PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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First off, would you guys PLEASE stop beating that dead horse about the zombie bodies. The devs have already stated MORE THAN ONCE that the corpses disappearing that fast was a BUG and would not happen like that. yes, we can no longer loot or probably harvest them, but if they have loot it will be a bag that will appear. they won't just die and poof. (heck in live right now sometimes you overshoot something and it goes poof, especially animals that dire standing up)

Second, To the Devs:

When Beta releases will we have to purchase a new copy? Same for when it goes Gold?

 
First off, would you guys PLEASE stop beating that dead horse about the zombie bodies. The devs have already stated MORE THAN ONCE that the corpses disappearing that fast was a BUG and would not happen like that. yes, we can no longer loot or probably harvest them, but if they have loot it will be a bag that will appear. they won't just die and poof. (heck in live right now sometimes you overshoot something and it goes poof, especially animals that dire standing up)
Second, To the Devs:

When Beta releases will we have to purchase a new copy? Same for when it goes Gold?
You already own the game, so no.

 
I have no issues with sounds so it likely something on your side.
Everyone has issues with sound. When a zombie is outside the house but sounds like it’s in your ear that’s a problem. If a zombie is far away it should barley be hearable

 
The first thing I do is X4 or X5 the amount of xp required to level.
I play 40h a week (at least) and I don't want to hit level 20 til week 4 or 5 (in-game).
Lol, if I was able to play that much (like I was able to in college and high school), I would be close to the same, maybe x2 though. But now that I am like 3-5hours a week, that'd be too long for me since that means I only get in a few days. I do 72min days to make it an easy 3mins/hour in game.

 
Just wanted to say that the latest updates are looking really good. I hope you don't get discouraged by the Youtube comments, I think its just a case of all the negative people converging at once and drowning out the silent majority that are patiently waiting.
I shake my head every time I read them, which is not much. Whine, whine, whine.

 
Just make yourself a grill cheese before you read all those posts...so you can enjoy the whine...

Armchair developers are the best and most knowledgeable!

 
@Faatal,

I am another person wishing the sound for this game would get another complete go thru. Ambient sound is not bad, but it should have triggers where the birds/etc get quiet when predators are around or other people. Just like in real life. Non natural sounds causes nature to stop and listen and see if urgent action needs to be taken. Like birds flying into the sky and making cries. Squirrels making the warning noise. Crickets going silent. Then the eerie footsteps of an approaching zombie or horde, lone wolf, etc can be heard. Or player just walking or running around.

Just another way to draw players into the game. Reward players that are vigilant and listen to the background, are quiet, etc. Way back when you could hear for a mile, it was much scarier in the game because you would hear zombies tromping around, a wild pack of dogs running towards, you. The bear huffing away 40 blocks away that made you immediately crouch, look around and then try to find a way around the nasty bear or hunt it if you could. Yeah sound needs to be done again to bring back the creepy feeling it used to give me. 2750+ hours and I love this game and I am looking forward to A17.

Players should have different capabilities to what they can hear when they are standing still, walking, running, mining/lumberjacking, etc. Then adjust that with skills. That person crouching and sneaking and paying attention should hear things a little farther away and clearer than the person banging on a rock.

The person cutting down a tree or mining a rock, or breaking a window or door should be producing noise similar to the old shotgun and have a good chance to draw the attention of zombies, even trigger sleeping zombies that are near the noise. It is too easy now to be crouching and break into a door with your axe, then switch weapons and snipe to the head the sleeper zombie just inside the door. The bright light will give you away, but the loud noises you make do not draw the attention of the zombies.

Chris

 
@Faatal,
I am another person wishing the sound for this game would get another complete go thru. Ambient sound is not bad, but it should have triggers where the birds/etc get quiet when predators are around or other people. Just like in real life. Non natural sounds causes nature to stop and listen and see if urgent action needs to be taken. Like birds flying into the sky and making cries. Squirrels making the warning noise. Crickets going silent. Then the eerie footsteps of an approaching zombie or horde, lone wolf, etc can be heard. Or player just walking or running around.

Chris
Just reading that creeped me out. As a side note though, a player being in an area could scare birds into silence, so not hearing birds would probably be the norm. And if a bird tweets in the middle of the forest when nobody is around for miles, did it really make a noise? :playful:

 
Everyone has issues with sound. When a zombie is outside the house but sounds like it’s in your ear that’s a problem. If a zombie is far away it should barley be hearable
Yep, everyone has problems with sound. One of the worst and jumpy things that happens for me is when I'm pretty far from my base and the turrets go off... and it sounds like they are mounted on my shoulders! Especially scary when you have headphones on, so loud!!

Sound definitely needs work but I agree with what's being said. Waaay down the list of priorities.

 
Are We There Yet!! :)
giphy.gif


 
Faatal: With the current pathing system and in the worst case scenario (huge building, lots of things) can you give us an estimate on how many entities is the game capable of handling at a solid 30 frames per second ?.
I noticed in a16.4 b8 that while the framerate is usually consistent, with high specs PC it tends to drop at 25-35 frames with 32 entities on screen; much lower when the count is 64 (spikes of 10-30 frames depending on the amount of particles (vomit, fire, exploding limbs)). Is there in a17 a noticeable improvement in this area or is the pathing system as demanding as it looks?

Kind of an important question for the future of human npcs and zombies alike.
I don't really know yet. Many things are faster and many are slower. A lot of optimizing still remains.

 
@Faatal,
I am another person wishing the sound for this game would get another complete go thru. Ambient sound is not bad, but it should have triggers where the birds/etc get quiet when predators are around or other people. Just like in real life. Non natural sounds causes nature to stop and listen and see if urgent action needs to be taken. Like birds flying into the sky and making cries. Squirrels making the warning noise. Crickets going silent. Then the eerie footsteps of an approaching zombie or horde, lone wolf, etc can be heard. Or player just walking or running around.

Just another way to draw players into the game. Reward players that are vigilant and listen to the background, are quiet, etc. Way back when you could hear for a mile, it was much scarier in the game because you would hear zombies tromping around, a wild pack of dogs running towards, you. The bear huffing away 40 blocks away that made you immediately crouch, look around and then try to find a way around the nasty bear or hunt it if you could. Yeah sound needs to be done again to bring back the creepy feeling it used to give me. 2750+ hours and I love this game and I am looking forward to A17.

Players should have different capabilities to what they can hear when they are standing still, walking, running, mining/lumberjacking, etc. Then adjust that with skills. That person crouching and sneaking and paying attention should hear things a little farther away and clearer than the person banging on a rock.

The person cutting down a tree or mining a rock, or breaking a window or door should be producing noise similar to the old shotgun and have a good chance to draw the attention of zombies, even trigger sleeping zombies that are near the noise. It is too easy now to be crouching and break into a door with your axe, then switch weapons and snipe to the head the sleeper zombie just inside the door. The bright light will give you away, but the loud noises you make do not draw the attention of the zombies.
Those are fine ideas, but a lot of work (time), so I don't see us going into that detail, but hopefully it will get better.

 
Basic lighting is still also an issue as well... the mini bike light is like a car with highbeams on, and the craftable spotlight is less bright than a streetlight and has almost no falloff.
Cricket sounds have no gameplay impact, but when you can't see things because the light is overblown or doesn't cast far enough, that affects gameplay a lot.
And what do you do when the lights don’t cover much? You don’t give up and leave most of your base dark. You use more lights. So I really hope the lights weren’t given low intensities/ranges in a misguided attempt to help performance, since doing that has the opposite effect in practice (more lights per block = worse performance).

 
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