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.
Not counting any possible faction levels of interaction...If you encounter bandits and do not cooperate and you don't offer anything of use for the bandits...they knock you out . Screen goes black and you wake up inventory emptied of higher value items and any firearms you may have had on you...and when you come to , you find out you they dropped you off in the middle of nowhere...

 
Not counting any possible faction levels of interaction...If you encounter bandits and do not cooperate and you don't offer anything of use for the bandits...they knock you out . Screen goes black and you wake up inventory emptied of higher value items and any firearms you may have had on you...and when you come to , you find out you they dropped you off in the middle of nowhere...
I wouldn't bother teleporting the player, the price of failure is high enough already. Otherwise it's a good idea and consistent with what little backstory has been suggested by the Great Mole himself.

 
Changing the topic: will they add to the game zombie limbs that get rip off instead of just exploding?
Unlikely, it would lead to too many physics objects in the scene which would cripple the frame-rate. This is why corpses turn into the static corpse blocks, to save on physics objects.

 
Unlikely, it would lead to too many physics objects in the scene which would cripple the frame-rate. This is why corpses turn into the static corpse blocks, to save on physics objects.
Take physics objects out of the physics loop while they are not moving, and only reintroduce them when near a player. You'd be surprised how many things you can get bouncing around at once. Physics don't need to be perfect, just convincing enough to look good.

 
Take physics objects out of the physics loop while they are not moving, and only reintroduce them when near a player. You'd be surprised how many things you can get bouncing around at once. Physics don't need to be perfect, just convincing enough to look good.
That already happens automatically with unity, technically it's the colliders attached to the physics objects that are the problem but without them everything would fall through the floor.

Removing colliders from objects and making them static far from the player would have some odd consequences, I'd be able to shoot a rocket launcher at a pile of corpses and the projectile would just pass through them. Activating them all when a rocket got close enough to them would give the frame-rate a crippling stutter for a few frames and probably send bodies flying through the air for miles, the physics engine would read the activated colliders as new collisions and behave appropriately.

Nice idea but unworkable.

 
Last edited by a moderator:
What's the difference to accessing the inventar?
PVP crowd will surround quest givers with blocks. Or tunnel to the quest giver. Or don't do quests at all, quests are PvE.
What? PvP and PvE aren't mutually exclusive. I love scavenging and mining and 7th nights and all the PvE content as a PvPer

Also in my extensive PvP experience nobody really bothers trying to "claim" a trading post by building all the way around it. It happens but it's not as common as you might think, nor is it very difficult to bypass if someone does do it. There are a lot of traders and one person or even a group of people cannot "claim" them all without investing hundreds of hours digging colossal moats or whatever

 
"Removing colliders from objects and making them static far from the player would have some odd consequences" Like how in Kerbal Space Program, another unity game, when you load your Mun base and see it jump 3m off the ground? Let's not bring that into 7DtD :p

 
sharing the map in multiplayer would be awesome. with your faction/friend
is that planned?
Would be cool if they could implement something like they have in Minecraft.

You craft a Map and need to wander around with it equipped, in Order to be able to actually record the actual Map.

And you can Copy your Map to Friends, Hang it on a Wall and you can vary the Scale of the Map.

Maybe the Devs can give it some thought for a later date, i fully understand this will be very low Priority.

 
Would be cool if they could implement something like they have in Minecraft.
You craft a Map and need to wander around with it equipped, in Order to be able to actually record the actual Map.

And you can Copy your Map to Friends, Hang it on a Wall and you can vary the Scale of the Map.

Maybe the Devs can give it some thought for a later date, i fully understand this will be very low Priority.
This is cool, but it is part of the process of making the game hyper realistic. I think that I would love it, but I don't think that everyone would.. Other improvements on the same line are:

removing the time on the screen and introducing the ingame object clock (which needs to be found/repaired/crafted)

removing the radar on the screen and adding a compass object

remove chat and add ingame mobile phones/walkie talkie

 
What? PvP and PvE aren't mutually exclusive. I love scavenging and mining and 7th nights and all the PvE content as a PvPer
Also in my extensive PvP experience nobody really bothers trying to "claim" a trading post by building all the way around it. It happens but it's not as common as you might think, nor is it very difficult to bypass if someone does do it. There are a lot of traders and one person or even a group of people cannot "claim" them all without investing hundreds of hours digging colossal moats or whatever
I just listed a variety of options to show that PvP-players can do lots of things depending on their circumstances and tastes. There is no reason to imagine they'd be helpless suddenly faced with a dialog that makes them immobile. The idea about walling off was more about a fast small wood block directly around the player to gain seconds to react before a sniper tries to take you out, similar to a wood frame wall to help against dog surprise attacks. There is no "claiming" involved.

Also, what would a PvP environment be without "watering holes" to lure out and find other players who otherwise hide in their underground bunkers

 
I wonder how you can get all upset. I've been around since Alpha 8 and have known the update cycle for ages it's been and always has been that the new Alphas really need and you need to sit back and relax on Alpha 17... wait as always... it can not be that it takes so long but it is like that and that is since the beginning.

Just relax and wait for A17

Or Go Back to A8 and wait for A9 and then for A10 again.

New releases will Always Take time.

It's done when it's done.

 
I wonder how you can get all upset. I've been around since Alpha 8 and have known the update cycle for ages it's been and always has been that the new Alphas really need and you need to sit back and relax on Alpha 17... wait as always... it can not be that it takes so long but it is like that and that is since the beginning.Just relax and wait for A17

Or Go Back to A8 and wait for A9 and then for A10 again.

New releases will Always Take time.

It's done when it's done.
It's not only that they always done it, but we voted to have it this way. TFP could easily have divided all those features on the first page in to 10 releases already. Giving them a lot more work to do and a lot more people would complain that they don't have time to do anything before the next patch require them to reset everything. So these few people still complaining about the wait, is just new players who did not care to read up on the past development.

 
Status
Not open for further replies.
Back
Top