PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

  • Newly Updated

    Votes: 1 100.0%
  • Check out the newest reveals by Madmole

    Votes: 0 0.0%
  • Over 100 new perk books with set collecting and bonuses

    Votes: 0 0.0%

  • Total voters
    1
Status
Not open for further replies.
But what if Roland's avatar has unyielding soul sucking green eyes? Then what?

doomed.gif
giphy.gif
 
Last edited by a moderator:
I hope you will fix your game and add better mod support or even steamworkshop so modders can actually work on making the game fun and balanced

 
what do you have your FOV set to depending on the setting it can appear as if things are hitting you from further away and that you can even hit them from further but you really aren't. its just because of your FOV setting. it tottaly changes the perspective of your char.
I've never changed it from whatever the default is. It's quite clear how far away you are, and also quite clear when they aren't even swinging in your direction. If they're a full running jump away, they probably shouldn't be able to hit you. It's just the way it(almost always) works... if you are within range when they decide to start attacking you, they'll hit you when they finish the attack no matter where you are by that time. Might as well just have them all work like the hazmat guys and hit you as soon as they start the animation since they'll hit you anyway.

Has to be some sort of a lag thing with my redneck internet(or the game). Ping never terribly high when I check but strange stuff always happens.

 
I hope you will fix your game and add better mod support or even steamworkshop so modders can actually work on making the game fun and balanced
Wow, there. The mod support is already incredible and offers countless of new ideas and features, and anything you dislike can be changed to your liking. Steamworkshop is planned, but finishing the game should come first.

 
I've never changed it from whatever the default is. It's quite clear how far away you are, and also quite clear when they aren't even swinging in your direction. If they're a full running jump away, they probably shouldn't be able to hit you. It's just the way it(almost always) works... if you are within range when they decide to start attacking you, they'll hit you when they finish the attack no matter where you are by that time. Might as well just have them all work like the hazmat guys and hit you as soon as they start the animation since they'll hit you anyway.
Has to be some sort of a lag thing with my redneck internet(or the game). Ping never terribly high when I check but strange stuff always happens.
I had something similar happen to me. My group has a rented server and we played vanilla and valmod with A15 and vanilla with early A16. When A16 was somewhat stable (A16.3) we tried War of the Walkers and suddenly I often got hit even after moving away from a zombie or the zombie hitting somewhere else. This might have gotten better after I reduced graphics quality but I'm not sure. The effect definitely vanished after we changed to Ravenhearst.

Since WotW and Ravenhearst are both very big mods, size of the mod alone is probably not the cause, my internet connection is quite good and didn't change, so probably not the cause either.

 
I hope you will fix your game and add better mod support or even steamworkshop so modders can actually work on making the game fun and balanced
Fix the game. Check.

Add better mod support. Check.

Steam Workshop support. Check.

Fun and balanced gameplay. Check.

All are now on the agenda.

 
Fix the game. Check. Add better mod support. Check.

Steam Workshop support. Check.

Fun and balanced gameplay. Check.

All are now on the agenda.
so... THE HYPE TRAIN IS ABOUT TO LEAVE, EVERYONE ON BOARD!

Seriously, A17 looks much more better than A16, and complex too. New phisics, new vehicles, new POI as mini dungeons, new AI (I hope) and MOD friendly. Sounds like a very impacting version.

 
so... THE HYPE TRAIN IS ABOUT TO LEAVE, EVERYONE ON BOARD!

Seriously, A17 looks much more better than A16, and complex too. New phisics, new vehicles, new POI as mini dungeons, new AI (I hope) and MOD friendly. Sounds like a very impacting version.
I didn’t mean on the agenda for A17. I meant on the agenda for finishing the game. Sorry.

 
I can confirm "better mod support" and with any luck "Fun and balanced gameplay".

Fixing the game? Well, that's a pretty tall order without a time frame given. =P

 
There are others in the middle of working on the quest system which also affects sleepers, POIs, and loot among other things. Not ready to show.
Nobody seems to have commented yet that this is a new feature in its own right. It pretty much has to mean they're working towards 'real' quests, and as such surely we'll see some of them in Alpha 17. Quests like

  • Clear out all the zombies at this skate park to secure it.
  • Find a rare gun mod at the top floor of this skyscraper.
  • Destroy all the tents at these three rival campsites.
  • Etc.

