PC Alpha 18 feedback and balancing thread

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nope, checked that first. same profile
Had this exact thing happen on a player hosted server. His comp crashed as i was picking/opening a safe. Once we re-launched i was no longer in the POI but Lvl. 1 across the map.

I assume it was a corrupt player .bak file. Real shame.

 
Madmole, the game freezes way too often even more so in A18.2

I kept thinking how I needed more ram for this game until I tried to open the console to test a few commands when this appeared in multiple lines

"detail rendering shaders not found for the active render pipeline falling back to default shader"

I've searched it and it appears it is a VERY serious Unity issue. You need to check it out.

 
Alright, alright, we get it. You suck at spears. I've just started a strength-build series (
You can't hit zombies two blocks down without crouching, what? I hit them just fine. I don't even need to bleed the irradiated zombies I just knock them down with power attacks and headshot them.

I don't use clubs, they are a waste of skill points.

If we go so later levels when you find irradiated zombies I can kill them with sledgehammers just fine. I usually only need an anti-rad mod and I'm good to go.

 
Alright, alright, we get it. You suck at spears. I've just started a strength-build series (
I use wood clubs. They are cheap and extremely powerful if you invest in them. With the bonuses they can be brutal. Eventually I switch to bats though. Sledges are beasts but too slow for my taste both in handling and moving with them. Knifes are awesome as they have an extremely high chance of making stuff bleed and you can power beat 3 times in the time it takes for other weapons to do 1 PA. Their only drawback is the range and the fact that in each bleed the enemy recalculates its rage.

Knuckles are too close and personal to be any good in crowd control, but they certainly are a lot of fun.

 
I use wood clubs. They are cheap and extremely powerful if you invest in them. With the bonuses they can be brutal. Eventually I switch to bats though. Sledges are beasts but too slow for my taste both in handling and moving with them. Knifes are awesome as they have an extremely high chance of making stuff bleed and you can power beat 3 times in the time it takes for other weapons to do 1 PA. Their only drawback is the range and the fact that in each bleed the enemy recalculates its rage.
Knuckles are too close and personal to be any good in crowd control, but they certainly are a lot of fun.
I, too, prefer clubs/bats over spears, sledges or knives and for the same reasons you give. I'll put a caveat though that early game I'll take a stone spear over basic wood club because the basic club is nigh-on worthless damage, as is the spear in melee, but the spear has greater range and a throw option. Once I get an iron club, though, the spear usually goes away. The double-barrel is my early back-up weapon and benefits from being under the same stat as club. I've dropped 3 zombies in a single double-barrel shot before so it gets high marks for me as a back-up.

 
That's a processed dtm (height map). It is ensuring the prefab isn't floating in the air. The alternative would be to not spawn a prefab there, since the terrain dips, but that can easily lead to lack of prefabs on random maps.
It has nothing to do with microsplat. Feel free to suggest an alternative to the above -- for which I'm quite thankful, btw, and have wondered since alpha 16 why they weren't doing it.
Yes,yes, this is not a "macro-splat" - it is a low-res dtm.

I don't think the reason for this has anything to do with floating prefabs.

Although, indirectly it can certainly help, as well as cubes in minecraft do not have density.

I about this:

B9PkO12.jpg



As you can see there are no prefabs on these "cubes".

 
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The best chef in the world can get food poisoning from the hot dog he bought from the street vendor.
What I'd like to see is food quality, and have food poisoning chance be related to food quality. You can then improve the quality of the food you prepare to reduce food poisoning chance. It also opens up interesting customizations, like having freezer loot table give better food quality than cabinet loot table. You won't be able to stack food, in this case, but you don't need to go out with a 10-stack of something that gives you 50 fullness.

Cans don't give food poisoning, so they can remain without quality, and stack as normal. Same goes for all vegetables, since you don't craft them. Food that is really crappy to begin with, such as charred meat, can also remain quality-less, and with their food poisoning chance.

I'd put points in Master Chef for that.
I have to agree with this, at the moment Master Chef really is more of a convenience perk.

 
Yes,yes, this is not a "macro-splat" - it is a low-res dtm.I don't think the reason for this has anything to do with floating prefabs.

Although, indirectly it can certainly help, as well as cubes in minecraft do not have density.

I about this:

B9PkO12.jpg



As you can see there are no prefabs on these "cubes".
I think your missing the purpose here. The prefab is placed afterwards but the ground is placed then the spot customised itself using this to be able to allow a prefab to spawn on it.

 
Joel!!!!! HAPPY THANKS GIVING! Thank you for bringing us 7D2D. Spending today with Rick again? I wonder what new idea or game you guys will discuss over Thanksgiving dinner this year. 😁
Thanks no but I'll be spending some days at his new place this weekend and part of next week. We've got 5-10 years planned already so the next bright idea might include retirement.

 
Well... I can confirm it is a bug. It happens with piles of canned food and with the cement mixer. Low settings of course.The canned food appears too close compared to ammo piles and medical supplies.

The cement mixer cuts in half into an ugly nest-shape triangle at similar distance.

Cement mixer should stay in a similar shape in a distance and canned food piles should be visible from a good enough distance like its peers. I don't know what's the LOD rendering distance of say the ammo piles/ medical but they should exactly the same. Right now they are not because canned food piles LOD is too short compared to those two.

Edit: Needs further testing. I will report my findings when I have the time.
Its a % of screen space its allowed to occupy. Not sure how much low detail settings change that. A screenshot of it rendering/not rendering could help.

 
Wow. this cut the GPU usage from 99% to 35-40%.now I can increase shadowrange, turn on reflected shadows, increase AF to max and more and still only use 70% GPU. All with a solid 60 fps.

insane to use such a resource hogging system for something barely noticable. :/
It is highly noticeable in certain use cases.

