PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Not when you are playing.
The only difference is in the time it takes to generate the world, which only occurs once, the first time you start a game.

So do you wnat a bigger map? Just wait a little bit longer when you first start a game.
I think they should make it an option on the options menu when you start a new game kinda like Terraria does:

World Size: Standart is 64 square km, Medium is 128 square km, large is 256 square Km. With a warning that larger worlds will have more of a initial generation time due to more space. Performance shouldn't be an issue as it only loads the chunks your in or it should. I almost feel like this is a change due to the game having a console version that will eventually get a17. Just like how they took out the right click menu for no apparent reason. Was so much easier to scrap things in a containing being able to right click->scrap em.

Yes, we can edit it in the xml, but thats no excuse for something important like that to NOT be in the new game options already.

Honestly the options config in 7 days to die in game is kinda meh, and is lacking alot of options that should be on it. in A17 add world size to those. Just because you can edit the xml, is not a reason for it to lack having a option in game for a new RWG game.

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Once the world is generated, it does not matter for performance whether it is 100Km^2 or 1000000Km^2. The only thing that matters is the portion of world loaded around your character.
This is why I don't buy performance as a valid issue as to why they map got smaller. I mean if were talking console yes, but pc? hell no. I still blame the fact 7dtd got a console version for why the right click menu was removed, there was nothing wrong with it being there, and it was a feature I loved and many others did. Was taken out the next alpha with no real explanation as to why. I blame the consoles as a right click menu wouldn't work in them, and it'd be something whoever ports it to console would have to re-write.

 
The slowdown you're seeing is due to the local terrain system, not the distant terrain system.
Okay, let's put this into perspective. Each settlement is around 1km^2 in size, depending on your settings the local terrain system is around 0.5km^2 at most. Each settlement should be around 1-2km apart. You'll never show more than a portion of a single settlement on the local terrain system at any given time.

The problems with large buildings being shown by the local terrain system will still be there but you will never show more buildings than you do now. Large buildings on the distant terrain system aren't a problem because it's a static, simplified, mesh instead of a fully rendered voxel building.

There's been a distant terrain system in place for quite some time now. You know when you go out scavenging, come back, and there's a mesh covering where you've cleared blocks for your base? Most noticable by a vertical surface with bands of colour if you've dug a trench. That's the distant terrain system not being destroyed when you get too close.
Your forgetting how unoptimized the game still is since its an alpha. Reflections and shadows especally are broken in this respect. Try shutting reflections off in A16 for a change, EVERYTHING gets darker, even stuff that normally never should have a reflection, as it applies it as like a global filter, insted of on specific surfaces only. The slowdown is especally bad if a wandering horde comes and starts bashing on the building your in. I feel the entire SI system needs a rebuild from the ground up. Its one of the largest causes of perfomance loss. Its also the reason alot of games like 7dtd don't use a SI system, its too taxing for too little benefit. If I am in one of the bigger buildings and a wandering horde comes to hit on it, I drop down to 10-20 fps if that even if I am no where near where they are hitting.

 
Roland..........

When A17 comes out will we be able to use random gen map and get all POI's, I remember back on A15 some of the POI's were only avil in navezgane map.. ie "Stadium"....................

 
Your forgetting how unoptimized the game still is since its an alpha. Reflections and shadows especally are broken in this respect. Try shutting reflections off in A16 for a change, EVERYTHING gets darker, even stuff that normally never should have a reflection, as it applies it as like a global filter, insted of on specific surfaces only. The slowdown is especally bad if a wandering horde comes and starts bashing on the building your in. I feel the entire SI system needs a rebuild from the ground up. Its one of the largest causes of perfomance loss. Its also the reason alot of games like 7dtd don't use a SI system, its too taxing for too little benefit. If I am in one of the bigger buildings and a wandering horde comes to hit on it, I drop down to 10-20 fps if that even if I am no where near where they are hitting.
I'd be very surprised if building collapses and possibly the whole SI system weren't slated for a rewrite to use the c# job system, it would seem a good solution to the problem of a huge amount of small blocks.

 
Your forgetting how unoptimized the game still is since its an alpha. Reflections and shadows especally are broken in this respect. Try shutting reflections off in A16 for a change, EVERYTHING gets darker, even stuff that normally never should have a reflection, as it applies it as like a global filter, insted of on specific surfaces only. The slowdown is especally bad if a wandering horde comes and starts bashing on the building your in. I feel the entire SI system needs a rebuild from the ground up. Its one of the largest causes of perfomance loss. Its also the reason alot of games like 7dtd don't use a SI system, its too taxing for too little benefit. If I am in one of the bigger buildings and a wandering horde comes to hit on it, I drop down to 10-20 fps if that even if I am no where near where they are hitting.
You know, that's a pretty valid point. With the new AI and pathing, the way they can destroy buildings now... even if we got a major performance gain, the SI system calculations are going to freaking kill a CPU in horde fights especially on blood moons with high zombie counts, trying to keep up with their freakish level of building destruction.

