PC Alpha 18 Dev Diary!!

Alpha 18 Dev Diary!!

  • A18 Stable is Out!

    Votes: 2 66.7%
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    Votes: 1 33.3%

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@MM

I got ideas from your recent conversation.

Balance for hit strength and speed.

What if hitpoints delivered were a percentage of strength. As the Umaplayer or EntityAI; strength goes down

the so does the attack speed and hits delivered. This would only apply to hand to hand directly. For ranged weapons it could mess with focus or accuracy.

For speed, "speed running = (present strength + stamina)/(strength and stamina absolute total) result is percentage of speed.

The same formula can be applied to the zombie ai for block destruction and attack. For human ai the same.

This would make it dynamic, block damage, attack speed/recovery and damage, runspeed and distance, jump height and distance, ranged focus or blurry vision at a distance. Its almost what you have now just next step but one formula. Apply weighted constant to each weapon or tool 1-6 just give weighted reduction bonus.

Books apply for intel, jump points. To unlock intel perks, and ability to

metabolize the right combination of foods, for better Str stam usage.

 
And I will too, doing all that work will shelf bandits for another 6 months to a year. We've been shelfing them for micro features for years now, and look where it got us.
So.. since 6 months to a year basically means a single alpha, i will be happy to see them in a19. Or do you mean you will start working on them post a19?

 
I think all players of 7 days or at least 98% of all players prefer bandits and towns before boats
Yeah i prefer those over boats too. Provided that we will get NPCs eventually.. which is not really looking that good to be honest. It's being put on the backseat over 'fluff mechanics', as MM himself phrased it.

 
Yep.
And I kind of ask for trains once every 8 or 9 months or so...

And then I go back into lurking....

(Apologies for the off topic req Roland. Just read your pleas keep to A18. But, also know, the trains thing IS just humor. Seriously. Although I reserve first rights to 14 +/- 6 Days to Die, And We Really Mean It This Time"...)
Hype trains are fully on topic though :)

 
My regimen is as follows:
Less than 100 carbs a day, 200 grams of protein and around 2.5k calories. Cheat day once a week now, but first 6 months none. Lift weights 4-5 times a week and NO CARDIO. (We like to say "if we want cardio we'll lift faster).

Dropped 40 lbs, body fat around 12% (was 25%) and a whole lot stronger. Took about a year, maintained for another year.
If I wasn't a desk jockey I wouldn't need cardio. I can lift more/faster but that leads to overtraining IMO, at least on a calorie deficit so for me cardio seems to work better. I plan on doing some intermittent fasting on my non training days starting tomorrow to see how that works out, I've had great results in the past but I didn't do it frequent enough. I just use it when I hit a plateau.

 
Producers eh? Interesting. So Im assuming theres some stuff you personally would love to see but are being told no. In your next post you mention possibly making some mods. Let me be the first to say I would probably look forward to your mod way more than an Alpha release. Since it will probably be close to your actual vision.
Thanks. Its more about being responsible than being told no. Its so easy to keep adding new stuff, that is fun. Fixing all the bugs and finishing things to a AA quality not so much, but that is what will get us to our sales goals and make everyone the happiest. Mods I might make might be quest mods, vampires, add new npcs you can recruit (if TFP never gets to it) and maybe some hardcore survival version, stuff that interests me I suppose. Power armor anyone?

 
@MMI got ideas from your recent conversation.

Balance for hit strength and speed.

What if hitpoints delivered were a percentage of strength. As the Umaplayer or EntityAI; strength goes down

the so does the attack speed and hits delivered. This would only apply to hand to hand directly. For ranged weapons it could mess with focus or accuracy.

For speed, "speed running = (present strength + stamina)/(strength and stamina absolute total) result is percentage of speed.

The same formula can be applied to the zombie ai for block destruction and attack. For human ai the same.

This would make it dynamic, block damage, attack speed/recovery and damage, runspeed and distance, jump height and distance, ranged focus or blurry vision at a distance. Its almost what you have now just next step but one formula. Apply weighted constant to each weapon or tool 1-6 just give weighted reduction bonus.

Books apply for intel, jump points. To unlock intel perks, and ability to

metabolize the right combination of foods, for better Str stam usage.
So being injured makes you weaker and you deal less damage?

 
So.. since 6 months to a year basically means a single alpha, i will be happy to see them in a19. Or do you mean you will start working on them post a19?
I was saying it could delay starting on them for up to 6 months. We're planning on all the meshes for bandits for A19, and beginning some code efforts, but they might not end up in the game until later. Depends how good they are and how long convincing AI takes to complete.

