PC Alpha 20 Dev Diary

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I remenber a time when you can make the z's go up a stair, fall and do it again and again leaving a gap between the stair and your platform.

That was cheesy. As you said exploiting a weakness that break the objetive of the game.

 
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To remove the "AFK" base situation, where you just go away from your main base and sit on a roof and camp the zombies so that they don't damage your structure, they could just make the zombies attack player structures the same way they target players. They already have "heat maps" they can use for this. Only thing would be keeping those chunks loaded in memory and the higher zombie count would likely affect frame rate and whatnot. I'd suggest using the players "main base" as the dummy 'player' for the zombies to attack rather than any and all player created structures.

It would potentially be possible now with a simple mod, the server could just create an invisible "player" character for every valid player on server that is in the middle of the each players main base, then the zombies would want to attack it.

With it setup this way you wouldn't want to leave your base unless it was actually setup with turrets or other defenses and the game world would feel a bit more real.

 
You see, this is a murky line. What's the difference between an elevated pathway or maze, and a trench around your base that forces the zombies to attack from one point? Aren't they just two sides, same coin?

 
Well, before the pole drama hit me hard today i enter the forum with the intention of asking @faatall about the performance in A20.

In A19 i saw a great improvement in performance, always between 40-50 fps but in this alpha I'm between 30-40 again and when I am in any of the new "city cluster" the fps drops bellow 30, hitting sometimes 10-15, making playing very difficult.

I drop down the textures to medium, reflections to off, disable the music (i read this could help) and turning off the new long distance feature but.....the situation in the cities persists.

I have an AMD A-10 7860k, a Radeon rx 580 8GB and 24GB RAM. I know is modest but i want to know if there is anything i can do to improves the fps at least to 30 to enjoy the new cities.

 
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People can play how they want, all the more power to them, but imo the only types of "cheese bases", by loose definition, are AFKable horde bases where you and potentially your base as well are at a 0% threat level. Plus there is a line. Trenches don't need to be "fixed", but the arrow slit force field bug? Probably. 😛

 
People can play how they want, all the more power to them, but imo the only types of "cheese bases", by loose definition, are AFKable horde bases where you and potentially your base as well are at a 0% threat level. Plus there is a line. Trenches don't need to be "fixed", but the arrow slit force field bug? Probably. 😛


Man this was hilarious when i saw it in a Jawoodle video. Still working?
 

 
In the new release I've noticed my robotic sledges aren't engaging enemies anymore.  I've tried different sledges, moving them to new locations, and logging in and out, but they are just ignoring enemies.  Is this just me or can anyone else confirm they are seeing it to?


I've mentioned this a few times, hopefully @faatal gets time at some point to investigate it since he fixed the junk sledge back in A19. The Junk Sledge tracking is significantly worse in A20, I think it's because of the zombies doing the new crawl animation and making the sledge miss.

You can easily test it by putting two junk sledges in front of a door to try and push zombies out of it, and having a handful of zombies try to get through it. Any runners especially will just run right at them and zoom up and over and barely take damage before ripping your nipples off and eating them like pepperoni.

Junk turret and sledge are also *extremely* bad about falling through floors in A20. I'm assuming the new block system did something to the floors, but they are essentially unusable in T5 skyscrappers or any PoI where it is mildly laggy. They will fall through the floor mid fight, and especially post fight for some reason they will stop firing and then just slip away to go chill on the bottom floor of the PoI

It's a shame, Junk sledge was by far the coolest thing in the game imo and I loved them, but they are fairly useless in A20 besides for cheese bases

 
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Junk turret and sledge are also *extremely* bad about falling through floors in A20.
I can confirm.

Last blood night the sledge that was by my side falls to the ground behind my base.

He had a heated discussion  with a Hawaiian's shirt guy  that was hitting the ramp

 
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Well, before the pole drama hit me hard today i enter the forum with the intention of asking @faatall about the performance in A20.

In A19 i saw a great improvement in performance, always between 40-50 fps but in this alpha I'm between 30-40 again and when I am in any of the new "city cluster" the fps drops bellow 30, hitting sometimes 10-15, making playing very difficult.

I drop down the textures to medium, reflections to off, disable the music (i read this could help) and turning off the new long distance feature but.....the situation in the cities persists.

I have an AMD A-10 7860k, a Radeon rx 580 8GB and 24GB RAM. I know is modest but i want to know if there is anything i can do to improves the fps at least to 30 to enjoy the new cities.


In my testing with a20 in cities FPS improves a ton lowering object quality, and in a second place, shadows.

Object quality ultra:

eTQcBoy.jpeg


Object quality lowest:

bofCEsp.jpeg


Yeah, there is a big difference in graphics, I usually play at medium object quality. RTX3080, i7 7700k, 16gb 3200 CL15, game on SSD, pregen 8k, creative mode. 4k resolution, default high preset. Tried also 1080p, low preset, same spot. Ultra object quality is ~45fps, lowest object quality ~130fps.

Gallery with all ultra, high, medium, low and lowest here:

https://imgur.com/a/z7YjHRV

@faatal please take a look how CPU and GPU are quite low all the time, maybe is there a code bottleneck? Also GPU usage seems inversely affected when lowering object quality. Maybe the less bottleneck is there, the more GPU can be used? Hope it helps.