 
Id say enough people have given you critique that falls inline with my opinion. As for the FOV slider, it more then bugs me. It makes the game unplayable for me and others getting motion sickness. You have it set to what consoles use LOL. Every First Person PC game has an fov slider man, literally no excuse. I use to be 7D2D’s biggest fan. (Purchased 8 copies for friends) but i have disliked many of your design choices. (Which is fine it’s my opinion and why i only use Ravenhearst now for a more hardcore experience) What pisses me off is how you act towards people who say they dislike certain game changes. Just don’t forget, it’s your hardcore fans who buy 4-10 copies and tell all of their friends to buy the game that are your bread and butter, and who critique your game the most. And are the reason you can afford a nice new truck.
But there is a console command to type in to set the FOV, yes? We need to discuss adding it back. Sorry but no games I play have FOV Sliders. Ark, Rust, Fallout, Skyrim, Outer Worlds, Red Dead 2 do not have FOV sliders AFAIK. It makes the game ugly, and is kind of a cheat because you see a lot more screen than everyone else, and it does impact performance on some systems. A lot of games are 60, we are 65.

I'd like to see batch commands you can add to your steam launch command, like --fov 90 would set it to 90 every time you launch. Then its not a PITA. Would 70 or 80 be enough to remove the motion sickness? To me games look horrible at 90 with extreme fish eye of objects on the side of the screen and characters look tiny when you want to see the details of the NPC you are talking to and zombies need to be in your face attacking you and not look like they are back 10', all side effects of a high FOV.

 
Completely random thing I just noticed watching a JaWoodle vid: take bigger weapons out of the small/desk/wall safes. He got an AK out of one. That thing is twice the size of the safe. Lol.
Should be pistols/magnum/maybe DB shotty at best. And no sledges or bats or fire axes. Cuts down on finding too many weapons and makes more sense. :emmersed:
Maybe that wall safe is a full meter long :)

 
Don't get me wrong, I agree With most of that statement, And while you are right only larger things (like shopping carts and the metal bars, piles of cinderblocks, broken washing machines, car skeletons etc in the wasteland) Really stop vehicles, The problem is in the wasteland those things are every inch of the terrain. I guess it'll be less of a problem as roads get better but I don't want to have to spend days and days of in game time breaking cinderblocks to have a clear path. or even a path at all to a location. In game, my bike and motorcycle are treated like solid gold, like they would be in an actual apocalypse but if I go anywhere near a wasteland i literally cannot avoid hitting things constantly. Which right now is a bit annoying but fine, but if those impacts can cause breakdowns it's going to start to become more frustrating than exciting because they may happen constantly. And I know I'm not the only one who has that problem in that specific biome. Honestly I'd love to see the wasteland be just a little nicer but everywhere else be a little harder to drive in.
What I guess i'm trying to say is that avoiding the obstacles needs to be a viable option and right now with the clutter of the wasteland biomes it really feels like it's not.
I would say that driving in the wasteland will be a high risk thing. It will be radiated and very very dangerous, so we should make it pretty hard to use a vehicle in it. Roads might be accessible, but off road, no. It never has been due to land mines and the sheer amount of debris and is that way by design. Proceed with care, high risk and high reward is the plan. The fact is you don't NEED to go there unless you want a challenge.

 
No, I don't. The fact of the matter is most players will boot up a game and go "Oh look how pretty the stuff in the distance is!" and that's it. After that, they don't care because it's just background. It's not in the fore-front where all the action is. And that's why I don't notice it. We're playing an FPS game where what's in front of you matters more than the pretty stuff at the back.
And THAT is why it's an unacceptable performance loss.

As for the other stuff, okay, you made a decision. Good for you. It's still wrong, especially when you outright said folks COULD mod the farming back in when there were complaints about the hoe being removed.

Fact of the matter is, no it can't with microsplat because it always changes the ground to whatever the topsoil of the biome is, so you have no idea if it's been hoe'd or not.

I would stop being stubborn on features you add/remove for once... just once... please. Because you're turning a game with a lot of promise into a looter/shooter, which i'm pretty sure most players did NOT sign up for when they saw "survival crafting game."
Dirt is a placeable block, if people can't get that to hoe then they are doing it wrong.

 
I think your missing the purpose here. The prefab is placed afterwards but the ground is placed then the spot customised itself using this to be able to allow a prefab to spawn on it.
But then, why just not to give for all blocks on a flatness spot - full density, that would prefab not hovered in the air.

How can these non-smoothed corners on the edges of the place help the case?

(maybe we're talking about different types of prefab levitation...)

 
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I finally gathered enough steel to make a tier 3 m60, I was so happy! And then when I went to make it I realised because I'd upped my skill in machine guns I actually couldn't afford to make an m60 because now I can only make tier 4 machine guns... and the tier 4 m60 cost 30 more steel than the tier 3.
Can we have tier crafting options please? I'd rather have a tier 3 m60 than no m60 at all...
Maybe, it might add an uneeded complexity. What is a better design, static recipe amounts or ones that inflate? I like inflation because it keeps the market sane.

 
a common problem on servers is one person doing a POI Quest and someone else walking in and looting the place while you are doing the quest. is there a way to lock the quest to the player or party until success of fail?
Why is that a problem? Ask them to leave, and if not, let the shooting begin. Let the players have dynamics like that, if there was a force field keeping them out it would feel less immersive, and what if they were being a good Samaritan to help? What if you had a buddy who you asked for help because you were in over your head? The less control we shove down people's throats the better IMO.

 
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