PC Alpha 20 Dev Diary

Status
Not open for further replies.
@Guppycur

The Guppycurian Forum Whore.

I am sorry to say i am no longer interested in your beard and consider this an official divorce.

The Elder Scrolls V: Skyrim Anniversary Edition has much better beards i am sorry you had to find out this way.

I left a note on your profile, and another beard intercepted and made an offer i could not refuse.

Good Bye Guppycurian Forum Whore.

 
@Faatal

I have two questions, i hope you can answer. The first is directly
related to A20, the second not so much but is an included feature that
I am curious about.
 
You mentioned something on your Twitch playthrough.

Regarding grouping POI's, to regulate spawn rates and volume. The question
I have is, using this in conjunction with the group stamping city layout
will it be possible to regulate "how many" of a particular poi will appear
in a random gen?

Example: 8k world random, if I'd like it to have 5 military pois, no matter
which one. This is mainly a thought for the RPG style i play. Scenario: 5
outposts, loot xml only has arms and armor in these outposts, hospital
medical equipment, and each is a death trap, other pois would have misc.
survival necessities like food water, regular clothing.

The second question is regarding the shadowed lighting when entering an
enclosure. Is it based on distance from a portal, or are certain block
positions given a designated value to regulate light level.

Example: doorway/window/hole light gamma 100%, distance +2 paces gamma 60%
OR is it radius to perimeter gradually reducing to 0%.

 
Вы надеетесь на обновление в конце этого месяца? есть ли критические ошибки? как на последнем потоке кровавой ночи. момент, когда игра просто остановилась. когда, нам всем нужно знать когда!


Are you hoping for an update at the end of this month? are there critical bugs? like the last stream of bloody night. the moment when the game just stopped. when, we all need to know when!
 

Please use an online translation tool, this is an english-only site
 
Last edited by a moderator:
Also also... Whoever made that blockbuster (or was it the police station?) is an evil genius. It was suggested that Hernan did it, which is interesting... Hernan's work has always been impressive but deviousness isn't an attribute I had associated with him before. He might be spending too much time with laz man.
Lazman is just an npc in this story, a ridiculously sensual-voiced well adjusted builder npc. On the bigger picture he can't compete with Block Cowboy . Block Cowboy comes and inserts new shapes on a whim and goes on riding into the sunset. I would gladly steal his identity to feel if just a bit more heroic in my every day routine. 

Let's just hope that he is a mature person and he never makes "Rick" Picks into blocks.

 
Lazman is just an npc in this story, a ridiculously sensual-voiced well adjusted builder npc. On the bigger picture he can't compete with Block Cowboy . Block Cowboy comes and inserts new shapes on a whim and goes on riding into the sunset. I would gladly steal his identity to feel if just a bit more heroic in my every day routine. 

Let's just hope that he is a mature person and he never makes "Rick" Picks into blocks.


Its actually "Xtreme" block cowboy.  Movie should be coming soon in a theater near you! 😅

XtremeBlockCowboy.png

 
Regarding grouping POI's, to regulate spawn rates and volume. The question

I have is, using this in conjunction with the group stamping city layout
will it be possible to regulate "how many" of a particular poi will appear
in a random gen?

The second question is regarding the shadowed lighting when entering an
enclosure. Is it based on distance from a portal, or are certain block
positions given a designated value to regulate light level.

Example: doorway/window/hole light gamma 100%, distance +2 paces gamma 60%
OR is it radius to perimeter gradually reducing to 0%.
I was talking about biome spawns using POI tags in the area to determine what entities to spawn. That does not have anything to do with POIs spawning.

There are no portals. Block lighting is a top down spread to your neighbors algorithm. I've not spent much time dealing with it. Old code.

 
I'm talking about people wanting that feature. If TFP looks for interesting options for people they don't count people largely indifferent to that feature, they look for a mass of people who would need it. You claim to speak for "new players who play the game a lot", I just don't see any trace of them here in the forum at least to call that a **basic** neccessity
You misrepresented all the facts you could

"Now you literally tell me "no, man, this game is not a sandbox, well, more precisely, a sandbox, well, not quite, well, you know, I just don't want to agree with you on anything.""
So? You can not see?

And there is the freedom to set your own goals and objectives. There is the creativity available. But no game is a perfect simulation and allows EVERYTHING you just invented as a goal, there are always limitations. In a space sim sandbox you often can play as trader, pirat and headhunter, but you usually can't play as a cashier in a bank, it is still called a sandbox.

Furthermore the only wall between you and your ability to play without traders is not even installing of any mods, it is just to not use traders. But tell me what profession is that you are playing here, a non-trader? What role are you missing in this sandbox?
Are you talking about RPG elements, how does that relate to the topic of conversation?

