PC Alpha 19 Dev Diary

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A treasure with 7000 HP giving you 6000 dukes. Seems an excellent deal to me even with a stone axe. Try finding a 2500 HP safe with a content that gives 2000 dukes in the first days
2 tmaps in my inventory and one jail breaker candy...think i can dig up both with one candy active?  Day 3 no vehicles yet... 😅

 
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And cash for STUFF! Yep, I was shoveling sidewalks, de-tasseling corn, cutting shatter cane, running paper routes, etc etc back when I was growing up.
When you were growing up?  At your age, that would have been before the invention of sidewalks, paper, and I think corn as well.

 
@madmole When the game is finished, how special do you want the player to feel compared to the other inhabitants of Navezgane?
Can you reframe the question?

Debating now whether to start a brand new world, or wait until the next patch where the animal spawns will hopefully be under control again...
I kill about 2-3 chickens a day and get by on that. On day 8 I found my first doe.

I'd wait.

 
I've noticed I lose a tremendous amount of FPS when I crank up Terrain Quality. I have pretty much everything at max/ultra, but terrain quality on low, and have a beautiful game with a steady 60 FPS. If I set terrain quality to medium, I instantly drop to around 30 FPS. The difference is like night and day and quite frankly I don't even see a huge difference in quality, if any. 

Highly advise you guys to set max quality everywhere, terrain quality on low and then reduce stuff as needed. I kept tinkering with medium settings everywhere and it was just not making much of a difference at all, until I figured out the bottleneck. 

I'm running a Sapphire Radeon 5600XT on a Ryzen 5 1600 and 16gb of RAM fwiw. 
I've spent the last 3 work days looking at VRAM usage and changing entities and block entities to load on demand and block entities can unload now. VRAM use is down 1 to 3 GB depending on your settings, so I'm hoping this will help in general.

If you run out of VRAM and terrain textures end up in system RAM, then terrain can render very slow. The higher your texture filter settings, the slower it gets reading textures from system RAM.

 
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I've spent the last 3 work days looking at VRAM usage and changing entities and block entities to load on demand and block entities can unload now. VRAM use is down 1 to 3 GB depending on your settings, so I'm hoping this will help in general.

If you run out of VRAM and terrain textures end up in system RAM, then terrain can render very slow. The higher your texture filter settings, the slower it gets reading textures from system RAM.
That should help a lot, thank you ! 

 
I've spent the last 3 work days looking at VRAM usage and changing entities and block entities to load on demand and block entities can unload now. VRAM use is down 1 to 3 GB depending on your settings, so I'm hoping this will help in general.

If you run out of VRAM and terrain textures end up in system RAM, then terrain can render very slow. The higher your texture filter settings, the slower it gets reading textures from system RAM.
This sounds promising...do you think this will help those people with the issue where the distant POI meshes are not unloading when the player gets close?

 
This sounds promising...do you think this will help those people with the issue where the distant POI meshes are not unloading when the player gets close?
No. This just effects entities (animals, zombies, traders) and block entities (the 900+ blocks that use their own model like trees).

 
I've spent the last 3 work days looking at VRAM usage and changing entities and block entities to load on demand and block entities can unload now. VRAM use is down 1 to 3 GB depending on your settings, so I'm hoping this will help in general.

If you run out of VRAM and terrain textures end up in system RAM, then terrain can render very slow. The higher your texture filter settings, the slower it gets reading textures from system RAM.
My fps is stable again, no more dips after playing a while, great work!

 
I never once questioned the best rpgs of all time when looting. I diablo I got what I got. Same in Skyrim, Fallout, etc. I opened up a loot container and got something a little better and I was happy about it. You just aren't used to it. Once we get pipe guns and a bit more supplies to craft your own things it might feel less repetitive which I think is the larger problem.

We will have game staged increases in the harder biomes you can go there to get non primitive loot early game but it will be a lot harder.
Its fine mate. These complainers are just upset that you can't power loot anymore. Im loving earning items.

 
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Actually I was thinking that Pack Mule should also teach you the better Pocket Mods, it makes sense to me...
But pockets make it so you don't need pack mule.
Yeah, I was thinking that the "new" Pack Mule won't give you additional slots anymore, but will give you a fixed bonus (per level) on how "deep" the pockets you craft are.

So for example, something like this:

  • At Lvl1 you get the Single Pocket for clothing mod (so you won't get this mod from the start anymore)
  • At Lvl2 you get the Single Pocket for armor mod + the Double Pocket for clothing mod AND a +1 bonus slot for each pocket
  • At Lvl3 you get the Double Pocket for armor mod AND a +2 bonus slot for each pocket you have
  • At Lvl4 you learn to craft the Bandolier mod AND a +3 bonus for all your pockets
This way the "value" of the pockets you craft will grow alongside your Pack Mule skill and make it more useful IMO.

It's the same concept you already use for Weapon perks actually, where you get both a bonus AND the crafting recipes with the perk.

 
All doable but then Pack Mule is the new must-have perk because you'd _need_ it in addition to all the pocket mods.

If it also unlocks all the mods it's only more OP.

 
Yeah, just having more good mods than what will fit in T6 armor would keep pack mule from becoming obsolete. 

Then you could equip extra useful mods in the place of the pocket mods that you no longer need. 

 
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