 
Nobody seems to have commented yet that this is a new feature in its own right. It pretty much has to mean they're working towards 'real' quests, and as such surely we'll see some of them in Alpha 17. Quests like
  • Clear out all the zombies at this skate park to secure it.
  • Find a rare gun mod at the top floor of this skyscraper.
  • Destroy all the tents at these three rival campsites.
  • Etc.
Etc. sounds fascinating! Tell me more!

 
I didn’t mean on the agenda for A17. I meant on the agenda for finishing the game. Sorry.
It doesn't matter... the A17 it's done when it's done... obviously everyone is anxious about it, but the devs and testers needs their time to code and fix tons of things.

I personally don't understand why there is many folks asking for beta or finished game. That's a difficult question about a "finished" game when the game is in constant motion and new things on every version. I am just exited about new features, new options to play the game. As a C# developer, I am personally exited about a mod friendly game to do some cool things in the future.

 
I can confirm "better mod support" and with any luck "Fun and balanced gameplay".
Fixing the game? Well, that's a pretty tall order without a time frame given. =P
Soon or late there will be someone complaining about balanced gameplay and fun... (like the folks complaining about finding wrench on every single alpha releases blaming the "changed" game mechanics)

About fixing the game... as developer I can truly say: For every new content on a huge code, there will be at least 3 new bugs to solve =P

 
so... THE HYPE TRAIN IS ABOUT TO LEAVE, EVERYONE ON BOARD!

Seriously, A17 looks much more better than A16, and complex too. New phisics, new vehicles, new POI as mini dungeons, new AI (I hope)...
I kinda wonder about the NPC AI for A17 as they are still advertising for an AI developer. I don't think I would put much 'hope' into your '(I hope)'. But who knows?

 
I kinda wonder about the NPC AI for A17 as they are still advertising for an AI developer. I don't think I would put much 'hope' into your '(I hope)'. But who knows?
Don't know about NPC AI in A17... I think the new AI devs does not have sufficient time to change so much things on AI for now, but maybe they can change a few things on Z's AI for now. Somethings like a running Z does not run like crazy in circles when you hit them from a good distance instead searching for you based on hit direction, or running Z's running to you, hit and circle a few times. If it happens it will be no "new AI", just a good enhancement of the current system.

 
AI better come when the new POIs, sleeper system, other stuff is added. Because it's gonna be really difficult to do it while you change and develop the above. So AI I think, better be ready when they are ready. Which alpha doesn't matter.

 
Well, I'm still checking in daily but you're sounding more like a once every 2-3 weeks kinda guy... ;)
Pretty much these days. Had my fill o the trolls and bickering. :-p Just waiting to see all the cool bells and whistles now. :D

 
I had something similar happen to me. My group has a rented server and we played vanilla and valmod with A15 and vanilla with early A16. When A16 was somewhat stable (A16.3) we tried War of the Walkers and suddenly I often got hit even after moving away from a zombie or the zombie hitting somewhere else. This might have gotten better after I reduced graphics quality but I'm not sure. The effect definitely vanished after we changed to Ravenhearst.
Since WotW and Ravenhearst are both very big mods, size of the mod alone is probably not the cause, my internet connection is quite good and didn't change, so probably not the cause either.
Hmm, maybe next time I have a big problem with it I'll try backing down some graphics options. I don't generally have too much trouble running smoothly(except sometimes when loading new chunks in RWG games), but it doesn't exactly get stellar FPS either. I've never particularly noticed bad performance at the same time as 10-foot arms, but it's worth a shot. :)

BTW running all vanilla here. speedtest.net tells me 20ms ping, 70Mbps down, 12up(pretty much what I always expect).

I suppose I'll stop cluttering up this thread, I've gotten used to it by now anyway. I just know I've seen other people with similar issues on here, and also had heard some rumblings that it used to be this way, then got better in the last couple alphas, then got worse again. I didn't have enough experience with A15 to notice.

 
Status
Not open for further replies.
Back
Top