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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It changes nothing. Forcing the player to build 2 columns instead of 1 does not remove nerdpoling.


These organisations are called governments. It is not that easy to ignore them.
Sure it is. There are however, consequences for doing so.

:D

 
Let's see...
[video=youtube_share;A1-LFgwdTXI]

yes he's using a sprint animation both directions, but it's taking him 6 seconds to travel backwards while only 3 seconds in the forward direction

 
It changes nothing. Forcing the player to build 2 columns instead of 1 does not remove nerdpoling.
///
You think so because never played with "always running" zombies.

 
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Dunno about shadows, but I hope future grass can receive ambient occlusion.
I'm fairly certain 7 days already has AO on the grass and other things. But to think is hasn't shows it needs some tweaking(I do believe Fataal recently did some fixes as it wasn't always turning on). Distant grass look like blobs and with A18 showing increased performance could add some headway for improvement.

 
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Hi Joel.

I want to ask for some changes in Alpha 18 as much as possible. It really interferes with a comfortable game, IMHO.

1. Automatically exit the aiming mode when the character starts to run (the SHIFT button is pressed)

2. Automatically exit the aiming mode when reloading a firearm or crossbow.

3. Automatically cancel the reloading of a firearm or crossbow when a player tries to escape (the SHIFT button is pressed) or add the ability to cancel reloading.

4. Automatically cancel stealth mode when a player tries to jump in this mode.

5. Cancel weapon reload when a player tries to switch to another weapon.

I think these changes will add comfort not only to me.

Thank you.

 
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Why? Who doesn't need a club, bow, bedroll and plant fiber pants and campfire? The only non essential thing is crafting one frame and upgrading it.
Yes everyone needs a campfire, but I don't want to make one until I have something to cook. Those 8 stones are more valuable as stone arrow tips when getting started.

Maybe each could be a separate quest instead of a chain, and so could be completed out of (the current) order and at the player's leisure/preference. That way, everyone will still get their points, but not feel obligated to do them in the first 5 minutes of each game just to get them out of the way and get those sweet, sweet skill points.

 
Tell me please - what problems you have with grass?

Just, for me - filling the grass completely (100%) the entire surface to the horizon - does not reduce the speed of any frame (at maximum setting, hmmm...perhaps my GTX970 does not let me understand this problem?)

What's the bottleneck? in Filrate? geometry? AO?

 
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You think so because never played with "always running" zombies.
as shown in the vid, you could do that without nerdpoling as well. place two frames on the ground. get on top of one, place a second one, get on top, remove the one besides, upgrade the one standing on. ta-da. takes 2 seconds longer and is the same thing without nerdpole.

i'd recomend just dont do it. if you gonna fight the zombies as shown in the vid, then dont play with running zombies IMO.

 
1. Automatically exit the aiming mode when the character starts to run (the SHIFT button is pressed)

2. Automatically exit the aiming mode when reloading a firearm or crossbow.

3. Automatically cancel the reloading of a firearm or crossbow when a player tries to escape (the SHIFT button is pressed) or add the ability to cancel reloading.

4. Automatically cancel stealth mode when a player tries to jump in this mode.

Excellent suggestions.

I would also add the cancellation of reloading upon switching to another weapon.

 
Actually, yes I can. There is only 1% potential customers that are Linux users because of the platform's user base. Even if 100% of linux user bought a game, that would still only total 1% of a game's potential customer base.
Potential customers are not the same as real customers.

When I open a business, I have millions or maybe even billions of potential customers. But if nobody buys from me, I don't have any real customers.

And if 50% of my real customers have a blue beard but the general percentage of potential customers with a blue beard is only 1% then my business is attractive for blue beard customers for some reason.

Accordingly, it would be counterproductive to ignore blue beard customers just because most potential customers don't have blue beards.

The discussion is however a moot point, because MM said literally the same thing as I did, but without the link for proof.
A general market overview is not yet proof. A proof would be the sales figures e.g. in the Steam Shop. However, these are not publicly accessible.

Linux servers are different thing, but the tiny fraction of actual linux players are the problem.
Not really because in game streaming the server is the place where the game is run and the graphics are rendered.

This graphic is streamed to the client no matter which platform it is running on. The platform can even be an Android or iOS tablet. This is the concept behind platforms like Google Stadia.

So to be able to play on a platform like Google Stadia, the game must meet the appropriate requirements.

In this case it means to support Linux and Vulkan.

 
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We will be looking at armor some more. We might do something like remove the movement and stamina penalties and just make armor better so perks don't increase AR. Then armor can be much better. The best armor is find or schematic craft only and with new random stats coming the best gear will always be loot only.
But, if you remove the movement and stamina penalties, you'll be removing the "No armor-fast looter-Glenn from TWD type" class with them.

It's cool to have to think, what kind of task you have to do, at what time of the day, in which biome, to equip the armor that suits you better (or no armor for less stamina usage and faster movement).

 
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Yeah I could power walk forward faster than that. We tried making combat more challenging and like other shooters. They simply don't let you strafe or backpedal 100% speed. We're very forgiving, it should be slower than it is. Its way too easy to avoid getting hit.
I play on Daytime: Jog (zombie speed) and let me tell you it's just perfect, big slow zombies almost reach you, and the skinny faster zombies go faster than you

 
///i'd recomend just dont do it. if you gonna fight the zombies as shown in the vid, then dont play with running zombies IMO.
...Did I understand correctly, that as a solution to the problem you suggest not to play with running zombies?

 
Excellent suggestions.I would also add the cancellation of reloading upon switching to another weapon.
+1 to all of this. I've died many times to having another zombie come around a corner while reloading and being unable to "Abort! Abort!" so I can get some distance. This is the only reason I spent points on Run n' Gun ahead of other things I wanted to bypass this critical restriction.

If you wanted a reasonable consequence to cancelling a reload, have you fumble and drop a few rounds or something. Or, you know, just stop and let you cancel?

 
Why? Who doesn't need a club, bow, bedroll and plant fiber pants and campfire? The only non essential thing is crafting one frame and upgrading it.
The problem is the order. No one wants to have to make a bow again after they already have one, just because it's the bow's turn in the quest.

If you frontloaded ALL of the quests (every quest comes in NOT as a chain, all at once), so that it didn't matter the order, it'd be a whole lot better, and we wouldn't be wasting resources making things twice, or wasting time standing around knocking out the quest.

The chain for the tutorial just doesn't work.

It would work GREAT if there was a little "tutorial map" though, because it would then make sense. Start off on a 128x128 map next to a dude to tells you to do this then do that...

 
4. Automatically cancel stealth mode when a player tries to jump in this mode.
I'd keep stealth jumping as it is. Sometimes you need to hop over a little obstacle without resorting to a full, and noisy, jump.

 
That was a sprint? Why was he considerably faster while running forward?
Let's see him sprint backwards over uneven ground with rocks, brush and trees - while shooting a bow or swinging a club at an enemy. Then you'll have yourself a valid argument that still won't matter in TFP's opinion of how they want the moving backwards to work.
I don't think I've ever seen anyone argue that sprinting backwards shouldn't be slower than sprinting forward but to remove any ability to backpedal quickly does make the game just feel weird. No I can't "sprint" backwards. But I can move backwards at several different rates and the top one is definitely faster than my normal forward walking speed.

 
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