PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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The issue is say, you break into the door of a house. Inside you see one room, with a door. There is one sleeper.
However, this is a small house, so the entire poi has one volume with 10 spots, 5 of which spawn zombies.

The 4 spawned in other rooms.

You kill that one. You leave.

You come back 10 seconds later, it reshuffled. Now that /closed off room/ has two of the four remaining zombies.

So although the mechanic is different, the and result is the same as a16. Teleporting spawners.

Add this with missing a zed in the house and setting up camp.
That seems like an oops moment. Also, it's a minimum of 5 sleeper volumes in a POI. faatal explained it. So you shouldn't have that many issues of missing a room for a single sleeper volume. Also, you now need to be at least 30 meters away for 30 seconds for it to despawn the sleeper volume for it to respawn them back in. This is for A17, though.

If you need to be 30 meters away to despawn, I'm guessing it's that same distance for them to spawn in the first place? If so, then yeah, if a vehicle makes enough sound, it'll wake sleepers before you get to the house? faatal, can you explain?

 
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I can't imagine, say, one of those tiny western buildings, having 5 volumes. There aren't that many rooms.

I see the future; I see this issue happening, and I see the end user being frustrated because they just rebuilt the door they came in through and placed a bedroll in that enclosed room, yet zombies still respawn.

I truly hope I'm wrong.

 
I can't imagine, say, one of those tiny western buildings, having 5 volumes. There aren't that many rooms.
I see the future; I see this issue happening, and I see the end user being frustrated because they just rebuilt the door they came in through and placed a bedroll in that enclosed room, yet zombies still respawn.

I truly hope I'm wrong.
Pretty sure he's meaning for anything that's multi-room. Those tiny ones that are one room, probably 1 volume, the one with 2 rooms, probably 2 volumes. Lol. What if it already is? Seems like any time I open one of those places, has about 5+ zombies rushing out x.x... But makes it easy to still kill them all.

 
True. And of course everyone knows cats would win anyway so why argue over it?
My 2 cents

Dogs have been used throughout our time for many important tasks such as hauling,herding,rescuing,hunting,tracking,theraputic,etc.

For cats we got

Cat vidoes..

 
My 2 centsDogs have been used throughout our time for many important tasks such as hauling,herding,rescuing,hunting,tracking,theraputic,etc.

For cats we got

Cat vidoes..
I still like dog videos more... hehe. And really only good cat videos, are actually kitten videos. Like kittens, hate cats. Love puppies, love dogs, and dogs are always puppies regardless of age, so there's that.

 
Depends on how the dog was treated.
However, I know more dogs and stories that the owner dies, and the dog dies laying next to them. Cats, I have never heard of the cat doing the same. My lord, what kind of topic did we get on x.x
So cats go for survival :p

 
I'm not a game programmer, but we already have a system in place for item respawns. Couldn't you use the same thing, and just shorten the time lapse from 30 days to 1 day. That way sleeper volumes would only respawn when the area is not occupied by players for 1 day. Sounds pretty simple to me, but I have no idea how the one system could be adapted for the other.

 
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I'm not a game programmer, but we already have a system in place for item respawns. Couldn't you use the same thing, and just shorten the time lapse from 30 days to 1 day. That way sleeper volumes would only respawn when the area is not occupied by players for 1 day. Sounds pretty simple to me, but I have no idea how the one system could be adapted for the other.
They already have a system in place for that for sleepers. Once you fully clear a volume, they go onto a timer to reset (are cleared during this time). The issue is when it's not fully cleared, they will respawn if you leave the area and come back. If you didn't do that, you could walk in, walk out, let it despawn, now free house to loot.

 
I can't imagine, say, one of those tiny western buildings, having 5 volumes. There aren't that many rooms.
I see the future; I see this issue happening, and I see the end user being frustrated because they just rebuilt the door they came in through and placed a bedroll in that enclosed room, yet zombies still respawn.

I truly hope I'm wrong.
I don't see any issue. The guy should have been thorough when clearing the POI before setting up camp and placing a door and a bedroll. If you clear one room but don't look into the other where there might be zombies, you can't expect said zombies not to, at some point, wander into the room you cleared while you're away. And again, it's still not the same as A16, because the issue in A16 is that all sleepers respawn. They don't in A17, as far as faatal has mentioned.

 
We've had some unusual radio silence from the devs recently.... I wonder what this means....? Commence the speculative chat now!

 
They already have a system in place for that for sleepers. Once you fully clear a volume, they go onto a timer to reset (are cleared during this time). The issue is when it's not fully cleared, they will respawn if you leave the area and come back. If you didn't do that, you could walk in, walk out, let it despawn, now free house to loot.
I get that, but I was thinking just tie each volume to that system. If you have 5 volumes, but only clear 2 of them, then the other 3 can still respawn if you come back, but the 2 you cleared are on the timer, that way you don't have a sleeper spawned on a volume that you cleared. Maybe I just don't really understand how the whole thing works, but I agree that something spawning in an area I cleared is somewhat bothersome. On the other hand, if I didn't clear the attic, I don't care if the sleeper that was in there is in a different location, but It shouldn't move from the attic to the kitchen that I cleared.

