parent entity" (no parameter mentioned for an entity) and sometimes rewriting the same value (for example some parameters appearing with same numbers as from ZombieMale entity, on which other Zs are based).

It's not like it's a bug, because it all works. Simply seems a bit chaotic in the files. I'm sure cleaning up code and XMLs is for a later time, after all bugs are squished, so i'm not that much concerned about it. The time used for cleaning it could be used elsewhere, although adding damage detriments based on material zombies hit could be interesting.

 
Because this worked so "well" in Oblivion? Right now, everyone knows that Darlene is easy and glowy Darlene not for playing around with. Scale the enemies and the level 1 character can shoot glowies just like the the level100 and the level 100 will rightly ask why he did all the work to get better. Game would be improved in one rare circumstance and worse the rest of the time.

You seem to be confused or not reading correctly.

Oblivion is a single player game and therefore didn't use this solution to solve a problem it didn't have.

Right now, everyone knows that Darlene is easy and glowy Darlene is not for playing around with. Why are you suggesting to scale the enemies so that a level 1 character can shoot glowies just like level100? That makes absolutely no sense and has nothing to do with my idea. I'm talking about scaling enemies so that the regularly encountered Darlene doesn't suddenly jump to level 100 for a level 1 player just because level 100 player is nearby. Also, scaling doesn't mean all or nothing like you seem to be implying.

Perhaps there aren't as many numbers in the alphabet you're trying to use?

Why are you so against a solution that solves one common scenario, but has zero impact on any other aspect of the game at any other time? Zero impact whatsoever. The numbers here would basically be "situationally aware" and provide a properly tailored experience for each player, not some ridiculous nerfed system that you are implying.

But as Madmole said, the game currently doesn't have this problem, so I hand this solution off to the modders and who ever brought it up in the first place.

 
3 inch floppy here. I often replace it with a 4 1/4 hard disk to prepare for RAM.
Debating on whether to make a comment about not using a 3 inch floppy since my Amstrad died or if you were trying to make some veiled sexual innuendo.

 
Its not learning, its being a mindless robot copying someone elses design. I want to try stuff myself, to me that is where all the fun is, and people are trying to steal my fun.
I'm sorry @MadMole, here.... have your fun back.

 
You seem to be confused or not reading correctly.
Oblivion is a single player game and therefore didn't use this solution to solve a problem it didn't have.

Right now, everyone knows that Darlene is easy and glowy Darlene is not for playing around with. Why are you suggesting to scale the enemies so that a level 1 character can shoot glowies just like level100? That makes absolutely no sense and has nothing to do with my idea. I'm talking about scaling enemies so that the regularly encountered Darlene doesn't suddenly jump to level 100 for a level 1 player just because level 100 player is nearby. Also, scaling doesn't mean all or nothing like you seem to be implying.

Perhaps there aren't as many numbers in the alphabet you're trying to use?

Why are you so against a solution that solves one common scenario, but has zero impact on any other aspect of the game at any other time? Zero impact whatsoever. The numbers here would basically be "situationally aware" and provide a properly tailored experience for each player, not some ridiculous nerfed system that you are implying.

But as Madmole said, the game currently doesn't have this problem, so I hand this solution off to the modders and who ever brought it up in the first place.
Scaling enemies with player levels works great for ARPGs where it is all about monster slaying and advancing to greater challenges. But tying it completely to the player level never really works. Oblivion and Fallout are obvious examples were certain enemies completely disappear from the world because the player levels up. Areas and zones should have levels of their own and the player level only adding a bit to that at most.

It is crazy that a player is getting stronger but enemies get stronger just as much fully negating the advancements the player made. Borderlands is a great example of when all zones start to scale with the player after finishing the story on normal mode. You level up and suddenly your weapon is crap and does not work anymore on the enemies you were killing easily before. It kind of works for that game but 7dtd is a survival game where you become stronger and at some point overcome threats. At some stage certain enemies should no longer pose a danger. But there should be zones or buildings you previously could not do because they were to strong and now can do.

But instead currently you can walz into a t5 building on day one and get only low level zombies because it scales to your level.

 
If I could do it all over again I'd have thrown out the diggable terrain. Alpha 1 could have had static Unity terrain, a simple water plane, ran 30% better, used way less ram, console wouldn't have been so beat down, allowed faster vehicles, looked as good as 18's terrain does now, (Minus the Justin talent) and we wouldn't have wasted energy on mining, cave systems, multiple versions of trees, etc. Mining could have been mining POIs with respawning nuggets like rust/skyrim/subnautica with a nice model. We'd anger 10% and gain 200% new players that don't give a ♥♥♥♥ about deformable terrain and buggy water.
At some point we might release a static terrain option for 7 days just to see the performance gains. IMO most people would run it for the performance gains and better pvp, none of this wimpy underground base business, fight like a man like in TWD. You don't see those guys living in caves/mines.

What may have made us great has also slowed us down and kept us indy looking/performing. I think mining is ok but its not part of the secret sauce, we'd still have mining it just wouldn't be ugly 3d mining. At this point we'd kind of solved it mostly but it could have saved us a lot of time and headaches, allowing us to focus on cool stuff like we are able to now.
Glad you didn't, because there are plenty generic zombie shooters..

 
I'm just saying they don't hide in mines.
That said, the writers are so stupid I cringe any more when there are obviously easy ways to survive. Like oh there's 100 walkers... big deal they are on the other side of the fence. Stand there and poke holes in their heads through the fence for 15 minutes, problem solved.

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O huge problem with this doing this that you are creating a ramp for them. Each body you drop the next steps on them. Next thing you know they are climbing over the fence. Next you are doing is the thriller.

 
One question at a time dude, I'm not reading all that.
He wants to make repairs more limited/harder, and proposes gutting the item attributes and repair systems, rewriting new ones from scratch, and then doing the same for the inventory UI. :distrust:

 
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