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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Yes you are. "Make it hard". No thanks, why should we ruin the experience for normal players who wouldn't cheat because they know it ruins their experience. I keep repeating we could make it hard, and you would still cheat, because all you would have to do is exit to the menu and enable cheats and restart the game and cheat. So no matter what we do, you will need to address your self control issues and recognize your behavior change is the feature you need.
We want to focus on bandits so we can't just do these random requests that yield no gains towards our goals.
I don't think you get what I'm asking but ok I'll throw the towel on this one. Also, I've been waiting for bandits since alpha 14 so carry on doing that lol.

 
I don't know our cost for sure, but from what I'm told when you do small runs and after Amazon, we're kinda breaking even on it. We're just happy to get the advertising out there and dabble in this, to see how it goes.
Looking on the Bethesda store just now their cups are 20 if they aren't on sale.
Ah, shame about the small run, makes sense, and kudos for not trying to profit much; I was comparing to GoT mugs which yeh, would probably have a larger inventory. :)

...who did the art on it?

 
Ah, shame about the small run, makes sense, and kudos for not trying to profit much; I was comparing to GoT mugs which yeh, would probably have a larger inventory. :)
...who did the art on it?
I think Rick got them something close and the company tweaked it for the finish.

 
So I go to all the work putting in the crucible in loot, at traders, etc and I find the one thing that was there the whole time, the crucible schematic. So happy, and it will be nice in future games finding one various ways, etc. Now I can make steel!!! Day 54 level 50.

 
So I go to all the work putting in the crucible in loot, at traders, etc and I find the one thing that was there the whole time, the crucible schematic. So happy, and it will be nice in future games finding one various ways, etc. Now I can make steel!!! Day 54 level 50.
Can we play with you ? :D

 
So I go to all the work putting in the crucible in loot, at traders, etc and I find the one thing that was there the whole time, the crucible schematic. So happy, and it will be nice in future games finding one various ways, etc. Now I can make steel!!! Day 54 level 50.
I'm glad to hear the pacing seems to have been slowed down a bit. I feel like it should take some time to advance to the next technological era. The upgrade to iron/steel feels more significant and important when you've had to work at it for a while.

 
So I go to all the work putting in the crucible in loot, at traders, etc and I find the one thing that was there the whole time, the crucible schematic. So happy, and it will be nice in future games finding one various ways, etc. Now I can make steel!!! Day 54 level 50.
At this point it almost gets frustrating to read you haha

 
So I go to all the work putting in the crucible in loot, at traders, etc and I find the one thing that was there the whole time, the crucible schematic. So happy, and it will be nice in future games finding one various ways, etc. Now I can make steel!!! Day 54 level 50.
(While I am replying to MM, if Gazz, faatal, Roland or UnholyJoe would like to answer as well, that would be great.)

I assume you play 'naturally' (surviving, not building a castle or bedrock day one, not necessarily hunting down every zombie, etc.).

How do you handle wandering hordes? Do you 'clear' them? Do you go after them whenever you notice?

Are you basing near a town? (r u basing at all?) (I believe MM said he based near a trader once.)

With all the looting (not derogatory by any means) do you find yourself at your base much?

Are you exploring at night?

Basically a small sense of what your 'style' is for A18 - especially if it's different than previous Alphas.

Thank you

 
So I go to all the work putting in the crucible in loot, at traders, etc and I find the one thing that was there the whole time, the crucible schematic. So happy, and it will be nice in future games finding one various ways, etc. Now I can make steel!!! Day 54 level 50.
Oh look at me , I get to play the game before you all! Aren't we all hoity toity fancy pantsy! ;)

lol just messin' around , keep up the good work and get this version nice , cleaned up and polished before release...so we do not have to listen to a few people female dog endlessly about some minor issue or other...

 
So I go to all the work putting in the crucible in loot, at traders, etc and I find the one thing that was there the whole time, the crucible schematic. So happy, and it will be nice in future games finding one various ways, etc. Now I can make steel!!! Day 54 level 50.
Crucible is supposed to be a hell yeah find. Isn't it being in loot a little bit too much?.

The schematic does already do the job as it is found in loot, does it not? Those three ways to find it certainly makes things easy.

OCD pre a18 balancing here :greedy_dollars: :greedy_dollars:

Edit: Actually , 4 ways to find crucible from what you just said: 1-loot 2-schematic in loot 3-trader 4-schematic in trader.

 
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Hi Hotpoon. Just to explain to you my knowledge about how pathing AI works, as it can answer example 2. Imagine a grid across the distance between you and the zombies, and each grid square has a difficulty level attached to it. So a hill might be difficulty 5, a jumpable stone block might be 7, a tall block they can't jump over could be a 10. The pathfinding is done by calculating the least amount of resistance between you and them. If you have a wall between you and the zombies and you place something else between you (even if they can't see it), they can choose a different path to get to you.Pathfinding is already relatively CPU intensive, as it has to calculate this several times a second. Now add that 7 days is a 3d world, so it has to calculate height patterns into the grid. Basically, to include sight and non-sight differences would make it even more intensive to calculate.

Example 1 is more likely that they follow your scent. The reason the zombies chose the door to bang on first in your second example, even though it might be just as strong as the walls, is because it favours your 'scent' (known as breadcrumbs in pathfinding).

So both behaviours are intended for the purpose that anything more will eat up more CPU usage.
Shouldn't it reduce CPU load to remove all possible paths from the calculation beforehand? It's the same as occlusion really. If the zombie can't see it, don't compute it.

If these calculations would be done per grid and vantage point, and not per zombie, it would only be done when a block significant to the calculation breaks or gets placed.

It is a bit odd that a zombie will climb up stairs to find a hole in the roof instead of attacking the door in front of it on ground level.