 
Yeah i prefer those over boats too. Provided that we will get NPCs eventually.. which is not really looking that good to be honest. It's being put on the backseat over 'fluff mechanics', as MM himself phrased it.
We are 100% committed to bandits and other suvivor NPCs. This is why I'm saying no to fluff features so we can focus on what is important and continue to polish and optimize the game. Once we get a bandit framework in, NPCs will fall out of that and we'll be able to do some cool stuff. Kind of like our new buff system, i'm sure the modders are in love with it. Me, Gazz and Prime for the most part knocked out 98% of the new perk books (hundreds) in a few months.

We like to build nice framework that lets people be creative and do cool things. I feel like once we get the bandit framework in we're home free to reach gold, the rest is polish.

 
@MMI got ideas from your recent conversation.

Balance for hit strength and speed.

What if hitpoints delivered were a percentage of strength. As the Umaplayer or EntityAI; strength goes down

the so does the attack speed and hits delivered. This would only apply to hand to hand directly. For ranged weapons it could mess with focus or accuracy.

For speed, "speed running = (present strength + stamina)/(strength and stamina absolute total) result is percentage of speed.

The same formula can be applied to the zombie ai for block destruction and attack. For human ai the same.

This would make it dynamic, block damage, attack speed/recovery and damage, runspeed and distance, jump height and distance, ranged focus or blurry vision at a distance. Its almost what you have now just next step but one formula. Apply weighted constant to each weapon or tool 1-6 just give weighted reduction bonus.

Books apply for intel, jump points. To unlock intel perks, and ability to

metabolize the right combination of foods, for better Str stam usage.
If you want too see how that plays out, just d/l my modlet. It's all set up so you can try applying it to the players. Might need some tweaking, but theoretically should work.

Its in there to make them weaker and slower, as they get more damaged. Might try to apply it to players myself, once I get past this last week of classes, before I get a decent break.

 
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So being injured makes you weaker and you deal less damage?
Yes, the same would happen for the zombie AI, it would dynamically adjust their walk speed, attack speed and the damage they deal.

Similar to damaging the legs enough creates a crawler animation. Damage, and speed are both potential energy released, damage value of an axe to a door is a constant unless it is damaged. So potentially you can do 100% damage, but when injured you slow down and can only do a percentage of 100 unless you use the temporary injection, or the vitamin suppliments. Like i wrote its just about what you have now, just without the dynamic formula.

 
Did Keto for a year , 24g or less of carbs a day , 2500 or less calories a day and ended up losing 46 pounds without additional exercise no cheat for the first 6 months , then a cheat weekend once or twice a month...

Now doing keto the same , but doing a cheat day/refeed weekend once a month and doing more strength training and walking as I retired from my job of private security/bodyguard for 23 years a few months back...Have more time to work on my Unity project game , once I can get my mind back into it...doing something for that many years and then suddenly being retired and jobless at 45 is odd...Will probably get into set design for Halloween related projects at places like Universal Studios as I know people that work there and have been giving them ideas suggestions for years now...AND work on my Unity game which is also Halloween related!

Currently at 6'4 296...trying to get to 275 and will judge from there as I am not a small framed person all the people at Universal call me Hagrid lol...

 
@Tin got it, going to play it tonight. I didn't get to see this before. I thought of it reading the strength conversation above and it clicked.
Cool, it's mostly a PoC and not fully refined yet, just ran out of free time.

It's also a good basis to change walk types, and add remove particle effects, among other things ;)

 
Pardon me, but cardio/keto/weightloss aren't on topic for alpha 18. Unless you're talking about cardio by running from zombies, and weightloss from emptying your backpack, and keto from only eating in-game deer not the corn & potatoes...

 
Yes, the same would happen for the zombie AI, it would dynamically adjust their walk speed, attack speed and the damage they deal.Similar to damaging the legs enough creates a crawler animation. Damage, and speed are both potential energy released, damage value of an axe to a door is a constant unless it is damaged. So potentially you can do 100% damage, but when injured you slow down and can only do a percentage of 100 unless you use the temporary injection, or the vitamin suppliments. Like i wrote its just about what you have now, just without the dynamic formula.
That isn't a bad idea.

 
Pardon me, but cardio/keto/weightloss aren't on topic for alpha 18. Unless you're talking about cardio by running from zombies, and weightloss from emptying your backpack, and keto from only eating in-game deer not the corn & potatoes...
I'm thinking of doing a rule # 1 cardio build.

 
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