PC Alpha 18 feedback and balancing thread

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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.
I use 85.

(fisheye is when more than 85, in my opinion)

 
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.
I think you should only need more "specific items": machine guns parts, tool parts etc. If you scrap a T1 tool or a T5 you always get 4 tools parts, so inflation just for specific items could improve QoL and still not close to spam crafting for selling purposes.

 
I thought dirt was a block you can place, but I could be wrong. I think level design uses them for little farm plots and stuff at POIs.
I will triple check it to be sure, but the last time I tried, whatever the biome had set seemed to override it.

It's almost as if POI's have a different set of rules somehow. Not sure if the sockets over ride that?

 
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.
That's awesome. Drive that boat more! 😂👍

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So don't use them. I'm not a conjuration guy in Skyrim, I like to do my fighting myself and not minions. Just because you don't like it doesn't mean it is broken or bad, it's just not your thing. Not all combat is going to be equal, it matches and offsets their other strengths. A blade guy might not be as nasty as a sledge guy, but he will be able to one shot quietly with sneak damage, where the bulky sledge steel armor guy can't get close and his death blow will wake up the whole POI if he does. In skyrim you can get 30x sneak damage as an assassin with knives wearing DB armor. But if you fail, they do a pathetic amount of damage to an alert opponent so you might have to run and let them go back to sleep before you try again. Its fun though, the risk reward is very high.
That makes sense . If they are weak and/or you don't like them don't use them. I will personally wait for serious buffs on many weapons in the coming versions.

Something offtopic though and actually infuriating which I only now realised while trying insane difficulty: ALL basic blocks that are customizable are missing something. The wood and iron frames are missing top wedges ,poles and 50/100 pillar variants while the cobblestone blocks seem to contain ALL of the above.

I am forced to play with cobblestone frames because wood and even iron frames are useless for basic defense building. Can you make all those blocks , INCLUDING the rebar frames, share the SAME block variants? It can't be that hard adding those models right?

 
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That is simply Unity saying the default terrain shaders are missing. We don't use the default terrain shaders, so it does nothing bad that I can see. Unity changed that in a newer version, so it auto includes those shaders and the message won't happen, so when we update Unity, no more message.
So the lags are caused by the lack of ram? (I have the game installed on an ssd, cpu intel 8300, 8 gb of ram and a gtx 1050ti that runs at ~50 fps)

 
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.
Forget retirement. I swear after retiring I've never worked harder in my life!

 
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.
That makes sense once development catches up with your long term vision of it. Right now its ugly @$$ and there isn't much of a reason to visit it other than to bait dogs or vultures for their resources.

As far as a18 is concerned, wasteland is pretty much a waste of world space.

 
Should be working, can you try it on every gun? Maybe new ones were forgotten? Which gun doesn't have a distant gun shot sound?
I'm not sure what gun he was, I want to say pistol, using when I heard the normal shots. but i had him listen for my weapon and it was still normal sound effects, that was with the ak47. P.S. We did this on my dedicated server running A18.1 stable.

I'll test every gun tonight when my friend gets home from work and jumps on the game. I'll write up a bug report for the testers soon as I am done. I thought maybe the distant sound effect was removed on purpose. I'm so glad to hear it wasn't. :)

 
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I need to work on that. I think too much forum time gets to me one rotten egg at a time lol.
You just need to work on forum your filters. I ignore all the squabbling about trivial non issues stuff and just focus on worthwhlie discussion.

 
There is truth to this, we'll add more value to other perk trees so the decision is harder perhaps. But with an auger you don't need mining, it depends if you want it early game with primitive tools or not. Heavy armor perks don't do much IMO a good athletic jacket and mods feel more valuable than the armor perks IMO, unless you craft it. We havne't got sniping with a rifle or rockets to a great state yet. I think when there are bandits like the gunners in Fallout 4, the perception build will really come into fruition IMO. Sniping at a great distance can be a lot of fun, especially combined with stealth if done right.
Even now you can't snipe more than one zed, that will get fixed. I want it so that if you have a silenced weapon or bow you can score multiple sneak shots (doing sneak damage) before they know where you are for sure. Like they will look around and move generally closer to you, but not know for sure where you are and sneak damage will still apply. This will make rifles and stealth much more appealing IMO.
I just noticed this yesterday, and this sounds like a great improvement.

 
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.
Joel, to be fair, those games you are talking about have the option of a third person view. Narrow FOV motion sickness is almost always a first person problem.

To answer your question, personally, I find 90 FOV eliminates my nausea, and it doesn't have extreme fisheye. In fact, it looks pretty damn sexy.