If grid based isnt on the menu, perhaps you can take out paths that are too far outside the direct line to the player. If the zombie has to deviate more than say 10 degrees, it's out of the calculation.

Unless you've left a trail by using that hole yourself. I'd love zombies reacting to a trail the player leaves. That's coming with a18, right?

The golden rule of dynamic pathing is always culling as much as possible beforehand, it's usually cheaper to calculate what's not needed and then calculate the load than to explore all possibilities.

In my experience at least.

 
(While I am replying to MM, if Gazz, faatal, Roland or UnholyJoe would like to answer as well, that would be great.)
I assume you play 'naturally' (surviving, not building a castle or bedrock day one, not necessarily hunting down every zombie, etc.).
I play naturally by which I mean my activities are governed by daily objectives I give myself like "I need wood" or "I need food and water" or "I need cobblestone" or "I want to scavenge" or "I want to do a job or trade with the trader". My activities are not governed primarily by "I want to level up". Leveling up and gaining xp happen as I play and they are hardly ever the reason for doing things. Now, thanks to the xp bar I sometimes notice that I'm close and I do admit at those times I annoyingly start thinking in terms of doing some things to "top off the bar".

"How do you handle wandering hordes? Do you 'clear' them? Do you go after them whenever you notice?"
In the beginning when it takes several hits to down a zombie I only interact with them when they come right at me-- usually when I'm exploring a POI. I don't clear them, I usually lead them away and kill a few. When they are passing by but not right at me I usually let them go and don't kill a single one. Later, when I can kill them in a single hit or two I am more aggressive and will clear a horde but I usually don't take time to go after a horde that isn't pointed right at me if I'm in the middle of something else I want to do.

Are you basing near a town? (r u basing at all?) (I believe MM said he based near a trader once.)
I usually upgrade a POI for the first two horde nights. My current favorite POI is a remnant of a building (usually in a town) that exists in A17. It is a three story corner of a building with the first floor filled with destroyed stone, the second floor has an enclosed room (and a desk outside) and the third floor also has an enclosed room. It is easy to reinforce and surround with spikes and to defend. Usually during the second week I start my own base usually near the trader and start transferring my stuff to it. Then I spend the second horde night in the POI not caring if it gets destroyed and not planning to replace spikes etc.

With all the looting (not derogatory by any means) do you find yourself at your base much?
I don't stay at my base much at all. Ever since A16 I lost my fear of going out at night. In A16 the stealth was OP and the zombies completely broken at night so it was simplicity to do whatever you wanted. In A17 you were so much faster than anything else there was no fear. Just run away and you were safe. In A18 it is tougher but now I'm a habitual night crawler so I still go out and chop trees dig clay and mine rocks so I can spend my days scavenging. I spend bloodmoon at my base to defend it but otherwise I'm out. Once I find operational workstations in the area I mark them and use them instead of making my own so I'm making my rounds to those as well and I love doing quests so I'm often traveling to those locations.

Are you exploring at night?
I do everything at night except try and clear POIs at least in the beginning. I might try doing it once I can one-shot zeds with the sneaking bonus but if there is still one thing I'm a bit too scared to do it is to do close quarter fighting in the dark with sprinting zombies. But out in the open world they are the easiest things in the world to avoid and kill when necessary. Once I start building my base I usually do most of the laying of blocks and such at night because once my walls are high enough it is completely safe to do so. I haven't sat still in a dark base waiting for morning since A15.

Basically a small sense of what your 'style' is for A18 - especially if it's different than previous Alphas.
I never looked at xp and leveling as the main point of the game. When those elements were added I treated them as icing on the cake so my general style of play has never changed from when there wasn't any levels or xp to even think about. I tried as an experiment back in A15 where I played the game focused on spam crafting and running from trader to trader selling oil barrels and such but it wasn't for me.

 
Crucible is supposed to be a hell yeah find. Isn't it being in loot a little bit too much?. The schematic does already do the job as it is found in loot, does it not? Those three ways to find it certainly makes things easy.

OCD pre a18 balancing here :greedy_dollars: :greedy_dollars:

Edit: Actually , 4 ways to find crucible from what you just said: 1-loot 2-schematic in loot 3-trader 4-schematic in trader.
5 ways: F1 cm lightbulb profit....

/what?

;)

 
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I'm just asking for an OPTION that would have more of a concrete presence of rules where it would be hard to put in CM and do these things like changing the time for convenience sake. One reason why I don't like fast traveling in MMOs is that it breaks emersion but if that's an option I'd be an idiot not to use it. I'm not telling you to remove console command as your beer analogy implies.
If I were to forget my bag of cocaine at your place after a fun evening, would you blame me for you snorting it all in one go and nearly die? Because if it's there, you have to take it?

Really, don't dismiss the advice to get some help to learn self control. You can end up in a very bad place if you always have to use all options just because they are available. And I can tell you: that's not normal, that's some strange impulse you've got there. No offense meant, just concern :)

 
I've been sayin that from the beginning, in an apocalyptic viral Z survival game the only end game possible is a cure for the virus, every last Z is dead & civil society is re-established...Sounds like too much work for me, I just want to kill Z's, mine & build shhittt…

I have been against bosses also, tougher Z's but no Freakin bosses...

The Pimps have broken the mold on game design...

I see no reason to Gorilla Glue the mold back together...

There was a hint to find survivors & their outpost in the original story line that has been deleted & changed with no mention of finding a cure in 7 days or die...

I still stick to it though...

I still play the game Naked & Afraid in my classic Tidy Whitie's...
It would be a great easter egg if you get a "well done, you've won the game" after you've killed #insert current world population here, subtract kids and elders,since they apparently can't be zombies and all died# zombies on the same playthrough :)

 
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