PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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So today I heard people are buying Far Cry 5 to use as a fishing simulator. so...When do we get Fishing? I want to catch Bass, Zombie Catfish and have a gator/caymen wanting to try and eat me.

 
So today I heard people are buying Far Cry 5 to use as a fishing simulator. so...When do we get Fishing? I want to catch Bass, Zombie Catfish and have a gator/caymen wanting to try and eat me.
Simply visit the steam forums, full of bait.

After 2 Hours you are alowed to spawn 2 Pices of meat as result

 
In A16, in Random Gen, you can often see POI's being placed in such a way that they are either located on top of a circular 'column', or on the side of a mountain, within a cylindrical cut-out. Is this an issue being looked at? It's not game-breaking, but it's rather immersion-breaking. Thanks for the help.

There ya go. I hope this was positive enough? I can always add flowers/unicorns/sparkles/praise if deemed necessary.
As a test case for the unicorn/sparkles mode of communication I give it a 10 out of 10. If the question itself was not just an example, the gist from lots of developer posts is:

It is a known issue (which means it is on the todo-list), but A16 won't get any further patches. It also seems more of a calibration issue of the RWG than just a single bug one can correct and be finished about it (this is just my personal impression though). If you see such occurances in a few months in A17 experimental/BETA, post the seed and coordinates in the relevant bug thread.

 
The room would have to have steel walls too which makes it quite artificial. Better just accept that experienced players have "ways" to loot weapon boxes when their scavenging skill is so low that they find only 4 oil in them. At least that is a clear advantage of leveled loot.
Concrete walls are enough.

I'm talking about a16 dungeon towers. For example, you can go through the huge "book tower" with just a stone axe on the first week. Once you follow the path you can access most of the loot without much resistance. It might be the case that you get all the "important" books on that single building and never have to look for books again.

It would be cool if there would be some bookshelves on the first 3 floors but past that you'd have to break down iron bar in a staircase or dig out some rubble to get to next floor.

Yes, a nice feature. Lots of player-made POIs have such rooms. The disadvantage is that room-sized hidden spaces are easy to find if you look for them (except if they are underground). And once you know such a hidden room, you have another easy to access OP room for early loot in the following play-throughs.

Case in point, in Ravenhearst I always loot the blue houses with the entrance to the side with the kitchen directly behind the entrance. Lots of them in the game and in the attic...
The bigger the building the easier it is to hide rooms. And little storage rooms can be hidden even in small houses.

The point is though, there should not be huge rewards there but rather couple of rng speciality boxes that might have some specific loot in them. Something you would find in a specialized store building.

And the underground... You could build a little bunker there, like someone hid there with some cool loot he/she hoarded before they got infected. Could be very immersive. Candlelight and berdoll... maybe even a workbench.

Hidden cellars could even be random. Like many layouts that fit to many buildings that have multiple places where the entrance could be hidden.

 
What Alpha had those cave systems?
Alpha 11b21.

...those caves were deemed too numerous. And they kinda were. Since zombies didn't path down them, like, at all, they were natural hideouts.

 
What Alpha had those cave systems?
11 if i remember correctly

...those caves were deemed too numerous. And they kinda were. Since zombies didn't path down them, like, at all, they were natural hideouts.
but zombie spawn in them, even in a close one

i remember being hit by a "zombie rain"

 
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In A16, in Random Gen, you can often see POI's being placed in such a way that they are either located on top of a circular 'column', or on the side of a mountain, within a cylindrical cut-out. Is this an issue being looked at? It's not game-breaking, but it's rather immersion-breaking. Thanks for the help.
The flying saucers that poi's are carried on? It's a product of the rwg system finding flat'ish terrain, and leveling it off even more to make room for the poi itself. It's especially prevalent in wilderness spawns, because that's where the terrain is most uneven to begin with... hell, if it was even, rwg would drop a city or town there instead of a poi, so for a16, it's one or the other.