The performance drop alone might be a killer whether it's SP or MP. So SI is likely going to need an overhaul or some other solution will have to happen... depending on how the experimental goes, and of course taking into account all the variables.

I now haz a concern though.

 
SI is weird, try demolishing a large building near one of your bases. Half your base will collapse as well. The calculations go nuts.

 
Roland..........
When A17 comes out will we be able to use random gen map and get all POI's, I remember back on A15 some of the POI's were only avil in navezgane map.. ie "Stadium"....................
in A16 stadium is in random gen..

 
Fourlegged Friend

Hi

i have been following this thread for a while now, but since one of my questions have not been asked, i decided to become a member and make this my first post.

In the artwork for A17 there is a wolf or dog with armor on it.

In the video concerning the artwork, it is said that we will be able to tam them and use them, is this correct?

This is my all time favorite game ever, and i can not wait for A17.

But I promise to be :02.47-tranquillity: and thank you for all your hard work:smile-new:

 
Hi
i have been following this thread for a while now, but since one of my questions have not been asked, i decided to become a member and make this my first post.

In the artwork for A17 there is a wolf or dog with armor on it.

In the video concerning the artwork, it is said that we will be able to tam them and use them, is this correct?

This is my all time favorite game ever, and i can not wait for A17.

But I promise to be :02.47-tranquillity: and thank you for all your hard work:smile-new:
Welcome to the forums and that is an excellent question, well how about it devs will we see battle pets in A17 or ever for that matter?

 
Weren't tamable pets scrapped for now? Haven't heared that word in ages.
Yeah, they went to the same place as the blueprint manager/blueprint ghost-feature. Like the lock-picking feature. They didn't go anywhere.

 
Yeah, they went to the same place as the blueprint manager/blueprint ghost-feature. Like the lock-picking feature. They didn't go anywhere.
Blueprints might get available when worshop is added to the game. Still have a hope for these things.

 
My first instinct was to leave this alone. I have a strong feeling on it but after reading here I think I'm wasting my time, as I think TFP have already made up their minds. But screw it, I going to say it anyway.

I absolutely hate the squeeze being put on skills and perks. I'm a mostly sp guy and this only hurts people going it solo. I'm not the kind of guy that needs all perks and skills maxed, there are lots of perks i don't take. But there are a group of perks I feel we should be able to get, if we work hard enough at it. The solution of just restarting is a really bad one imho. I work too hard, grind too much and put in too much time to be forced to start over because of that group of perks I never got to enjoy.

And don't think I missed that little tidbit about needing to put points to strength just to get bag space we already had in alpha 16. So you're limiting our bag space and requiring, very limited, skill points to get that bag space back? Please let me know if i'm missing something?

Now I'll admit I haven't played alpha 17 obviously but this concern is more than justified based off everything TFP have said.

The squeaky wheel gets the grease, that was proven with the removal of the zombie hp bars. Well I'm squeaking.

Please don't regard this post as hostile. I'm sure I'll love alpha 17 either way. Just voicing my concerns.

 
And don't think I missed that little tidbit about needing to put points to strength just to get bag space we already had in alpha 16. So you're limiting our bag space and requiring, very limited, skill points to get that bag space back? Please let me know if i'm missing something?
Somebody pointed out that the net loss on initial bag space is only 2 spaces. Some may say that already is too many to buy back, but it isn't terribly significant.

 
Somebody pointed out that the net loss on initial bag space is only 2 spaces. Some may say that already is too many to buy back, but it isn't terribly significant.
The other point is that there will likely be more reasons that you'll want to spend some points in strength anyway. I'm sure backpack size is not the only benefit you'll get from being stronger.

 
Somebody pointed out that the net loss on initial bag space is only 2 spaces. Some may say that already is too many to buy back, but it isn't terribly significant.
I think some miscommunication was going around and some of that was my doing and I will own that. Anyway I believe after we got on the same page it ends up 5 less and not 2. Still isn't a big difference but still.

 
So you're limiting our bag space and requiring, very limited, skill points to get that bag space back? Please let me know if i'm missing something?
Now I'll admit I haven't played alpha 17 obviously but this concern is more than justified based off everything TFP have said.

Please don't regard this post as hostile. I'm sure I'll love alpha 17 either way. Just voicing my concerns.

This ^

 
My first instinct was to leave this alone. I have a strong feeling on it but after reading here I think I'm wasting my time, as I think TFP have already made up their minds. But screw it, I going to say it anyway.

I really don't think it will be as bad as some are thinking just based on what I have read. We will see when we actually get to play with it. It might will need more balancing done and it being alpha is understandable. So if it does need more balancing then for the time we can always adjust it in the XML files. The way some of it comes across does seem like SP is getting screwed but reading into it more based on what is being told to us I don't think that will be the case. When everything is done and no more balancing is needed and some still don't like it and I will use the example you gave to putting all the time in and not wanting to start over. If you still feel that you don't have enough and don't want to start over to try a different path the only thing I can suggest is edit the files so you don't have to.

 
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