PC Alpha 21 Dev Diary

Status
Not open for further replies.
I do like the "finishing moves" and am definitely not for removing them.  However, they don't happen 100% of the time.  It is certainly gratifying when it does happen.  But when it doesn't happen, I also like the ambiguity.


I also like the decapitations and agree they're confirmation of death. I also think they happen too frequently. Being less frequent would make them more notable. If the frequency backed off to be a rare event then there would be room for some zombie quietly stunned or playing opossum results. Death sounds are also too frequent, specially when it is a stealth kill on a sleeping zombie. I think those should just quietly collapse.

 
Last edited by a moderator:
I'm sorry, but this, in my opinion, will negatively affect immersion ... I hope this can be turned off in the settings or at least in the XML.
I am rather curious how that new feature will look, or better said what kind of useful information this really provides.

I mean what, would it be like

"this is 80% dangerous right now"

or

"when I go here, it switches from low danger to medium danger"

hmm...doesn't really seem very useful like that.

How it will be calculated would be nice to know.

Based on gamestage, poi tier and biome seems logical. Maybe even by the amount of zombies that are present in that area (or that can spawn in).

But this seems so logical all by itself, couldn't everybody figure out how dangerous a situation is, just by knowing the game a bit?

Will it be just a noob feature?

Did that game data collection software record too many rage-quits recently? 😄

 
  • Player HUD changes


    Danger Meter added to show danger level of biomes and POIs
  • C

I'm sorry, but this, in my opinion, will negatively affect immersion ... I hope this can be turned off in the settings or at least in the XML.
As I interpreted this it only means that they will show the player that some biomes are more difficult than others. I don't think it is a meter showing that there is danger nearby. So would you disagree with just the biome/poi difficulty meter?

 
Last edited by a moderator:
I understand that a player can build something that causes poor performance.  That is already true and that is the point I was making.

Yes, it can cause problems on a server and I think the server admin can put in place rules for their server, such as that if your building causes significant last to others, a warning is issued to tone it down and failure to comply will cause you to be banned from the server.  I see no problem leaving such things in the hands of server admins if it becomes a problem.

As mentioned, players can already do this.  Just place as hundred bulletproof glass blocks and you will start seeing problems.  Can it be abused? Sure.  But if a player is having performance problems in their own base, I don't think they will want to keep it that way.  I think the percent of people who would abuse this is very low.


Sure, but would the players notice that it is some special block that costs him performance? Without FPS display they might only notice this at the next horde night when suddenly FPS starts to drop to unplayable levels. And then making the connection to having placed a lot fo those blocks in the week before? We here might have a good chance making the connection since we have heard of high polygon blocks being a problem. The typical player has almost no chance.

If the devs think it is too much chance for abuse, then they can put in a maximum number of those blocks in a chunk and can provide notification to the player when using the items that there is such a limit due to performance problems.  This could then be a setting in the game.  Single player can disable it.  Servers can set it to whatever they feel is best for their players.  It is a win for everyone.


Is there an automatic way to count block polygons? If not, they need to make a list of all say >1000 blocks with their polygon count. And a performant routine evaluating a chunk that needs to be called every time a block is placed. Just saying this isn't work done in a day. But sure, possible and a win for everyone.

At worst, all the basic items that are not high poly should be added, such as the barrels I mentioned.  I for one prefer to keep items in containers that make sense - water in the water dispenser, gas in a gas barrel, beer in the wooden wine casks (close enough for beer barrels), etc.  Having certain items disabled/hidden is more annoying to me than if I were to experience performance problems.  I have a feeling many would say the same and if playing on servers would prefer to have these items available and then just find a better server if they have too many problems on a given server.


With the barrels I could imagine it isn't for their poly count but for there effectiveness as bombs. Or just an oversight. But I don't think they are containers, at the moment you would not be able to store gas in them

 
I agree. On a side note, I miss the old level up sound and the old bloodmoon sound. They gave the game a more rewarding feeling and sounded gamey.

I'd also like to touch base on this new level up by reading system. Not much has been mentioned about what happend with the actions (perks) like parkour, using a bow, using mining tools, hunting, running etc...

With the new level up by reading system for crafting, a perfect compliment to it would be a level up by doing system for anything that involves actions. This hybrid system would balance the game very well. 

Even the pimps admitted that the issue with the level up by doing system when it was originally implemented was the crafting aspect. But since that is fixed now with level up by reading, it will work again. 

Please give this hybrid system idea some thought and consideration. Many players out there would welcome this with open arms. 

Undead legacy is very popular and uses a LUBD system. 

Thanks


Hey, do as you like, but I'll just mention that the LBD system was **officially** and more than once declared as a dead horse. Play one of the mods that reinstates it and be happy that there are modders who have the same taste as you.

