PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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But I must insist that reality does matter
I offer you what roland said with other words you maybe can accept.

The Lead Designer had to decide if the game should aim toward PVP, and that on the cost of PVE content.

He decided to do it not.

 
Yes, for zombies. They are actually having seeing problems indoors due to low light, but I can see just fine. One of the next bugs/flaws I'll be looking at.
Sorry,Faatal

That was an incomplete thought/statement. I thought you were still on at the time, didnt't check index.

I was going to ask if Zombie sight parameter 30, could be acting as an overriding trigger and be reseting the

POI sleeper volume. Even though they physically dont have line of sight. The 30 meter param still has an

influence on the environment.

 
Arrgh. I have no beef with the game's PvP, and I even +repped you for the first part of your post. But here, you're arguing this from the worst possible angle for me to agree with you. You're saying even if the numbers are wrong, the truth is irrelevant, and the only thing that makes a difference is how the man in charge feels and what he believes in his mind to be true. I'm not saying madmole's numbers are right or wrong. But I must insist that reality does matter, and to dismiss the facts or not care if they're accurate is a careless attitude that in many arenas can be downright dangerous.
The game isn't failing and they are making the game they wanted to make. I'd say thats admirable and lucky.

 
Damage values aside, how would people feel about a .50cal sniper rifle with a range of 100-120m? (whatever it is right now)How would that make any kind of sense?

It's already a stretch with the current rifles in the game and if you wanted to render the required voxel world up to say 400m, you'd get 1/16th of the FPS.

So below 4 FPS if you would normally have 60.
Gazz I don't buy that.

What about frustum culling?

What about the fact that what is rendered on my screen mainly determines the fps, not how much map is loaded?

What about the fact that the quadratic progression you mentioned, doesn't work with shorter values? (tested in game: if I lower my 'view distance' from 12 to 6, I do not get 4 times more fps)

Edited: I needed to clarify my second point.

 
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Hello I saw in the creative mode a block to name "elevatortest" a functional elevator will it be available in craft or at the treder in alpha 17 ?
it is not in a17 anymore.

it was an old idea that never made it off the ground (ha ha see what i did there) :)

but you never know what happens in the future :)

 
What about the fact that what is rendered on my screen determines the fps, not how much map is loaded?
WTF, fact... thats not a fact thats nonsense

60m Sawnradius of zombies = 11309 m² active

100m Spawnradius of zombies = 31415 m² active

400m Spawnradius of zombies = 502546 m² active

think about it

 
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Madmole said pvp is just 1% but for A16 big nope was wellness for pvp. Punishment was too high to enjoy pvp. But now it looks like you lose 50% hp what needs just to be healed. I hope A17 is thanks to this more pvp friendly.

In eyes of MM it seems like he think pvp=battleground and insane killing each other. But in my eyes great pvp is when you are looting city and you find someone also in town. You want kill each other because you both have loot not just make him dead.

 
What about the fact that what is rendered on my screen determines the fps, not how much map is loaded?

What about the fact that the quadratic progression you mentioned, doesn't work with shorter values? (tested in game: if I lower my 'view distance' from 12 to 6, I do not get 4 times more fps)
This is a voxel engine not a first-person battle-royale, what is drawn on screen isn't the main drain on system resources.

 
WTF, fact... thats not a fact thats nonsense
60m Sawnradius of zombies = 11309 m² active

100m Spawnradius of zombies = 31415 m² active

400m Spawnradius of zombies = 502546 m² active

think about it
Zombies have nothing to do with this.

This is a voxel engine not a first-person battle-royale, what is drawn on screen isn't the main drain on system resources.
You are right, however saying that FPS are O(n^-2), where n is the side of the map loaded, is inaccurate at best. I even measured it both in 7days and in Minecraft and I can tell you that in my case it is incorrect.

 
@ronald how much do you think a17 will stay in exper and how much versions of A17 will be ...i hope it will not be like A16.1.2.3.4 because it took like 3 months

A17 looks like there is not that much bugs and i hope it will be like A15 that had online A15.1

 
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even spiders are exited for A17

 
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You are right, however saying that FPS are O(n^-2), where n is the side of the map loaded, is inaccurate at best. I even measured it both in 7days and in Minecraft and I can tell you that in my case it is incorrect.
Really? You tested it with the new version of the map generator only available in A17? How did you manage that?

Otherwise you're testing against the old version of the map generator which does everything at runtime.

 
Really? You tested it with the new version of the map generator only available in A17? How did you manage that?
Otherwise you're testing against the old version of the map generator which does everything at runtime.
Given you reply, you don't seem to understand what they changed from a16 to a17 in regard to the map.

 
Except in that example, presumably, the waiter at least asked how we would like it cooked.
Matt 1977 objected to giving feedback on something we “haven’t even played.” Your counterpoint was that we were ready to give feedback months ago. Now I’m not saying your feedback is good or bad, but the point is that how soon you were ready to provide feedback has no logical connection to your feedback’s quality or validity.

 
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Damage values aside, how would people feel about a .50cal sniper rifle with a range of 100-120m? (whatever it is right now)How would that make any kind of sense?

It's already a stretch with the current rifles in the game and if you wanted to render the required voxel world up to say 400m, you'd get 1/16th of the FPS.

So below 4 FPS if you would normally have 60.
Yeah, that's a good point. Didn't consider that, since I already feel like the ranges for some of the weapons are too short, but that's not because of a realism thing and more saving for performance headroom. (i.E. you cant see zombies after a certain distance anyway, because they aren't loaded for the same reasons. It's not something like ARMA, because voxels. ... Also not saying I want ARMA or make ARMA. Just using it as comparison. Apples and oranges.)

 
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