Diragor
New member
Love this "feature". Driving under water and keep the camera above so you have air xDCamera and head in water were treated the same, which they are not when you consider 3rd person camera, like driving.
Love this "feature". Driving under water and keep the camera above so you have air xDCamera and head in water were treated the same, which they are not when you consider 3rd person camera, like driving.
I don't see what advantage this would have.The thing I find interesting is that I can see storing certain magazines away for later after you have nailed down the ones you really want to work on.
If you don't spec into something it won't add any weight to it's corresponding magazine and you will hardly ever get them in a drop.I don't see what advantage this would have.
This bonus is not so strong that you can't find other magazines at all. @Roland, for example, reported that he sometimes found more magazines for other weapons than for the one he specialized in. It was described more as a kind of safety net.If you don't spec into something it won't add any weight to it's corresponding magazine and you will hardly ever get them in a drop.
The way I understand it is the more points you put into an attribute the heavier the weight in finding magazines. That's what I was trying to get at.This bonus is not so strong that you can't find other magazines at all. @Roland, for example, reported that he sometimes found more magazines for other weapons than for the one he specialized in. It was described more as a kind of safety net.
Also, the magazines have no influence on what other magazines you find. You invest points in perks like Boomstick and get a bonus to find more shotgun magazines and parts.
But if you for example find and read a spear magazine you don't get a bonus to find more spear magazines. It is not a self-reinforcing effect.
Earlier in the thread Roland gave a a breakdown of how it was balanced .. around a week and a half ago. Be mindful that things are constantly being changed- but as it was, the weighted bonus was not very much. You have an X% chance to loot any given magazine depending on the loot container [That's important, it sounds like it's the main thing influencing what you find] and with the perks you've specced into get like a 20-30% increase on top of that for what you want, resulting in somewhat more, but sometimes, it doesn't even feel noticable.The way I understand it is the more points you put into an attribute the heavier the weight in finding magazines. That's what I was trying to get at.
I hope it ends up being more noticeable as they play with it during balancing and tuning.Earlier in the thread Roland gave a a breakdown of how it was balanced .. around a week and a half ago. Be mindful that things are constantly being changed- but as it was, the weighted bonus was not very much. You have an X% chance to loot any given magazine depending on the loot container [That's important, it sounds like it's the main thing influencing what you find] and with the perks you've specced into get like a 20-30% increase on top of that for what you want, resulting in somewhat more, but sometimes, it doesn't even feel noticeable.
If you don't spec into something it won't add any weight to it's corresponding magazine and you will hardly ever get them in a drop.
I hope it ends up being more noticeable as they play with it during balancing and tuning.
Sound like a interesting system, wonder how the other Perks will be changed hopefully not made kinda redundant.
Are the weapons still tied to a specific ability such as shotguns only improve with strength?
I don't see the bandits in the confirmed features of A21 by the way.
Is there a possibility they'd be pushed back to another alpha? (Another alpha? Yeah!)
Thanks Roland.Hey man! Good to see your name!!
Perks govern how well you use the weapons and what abilities you might gain with them that an unperked person wouldn't have. Magazines simply provide the recipes for crafting them. So no redundancy at all really.
That is very nice. It makes sense to let Steve do that behaviour since you and him are kind of in sync on that particular code and you are always neck deep in many features at once.1 The advance/retreat to cover is coming along. Steve is working on that.
2 Player swimming motion rework, which turned into handling move states in our code (mostly), not UFPS. That lead to some bugs which prompted cleanup of multiple pieces of code doing various checks for in water (in water, swimming, head in water). Camera and head in water were treated the same, which they are not when you consider 3rd person camera, like driving.
1 The game timer should work fine down to 20 FPS as that is the tick rate. A consultant did find a problem with the tick timing, but I think that was just dedi.There are 4 topics that I would like to discuss:
1. Some time ago (in A19) I noticed a discrepancy between the game time and the real one.For example, with a standard day of 60 minutes on a 45 game day, I got 48.8 hours of real time on this save.The discrepancy is almost 4 hours.I also noticed that this discrepancy appears mainly during the horde, when the game timer slows down in direct proportion to the fps drop.I can't confirm 100%, I haven't done detailed tests, but there is a feeling that at 30 fps the game timer is 2 times slower.Can there be any comments from the developers on this? @fataal There's nothing wrong with that, but I wonder why this is happening.(my pc 6/12 3.2Ghz,16gb ddr4 3200,rx550 4gb,SSD)
2. Continuation of the previous topic.I'm honestly already tired of looking at complaints about FPS during the horde.People shout that they have a top computer and the game should give out so much fps.But not really.She shouldn't.And I understand why.But they don't want to listen to any explanations.Most likely, this will be an extremely unpopular offer, but maybe it's worth doing some kind of verification of the characteristics of the PC and the number of players who play together, in order to limit automatically limit the possible number of zombies in the horde?Not to give a choice of 24 or more zombies for a potato pc?Or forced dynamic resolution in skyscrapers and the horde?I don't know.I already feel bad from these eternal complaints about fps.
3. Again, the question is most likely to faatal. Is the DX 12 still in the plans?I remember the rules.No questions "when"![]()
4. Full load of more than 6 cpu threads?Is it possible to further parallelize the game processes to use more threads?
Thanks
Wait the game is limited on how many cores it can use? What a bummer man, I guess my 12 core CPU isn't going to help me in this game, that is depressing.1 The game timer should work fine down to 20 FPS as that is the tick rate. A consultant did find a problem with the tick timing, but I think that was just dedi.
2 Lots of computations equals slower FPS. Cause and effect.
3 I would like DX12 to work as well as DX11, but that generally depends on Unity.
4 It is possible, but that takes a lot of programmer time. I'd rather have something on the main thread run faster, which benefits everyone, than try to use extra cores that only some PCs will have.