PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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An efficient way to locate different ores would not go amiss, its sometimes soul destroying digging for like what seems hours in all directions to find ore.Are there any plans for this now or in the future?
.. hire a geologist? :)

 
How about TFP giving some more details on the new modes of transportation?

I'm especially interested in getting to know how to acquire them. Do we have to assemble them, like the minibike? Find them somewhere?

 
Navezgane is best suited for development. It loads way faster, you always know exactly where everything is, and it is easy to notice changes.
You know, it's funny that you said that. I remember years ago when Madmole was pushing RG and asked me why I still liked the Navezgame map.

I told him how I felt.

While he never responded to my post, I guess that it left an impact. I am glad it did. I love that map. :)

 
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Like a sign saying: "lead here" or?
Or possibly a note with co-ordinates that you could find in a poi closely associated to mining, like those pits that have an entrance at the bottom to a small cave (you normally find mushrooms and nitrate in them) i dunno just trying to think of something that may make life a little simpler.

 
Navezgane is best suited for development. It loads way faster, you always know exactly where everything is, and it is easy to notice changes.
Then you should probably remove what you wrote in the 2nd post about random gen loading and performing like Navezgane.

 
Then you should probably remove what you wrote in the 2nd post about random gen loading and performing like Navezgane.
nope :)

all most new stuff starts in navezgane as Roland said and then progresses to rwg.

but... there are some things of rwg that doesnt go in to static Navezgane. :) you know.... surprises maybe :)

 
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It would help if they'd show RWG from time to time. Or if they'd give info on how stuff is working in RWG at the moment.

Otherwise the only feedback RWG can get is after release and the fix will always happen for the next alpha, and the next.

 
.. hire a geologist? :)
Oh sure. Hire a geologist. Great idea. We will just go to the nearest town and see if any of the zombies were former geologist. Or maybe some random survivor just happens to be one. Or maybe the trader has one to hire. ;)

 
I'm pretty sure much of the work between 16.1 and 16.4 was fixing RWG stuff...
Which is after the release.

Maybe I shouldn't have written alpha, but should have used "initial release" and patches instead.

 
nope :)
all most new stuff starts in navezgane as Roland said and then progresses to rwg.

but... there are some things of rwg that doesnt go in to static Navezgane. :) you know.... surprises maybe :)
A surprise?! In this game??? Naaaaa. lol ;)

 
They will be. I believe that the only POI from Navezgane not in random worlds is the Native American ruins at the bottom of the gorge.
I thought it was called The great bow drop gorge, after Madmole. hehe 😂

 
A surprise?! In this game??? Naaaaa. lol ;)
1) Nuclear Reactor - Do I even need to go into the extent this could be the critical piece to an amazing plot?

2) Airport (small) - A logical place for Gyro copter, Small Airship or plans of ether. DLC for a large airport and the "restricted" areas, above and below. Could be awesome.

3) Duke's Casino - The most dangerous place on the map, if you try and leave the gambling area... die well!

 
Oh sure. Hire a geologist. Great idea. We will just go to the nearest town and see if any of the zombies were former geologist. Or maybe some random survivor just happens to be one. Or maybe the trader has one to hire. ;)
I'll rent out my geo-services :) I'll do it for a place to sleep and 3 meals-a-day!

 
Perhaps minute of a video that shows us some improvements in RWG.. or some discussion along those lines. You know.. instead of seeing Perishton for the 1,000th time.
The underlying question is: Do TPF think that RWG mixer needs more work or not? Sure, practically anything in TFP could still be improved, but TFP has to think about how much return they get for the time they spend improving. It is quite possible that the RWG-mixer guy thinks that more time spend on fiddling with the parameters will not improve things greatly anymore. Often at such a point any change in one parameter might open up new problems in other areas leading to endless micro-optimizations.

And flatness of terrain for example is really up to taste. Flat means easier minibiking but creates boring scenery.

- elevation differences

- density of cities

- road generation

- outside city POI generation

- Hill / mountain vs flat area generation.

- improved city block generation (different industries)

And of course the ever longing doubt about how mining will work in the revamped Alpha.
Mining is irrespective of RWG or not. I didn't hear anything about changes to mining except for zombie-digging. The doubts about zombie digging can only be confirmed or disproved by actual playing (for hours and days) not by looking at developer videos

All the other items on your list (apart from elevation bugs) depend in small or large parts on taste.

Maybe they don't see much need for improvement (at least not compared to other parts of the game like pathfinding for example). Maybe the algorithm for road generation is already at a point where it doesn't get much better anymore except for a complete rewrite. And surely there is no time for a complete rewrite on a basically working part of the game when their main goal is to reach 7D2D version 1.0 in acceptable time.

 
I don't understand some of you guys... MM already told us flat out that they're looking at a Gaia like approach to Rwg, so either they are and it's not ready, or they're not anymore because it didn't work out, but the net effect is they are definitely interested in Rwg.

 
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