PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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You beat down zombies with your fist? Am I the only one who sees this as a slight issue? Hope that gets changed at some point.I can see using your fists to stagger or knockdown a zed, to give you room to escape or give you time to find or grab a weapon but to take them out?
It's difficult, but not impossible, to kill a man with your bare hands. I don't see why zombies should be any different.

 
Too much loot from the wrong source IS the issue.


Points 1,2,4, ok.

Smaller maps is already possible in RWG-mixer xml. I assume you need it in the options because of the old "modded category of servers bad" problem?

Hacking prevention measures (and you definitely know this) is a bottomless sink of developer time. The only really effective measure is to move all the calculations and checks to the server, if the game doesn't do this already it is a major rework. Much less effective measures on the client are like virus-scanners, always in a race with the cheats and always loosing. NOT a minor change by a mile

The way to allow new players to catch up or an ultimate goal doesn't sound minor either. TFP already leaves out SP/coop end game features because of limited resources, I don't see PvP end game easier to "breathe new life into"
Re: map size, yes to everything. I'm not saying every rwg map would need to be small, but having the option there would be helpful to the PvP community. I'm pretty sure this is already in as of A17 so I'm not really worried about it, just pointing it out.

Re: hacking, for sure. It's not easy, but it's also the #1 problem with the game in public servers, especially PvP but coop as well.

Re: endgame, yeah I was just making random suggestions. The simplest course of action is to just have recurring wipes done by the server admins. It would be even better if it was on a global schedule across all servers (mimicking the way everyone wipes when a new update drops) but of course then you screw around with the autonomy of server owners and that's bad. Alternatively you could have a "global wipe" option, and servers can choose whether or not to participate in the global wipe schedule. Just thinking out loud really about possible ways we could keep it alive outside of new patches.

 
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You can pregenerate towns and roads in A16 using the map previewer. Eyeballing it, I don’t think a preview size of 5 is any smaller than the 8 km maps we’ll have in A17, and it still doesn’t take that long to generate. So I guess I don’t know what A17 is doing in those 5-10 minutes that takes so long, if it’s not generating the contents of the chunks on a block by block basis. In the case of Navezgane, where the terrain isn’t procedurally generated, how the heck does it know what block goes where if the blocks aren’t remembered in a big file somewhere?
In previewer

render cells matrix

0 = 1

1 = 9 3x3

2 = 25 5x5

3 = 49 7x7

4 = 81 9x9

5 = 144 12x12

if rwg cell is 1800 x 12 = 21600 meters total

I think Nav cells are 512x512 presently

look in the 7dtd world nav folder has 64 completed region files

In rwg before moving around you have 144 indexes but no region files

^^^^^^^^^^^^^^^^^^

I think the conversion of this to nav fomat is what they are doing

If im way off Ken please tell me

 
Not a fan of the spawn timer being tied to loot timer idea..
I think 'eventually' we as players, should be able to adjust the respawn rates of:

Biome/Poi/Loot, separately in the settings w/o needing to manually edit the xml.

...
Indeed, my personal preference is for daily or higher Z respawns and no loot respawn. I can and have modded the Z spawn rates, but it would be nice to have an easier option.

My biggest wish is to have a better control of the quantity of spawned cities and towns. ...
Indeed, right now I've just had to be an avid appreciator and apprentice of Tins work.

As far as glue goes, I think it’s time for a recipe change anyway. Hide glue is (relatively) easy to make and is really what we should have been making already. You use scraps of animal hide and boil them down. Here’s how to do it: http://www.practicalprimitive.com/skillofthemonth/hideglue.html
Agreed. As much as I overall love this game, one of the things I really dislike is the idea you would ever use infected human/Z body parts for anything in the game. I'd like to see bones, fat, and rotten meat only have animal sources (and yes I do mod this in my own games, but it bugs me when I play with others on servers who don't).

I'm hoping they drop them from the much lower Z loot (which I totally support for all the various reasons supporters have listed).

You can simply ignore them^^Its the same like a Death is Death mode on Singleplayer, no need, not that hard to delete a savegame.
While I mostly agree, there are still indestructible POIs scattered through the world that are harder to ignore. I can mod them out, but I think " alone in the world" could be a valid non-mod option for those less inclined to mod, at least eventually.

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?

...
I modded in one with as close as I could guess damage values (using things like muzzle energy and such as a basis) and had tons of fun using it for deconstruction. It was a bit overkill on Zs but it's a fun way to clear a poi (from the map :-) )

 
That works well. But use a shovel next time.
I've been using the shovels as the model for spears I've modded into the game for a while now. I think it's certainly the best choice for an XML only mod version.

