PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Wait what?
What's going on? So many backpack questions. Where's all this coming from?

Have we just established an 'Encumberance' system?

Oh christ..
madmole has always said it's something he wanted to implement. The difficulty was always in how to do it without gimping your character like some games do. Especially when you kinda need to carry a few metric tons of materials around for basic building.

 
Yeah I guess some weight-based system would make sense. Maybe they can look at Eco, another voxel-based game with some excellent building-systems?

There one can carry around a certain amount of material (based on weight), but it is recommendable to make and use hand-push carts, regular carts, all the way up to diesel-powered dump trucks. Don't know whether such a system is feasible..

 
The juxtaposition of these three posts is priceless.
LOL...Love it...i just cant stop thinking about the 50 mil...i mean come on its 50 million Dollars....you could fund a small terrorist organization with that much money LOL

On a side note i am looking forward to Alpha 17..so i can start building some new Mods :)

 
Sounds inefficient if it's not done during the A* calculations?
In theory, pathfinding would be better if using a parallel processor, right? Only reason it's not done that way is because in most games the GPU is throttled to max and little CPU usage. In 7 days, though, that's not the case. So can I ask, have you managed to convert the A* code to use the GPU?
Diagonals aren't part of the pathfinding, they're used to hide that the pathfinding is grid based as far as I know.

If your GPU is doing pathfinding what are you using to do the graphics?

 
Actually there are no frames. You have to kill another player and install handlebars, engine, and so on to drive around and have a mobile inventory.
It's simply easier that way since players can move around already.
Gazz---

We need this so we can do Madmax style PVP!!!!

 
I would like to but....twenty questions would be so much more fun and draw it out so much longer. ;)
Already passed 20 but is worth the try... I hope!

Clothing items/weapons can give temporary perks (or be modded to)? Like a sniper rifle that incresases your dead eye shot by 1 while holding.

Clothing items/weapons can modify buffs/stats (or be modded to)? Like a boot that makes you use less stamina to run.

 
but not while standing still, in most games you cant run while aiming, and you would have to aim for a few minutes to get tired
It would not take a few minutes. Ignoring laying down where the ground does all of the work holding up the gun just try standing and hold your arms like you are aiming a gun. It takes very little time before you start having more and more trouble keeping your aim steady. This is ignoring bows where it takes practically no time to tire out if you are trying to aim. (Though not sure if the perk in question related to bows or not.)

 
I'm pretty sure encumbrance was already ruled out. #encumbrancegate was something like the second or third post after Roland announced a change.

 
If your GPU is doing pathfinding what are you using to do the graphics?
If your CPU is running your OS, what are you using to run 7 Days? Pretty sure modern graphics cards can multi-task. (I am in no implying the path finding should be pushed to the graphics card. Pretty sure they are using libraries to do the A* stuff so pushing it to graphics card would be a monumental effort if the libraries don't already support that.)

 
With this new skill point change, whereas you get +1 experience point with each level gained, why not make it so you get -1 negative experience point on death, because I don't think losing some health on death will do much to stop people from using death home delivery service.

 
If your CPU is running your OS, what are you using to run 7 Days? Pretty sure modern graphics cards can multi-task. (I am in no implying the path finding should be pushed to the graphics card. Pretty sure they are using libraries to do the A* stuff so pushing it to graphics card would be a monumental effort if the libraries don't already support that.)
It's not either/or but it still has an impact. More pathfinding on the GPU means less GPU power to do graphics. Since the reason we use a separate processor for graphics is that they're very processing intensive so you'll be adding extra work to a system that's already strained. Doing calculations on the GPU is fine in a research environment but not for a produced game.

The same applies for the OS, I use linux most of the time because, if set up correctly, it uses far less CPU power than windows.

 
With this new skill point change, whereas you get +1 experience point with each level gained, why not make it so you get -1 negative experience point on death, because I don't think losing some health on death will do much to stop people from using death home delivery service.
Dont know the specifics, but Roland has said somewhere that dying is much much more painfull in a17. Eating glass for TP is gonna hurt real bad.

@Roland: hope it was indeed you who elaborated on it a bit. Correct me if im wrong pls.

Cheers

 
With this new skill point change, whereas you get +1 experience point with each level gained, why not make it so you get -1 negative experience point on death, because I don't think losing some health on death will do much to stop people from using death home delivery service.
Shoot something.

Gain experience.

Go up a level.

Buy skill with new points.

Die and lose experience.

Go down a level.

Shoot something.

Gain experience.

Go up a level.

Buy skill with new points.

Die and lose experience.

Lather, rinse, repeat...

 
Dont know the specifics, but Roland has said somewhere that dying is much much more painfull in a17. Eating glass for TP is gonna hurt real bad.
@Roland: hope it was indeed you who elaborated on it a bit. Correct me if im wrong pls.

Cheers
I said the new system is capable of that but I don’t know yet what TFP will ultimately do. Penalty for dying has been discussed a bit but nothing truly penalizing (IMO) has been implemented yet. The devs have to keep newbies in mind in this regard and be careful that whatever they implement as default won’t result in an almost guaranteed death spiral.

Death penalties definitely need to be an aspect of the difficulty level chosen or be an option chosen before playing and neither of those are implemented as of now.

 
Shoot something.Gain experience.

Go up a level.

Buy skill with new points.

Die and lose experience.

Go down a level.

Shoot something.

Gain experience.

Go up a level.

Buy skill with new points.

Die and lose experience.

Lather, rinse, repeat...
something like that would be interesting. you really need to think twice, before you let yourself to kill. other hand, this way you can rearrange your skills. and keep you working all the time.

 
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