PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Yes, as weird as it sounds, for me this is one of the most annoying problems for a long time now. Shooting is what you do most of the time you are playing, other than building and looting, its one of the main parts of the game, so it would make sense to prioritize it over flying vehicles for example..
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Ever played any other shooter game with guns? If not, try one and you will see what I'm talking about..
EDIT: Nevermind, I completely misread you.

 
ha ha! games be damned. i use real guns in real life. they jump when they go bang. the bigger the boom the bigger the jump.

word of advice. dont use a tree to brace yourself when firing an 8 guage shotty

was young dumb and full of...

remorse

 
I do admit though the recoil is pretty severe in 7dtd, it shouldn't jump THAT much. Then again recoil irl would be easier to deal with than in a game, Thats why alot of shooters just have the crosshair get bigger as you fire insted of physically move the gun. Guns that should have a strong recoil in 7dtd would be the ak47 if rapid firing but if firing in single/small bursts it should barely move.

Then again I rarely use guns anyway as most of them are weaker than the crossbow. Its why I like the undead legacy mod, guns actually feel like guns in that mod, and they are a direct upgrade to the xbow, even the pistol is very useful in that mod. Compared to Vanallia where other than the magnum and 7.62 ammo using guns the rest aren't worth the time. I use valmod expansion version and it has a weapon silencer, but even with that I still prefer the xbow as its just as strong, this is without using the iron or rapid xbow, or having the archery passives for 10,20 or 30% more entity dmg.

My biggest issues with most of the guns is their damage is just to low for how resource intensive the ammo is. I'm playing a insane game, 1 xbow steel bolt to the head kills half the zombies in the game in 1 shot with a headshot, but if I use a high qual pistol? takes like 4-8 shots to do the same thing. 3-4 at the minimum even for the weakest zombie. Its a balance issue.

Also you wanna see something funny? Look up Science of Stupid episodes on youtube or somewhere, they show people doing various things, and then explain how to do it right and what they are doing wrong. ALot of episodes of it involve stupid people trying to do stuff and failing majorly at doing it.

 
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Oops...sorry, wrong forum.... ;)
If you do ban such post, this forum thread has 25% less posts.

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You know it! Change one thing in code and you might make a few bugs. Change lots of stuff and...
99 bugs in a code, take one down, sing around... 127 bugs in a code, take one down, sing around.. 143 bugs in a code..

 
@faatal, Question on the new AI.Does the zombie block strength checking account for the damage bonus assigned to their hand/item/weapon?

Just curious as if yes, then one could create a couple of different hands with different bonuses and thus have different zeds consider different paths as most efficient to get to target (example: an engineer who gets a damage bonus versus concrete might decide to go for a wall over a metal doorway). :)
The grid holds penalties for each node. There is no type in the penalty to know what it is to compare with anything from the pathing zombie and if there was, it would slow it down somewhat.

 
Yes, as weird as it sounds, for me this is one of the most annoying problems for a long time now. Shooting is what you do most of the time you are playing, other than building and looting, its one of the main parts of the game, so it would make sense to prioritize it over flying vehicles for example..
We have multiple programmers working on the game. Vehicles and guns are two different people, so you can't prioritize one over the other.

 
If only tfp would implement a system where recoil could get less and less depending on gun mods and a robust buff system...

...oh wait. A17 peeps. Back to our regularly scheduled window creeping...

Episode 246, "Rolands morning bathroom routine."

 
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It was unclear that having multiple seats was just a thought when watching the video. I guess that should have been given as that was not actually demonstrated. But it was a feature that many people on our server were excited about.

I guess trying to get multiplayer in sync is an issue with the jeep. But unlike Empyrion where you WANT to walk around a vehicle is moving, there is no sense of that in this game. But they have it working in their game and I can't imagine they have different issues since both games use Unity.

I just don't believe that the funpimps software people are not at least as good as the Empyrion team. You can do it! We have faith in you all.

 
I do admit though the recoil is pretty severe in 7dtd, it shouldn't jump THAT much. Then again recoil irl would be easier to deal with than in a game, Thats why alot of shooters just have the crosshair get bigger as you fire insted of physically move the gun. Guns that should have a strong recoil in 7dtd would be the ak47 if rapid firing but if firing in single/small bursts it should barely move.
Then again I rarely use guns anyway as most of them are weaker than the crossbow. Its why I like the undead legacy mod, guns actually feel like guns in that mod, and they are a direct upgrade to the xbow, even the pistol is very useful in that mod. Compared to Vanallia where other than the magnum and 7.62 ammo using guns the rest aren't worth the time. I use valmod expansion version and it has a weapon silencer, but even with that I still prefer the xbow as its just as strong, this is without using the iron or rapid xbow, or having the archery passives for 10,20 or 30% more entity dmg.