 
I thought one of the arguments for PVP was that it keeps people coming back for years afterwards. How will what you describe be any different after Gold?
Hmm, yes, but not in this context.

I think even single player can keep people coming back again and again depending on what the individual finds interesting and engaging. PvP can extend the lifecycle of the game for some types of players, but it can also drastically shorten the lifespan (ragequitting when you get raided or hacked, etc.)

There is definitely a problem after gold, and I think the solution will come down to either some type of developer-assisted mechanic OR simply just admins doing revolving wipes on their servers.

 
Due to a misunderstanding when it was announced we questioned this already. Individual blocks are definitely not pre-generated due to time constraints.
I never said the contrary, I don't understand why you are telling me this.

Moreover you brought up this all map thing when you said:

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.
But if you read the page i linked you. You would understand that this has nothing to do with what Gazz said.

Gazz's guesstimate was in isolated conditions, disregarding the other strains on the system resources. As such it was reasonably accurate under those circumstances. Testing the full system without disabling the other features is why your measurements didn't seem to tally.
This comment is BS. Gazz never talked about isolated conditions. Gazz made an absolute statement. You are just saying random stuff to have the last word.

 
I couldn't agree more with this. Watching that latest MM video it was a floor block breaking out 3-4 times in every room he went in to. That's gonna get real annoyiing really quick. Neat added thing to think about but please TFP, Balance!
the houses are supposed to be crapped out, what better way to show their dilapidation then falling through the floor, or a zombie falling through the ceilings!

they wanted to come up with more challenges for us. sure it will be annoying, but i look forward to raging about falling through the floor. :)

- - - Updated - - -

thanks for adding links to the vid and meme in the poll at the top!

 
This comment is BS. Gazz never talked about isolated conditions. Gazz made an absolute statement. You are just saying random stuff to have the last word.
"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's original statement where he isolates the rendering of the voxel world without mentioning other systems, notice the prodigious use of "if" instead of "is" which indicates a non-absolute statement.

 
It's difficult, but not impossible, to kill a man with your bare hands. I don't see why zombies should be any different.
Against a living, breathing man, its possible. But a creature that "lives" in the primitive regions of the brain, jamming their nose up into their frontal cortex will not be a fatal blow. You would need to not only snap their neck (its not like the movies) but completely sever the spinal cord from the brain.

I would say impossible while they are clawing the crap out of you the whole time. But since there are eternally puking zombies... sure, punch their lights out. :)

 
"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's original statement where he isolates the rendering of the voxel world without mentioning other systems, notice the prodigious use of "if" instead of "is" which indicates a non-absolute statement.
Fun fact:

'is' is a verb whereas 'if' is conjunction. They are not interchangeable.

 
Against a living, breathing man, its possible. But a creature that "lives" in the primitive regions of the brain, jamming their nose up into their frontal cortex will not be a fatal blow. You would need to not only snap their neck (its not like the movies) but completely sever the spinal cord from the brain. I would say impossible while they are clawing the crap out of you the whole time. But since there are eternally puking zombies... sure, punch their lights out. :)
Brass knuckles into a decaying skull would do it

 
I don't handle loot balance so I cannot say what vanilla will have on release. Just saying that the mechanic isn't being removed, just the grind of searching/destroying 20 corpses when only 2 have loot. Now no more corpse blocks to clean up and no more empty corpse blocks laying around.
Please don't remove the gore blocks from the game.

Killing a Zombie without a visible backpack just to see it disparate from the earth and leaving a backpack in its place is immersion breaking.

Let us mod them in if we like.

 
Against a living, breathing man, its possible. But a creature that "lives" in the primitive regions of the brain, jamming their nose up into their frontal cortex will not be a fatal blow. You would need to not only snap their neck (its not like the movies) but completely sever the spinal cord from the brain.
I would say impossible while they are clawing the crap out of you the whole time. But since there are eternally puking zombies... sure, punch their lights out. :)
Depends on your punch

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Rwg, by Guppy.

Maps are pre generated either in game or by 3rd party utility, which creates a height map, /hopefully/ uses splat maps for roads and biomes like nav does, an xml for prefabs like nav does, which then creates the region files, like nav does.

So basically Kin created a Rwg that creates a baked, yet editable, map, just like nav.

That's my take and I'm sticking with it.

 
Theres millions of silent customers who just played the game solo 2-20 hours who never used the forum in their life.
I am one of them. I have played a little 1442 hours since the alpha mmm..7 can't remember, solo or with my wife (no pvp here). Never really have anythings to say here, It's useless and toxic -without a very good reason- for the devellopers to criticize an alpha.

I Love that game, and all the directions TFP take for the game until now.

 
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