PC Alpha 19 Dev Diary

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I didn't say it wouldn't happen. I just meant just because I think something is cool doesn't mean it gets added to the game. I think LOTS of stuff is cool, that will never get added.
Guys, any plans of making a more organic Quest activation system?

I mean, for example,

1-get rid of the problematic exclamation marks and activate the quest when accepted on the trader/npc (with a warning if someone/something is inside) and ...

2- ... make a trigger volume that encompasses all the POI INTERIOR (not some gardens or exterior path/roads), so when the player enters from any direction (even from the ceiling with a plane) the trigger volume will activate and spawn entities, but the asset respawn would have occured on the trader with said warning for possible player-placed items/buildings or players inside.

That way, no more double clearing the POIS and also no false activations when passing by. You enter inside = you activate, period.

I don't know what are the size limitations of a trigger volume, or if they can be molded into a POI complete interior, but I suspect the thing about my suggestion is that you must do a customized trigger volume for each questable POI.

 
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I didn't say it wouldn't happen. I just meant just because I think something is cool doesn't mean it gets added to the game. I think LOTS of stuff is cool, that will never get added.
Oh, I know...I was just giving you crap.

After a horde night a month ago where our fps dropped down into the teens (no idea why) we decided to take a break till a19, hoping whatever caused it will be fixed.

I haven't beeen around here much as a result, when suddenly I started actually getting thread notifications, so I popped back in.

Btw, if you've never played days gone on the PS4, try it. The motorcycle mechanics are amazing, and it might give you some ideas with your vehicle mods since it had upgrades.

Forewarned though, the world will really spoil you.

 
Hey Madmole.

Will we ever see the return of the scary, dangerous big cities we had in the previous versions? You know, the ones with the green atmosphere and bombed out buildings?

I feel like each map should have a super dangerous hub city that's filled with (even from day 1) hordes of very strong zombies of all shapes and sizes.

The reward for all this danger and horror is the best gear which can only be found in the city with the bestlegendary gear only available at the end of the biggest, baddest city dungeons filled with all sorts of horrors and boss zombies.

It could also be that the main city has a few guaranteed POIs, such as the skyscrapers and etc.

It gives the players something to work too. A deadly, nightmare end zone that will test everything you have learned.

Anyone else feel the same? Because cities just feel to easy atm.

 
infinity!
So many possibilities, where you can just open a door from the 43 blocks high tower and slide down to a horde meeting near you garden, or garage. Probably if ziplines have some health as a block that can be destroyed by puke of the cops or crows, arrows, bullets, wind, or random damage on them, would be a dynamic that would be cool to have.

Using them for escape would be absolute lame, no doubt though.

I know your point is far away from an escape route, we are many.

 
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Ziplines were in and semi working, but we deemed it way too easy to escape a threat and it was hacked in with no design so it was removed.
And then you added gyrocopters. ?

I don’t mean to be snarky, and ziplines were never my favorite would-be feature, but the logic seems inconsistent.

 
And then you added gyrocopters. ?

I don’t mean to be snarky, and ziplines were never my favorite would-be feature, but the logic seems inconsistent.
ditto... zips if were used right would have been one use -- -- down only. :)

 
Yeh, if you don't wanna add it, fine, but the reason given isn't relevant. Kinda like one block crouch; the reasoning was that all of the prefabs would have to be redone to balance. Well, they were, and still no 1 block crouch.

 
Hi MM. I wanted to ask if you plan to add different screen effects for sweets with buffs that will be in Alpha 19 to the game? For example, a red screen of rage when a character deals increased damage, etc.

Now the effects of the screen are only when intoxicated and when the character is in low health, and the remaining effects are expressed only as an icon in the lower left corner of the screen. To be honest with these icons in the heat of battle is very inconvenient.

Maybe similar effects, like beer or poor health, could be added to different buffs from sweets, or will this only interfere with the players?

 
A wing suit / glider would be cool.
I'm glad to see you're interested in the idea! To elaborate a bit, I envisioned it as a vehicle rather than an article of clothing, though it could really be either. It might be better as clothing in the end since it would require you to pick either armor or mobility. In any case, I think a mod to add pockets would be a welcome addition to it, as well as maybe a "double density" sort of mod, where you can craft a second set of gliding wings to it, to slow your descent further, thus allowing you to glide further than would be otherwise possible, at the cost of even more feathers, adhesive, wood, and leather, and mobility due to added weight. Additionally, you could add armor plating to it via the few armor mods already available in-game. My main goal is to see feathers become more useful than the one niche they have for arrow fletching, or putting together a warm coat that is pretty easy to find when scavenging anyways.