For a17, they haven't spoken zip about any new kind of RWG, but if I know kinyajuu like I do (even in passing), I know he's not happy with it either and is most likely fixing it.

But as far as concrete info goes, nada.

 
Just to add:

I've often had cities where one side of the city has a huge drop off. I'm guessing this is also because of the terrain issue thing Guppy explained...

 
As a test case for the unicorn/sparkles mode of communication I give it a 10 out of 10. If the question itself was not just an example, the gist from lots of developer posts is:It is a known issue (which means it is on the todo-list), but A16 won't get any further patches. It also seems more of a calibration issue of the RWG than just a single bug one can correct and be finished about it (this is just my personal impression though). If you see such occurances in a few months in A17 experimental/BETA, post the seed and coordinates in the relevant bug thread.
Thanks. Yeah I guess it is difficult to counteract this issue given the need to have a flat terrain for the POI to 'stand' on, so to speak. With POI's near mountains, this makes some sense given the need to blast away part of the mountain-face in real-life, but with the pillars it looks somewhat strange. We'll keep an eye out of course.

- - - Updated - - -

The flying saucers that poi's are carried on? It's a product of the rwg system finding flat'ish terrain, and leveling it off even more to make room for the poi itself. It's especially prevalent in wilderness spawns, because that's where the terrain is most uneven to begin with... hell, if it was even, rwg would drop a city or town there instead of a poi, so for a16, it's one or the other.
For a17, they haven't spoken zip about any new kind of RWG, but if I know kinyajuu like I do (even in passing), I know he's not happy with it either and is most likely fixing it.

But as far as concrete info goes, nada.
Hehe, flying saucers. Was looking for a good description. Will stick to this one :p

But thanks!

 
Just to add:I've often had cities where one side of the city has a huge drop off. I'm guessing this is also because of the terrain issue thing Guppy explained...
It might be an issue but I like how some of the cites seem to be built on 'cliffs', not really a important issue is my thought.

 
Sorry. My oversight. I’ll update it when I’m not on mobile. The crouched creeping walk is the same. The regular movement is faster than it used to be and the run is faster but depletes stamina faster as well. It’s a change for sure so I’ll list it in the changes.
Thank god standard walking is a little faster. Run felt about right so I would be ok if it hadn't changed but the walk speed was just far enough on the slow side to be annoying. :)

 
And regarding to that, what is the state of the Perlin-Worm Cave System that was talked about in the early A16 Preview Videos?
Is this completly scrapped or still planned/comming for A17 ?
I thought that got put on at least hold status because it was messing with Structural Integrity of things above the caves. My memory isn't what it used to be but I recall a discussion along those lines.

 
Of course. Feeling offended is a right. But being offended is in the eyes of the beholder as well.
Okay. Lets try to be on-topic here.

In A16, in Random Gen, you can often see POI's being placed in such a way that they are either located on top of a circular 'column', or on the side of a mountain, within a cylindrical cut-out. Is this an issue being looked at? It's not game-breaking, but it's rather immersion-breaking. Thanks for the help.

There ya go. I hope this was positive enough? I can always add flowers/unicorns/sparkles/praise if deemed necessary.
Until that last sentence that was a prefectly reasonable and well thought out question/feedback. But, you just couldn't hit the post button without being snide. It's like a compulsion or something.

 
For a17, they haven't spoken zip about any new kind of RWG, but if I know kinyajuu like I do (even in passing), I know he's not happy with it either and is most likely fixing it.
There were a few comments about fixing terrain issues and the height map stuff coming in A17. So I'd expect that the RWG city building and POI code would have to be reworked to some degree. I also remember a video a few months back that mentioned work on smoothing roads but that may have been rendered moot with the height map changes now planned for A17.

 
I thought Minecraft was very limited and unoptimized because of its engine, but when I looked at 7 Days to Die I immediately changed my mind and now I think it's one of the best games ever made.

 
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