I play without them. But I would rather play with balanced traders than without

Thanks for searching. These seem to be the only posts where I mention sandbox to you. In both those posts there wasn't a single mention of modding and one was a speculative piece about treasure hunter, the other I mentioned sandbox to say that there a a few goals in the game you can choose. And we argued a lot already so I have a bit of a difficulty to match those two posts with your assertion that I made a link between modding/limiting yourself and this being a sandbox game.
Once again, I was not only talking about you specifically, but I found messages even from you

Please refrain from adding insults.

A child grows up to be an adult, but when someone says "child" he doesn't refer to adults. Same goes for "new users" and "veterans"
Yes. I'm talking about children becoming adults, not being born and dying in two days.

I just said it would be a somewhat bad example for your case because it didn't start as something planned and developed by TFP, it was never an item on any priority list inside TFP. And the drone is a much clearer case to argue about because it was clearly high on the priority list of TFP.

"but the game also needs content" So the drone is not content? How about we wait first whether it proves to be a popular item or not.
Players will see the drone, will say wow and forgot, the drone will not force them to start a new game and spend additional hundreds of hours in game, but additional options will force them. Considering that the drone is much more labor intensive to develop, they could devote at least a small part of what they spend on drone and the like to improve the basic functions of the game. That said, these few efforts will bear more fruit than big efforts for the sake of the drone.

The drone isn't much farther ahead to current tech than the robotic turrets and traps that all have a friend-foe detection, some even a detection between living and dead person.

Questioning realism in this game is rather useless, there is a heap of unrealistic stuff in it. Accept it or play a more realistic game. The developers won't change the overall direction of the game because you don't like it. 
Yes, all those smart robotic guns spoil the experience too. Therefore, I do not use them in the game. But a flying robot that independently orients itself in space is the next level.

This is not about realism, but about authenticity and validity. As if ghosts and dinosaurs appeared among the opponents

So what? If you look around, you can find stupid people anywhere. Why should people who don't play the game enter into a discussion about features of the game? And no, max perk level does not give you the schematic of a tier3 item. 
You claim that fickle players will not see the drone, I answered how they will see it

True, but the drone was your example. Obviously cost of development alone is not the only metric to decide which feature gets implemented and which isn't. What others have tried to say that removing the trader is not a thing TFP can implement in 2 days and forget about it the rest of development, it is NOT an insignificant effort.
Why is removing BM is something that you can forget about it the rest of development, and removing a trader is not it?

In addition, for me the ideal is not removing, but the possibility of manual delicate balancing of his awards and assortment. Just like now we can setting "loot", "experience" and so on. Manual trader setting in options does not force developers to support the "no trader" version of the game (although the removing option does not force, but for some reason you decided that it was not)

Yes - solar panels.
Do you really think this is the reason why we can't play without a trader?

 
Hey there,

Are the "Trim" blocks part of the new block system or where can we unlock/craft them?

Thanks as always!
There is a huge selection of trim block shapes available to the player to craft and use.  They are accessible as soon as you craft your 1st "Frame" variable helper block.

 
MFW half the posts per page are still two people fighting while posting wall of texts  so big they take me 15 seconds to scroll through

LathanUnAmused.PNG

 
I'm seeing that back and forth between bachgaman and others about how this game is sandbox or not..

Consider where the genre name comes from...

An actual sandbox does not provide nearly as many settings, mechanics and assets for the children playing in it as this particular video game does.

Complaining about a missing setting, or that you have to use modding or your imagination to add your dream activity/ way to play to the game is like the child complaining to the worker who built the playground that they have to bring their own trowels and sand molds and use their imagination to make the sandbox into a spaceship instead of it looking like an actual spaceship.

It's still a sandbox :D

On a different note: I'm loving the Lathan reaction face memes, I think you should incorporate some as reactions/emojis on this forum :]

 
Last edited by a moderator:
@Faatal

My Poi question came from multiple twitch sessions/commentaries, each about
separate new changes going into A20. You, Ken, MM, and the last was the gentleman
that spoke about TFP adjusting the loot table to more logically distribute the type
of loot per poi type/Tag.

The Poi tags are what i was talking about, Madmole had FubarPrime to refresh
the Poi's generated in the area to show the nearly infinite random spawn layout
visually. Ken showcased the Street stamping layout, which showed a visual view
of his coded street configuration, he had produced in a prior alpha and had now
perfected. You spoke of being able to assign custom Poi Tags to regulate entity spawning.
Then the last TFP member spoke of loot redistribution. Separate processes that are
all related to randomized and controlled spawning.

Heirarchy: top down  Biome/Entity, city/layout, street/grouped poi according
to tag, loot/distributed to poi group/per poi tag. Result higher more difficult volume
entities surrounding specific pois naturally, no matter the randomization. That combined
with loot distribution control makes for a nice flow.

I only wanted to know if its Poi tag, street stamp, or the old biome association, from
prefab xml that could regulate how many of a particular Poi would repeat in a random
generation. Or none of the above.

 
Status
Not open for further replies.
Back
Top