PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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$750 graphics card is a stopgap measure over a $400 ram/cpu/mobo upgrade?
It would cost a hell of a lot more than $400.00 for a top end computer core that would shred a voxel game like 7 days to die.

Here is an example of a computer core on the upper high end for a reasonable price and IMO the minimum you should even consider building, however yes there are even faster and more powerful cores you could build.

CPU: Intel Core i7-7820X Skylake-X 8-Core 3.6 GHz LGA 2066

Mobo: ASUS ROG STRIX X299-E LGA 2066

System memory: CORSAIR Vengeance RGB 32GB (4 x 8GB) DDR4 3466

SSD: SAMSUNG 960 EVO M.2 500GB NVMe

LCS: Corsair Hydro Series, H115i PRO RGB

*These parts are non negotiable if you want a blazing fast rig.

 
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Sigh everyone keeps asking for a higher zombie head count but did you ever consider that making the zombies smarter with more variety and more unique characteristics (strengths and weaknesses) would be the better way to go in the long run.
I could write a wall of text about this subject but suffice it to say there are better more creative ways to accomplish the goal of more zombie interaction instead of just being zerged by a million zombies.
But then we run into the issue of "creating a zombie for every exploit" that people dont seem to care for. Stacking a world full of zombies can be a very real threat. If it is done properly with proper spawning and its not all "everywhere all the time". Im testing such changes right now and it definitely makes going anywhere more dangerous.

No need for a zombie that can leap 4 blocks or a zombie that targets pillars specifically. Its just my opinion but those kinds of things veer into "silly" territory. And eventually you end up with a zombie for every type of build or design. No reason why a mass of 50 zombies cant damage your base. The overwhelming numbers would make them "block eaters" and after they build up would be hard to ignore.

 
But then we run into the issue of "creating a zombie for every exploit" that people dont seem to care for. Stacking a world full of zombies can be a very real threat. If it is done properly with proper spawning and its not all "everywhere all the time". Im testing such changes right now and it definitely makes going anywhere more dangerous.
No need for a zombie that can leap 4 blocks or a zombie that targets pillars specifically. Its just my opinion but those kinds of things veer into "silly" territory. And eventually you end up with a zombie for every type of build or design. No reason why a mass of 50 zombies cant damage your base. The overwhelming numbers would make them "block eaters" and after they build up would be hard to ignore.
I want more zombies that I have to be seriously worried about like those "dirty bloated green glowing acid spewing exploding nightmares" because those are the only ones I even get worried about, all the other zombies are a joke.

 
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There are multiple game difficulty settings and more could be added for instance "The Zerg" or "7 seconds to live" or "Seriously?" I mean have some fun with it and add in all those zombie difficulty options people are asking for.

The higher difficulty settings would require you to have a more powerful rig but that's okay at least you would have something to look forward to when you upgrade or build a new rig.

 
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scentless really...

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a video would be heaven scent...

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it would prompt scentillating conversation...

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ahhhh.... too many children not to be good at dad jokes.

 
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I want more zombies that I have to be seriously worried about like those "dirty bloated green glowing acid spewing exploding nightmares" because those are the only ones I even get worried about, all the other zombies are a joke.
I agree. Lore and zombie movies aside, its the green glowing exploding pukes that I respect... and the bears.

Now to change that (which TFP are doing), is make the AI as smart as possible, then when the AI seem way too smart for zombies, make NPCs use the "top shelf" AI and you can then dumb down the AI a bit for Zombies!

 
Special zombie types IMO only work in a Left 4 dead scenario, and those special zombies that 7d2d does have, I don't fancy that much to be honest (spider and the cop I mean, the screamer is ok).

A real threat in a zombie game or in any zombie movie are the masses of the undead (something Project Zomboid does well), and not some iradiated self healing zombies, I find that to be just a silly solution to add to the difficulty of the horde night.

Just imagine if large numbers of zombies were possible, you would be more carefull while scavenging, every sound could attract a very large number of the undead, surrounding every part of the house you're in, making it a difficult task to escape (unlike now). Bases would need more planing, more scavenging for maintainance, more tactics to lure them away and risking your life (nightime especially), it would just be an allaround more tense experience.

Yes, you could still hide underground, but, you would have to face the massive horde eventually, which would grow in numbers overtime if you dont get help from another player to lure them away.

Don't get me wrong, 7d2d is still my favorite zombie game out right now, along Project Zomboid and Left 4 dead 2 (which doesn't really fall in the same category), and I understand that it's harder to bring in more zombies because of its voxel nature, but I don't see smarter and special zombies as a solution. Zombies should be dumb and do everything it takes to get to you, and they need to be in large numbers for them to be a real threat.