 
I get that, but I was thinking just tie each volume to that system. If you have 5 volumes, but only clear 2 of them, then the other 3 can still respawn if you come back, but the 2 you cleared are on the timer, that way you don't have a sleeper spawned on a volume that you cleared. Maybe I just don't really understand how the whole thing works, but I agree that something spawning in an area I cleared is somewhat bothersome. On the other hand, if I didn't clear the attic, I don't care if the sleeper that was in there is in a different location, but It shouldn't move from the attic to the kitchen that I cleared.
Ah, yeah, that's fixed in A17 already, faatal said so. A16.4 is all sleeper volumes are tied together in a POI, A17 is each individual sleeper volume now regardless of being in same POI.

 
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I don't see any issue. The guy should have been thorough when clearing the POI before setting up camp and placing a door and a bedroll. If you clear one room but don't look into the other where there might be zombies, you can't expect said zombies not to, at some point, wander into the room you cleared while you're away. And again, it's still not the same as A16, because the issue in A16 is that all sleepers respawn. They don't in A17, as far as faatal has mentioned.
I can expect exactly that, if the room in question is sealed.

- - - Updated - - -

And it's not the same cause as a16, it would be the same net effect.

 
As we eagerly await the release I have been having a lot of fun playing Metro 2033 (original) and it left me wondering what games have had an influence on TFP while developing 7D2D? I have a slew of guesses but would love to hear form the Dev's themselves!

 
If you play it straight then it really isn't very noticeable. The system is much improved over A16. The only way it would be commonly noticeable is if you are intentionally gaming it to be so. I have entered several POI's and had to backtrack outside because I was overwhelmed in the close quarters. When I re-entered I did not see new sleepers in old places in most cases. It could technically still happen rarely but most of the time it hasn't come up. I haven't heard a single tester complain about it and they complain plenty when something is whacky.

One of the improvements is that the sleepers wake up much more easily now. If you haven't perked into stealth you won't be slipping past them without them waking up. So you really are dealing with zombies volume by volume and not leaving some that might end up being in different positions when you return. POIs are a lot tougher and scarier because you get surrounded and overwhelmed when you do something that wakes everyone up and if you leave the premises and they follow you out and you kill them they are dead. They don't get replaced by new sleepers again.

By the way A17 b175 is the most entertainment I have ever had with the game. All mod attachments add a damage modifier to the weapon so in my last play I found a brown dye attachment in a roadside duffel bag. I immediately turned my wood club into a Brown Wood Club +2 (The dye attachment added +2 entity damage and +1 power attack damage). It was just a cool feeling knowing my dark brown club was a bit better than normal.

Later in a POI I fell three stories into a sub-basement full of zombies that immediately woke up. I escaped with my life but my heart was pounding and getting out did NOT feel like a linear trip through the light tunnel. It felt like a frantic race through a maze with zombies following and me trying to chop through barricaded doors to get through and out before they could catch me.

 
The issue? That even with this new system sleepers could potentially be respawning/'relocated' in the same location as where you've previously killed them. Which is awefully similar to the sleeper issue in A16.
Yes, it's not the same system. You could call a cat a cat, or a furry four-legged creature which meows and drinks milk, but at the end of the day it will still claw your eyes out.

That's right. You heard me. Dogs > cats!
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I immediately turned my wood club into a Brown Wood Club +2 (The dye attachment added +2 entity damage and +1 power attack damage). It was just a cool feeling knowing my dark brown club was a bit better than normal.
It's personalised now. That makes it better. =)

 
If you play it straight then it really isn't very noticeable. The system is much improved over A16. The only way it would be commonly noticeable is if you are intentionally gaming it to be so. I have entered several POI's and had to backtrack outside because I was overwhelmed in the close quarters. When I re-entered I did not see new sleepers in old places in most cases. It could technically still happen rarely but most of the time it hasn't come up. I haven't heard a single tester complain about it and they complain plenty when something is whacky.
One of the improvements is that the sleepers wake up much more easily now. If you haven't perked into stealth you won't be slipping past them without them waking up. So you really are dealing with zombies volume by volume and not leaving some that might end up being in different positions when you return. POIs are a lot tougher and scarier because you get surrounded and overwhelmed when you do something that wakes everyone up and if you leave the premises and they follow you out and you kill them they are dead. They don't get replaced by new sleepers again.

By the way A17 b175 is the most entertainment I have ever had with the game. All mod attachments add a damage modifier to the weapon so in my last play I found a brown dye attachment in a roadside duffel bag. I immediately turned my wood club into a Brown Wood Club +2 (The dye attachment added +2 entity damage and +1 power attack damage). It was just a cool feeling knowing my dark brown club was a bit better than normal.

Later in a POI I fell three stories into a sub-basement full of zombies that immediately woke up. I escaped with my life but my heart was pounding and getting out did NOT feel like a linear trip through the light tunnel. It felt like a frantic race through a maze with zombies following and me trying to chop through barricaded doors to get through and out before they could catch me.
Hello Roland. Can we detect false floor any way, except step on it? May be shoot it, or hit it with club or axe, may be throw a stone on it (hello from STALKER with it's anomalies :) )?

Detect false blokcs only when we step it, it's not good! Can you ask Joel about it? Thx.

 
Hello Roland. Can we detect false floor any way, except step on it? May be shoot it, or hit it with club or axe, may be throw a stone on it (hello from STALKER with it's anomalies :) )?
Detect false blokcs only when we step it, it's not good! Can you ask Joel about it? Thx.
In A16 you could already detect false blocks by hitting them with a club or axe. If the hitpoints of the block are exeptionally low, you knew it was false. I have not heard anything about A17 to assume that that has changed.

 
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