 
Last edited by a moderator:
But this seems so logical all by itself, couldn't everybody figure out how dangerous a situation is, just by knowing the game a bit?
Some POI's are deceiving. Have you been to the cul-de-sac one that was under construction? 😅 It's partly why I don't raid POI's I don't recognize until I get a quest from the trader and know what tier difficulty it is.

 
An alternative suggestion would be to tie UI elements to game difficulty setting.  As an example:

Scavenger - All UI elements

Adventurer - No XP pop-up

Nomad - ...and no danejar meaterr 

Warrior - ...and no time & day

Survivalist - ...and no compass (though quest markers will still show since it would be almost impossible to find a quest without it)

Insane - ...and no health/stamina/food/water bar!
I have a feeling you have played hitman :)

 
Last edited by a moderator:
Some POI's are deceiving. Have you been to the cul-de-sac one that was under construction? 😅 It's partly why I don't raid POI's I don't recognize until I get a quest from the trader and know what tier difficulty it is.


Although, I can understand the appeal of adventuring into the unknown, it can be frustrating exploring somewhere and getting completely wrecked.

That being said, it would be nice for an option to disable / hide the feature for a greater challenge for those who seek it.

 
Although, I can understand the appeal of adventuring into the unknown, it can be frustrating exploring somewhere and getting completely wrecked.

That being said, it would be nice for an option to disable / hide the feature for a greater challenge for those who seek it.


My most desired feature is for a native invisible HUD toggle that still lets you interact with the world. If they could just tweak F7 a tiny bit to let the player interact while it is enabled, that would be perfect. There have been a few invisibile HUD mods released over the years and it is always a fun alternative way to play. Very immersive and cinematic.

Even better would be the ability to hide/show different regions of the HUD so people could configure how much they need/want.

As I interpreted this it only means that they will show the player that some biomes are more difficult than others. I don't think it is a meter showing that there is danger nearby. So would you disagree with just the biome/poi difficulty meter?


That's correct. It simply conveys the information that stepping into the desert or snow or wasteland carries more threat and danger. It has nothing to do with warning player on dynamically whether there is sudden danger threatening them. Same with POIs. At a glance you will know whether a POI is T1 - T5 when you get close to it. It will not actively reveal danger as  you explore POIs.

 
Last edited by a moderator:
My last puzzle got solved so quickly and even with me trying to distract you guys with Scooby Doo instead of a real Great Dane. I hope this one is tougher and bit more ambiguous.

image.png

 
And the best weapon of all time goes to... The Hoe? 

Yep the Hoe, no I am not talking about your girlfriends again but really man, you can do better. 😉 

No I am talking about a garden Hoe that was in the game.  

While not powerful, it had a stun like effect that allowed the player to keep hitting the zombie while it was unable to respond. This was partly due to the rapped attack effect that the tool had. 

Sadly, the Anti Fun league found out and did away with it. 

AFL:  (Look! They are having too much fun. NOOOO!)

I miss that tool. I also miss farming on the ground and not using these boxes to put plants in, but I digress. 

Anyways, have fun.  :)  

 
sex pistols - pistols is easy enough... + log.

kim jong un + beached + rapper called russ

all of that points towards guitarist Jason Mraz


I absolutely nailed it folks

 
Last edited by a moderator:
Damn lol you guys are smart, I suspect this might be yet again solved too quickly for Roland's liking 😛

Remember this is likely to complete the C bullet point. What could sexy trex -> UI (?) mean that could start with C?

  • Player HUD changes


    Danger Meter added to show danger level of biomes and POIs
  • C

 
Last edited by a moderator:
EDIT: wait, that picture is from "From the cutting room floor" album... you are not removing Sexy T, are you? ARE YOU???????


Well, the album is FROM the cutting room floor. If RiddleMaster Roland wished to imply that SexRex was going to be removed, he'd have used this album:

image.png

Perhaps it's that this particular Mraz album was not for sale...it was a bonus.

SexRex Bonus sounds much more appealing (though likely not correct)  ;)

-Arch Necromancer Morloc 💀

 
One last comment.  We know it starts with a "C".  My final guess is that instead of Sexy Rex being it's own perk it has been merged into the other perks.  This way if you are spec'd into blades your stamina cost is lowered in blades.  If you are spec'd into batons, your stamina cost is reduced when using a baton.  This would make tons of opportunity to actually focus on the skills a player wants instead of being forced into putting 2 points into strength and SR right away just to minimize the stamina cost of everything. 

"Combine sexy rex into the other skill bonuses".

Wishful thinking maybe, but if true I love love LOVE the sound of it.

 
Last edited by a moderator:
I think the answer of 'sex rex is getting cut' is probably the right one. But with Roland's Great Dane clue, it might not quite be that obvious.

Jason Mraz is a solo artist so maybe solo? the cover is for an EP so maybe EP? Neither of those make much more sense.

Most likely Roland google 'cutting room floor', took an image from a few rows down and that's what he ended up with

 
Status
Not open for further replies.
Back
Top