 
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TFP will add as much zombies as the system they built allow for, without making it unstable. We have no idea how they coded the world. Perhaps it IS possible to built a world where a billion torches and 2 billion zombies on the same screen is possible, but then what do you have to sacrifice to have that ?

Stop focusing on one single aspect of the game, and consider that everything in the game has to work nice together, share the same backbone, and use the same resources.

 
Hey Roland, question for ya, do you know if the fun pimps have something like a wind turbine on the table for electricity? it wouldnt be that hard to make one outta scrap stuff for a different way of gaining electricity, would be fun, or maybe down the road a water generator that you simply place in water and it generates a small amount of electricity? it would lead people to make hydro electric dams and have them alter the terrain to make them since waterfalls are not a thing yet

 
But then we run into the issue of "creating a zombie for every exploit" that people dont seem to care for... No need for a zombie that can leap 4 blocks or a zombie that targets pillars specifically. Its just my opinion but those kinds of things veer into "silly" territory. And eventually you end up with a zombie for every type of build or design.
I very much want zombies that can thwart every type of build or design. When some people hear this, they seem to imagine an impossibly hard game that wouldn't be fun, but that's not what I'm after. I'm after the right levers & dials at the designer's fingertips to bring the game into balance. Pushing and pulling that one 'zombie count' lever isn't enough to balance things, because a million zombies would still be as ineffectual at certain things as any other number of zombies. It'd be like printing more copies of a struggling magazine, instead of writing better articles. That's why in my view quality has to take priority over quantity.

 
Hey Roland, question for ya, do you know if the fun pimps have something like a wind turbine on the table for electricity? it wouldnt be that hard to make one outta scrap stuff for a different way of gaining electricity, would be fun, or maybe down the road a water generator that you simply place in water and it generates a small amount of electricity? it would lead people to make hydro electric dams and have them alter the terrain to make them since waterfalls are not a thing yet
+1, I would like to see a wind turbine!

I think that in an apocalypse it would be easier to get than solar panels. You should also be able to craft your own from scracth, you don't need much: just an electric motor and propellers. Also it is not hard to code either..

 
+1, I would like to see a wind turbine!I think that in an apocalypse it would be easier to get than solar panels. You should also be able to craft your own from scracth, you don't need much: just an electric motor and propellers. Also it is not hard to code either..
simple turbines are really easy to make yeah, just like water wheels. But the more complex ones (big ones) or intricate wing designs aren't that shabby ;p

 
simple turbines are really easy to make yeah, just like water wheels. But the more complex ones (big ones) or intricate wing designs aren't that shabby ;p
As a bonus a wind turbine should act as a defence against vultures...

[trigger warning]

Contains a bird having a really bad day.

 
TFP will add as much zombies as the system they built allow for, without making it unstable. We have no idea how they coded the world. Perhaps it IS possible to built a world where a billion torches and 2 billion zombies on the same screen is possible, but then what do you have to sacrifice to have that ?
Stop focusing on one single aspect of the game, and consider that everything in the game has to work nice together, share the same backbone, and use the same resources.
I understand TFP want to have as much zombie as possible, but how it is decided? What base hardware level they are thinking. In their System requirement they recommend

OS: Windows 7 or Higher

Processor: 3.0 Ghz Quad Core CPU or faster

Memory: 12 GB RAM

Graphics: 2 GB Dedicated Memory

Direct X: Version 10

Network: Broadband internet connection

Hard Drive: 4 GB available space

Sound Card: Direct X compatible

I meet all these, yet I cannot run game with more than fourth size Texture, and everything off, shadow and everything. I think they need to update their System requirement from Recommendation to minimum, there is no point run a game with everything off and running on lowest texture. at least give something to play on.

 
TFP, I never use Electric Fence before, but when I use them in one of my game, I found that FPS on my system goes by 20-30 FPS yes from 60 FPS to 28-35 FPS, I can see as soon as I switch them on, FPS goes down. I understand that you cannot change much, but I do expect A17 to have this part optimize.

It is nto that I am complaining, as I don't use Fence much and now my first trial shows me to back off from Fence even further until changes happen in this section. But I do love to have it improve. That FPS change is when I was not even looking to fence, I was in my underground base and fence are on top of them. I am pretty sure you can improve it by good multiple.

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As a bonus a wind turbine should act as a defence against vultures...
[trigger warning]

Contains a bird having a really bad day.

For Vulture defence you can still make it using Blade Trap on Nerd pole.

 
This is why almost all of my programming is done on a potato while my gaming PC sits idle, unless it's something like a neural net which requires vast amounts of system resources with relatively little code.

If I can get it working reasonably well on a potato it should run very well on anything else. It's much harder to retroactively make a large body of code faster.

 
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