Also please take a look to this mod which greatly reduces TAA flickering, maybe can help devs too: https://www.nexusmods.com/7daystodie/mods/1746

 
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There's a lot of talk of 'cheesing' the game.

Anyone considered the garbage of zombie digging and how the game 'cheeses' the player?

Horde night or not, zombies 'sensing' you under 30+ blocks, in a steel reinforced bunker lit by nothing but a candle (not that it matters, could be in darkness) is absurd.

People also talk about the 'point' of the game. The point of the game is whatever you want to make it, fighting, base building, farming - but in all instances where zombies are on, or not, the ultimate goal is surviving. To get by, to flourish, either way - to survive.

If these zombies or infected individuals have been turned into these ravenous monsters, then something needs to be made of them. Smart, or stupid, or some smart some stupid, then we can discuss the legitimacy of tricking them into a fall loop.

Some people say cheese, in the context of zombies being brain-hungry and brain-dead, this isn't cheese, it's a legitimate exploitation of the very nature of these entities. Yet, people who don't like it won't just leave it and not use it, they need every way that others can use building skills to get an advantage over zombies - stopped.

And that doesn't lead to, nor is it conducive to 'everyone can play as they please,' attitudes. It comes down to a 'no matter what zombies are going to find you,' attitude, which is a singular attitude meant to dominate all play styles in preference of the playstyle of a certain demographic.

I started with digging zombies and shall end on the same note. This is a feature I can't stand, yet was implemented because a certain number of people were vocal in their crying that they; despite never making underground bases and being totally able to just avoid them, didn't want others with that playstyle to be able to enjoy it.

Not to get into the pros and cons (as in bunkered up means no food and exp unless you're running an underground farm and mining, shooting zombies from below which would be very boring,) and not even to say zombie digging shouldn't have been a thing, in fact quite the contrary, I'm glad they made it.

What I am not glad about however, is the fact those of us who don't like or want it have not (admittedly as of yet and it may change,) been given the option to disable it. People should have the option, perhaps, to rietard the zombies or increase their ability to navigate respectively as an option, so that one group of players doesn't dictate the playstyles of everyone else.

 
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All the reflection off, shadows and grass distance to minimum, new mesh off, object quality lowest, terrain lowest, antialiasing off.

Nothing had any effect.

Captura de pantalla de 2021-12-18 09-03-13.png

In the new clusters the performance for me is always bellow 30.

And even worst when there are zombies around.

Even inside a building, in a empty room, looking at the floor with no zombies around doesn't do better than 30-35.

And the different qualities doesn't make any difference besides ultra (that choke my system).

 
image.png

So, what's the difference between these two red blocks?    Both are made of steel.

If you compare the amount of materials comprising each of the two, I can guarantee that the bars will contain less volume, but have 4x the HP.    You can shoot through both.  The one on the left I can hit the zombies with a melee weapon and their gadget arms can hit me if I stay to close, but the one on the right I neither I nor zombie can hit each other.   So again, what is the point of this change.   

I can pretty much ensure in the real world the bars would be easer to destroy vs the solid block.  For that matter, I could still effectively poke a spear or a knife/machete out between the bars, but can't do so in the game.

 
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To compare.

Turning the reflections, raising object quality to medium, shadows grass terrain to medium

Captura de pantalla de 2021-12-18 09-23-20.png

Is weird.

Even when i hit esc to pause the game in every other place the fps goes over 60, but in this sections stay below 30.

 
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Even more weird. Raising things to almost the limit of my pc

Captura de pantalla de 2021-12-18 09-56-05.png

Captura de pantalla de 2021-12-18 09-55-48.png

From lowest all eyes candy off to high with eye candy only a few fps of difference and always bellow 30

 
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@faatal @madmoleis it possible to tie the zero loot respawn and the zed respawn to the biome or district zed respawn times instead of 30 days? I mean if zeds can walk in every 5 days to the biomes and districts, then wouldn't they also be walking into the prefabs we emptied? I mean using most story line game logic this would make the most sense.

 
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The unreal situation of some things in 7D2D part 1, is only to set the stage for 7D2D part2!  When the player wakes up!

I still think the Big Brains in TFP are doing all the strange behavior in the game to set the stage for 7D2D Part2!

Part2 will be "Dead-is-Dead" as the default, but baby modes will be included.  It will be semi-voxel where only some things are destroyable, to improve performance.

-The player wakes up from a coma during the early stages of the real zombie Apocalypse.

-They were bit by an infected but recovered (a .001% chance).

-They start out the game in or near a large city where a small settlement of people have nursed him back to health. 

-Lawlessness has overrun the nearby city (New York?) and the people used the last of their medicine to save the player because he is special ops.  The starting player's character is strong but he needs much more experience and equipment to help the potentially last good people on the planet. 

Something like that.  So don't worry, things are suppose to be EXACTLY how they are now.  :)

 
Is modern_house_5 bugged for clear quests? It seems like there's some sleeper spawns that just don't appear. I've gone through the whole building both using the regular path and using DM flythrough and there's no hidden zombies that I can see but I never got the marker for the last sleeper groups and can't finish the quest now

 
Now recall that 90% of A20 complaints were related to the new farm, which, by the way, is positive, even without LOTL (for those who are friends with school mathematics). 


What do you mean "is positive" here?

-Arch Necromancer Morloc 💀

 
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