PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Well.. To be fair; my FPS dropped by 40%. Two friends of mine just tested A17e, and found they had average FPS values of 11 and 15. So.. It's a valid complaint imho.
I doubt there will be some magic switch in the code which brings back that 40% after reaching stable.. ;-)
It must have to do something with different rigs. I'm getting about the same FPS as I was getting in A16 - same settings too. I didn't do a full wipe so all of my settings were the same. They might be a little lower, but I'm usually hanging between 28 and 32 FPS and I have a 3 year old gaming laptop GTX 960m... Nothing fancy, but still decent for it's age.

I did upgrade to a 1Tb SSD from a HDD but that didn't seem to help performance in A16. Maybe harddrive type has more of an influence with the new engine that balanced it out for me...?

 
I can "almost" say ditto to this entire post (except I purchased my 7dtd Mar 2015).
I hate FPS games in general BECAUSE of FOV issues.

I too can get migraines and feel nauseated by screen movement if FOV is not set correctly for my own personal comfort.

@Unholyjoe

Will changing the settings you mentioned only work if playing / hosting from my own computer? (aka local game w hubby only)

OR..

Can the settings be used on the dedicated server we play on with others without destroying their FOV?

Unfortunately for me I LOVE 7dtd too much to go play something else.. so pls, pls, pls bring back the FOV slider.

Ta muchly :)

---

p.s. Based on the multi-twitch I wached this weekend (30+ hours!):

The a17 changes look fantastic (even if it's harder and will scare the crud out of me even more).

Beautiful scenery and much smoother transitions not forgetting the wonderful new textures.

Thank you all so much for your hard work to bring us such an amazing game. :)
Ditto.

20k hours as of last year and I instantly get a headache with A17. Hard to focus; things seem blurry for me. I've messed with settings but if FoV is issue then meh.

Vote h0tr0d 2020

 
Its like in real life if you get hurt or sick you can't do the things you were planning to do. I still do them though, but have to go a little slower or sometimes change your plans like work on your base that day. THe debuff isn't any worse than day 1 when you spawned and you were out doing stuff then, so I don't see why you feel so debilitated. Your always stronger than a newly spawned character because your tier 1 perks never go away. So with this mentality do you go afk when you are level 1 and use cheats to level up? Its not worse than being level 1, so I don't understand comments like these. Ok you lost some of your SUPER POWERS but not all of them.
It would be realy good point it real life but ...

Well where should I start ..?

THIS IS A GAME, not real life ... Why people usually play games??? Because they want to get away from reality for some time! Its a fact, many of corse will deny it, but thats the way it is.

Okey if this game aims for the ''real survival simulation'' genre its all ok ..

Dying debuff, is it rly necessary?? We already get our hp and stamina nerfed to ground by dying .. and sometimes it just get you to point when you just place down your bedroll and start wacking stuff and die over and all over again despite all debuffs ..

My point is: this is just a game and its ment to be fun

A16 - Was abusing hell out of that game, exploiting zed AI, creating OP bases, building huge, mining was easy - got you alot of resorces and was excelent way of lvling up (even if skill was maxed sill got u exp), was using glitches in my advantage, every playthrogh i died around 200 times (wellness system was good but wasnt too motivating (maybe adding some wellness buffs for different wellness lvls would bin good idea, like bonus stamina/hp reg, faster attack speed, etc) And no matter how I did things I dint feel punished for it, I enjoyed every minute of it, even hiding underground and mining in horde night felt fun, and if I suddenly changed my mind I could go out and start defending myself from horde on some random house roof ..

I have like 1k+ hours on this game, and I have enjoyed hell out of it by NOT playing by ''real'' survival rules :)

And at the same time there was ppls who builded their wellness up, was responsible farmers, reinforced prefab buildings, in other words did all what real survivalist did.

Everyone got what they wanted and none felt punished :) Happy end ^^

Point of this story: Reward true survivalists but pls dont dont nerf and punish too hard other ppls who maybe enjoy this game a little different way and get killed a bit offten then others :D

Still a17 feels promising

 
seems the working lights in the poi's dont actuall cast any light. standing right under one and its pitch black. is that normal?

do the lights made by players actually light up a space?

 
Noise is the way they find you, when you can't be seen. Some player actions are loud, like shooting guns.
Any reasoning behind why I could be sitting in one place and my stealth goes from 3 and climbs up to 15-20ish without me moving a muscle? Just wondering if it is a balancing glitch or if there is something else going on with my character that is making a little noise. Should I post this in the bug reporting forum or is this known?

 
Not sure when but tests have shown 10 to 30% increases. I think older hardware is suffering more because of all the overdraw when inside a POI because they are more detailed you are drawing layer after layer. We are adding a culling system.
I have no FPS problems, but I also have a 1080TI, SSD, and a i7-8700K CPU. I do have a general question for anyone, because I don't really know...even with that GPU I get around 100% usage (at times) while inside even small structures. Is 100% usage even a bad thing? Could that mean problems for others without a 1500$ machine?