 
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Its not they couldnt get it in working its that it didnt mesh well with all of their other designs. Keep in mind the more bells and whistles are added to the game, the more work goes into balancing and such.

For example, having zip lines, diminish gyrocopters, bracing mods (for boots), the parkour perk, and on and on and on. It is a lot harder to add stuff without taking away from other designs than people think...

I hate to be a kill joy but eventually one has to ask oneself, what does zip lines really add to the game and what will it cost in time/resources.
Well... I was replying to this:

Ziplines were in and semi working, but we deemed it way too easy to escape a threat and it was hacked in with no design so it was removed.

Which seemed like a weird excuse. But I honestly don'T give a damn about ziplines xD It would be fun twice... but after that not really all that usefull.

In Ark where there is actual verticality they are awesome, but 7d2d is 99% horizontal anyways.

 
Yeh, if you don't wanna add it, fine, but the reason given isn't relevant. Kinda like one block crouch; the reasoning was that all of the prefabs would have to be redone to balance. Well, they were, and still no 1 block crouch.
The prefabs were redone for a different reason though so not really inconsistent logic. Very low ROI for 1 block crouch imo. Zombie AI is already a PITA, imagine the complaints about AI pathing with 1 block navigation...

I would rather the devs be spending their time on bandit AI instead of figuring out how to prevent players from exploiting 1 block navigation to get to every honey pot loot room in a straight line and an augers lol...

Edit: As a prefab creator, I would have to build every wall out of steel if I didnt want players to super cheese my creation like a hot knife through butter...?

Edit2: dont forget the work needed to create and debug animations for crawling through 1 block gaps for all entities...

 
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No, those were placeholders, the one that shipped in 18 is the closest to gold version we've ever had. The old system ate CPU like crazy and was completely different rendering system than static maps were, making a lot of headaches for everyone. At a high level all we want to add now is an improved placement system so that no duplicates spawn and all pois are pushed in and not skipped over, and some bug fixes.

I think most objective people if they played 16 now, would see its nostalgia and it actually wasn't as great as they remember it to be, like watching an old movie that was badass in the 80s and now its like what is this low grade cheese?

We're not avoiding duplicates, we are making sure everything spawns first, before a duplicate can spawn.
There's stuff from that old system that are valuable and sorely missed. It's not merely nostalgia. The roads system from A16 inspired exploration. The current one ignores giant swaths of the map and feels so cookie cutter that it doesn't feel like there's any point in seeing what else is out there. Let's not forget the removal of biomes (one of which was on the kickstarter promises, which means that promise will go unfulfilled) that removed a ton of diversity. Removing the plains in my opinion was one of your biggest mistakes in terms of game aesthetic.

Was it perfect? No. POIs placed on cylindrical platforms were pretty fugly. Load times based on real time terrain generation were a drag. Wilderness POIs were a bit too sparse. Cars embedded into the ground were hilariously bad. Generation errors that led to sudden 30 block changes in elevation were a straight pain.

Looking at those together, you'll see a pattern. The positive things that are gone are things that set the tone of the game and promoted diversity. The negative things that are gone are mostly bug fixes.

It isn't nostalgia goggles that makes us wish we had the plains biome. Don't conflate the bugs with the things we love. They aren't a package. And for the record, the wasteland is at least 10x as useless as the plains ever was, yet that fugly abomination is still here to be avoided by 70% of players.

 
Just turn off loot respawn, and then you have to travel further. Map size won't fix that. Besides I thought you guys have 16k working already with nitrogen?
This is completely untrue. The quest system completely negates turning off lot respawn. At best, it'll eventually put a stop to running a quest POI twice in quick succession at some point (clear fresh POI, pop quest, clear again).

 
The prefabs were redone for a different reason though so not really inconsistent logic. Very low ROI for 1 block crouch imo. Zombie AI is already a PITA, imagine the complaints about AI pathing with 1 block navigation...

I would rather the devs be spending their time on bandit AI instead of figuring out how to prevent players from exploiting 1 block navigation to get to every honey pot loot room in a straight line and an augers lol...

Edit: As a prefab creator, I would have to build every wall out of steel if I didnt want players to super cheese my creation like a hot knife through butter...?

Edit2: dont forget the work needed to create and debug animations for crawling through 1 block gaps for all entities...
We're already gonna get Zed's that can navigate 1 block, or so I believe I read. Yes they were redone for a different reason but that doesn't negate the fact they were redone; hell at the least, expose that internal XML (because that's what it is, an internal XML that controls crouch height and a few other things).

The pois are /already/ being made with materials that are tougher than their texture implies, btw.

