PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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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.
Nothing implemented as of yet? Hm.. Guess they are still not in the phase of development where they start heavy-duty play-testing A17e.

Have you thought about a set-up for poll #4?

 
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.
I understand that. But, I have an Nvidia 1050 and this game doesn't push it at all. There are plenty of cycles available for use. It is still most likely more work than its worth. But it's not because this game taxes the GPU. I just thought your reply earlier came off a bit dismissive like they were suggesting something impossible.

 
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...
You could have it so you just lose XP (and it can go into the negative). Say you're level 1 with 700 xp and you need 1k xp for level 2, then you die dropping you back to 200xp. Die again, -300xp. You now need 1.3k XP to level 2.

You could have the amount scale with level. Would certainly give you a good reason to avoid dying at all costs.

Could be annoying, too. An option to turn this on and off would be good.

 
I understand that. But, I have an Nvidia 1050 and this game doesn't push it at all. There are plenty of cycles available for use. It is still most likely more work than its worth. But it's not because this game taxes the GPU. I just thought your reply earlier came off a bit dismissive like they were suggesting something impossible.
In your case, but how much the GPU is used is going to depend on your CPU, GPU, Resolution and individual graphic settings. I.E., my RX 480 which is stronger than the 1050 is completely maxed when I play on lowest settings due to my resolution. Throw path finding onto the GPU as well and my frame rate will drop from its already low 45-50 FPS.

 
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?
But 7d2d still uses only a single core on the CPU, right? So instead of transforming the code to a GPU already in use it would be much easier to just use one of the idle CPU cores.

 
But 7d2d still uses only a single core on the CPU, right? So instead of transforming the code to a GPU already in use it would be much easier to just use one of the idle CPU cores.
Watchout you might get reported or moved to the "nobody cares what you think" forum

Your right though...makes no since...most gamers are using quadcores in stuff.....

Food for thought....Maybe thats why UMA zombies had a huge performance impact

But hey what do i know right.....lol

 
I kind of feel like every time you tell us about a feature you say your not sure what tfp are going to do yet. Are they actually done with any features for a17 or is it all still work in process @ Roland.

 
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.
Honestly, that's not interesting at all.

 
Well boyz, all items have weight now and the more items you got in you backpack the more stamina you burn or something like that.
Genuine question: Is that correct in some way?
19) YES. That was correct in some way but also incorrect in a fundamental way.
For all who might have missed the most significant question and answer, this is it.

Since it is improbable that weight has been added (because it would make building stuff very inconvenient) and I think Roland also already ruled that out, we can guess that that is the fundamentaly incorrect way.

This would mean that "the more items you got in you backpack the more stamina you burn or something like that" is the correct part. And like _blake who posted this idea already I think it is "something like that" and it means you will run slower if you got more slots filled in your backpack.

 
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I understand that. But, I have an Nvidia 1050 and this game doesn't push it at all. There are plenty of cycles available for use. It is still most likely more work than its worth. But it's not because this game taxes the GPU. I just thought your reply earlier came off a bit dismissive like they were suggesting something impossible.
Apologies, hadn't had my second cup of coffee yet.

The problem is that many people are only able to play on a machine that's stretched to the limit due to poor hardware. Unloading calculations onto the GPU would render it unplayable for them (terrible pun intended). Not everyone has a gaming rig.

 
In your case, but how much the GPU is used is going to depend on your CPU, GPU, Resolution and individual graphic settings. I.E., my RX 480 which is stronger than the 1050 is completely maxed when I play on lowest settings due to my resolution. Throw path finding onto the GPU as well and my frame rate will drop from its already low 45-50 FPS.
What resolution do you play on with the lowest settings? I play 1920x1080 with mid range settings and my GPU is never pushed. Of course my CPU is a potato. Well not a potato. It's just getting old. 1st gen i7 is showing it's age pretty bad now. So my CPU bottlenecks probably stop me from pushing the GPU much.

I need to pick a new motherboard and buy it so I can get a new CPU at some point but $$$$ :(

 
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...

What I had in mind was...

Let's say you can get to lvl 100 max. Now, you just got to level 10, if you decide not to spend any points and you die, you lose one point and now your total is 9 points.

But, if you spent all your 10 points so you are at 0, and then you die, you would have -1 points. So when you level up again, you would be at 0 points.

So basically, everytime you die you decrease the total number of experience points you could have spent on skills in total.

 
What I had in mind was...
Let's say you can get to lvl 100 max. Now, you just got to level 10, if you decide not to spend any points and you die, you lose one point and now your total is 9 points.

But, if you spent all your 10 points so you are at 0, and then you die, you would have -1 points. So when you level up again, you would be at 0 points.

So basically, everytime you die you decrease the total number of experience points you could have spent on skills in total.
I actually think this would be a nice option to try. I might conceivably play something other than Dead is Dead if this was the way death worked. I would at least test it out and see how I like it.

Edit: And before the doom and gloomers: Yes, it can be an option. I like death to mean something in survival games but I don't care if you play that way.

 
What I had in mind was...
Let's say you can get to lvl 100 max. Now, you just got to level 10, if you decide not to spend any points and you die, you lose one point and now your total is 9 points.

But, if you spent all your 10 points so you are at 0, and then you die, you would have -1 points. So when you level up again, you would be at 0 points.

So basically, everytime you die you decrease the total number of experience points you could have spent on skills in total.
Edit: when I said experience points I meant skill points, you wouldn't lose experience that makes you level up

 
My guess on the bag question:

We know that there is something to do with encumbrance and the way you sort things. Rolland said that it would depend on how you sort them.

So I am wondering if there is a section that allows you to store the heavier things with less effect on encumbrance.

If you put the pile of 6000 rocks in this area it is minimal, if you put those rocks in the general area of the backpack they slow you down much more.

 
I actually think this would be a nice option to try. I might conceivably play something other than Dead is Dead if this was the way death worked. I would at least test it out and see how I like it.
Edit: And before the doom and gloomers: Yes, it can be an option. I like death to mean something in survival games but I don't care if you play that way.
Yes, this is meant for harder difficulty levels, it wouldn't work with beginner levels of difficulty, for obvious reasons.

 
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