This could be due to the changing lighting, maybe? I haven't tested it, but if the lights around you are changing it does make you more visible.

 
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We wanted to get the basic combat feeling pretty good then do stealth. So stealth is kind of broken and missing, we can tune it in over the next few weeks.
If stealth is broken at the moment, does the "Hidden strike" perk not work?

 
Not sure when but tests have shown 10 to 30% increases. I think older hardware is suffering more because of all the overdraw when inside a POI because they are more detailed you are drawing layer after layer. We are adding a culling system.
Awesome this is great to hear!

 
will you PLEASE move the musical elements in the ambient sounds to the music section so I can mute them without turning off all ambient sounds.

I want this to feel real and not like im in a b movie. they litterly dont add anything to the game except annoyance

 
will you PLEASE move the musical elements in the ambient sounds to the music section so I can mute them without turning off all ambient sounds.
I want this to feel real and not like im in a b movie. they litterly dont add anything to the game except annoyance
There is a music xml in the config files you can try copying it to a document folder 1st than deleting that folder to begin with.

It may cause an error if it does your going to have to copy it back in and adjust each music manually changing them all to 0.

 
OMG - I'm only a few mins into a new A17 game, but I can't tell you how much I loved the fact that when I repaired my axe, it went back to the same slot on the taskbar/hotbar. I think I peed myself a bit!

 
It appears you can't shoot through to another POI volume until you enter it. I could see a zombie head poking out around a corner. I tried multiple angles to shoot him and it didn't work until I was litterally right in front of him/passing the threshold of the room. Is this a bug or something related to volumes being seperate. It's worth noting, as soon as I passed the threshold it automatically woke up 2 other zombies (making me think it is a volume issue).

 
Ah this explains why the zombies were so overly alert then and the suppressor not working. POIs should be much better once you have this up and running. Had a feeling that wasn't working as intended. Love all the new and updated POIs visually though.


I understand that, but I just feel like making extra damage being down to exclusively mods a bit odd and could use some more balancing. A perfect quality compound bow fully modded (could only find 3 compatible mods for it) is only a bit over twice as powerful as a level 1 wooden bow.

Tools get hit to a much harder degree though, as a perfect steel pickaxe fully modded (only seems to be 2 mods for them) isn't even twice as powerful as a level 1 stone axe. Perfect steel pickaxe = 36 block damage (fully modded), level 1 stone axe = 26 block damage.

The sense of progression just feels near non-existant there considering how much time and effort it would take to get between the 2 beginning and end points I mentioned. I feel like certain chores like mining tunnels or opening safes should become less tedious after a sufficient amount of time and perk points has been put into your progression. But as it stands now it seems like even the best of the best weapons, mods and perks don't really lead to being a whole lot more efficient. Weapon and tool tiers really need to be more distinct instead of just being more durable in my opinion.
You can do over 150 damage with a steel pickaxe to blocks if not more, I'd have to double check. More mods are on the way.

 
my two cents

love the game overall, having said this, I am only gonna point out what I feel needs adjusting

1. bleed affect needs to be down tweaked, bleeds out too fast slow it down by perhaps 10 - 20%

2. vultures attack too fast, again, slowing their attack speed would be advisable, shouldn't attack as fast as the 9mm pistol, or so it feels

3. like the stamina drain, but the grey side of the stamina needs to drain a little slower as well. tying it to food was understandable, but I shouldn't need to eat 6 times a day on a 90 minute day to keep stamina up.

4. random hordes are a lil op. day 2 and day 3 saw some serious soldier and dog hordes which are too strong for that game stage

the rest are mostly just bug fixes that are being addressed. keep up the good work. havent been challenged like this in quite some time

 
this is the only thing I ran across so far and some really strange way roads would go up a hill almost at 90 degree incline but for experimental so far so good imo. btw soon as I walked next to that building it all collapsed

A17.jpg


 
It may have already been mentioned, but "Item Assembly" Journal still refers to the old "put the parts together for a weapon" description.

Also, living off the Land references to getting more resources from animals and farming, but perk descriptions only indicate there is a farming benefit.

I'm sure I'm not the only one to notice but figured I would put it out there just in case.

 
Really long time lurker on these forums (addicted since about Alpha 10) and reset my password and logged in just to say great job on this update.

visuals, difficulty, skill trees, mods and combat are all greatly improved, and you can see how with minor balancing the game will be a joy to play on multiple play styles.

I played for a few hours last night and found green joggers which reduce stamina usage when running. Never been so happy to find a poor pair of joggers in a loot container. Just shows you that these new items with mods and effects will be amazing.

Anyway, congrats from one of the silent majority TFP team

 
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