My biggest issues with most of the guns is their damage is just to low for how resource intensive the ammo is. I'm playing a insane game, 1 xbow steel bolt to the head kills half the zombies in the game in 1 shot with a headshot, but if I use a high qual pistol? takes like 4-8 shots to do the same thing. 3-4 at the minimum even for the weakest zombie. Its a balance issue.

Also you wanna see something funny? Look up Science of Stupid episodes on youtube or somewhere, they show people doing various things, and then explain how to do it right and what they are doing wrong. ALot of episodes of it involve stupid people trying to do stuff and failing majorly at doing it.
Undead Legacy and Valmod are my two favorite mods, that I have played. I like them both for different reasons and would love to see them have some of their systems merge into one glorious mod. In my opinion anyway.

 
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Undead Legacy and Valmod are my two favorite mods, that I have played. I like them both for different reasons and would love to see them have some of their systems merge into one glorious mod. In my opinion anyway.
I would too, I did find some of the craft recipies in undead legacy to be complicated for no reason at all other than to be more annoying, eg: twigs/resin/rope/bowstring etc. To me all of those items felt pointless and redundant. Only recipie with resin to me that made much sense was the glue. Its kinda like how I edit the xmls and make animals drop leather directly when skinned, I also edit any recipie to use leather insted of animalhide if there is any.

 
I would too, I did find some of the craft recipies in undead legacy to be complicated for no reason at all other than to be more annoying, eg: twigs/resin/rope/bowstring etc. To me all of those items felt pointless and redundant. Only recipie with resin to me that made much sense was the glue. Its kinda like how I edit the xmls and make animals drop leather directly when skinned, I also edit any recipie to use leather insted of animalhide if there is any.
That is cool and I agree there should be a reason for a change not just a change for changes sake. When you mentioned the animal hide the first thing that came to mind was 'What about paintbrushes?' and then you went on to answer that in your next sentence :)

One thing I would love to see is the inclusion of coal to make steel.

 
Ever played any other shooter game with guns? If not, try one and you will see what I'm talking about..
This is not a shooter and I sure hope it never will be one. Go try DayZ, this game is heavily focused on gun recoil, gun jamming, weapon sway, reload animations and whatnot. Take a good game as 7D2D for what it is and don't turn every unique game into the average off the shelf shooter. 7D2D should and does focus on different content.

 
Wouldn't this mess with the general upgrade path? A player is made to believe that upgrading from metal to concrete is beneficial but according to your proposal, the lines are blurred and it just depends on the kind of zombies you get.
Basically, certain types of zombies become "specials" depending on what material your base is built of. Once you upgrade, others become "spacials" against you.
Yup, exactly what I was thinking of. Then depending on your base design you would have to prioritize different targets.

The grid holds penalties for each node. There is no type in the penalty to know what it is to compare with anything from the pathing zombie and if there was, it would slow it down somewhat.
From reading this let me see if I understand correctly.

The AI will evaluate the path based on the blocks, number of blocks, and number of upgrades/downgrades that must occur but does not account for the material bonuses (example DamageBonus.stone" value="10") because it doesn't know about the material components just block HP and upgrade/downgrade. Does that sound as if I understand correctly?

Next Questions:

Does the path to player calculations include being able to tell a double thick wall versus a single thick doorway?

Example: My wall is 2 blocks thick (4 blocks total to reach hall/path/room) with a single door. The blocks themselves when compared 2 wood versus the upgraded door would make the wall the easier choose if the wall was only 1 block thick.)

Do the zombies gain knowledge that the wall is actually 2 blocks thick and the door is the better path?

One more: if they can evaluate multiple layers of walls/doors, at what distance are they no longer able to evaluate for a path beyond solid objects?

 
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This is not a shooter and I sure hope it never will be one. Go try DayZ, this game is heavily focused on gun recoil, gun jamming, weapon sway, reload animations and whatnot. Take a good game as 7D2D for what it is and don't turn every unique game into the average off the shelf shooter. 7D2D should and does focus on different content.
A survival game that wants to be taken seriously should make more effort than not to get these things more or less right. Shooting is a large part of this game, at least how I've seen it played over the years. I get what you're saying, don't misunderstand me, but I also think the weapon system, in particular the firearms, could benefit from tweaking.

 
If only tfp would implement a system where recoil could get less and less depending on gun mods and a robust buff system...
...oh wait. A17 peeps. Back to our regularly scheduled window creeping...

Episode 246, "Rolands morning bathroom routine."
It only gets worse when you and Roland make breakfast :-)

 
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