0QmouTV.png


 
I thought dirt was a block you can place, but I could be wrong. I think level design uses them for little farm plots and stuff at POIs.
I know topsoil is. I build a hill up around my base to see how/if it changes zombie navigation patterns.

BTW, can we get a console command to trigger bm? I set time back a bit so I could see it during a bm, and it broke it triggering. I've always wondered how you guys test them quickly if there isn't a console command to trigger them?

 
Something offtopic though and actually infuriating which I only know realised while trying insane difficulty: ALL basic blocks that are customizable are missing something. The wood and iron frames are missing top wedges ,poles and 50/100 pillar variants while the cobblestone blocks seem to contain ALL of the above.
This makes sense to me, and simpler consistency in building fits in with the current dev mantra.

Maybe we just need a single set of generic shape selector frames and blocks that are tinted to the material types instead in the previews before being placed? That would save quite a bit of texture resources that could be repurposed in more paint variants people are begging for.

I'm thinking beige for wood, redish gray or red speckled for cobble, gray for stone, and metallic for iron/rebar, pale bluish metallic for steel. One set of placeholder frames in all shapes tinted to the material type.

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Joel, to be fair, those games you are talking about have the option of a third person view. Narrow FOV motion sickness is almost always a first person problem.
To answer your question, personally, I find 90 FOV eliminates my nausea, and it doesn't have extreme fisheye. In fact, it looks pretty damn sexy.

0QmouTV.png
Looking at that curve at the top, it looks WAY too fisheyed to me.

Maybe they just need to finish work on 3rd person instead of fov?

 
Rage percent from a bleed tick are only 10% of the normal rage percent.
I haven't had time to test it, but I think the important change to knifes is that they cause a speed debuff now, which should make fighting using bleeds effective again, especially against groups and running zombs. Yes, knifes cause them to rage more often than other weapons, but the debuff works against the rage.

 
Looking at that curve at the top, it looks WAY too fisheyed to me.

Maybe they just need to finish work on 3rd person instead of fov?
I prefer to play first person (more immersive), so I vote they just add back the slider they used to have in the options and if it is too fisheyed for you, just don't use it.

Here's another one at 90 FOV:

POWitfa.png


 
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I prefer to play first person (more immersive), so I vote they just add back the slider they used to have in the options and if it is too fisheyed for you, just don't use it.
I used to not care at all that they removed the slider. Then I started talking to people that actually get motion sickness or headaches from the limited FOV of the game. After doing a little research in to this, indeed having a larger FOV helps a lot for those that get motion sickness and or headaches from video games. I agree it needs to be added for those who suffer physically because there is no FOV slider.

Note: I cnnot remember if they suffer from headaches or motion sickness, thats why I kept including both symptoms.

P.S. before someone starts saying, you can change it by console command. Yes I know and so did every person I spoke with regarding this issue. Its a matter of convenience. A FOV slider would make there gaming experience more enjoyable when it comes to 7 Days to Die.

 
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I used to not care at all that they removed the slider. Then I started talking to people that actually get motion sickness or headaches from the limited FOV of the game. After doing a little research in to this, indeed having a larger FOV helps a lot for those that get motion sickness and or headaches from video games. I agree it needs to be added for those who suffer physically because there is no FOV slider.
Note: I cnnot remember if they suffer from headaches or motion sickness, thats why I kept including both symptoms.
I think it is both depending on the person - I have heard people complaining about headaches, but I just get really nauseous.

A slider would be the nice user-friendly thing to do, but honestly I would stop bitching if they just made it an option to type in FOV in the xml and have it stay that way. The aggravation comes in having to always have the command ready as a 'copy paste' for the console every single time I start a game.

 
I think it is both depending on the person - I have heard people complaining about headaches, but I just get really nauseous.
A slider would be the nice user-friendly thing to do, but honestly I would stop bitching if they just made it an option to type in FOV in the xml and have it stay that way. The aggravation comes in having to always have the command ready as a 'copy paste' for the console every single time I start a game.
Yeah that is indeed the complaint I hear from those that suffer. FOV slider would just be way more convenience. People tend to think that this whole complaint about fov being removed is annoying, I was one who thought that, but once I spoke with those who suffer and did the research...I see why those who suffer keep complaining. I feel really bad for you guys.

Ahhhh ok..yeah see I kept remember motion sickness and headaches but was not sure if I was mixing it up.

EDIT: I just thought of a way, maybe it'll work, that will force the FOV to stay as you select in console command. I need to get dressed head out and pay bills when I get back I'll test this idea and if it works. I'll make a post in general section with directions on how to save FOV settings. Its a long shot doubt it'll work but can't hurt to try.

 
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