madmole
Fun Pimps Staff
It depends how good it is and soon it goes in I think.Late reply, but does that mean we will not see any NPCs before gold? Like the rangers and the runners that were mentioned in the A17 concept art video?
It depends how good it is and soon it goes in I think.Late reply, but does that mean we will not see any NPCs before gold? Like the rangers and the runners that were mentioned in the A17 concept art video?
View attachment 28010I just want a Silenced M4![]()
You forgot that zombies have anime-esque super-villain powers and can break through steel blocks in a few seconds.View attachment 28010
Now your talking! 3 inches of rolled homogenous steel around you while you sleep, no zombies will pound through that!
No need to silence the M4 Sherman!![]()
that's what (he) saidIt depends how good it is and soon it goes in I think.
the best iteration so far?What didn't you get that we promised?
Whoop!Shawn has a new character controller that is significantly faster than unity's so zombies won't eat near as much CPU pretty soon.
That's kinda sad that the base Unity Character Controller has such weak performance. If what you're talking about is the literal Unity Character Controller that comes up when googling it. Doesn't seem like that type carries a lot of bells and whistles. Though I wonder if it's more tailored and tuned for a non-destructable world. Huh. Hm.I can't promise, but I have a feeling you guys will see it in some regard for an A17 patch. It can occlude a lot of different things, some things occlude easily without any noticeable bugs, others take more effort to get it shippable. We're pretty optimistic though. Its death from a thousand paper cuts so it takes time going through everything and optimizing but we're picking up gains left and right as we go. Shawn has a new character controller that is significantly faster than unity's so zombies won't eat near as much CPU pretty soon.
Delivered in spades.the best iteration so far?
True--for the developers. But they only ever promised to deliver their own vision and not someone else's vision or some faction's vision. A17 brought us closer to the gold version that the devs want to deliver than any version prior. That some don't like it doesn't deny the fact that it is true. It only means they don't like that huge giant step forward. But forward towards the developers goal it is. As promised.Alpha 17 is not perfect by any means but a big step forward towards the vision we have had for the game for a long time.
In progress and a little too much in some areas in my opinion...We have heard some valid concerns of the community and will be making needed adjustments to the game in the coming weeks along with bug fixes, optimizations and balance.
Optimizations: In progressWe are gathering data on a case by case basis, balancing and addressing the true problem areas most of which so far center around optimizations, stamina, balancing XP for all play styles, land claims, increasing zombie loot drop chance, zombie block damage, skill/perk balance and gating and random world gen improvements.
Its typical bloatware with too much crap most games wouldn't need and no source code to disable anything unwanted. It would surprise me if Rust didn't write their own.That's kinda sad that the base Unity Character Controller has such weak performance. If what you're talking about is the literal Unity Character Controller that comes up when googling it. Doesn't seem like that type carries a lot of bells and whistles. Though I wonder if it's more tailored and tuned for a non-destructable world. Huh. Hm.
Everything said there was delivered or a matter of opinion, or a wip.the best iteration so far?
Alpha 17 is not perfect by any means but a big step forward towards the vision we have had for the game for a long time.
We have heard some valid concerns of the community and will be making needed adjustments to the game in the coming weeks along with bug fixes, optimizations and balance.
We are gathering data on a case by case basis, balancing and addressing the true problem areas most of which so far center around optimizations, stamina, balancing XP for all play styles, land claims, increasing zombie loot drop chance, zombie block damage, skill/perk balance and gating and random world gen improvements.
View attachment 28011
What if your gunner dies at night from infection while you're sleeping and bites your finger till you die?View attachment 28010
Now your talking! 3 inches of rolled homogenous steel around you while you sleep, no zombie will pound through that!
No need to silence the M4 Sherman!![]()
Music to my ears. Nice work!I can't promise, but I have a feeling you guys will see it in some regard for an A17 patch. It can occlude a lot of different things, some things occlude easily without any noticeable bugs, others take more effort to get it shippable. We're pretty optimistic though. Its death from a thousand paper cuts so it takes time going through everything and optimizing but we're picking up gains left and right as we go. Shawn has a new character controller that is significantly faster than unity's so zombies won't eat near as much CPU pretty soon.
What? Analytics and logging or something? Some crazy reflection stuff? Was looking at Unity to dabble in some simple 2D game development. :-/Its typical bloatware with too much crap most games wouldn't need and no source code to disable anything unwanted. It would surprise me if Rust didn't write their own.
https://7daystodie.com/forums/attachment.php?attachmentid=28011&d=1552592617the best iteration so far?
Alpha 17 is not perfect by any means but a big step forward towards the vision we have had for the game for a long time.
We have heard some valid concerns of the community and will be making needed adjustments to the game in the coming weeks along with bug fixes, optimizations and balance.
We are gathering data on a case by case basis, balancing and addressing the true problem areas most of which so far center around optimizations, stamina, balancing XP for all play styles, land claims, increasing zombie loot drop chance, zombie block damage, skill/perk balance and gating and random world gen improvements.
View attachment 28011
Its probably fine for casual game development but when you start trying to push the boundaries your performance can fall through the floor. Shawn could explain it more in detail, the bottom line is we have a new one that is much faster and when you add it up through all zombies and animals the savings is pretty substantial.What? Analytics and logging or something? Some crazy reflection stuff? Was looking at Unity to dabble in some simple 2D game development. :-/
PCIts probably fine for casual game development but when you start trying to push the boundaries your performance can fall through the floor. Shawn could explain it more in detail, the bottom line is we have a new one that is much faster and when you add it up through all zombies and animals the savings is pretty substantial.
Do you have plans to add more zombies to the world when you hit a certain benchmark for performance?Its probably fine for casual game development but when you start trying to push the boundaries your performance can fall through the floor. Shawn could explain it more in detail, the bottom line is we have a new one that is much faster and when you add it up through all zombies and animals the savings is pretty substantial.
I say in for an inch in for a mile. Lets lose all the displays and play 100% cinematic!Are there any plans to make changes to the XP display system for zombie kills come A18 or even A17.3?
As it is now the XP gained icon and value and also the shared XP popup for zombie kills has started to take away a little from the fear for the zombies as it gives away instantly if a zombie has died and has also become a "tool" when clearing a POI. In the modding community this has also been requested removed and I've seen people play with the entire HUDRightStatBars modded out to counter it.
Could there maybe be added a toggle for the feature in the game options if you want XP gains displayed or not or maybe do a system where it gets a delayed delivery? For instance if you have not received or caused damage in the last 5s it displays?
If the death animations and death sounds and the fact that they aren't moving any more isn't enough, then I'd say we failed at creating a satisfying death sequence of the zombie for players to experience. So removing the XP wouldn't do anything, as I think its clearly obvious when a zombie dies. I mean if you stop looking at the XP popout, its actually 100% clear if a zombie is dead or not dead IMO. So your asking us to do work that would benefit noone.Are there any plans to make changes to the XP display system for zombie kills come A18 or even A17.3?
As it is now the XP gained icon and value and also the shared XP popup for zombie kills has started to take away a little from the fear for the zombies as it gives away instantly if a zombie has died and has also become a "tool" when clearing a POI. In the modding community this has also been requested removed and I've seen people play with the entire HUDRightStatBars modded out to counter it.
Could there maybe be added a toggle for the feature in the game options if you want XP gains displayed or not or maybe do a system where it gets a delayed delivery? For instance if you have not received or caused damage in the last 5s it displays?