...still doesn't stop the beeline straight to the loot rooms for those that memorize where they're at. Join a server, you'll see holes direct to the loot while front doors and those *retarded* lit up paths are untouched.

But this isn't about that. One block crouch, zip lines, hang gliders... None of these would negatively imbalance the game NEARLY as much as intentional "features" like static loot rooms and game staged risks and frikkin helicopters.

​​​​So yeh, working on bandits is great, but the arguments against these other fun ideas is weak sauce.

 
Maybe I'm just an unobservant oaf, but I had lots of fun on all the seeds I played. 8k is huge, so the size card doesn't mean anything to me. Aside from that, how can you pick it apart? Generation time? PFFFT, that is one little 15 minute time then you are set for 100 hours. Rust takes longer than ours. Not really high on our list.

The only thing that caught my eye was two identical pois close to each other, and a few dead end roads that could be better. We already improved biome generation, so what else is there?
Until you brow beat the optimal strategy of the game into huddling around 1-2 traders, 8km felt microscopic. We used to have 314 km^2 to play in and that felt pretty roomy. Now the game engine practically ♥♥♥♥s itself on 144 km^2, which you pretty much have to use Nitrogen just to get that much. 64 km^2 feels like enough to an extreme minority of older players and the new players you're now courting.

As for Nitrogen... It's better than the current RWG for sure, runs circles around it really. However, it's not good enough to be integrated into the game in my opinion, so please don't do that. Taking even a cursory look under the hood reveals it to be an extremely simplistic map generator and its speed benefits are based solely on that fact. It manages to work successfully in spite of this thanks to how much mod-ability it offers, but out of the box it's pretty uninspiring.

Terrain and biome generation are little more than overlaying images on top of a base image. I think we can both see how limited that approach is. I don't know how its country roads system works, though I can say it works better than RWG in terms of inspiring exploration. However, city roads are an abysmal mess. I really enjoy the weathered roads it offers, you might want to borrow some ideas from that in particular.

I think that Nitrogen brings some fresh ideas that could be incorporated into RWG. RWG needs a lot of love and I'd rather see the effort get spent on improving RWG than trying to make Nitrogen the defacto map generator as others are suggesting.

 
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We're already gonna get Zed's that can navigate 1 block, or so I believe I read. Yes they were redone for a different reason but that doesn't negate the fact they were redone; hell at the least, expose that internal XML (because that's what it is, an internal XML that controls crouch height and a few other things).

The pois are /already/ being made with materials that are tougher than their texture implies, btw.

...still doesn't stop the beeline straight to the loot rooms for those that memorize where they're at. Join a server, you'll see holes direct to the loot while front doors and those *retarded* lit up paths are untouched.

But this isn't about that. One block crouch, zip lines, hang gliders... None of these would negatively imbalance the game NEARLY as much as intentional "features" like static loot rooms and game staged risks and frikkin helicopters.

​​​​So yeh, working on bandits is great, but the arguments against these other fun ideas is weak sauce.
The static loot rooms and the game staged risks add more to the game then it detracts considering what we had before. You probably will disagree with me on that point but thats perfectly fine. At the end of the day it sounds like the devs will take a hybrid approach anyways (e.g. better loot / challenges in radiated areas) which should be the best of both worlds.

To be clear, I would also enjoy added features such as zip lines, gliders, 1 block navigation. However, I do understand and respect why they aren't added as any given system can add additional development overhead (e.g. maintain, testing, balancing) especially if they don't add much to the game.

 
I dont know if the decoration (trees in particular) on slopes is a bug or intentional. But in the end, since A18, slopes are much more aggressive to prevent vegetation placement than in A17.This leads to even relatively narrow hills to be completely barren.

It looks ok in the desert, but not at all in the forest biome. (visually having boring empty and grey hillsides)

-> You should check the logic at what slope-angle vegetation is blocked from spawning. Its should allow trees to spawn up to slopes of 45 degrees in my opinion.
It was a bug from an optimization that was using the wrong angle. I fixed and readjusted the angles.

 
Don't add much to the game? More ways to play are good, and I don't buy into "precious dev time"... Tfp has shown time and again that deadlines are fluid (and I like it).

Zip lines for instance, would require decent planning, and imagine the base block being broken mid flight... Hilarity would ensue.

But you're right, I definitely disagree with the implementation of loot rooms. Before, good loot was random. Now you know exactly where to look. Every. Single. Time.

No need to even bother when you're on a server with others... It's already gone.

And don't get me started on one block crouch. Having essentially a real prone position could make for MUCH more fun prefabs. Having a real crawl? Slow, terrorizing, crawl? It'd be awesome.

 
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