PC Alpha 19 Dev Diary

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something I noticed and thought needed clarification (tier 2 & 3 have different values for GS):

Loot & Enemy Progression Balance
Tech 1 (GS 12)
Tech 2 (GS 50)
Tech 3 (GS 91)

--------------------

Alpha 19 b1-b151
Changed
Rough adjustment for loot drops. QL6 primitive items drop at GS 30. T1 start dropping at GS 12, T2 at GS 60, T3 at GS 105. You will always start seeing low qualities of a “new” tier first.

 
It's a 3D table so it's not that easy to put in words.

It doesn't need clarification. Play the game when it's out. =P

 
Greetings!

Big fan of 7 days, been playing on every Alpha since A14.

I decided to pop by to ask a few question!

Has the performance/optimization in A19 been improved? 

I have a decent enough computer (GTX1060, i5-4460, 16gb RAM) and i get some very annoying performance issues. Bear in mind, this is me and friends playing on a Dedicated server i setup from Bluefang a month ago.

Particularly, i experience huge frame drops on Horde nights and even sometimes just wandering around. Changing things like UMA zombie textures to lower does not help.

I can run it at 50fps on 1980x1440, or even 2K resolution but on Horde nights of if many electrical devices are nearby, it just dies.

I'll also take any advice on what graphics settings to fiddle with to get a better result.

I really really want to continue playing this game on a almost daily basis, but sometimes these struggles just kill my enjoyment to the point i dont touch it till next update in hopes its been atleast a bit optimized.

P.S. Shout out to the Fun Pimps, loooove what you're doing with the game and the new mechanics, especially some of the upcoming A19 stuff i read in the patch notes.

 
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Just read the Patch notes.So do you find Tech 1 Items at GS 12,Tech 2 on GS 50, Tech 3 on GS 91 or do you find them at GS 12,60,105 ?


something I noticed and thought needed clarification (tier 2 & 3 have different values for GS):

Loot & Enemy Progression Balance
Tech 1 (GS 12)
Tech 2 (GS 50)
Tech 3 (GS 91)

--------------------

Alpha 19 b1-b151
Changed
Rough adjustment for loot drops. QL6 primitive items drop at GS 30. T1 start dropping at GS 12, T2 at GS 60, T3 at GS 105. You will always start seeing low qualities of a “new” tier first.
Here is the section from the patch notes:

There are 4 tech levels of items in the game. These start appearing in loot at the following Game-Stage intervals.

  • Tech 0 (GS 1-11) – Primitive tools, weapons and armor including a bow and the blunderbuss.
  • Tech 1 (GS 12) – Iron or similar melee items and armor and and the first proper firearms like a pistol or double barrel shotgun.
  • Tech 2 (GS 50) – The best melee items, bows and armor and mid range firearms like a pump-action shotgun.
  • Tech 3 (GS 91) – The most advanced firearms like an M60 or the Sniper Rifle.
So as I read it for the first 11 GS you will only find Tech 0 items, but starting at GS 12 you will have a chance to find Tech 1 gear. A chance. You will still be finding mostly Tech 0 stuff for a few more GS levels, but Tech 1 will slowly become more common. I would guess that by about 10 GS levels into the Tech Tier you will be finding mostly items of that tech.

The question for me is at what point do the lower Tech items get phased out if at all? When you get your GS to 100 or more will you still be finding Tech 0/1 items or would they have dropped completely from the loot tables?

Has the performance/optimization in A19 been improved? 
Take a look at the patch notes under Dynamic Resolution

https://7daystodie.com/a19-official-release-notes/

That is probably the biggest change but there are also a lot of smaller things like improving the graphic images and skins to make them more resource friendly and less intensive for drawing.

 
I'm merely asking which part of the notes concerning loot stages is correct.. does T2 happen at gs50 or is the information in the "changed section" down below in notes corect and its gs60.. same for t3. Just visualizing the spread of the "ages" is all..

 
Greetings!

Big fan of 7 days, been playing on every Alpha since A14.

I decided to pop by to ask a few question!

Snipped for space. 

Try turning texture size to half and turn off reflected shadows and bloom. That’s what I had to do with my GTX1070 before I upgraded to the 2070S

 
So.... first we see it in @madmole and TFP + Prime stream (I think even in the stream starring @faatal) and now in every single gameplay. There's the bug that affects ALL the new weapons ( probably not the battleaxe) and prevents players from using them altogether as they appear fully modded more often than not when not actually modded. The sights blocking the view and rendering them useless. 

So... 20% of the alpha features are blocked behind a bug preventing the players from even appreciate the work hours put into most of the new weapons. Thank God for experimental, I hope haters won't hate.

 
Faatal can probably elaborate.

Everything heals over time except infection.
Can you clear this up please, as I am a little confused (straight from patch notes)

"An infection is completely harmless and will even heal on it’s own… until 5%"

 
Here is the full patch note:
Aye that says the same as the patch notes I pulled my quote from.

So you get a Crit, take infection then it 'heals' on it's own, slowly, but when it gets to 5% it begins doing something else? I don't understand, does it begin at 50 and heal down to 5% then start damaging you? 

 
Can you clear this up please, as I am a little confused (straight from patch notes)

"An infection is completely harmless and will even heal on it’s own… until 5%"
Each time you are hit by a zombie there is a chance of getting infected. Before now, once you were infected, that was it, you were infected and needed to do something to cure it. Now, each zombie hit can give you a degree or % of total infection. So if each hit gives you a 2% infection, if you get hit twice you have 4% infection but it will heal on its own. However, I 3rd hit that brings the total infection above 5% now means that you need to treat it.

It is a nice way to add a buffer to infections early on in the game. My last game I got hit by a zombie on day 1 and was infected. It was 3 days before I found anything to treat it with and was nearly at 50% infected by then. If the airdrop had not provided several antibiotics, I probably would died from the infection in a couple more days. With this, it prevents a single unlucky hit in early game from changing your entire plan until you find something to treat it with.

 
Each time you are hit by a zombie there is a chance of getting infected. Before now, once you were infected, that was it, you were infected and needed to do something to cure it. Now, each zombie hit can give you a degree or % of total infection. So if each hit gives you a 2% infection, if you get hit twice you have 4% infection but it will heal on its own. However, I 3rd hit that brings the total infection above 5% now means that you need to treat it.

It is a nice way to add a buffer to infections early on in the game. My last game I got hit by a zombie on day 1 and was infected. It was 3 days before I found anything to treat it with and was nearly at 50% infected by then. If the airdrop had not provided several antibiotics, I probably would died from the infection in a couple more days. With this, it prevents a single unlucky hit in early game from changing your entire plan until you find something to treat it with.
That is a perfect explanation, thank you Sir. Also a great feature, you're spot on with what you said.

 
Aye that says the same as the patch notes I pulled my quote from.

So you get a Crit, take infection then it 'heals' on it's own, slowly, but when it gets to 5% it begins doing something else? I don't understand, does it begin at 50 and heal down to 5% then start damaging you? 
One hit might get you to 2%, the next hit immediately after that to 4%. If you have don't get hit further this infection will go away after some time. But if you get hit a third time instead with already 4% you might be at 10% now. Now it doesn't go away on its own and gets worse, so increase to 11%, 12% and there will be typical health issues.

EDIT: Oh well, Jarod was faster and wrote a better and more detailed explanation. I must be getting old. 😉

 
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So early game, melee now seems to be for the very brave or the very... erm...  Brave! That's it!  :)

I salute those who will grab a club and in a few days, leave me all their loot!  If you have a shovel in your backpack, I will bury you with honors!

 
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