PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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On a somewhat similar note. Is it possible to have the day (time too) added to a column in the server list. I would think that would be one of the important things some players would want to know before joining a server. Plus being able to sort it by lowest to highest would be nice. I know you can click on a server and it shows in info to right but for some reason (and may only be for me) the info doesn't always show.
I have that server list problem too but haven’t brought it up since I’m sure that’s on the bottom of the fix list. When I first open server list, I can highlight about 10 servers and get the right pane to populate. After that, if I highlight a server nothing shows in the right pane. A friend I game with has to do the server searching when we want to find a low game day server. So it’s not just you having server list issues.

 
That's the thing, with the new sleeper volumes, the stealth/sound system, and other things, I'm not sure. I would hope so for the fact that a loud machine coming up to a house should set something off. Maybe not 3, but I know that I can hear my neighbors 2 doors down at times when they come home because of their vehicle. I understand, zombies, but even a shortened distance would be say the 1 door down. So I'd think it'd mainly do with how loud they make a vehicle and when do sleeper volumes spawn. If it spawns some distance out, then the sound could affect them, but if the sleepers spawn more like once you get to the doorstep, then it wouldn't matter I suppose. Would be a bit sad, lol. Be nice if it did affect them, next thing you know, zombies are busting to get out from multiple houses. There are times I've currently woke up sleeper volumes in a house next to me just by walking through a room. So maybe they spawn enough out for a loud vehicle to wake them. That's something faatal would know since he does the sleeper volumes. Maybe Roland would know, too.
Sleepers are in passive mode until you enter the volume and will only react to damage. Once inside, passive is disabled and sound or vision will also wake them.

 
So sleepers...
...I am given to understand that if the volume isn't emptied but you leave, that zombies will reshuffle where they are...but given that volumes contain blank spots too, isn't it conceivable that you could enter a room, see 1 zombie, leave, and come back to two?

And if so, what's fixed about that?

/hoping I'm wrong since 1971
Once a volume spawns, it saves the count and zombie types. As killed, it updates. When it reloads it still has that state until it resets.

 
The bottom line is that people who expect the game to remember where sleepers spawn when you first enter a building will be disappointed in A17 and probably always will be. The sleeper system was not designed to be static in this fashion and it seems unlikely that this will ever change. The sleeper spawns are dynamic and occur once you enter the building or the “volume.” Faatal has made some tweaks to prevent zombies from magically materializing in front of the player but the system is likely to always dynamically spawn zombies and not track their exact locations once you leave the area.
It is about visibility. If they spawn, you smash up a wall, see them, leave and come back, I don't want you seeing them spawn again, so they move to more hidden spots. The same count and types of zombies, just possibly in different locations. They woke up and moved around. Not hard to understand.

The old code also had the opposite problem of thinking you could see a zombie, when you could not, thus not spawning them and annoying level designers with missing zombies.

 
And thus, as I mentioned, they'll always be able to game the system by leaving the volume and returning to it in the hopes of getting a better spawn.
-A
Nope, because it respawns the same zombies.

 
It is about visibility. If they spawn, you smash up a wall, see them, leave and come back, I don't want you seeing them spawn again, so they move to more hidden spots. The same count and types of zombies, just possibly in different locations. They woke up and moved around. Not hard to understand.
The old code also had the opposite problem of thinking you could see a zombie, when you could not, thus not spawning them and annoying level designers with missing zombies.
Missing zombies? Was it because they overslept? ;)

 
Cat Followers confirmed! ;)
My business partner at Al's Marina thought that was hilarious!

View attachment 25329

Mr. Hamsoon is also the leader of the "Pigs Are People Too". He's traveling with my chef on their way to TFP HQ in our slightly modified Gyrocopter. He'll be the focus of the meeting and cant wait. My last partner in Al's Marina will be treated with all the care he deserves...

 
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Are y'all doing rock puns again? I frackin' hate when y'all do that.
Lol xD

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It's because the forum's gone inactive, so we're all leading sedimentary lifestyles here in the forum.
Good one!

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Not supposed to go off-topic, but get boulder by the hour.
Oh man. Im gonna use all these ones you guys/girls made in the office for sure. ^^

 
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Once a volume spawns, it saves the count and zombie types. As killed, it updates. When it reloads it still has that state until it resets.
But if a single volume spans two sealed rooms, we can see zeds teleporting between the two, right?

And we can draw them out to the accessed first room by leaving and returning until we get them all? Again, assuming smaller pois have single volumes...

 
But if a single volume spans two sealed rooms, we can see zeds teleporting between the two, right?
And we can draw them out to the accessed first room by leaving and returning until we get them all? Again, assuming smaller pois have single volumes...
You won't see them teleporting. You would have to move 30m away, wait about 30 seconds, come back and you might find some in the room that were not there before, if empty you don't know if they are all gone, since there could be some in the other room or not. Sounds like a boring way to play the game.

 
You won't see them teleporting. You would have to move 30m away, wait about 30 seconds, come back and you might find some in the room that were not there before, if empty you don't know if they are all gone, since there could be some in the other room or not. Sounds like a boring way to play the game.

I'm thinking I bust into a poi, clear the sealed room, make camp, go chop some wood not to far away, come back and find 2 sleepers from the volume that covers other rooms in the sealed room I just cleared.

...that's a net effect same issue as before. Teleporting zombies.

The fix would be one volume per room; you mentioned in a prior post most pois have around 5 volumes, I'm simply asking if this is true for small pois too.

In my head, each volume should have a larger trigger volume, so that the trigger spawns them inside the confines of the smaller, single room spawn volume...

...otherwise, sure the new changes may help, but there are going to be real life instances of teleporting zombies, and BECAUSE the count doesn't change, other rooms could be cleared by purposely as you say, "playing boringly".

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...which, people will do.

Because people.

 
Or, if we can see blood drop trace of path zombies walked, no problem exists.

This also solves the problem, some player can't find out where zombies come from even after got ambush. They just get anger and report it as right behind spawning bug.

 
I only see Volume manipulation as a viable tactic for possibly Day 1 or if the player is unable to fight two zombies at the same time for the current game-stage.

You would lower your "Loot-per-hour" numbers, but if playing Dead is Dead...

That it's not really an exploit (you have to fight) makes me want to support this. Anything that remotely resembles needing to think is good.

 
A "Volume Exploit" could be at the Boss Volume area at the inevitable end of a quest line.

1) Find the start of the Boss Volume

2) Exit and place a generator and one or two shotgun turrets at the entrance...

3) Win!

If the quest was important enough, it might be worth it.

 
A "Volume Exploit" could be at the Boss Volume area at the inevitable end of a quest line.
1) Find the start of the Boss Volume

2) Exit and place a generator and one or two shotgun turrets at the entrance...

3) Win!

If the quest was important enough, it might be worth it.
that sounds quite expensive and slow.. and considering you don't get xp from traps, I'm not sure an auto turret killing it would count as you killing the boss :p

 
Regarding to the biggest 16x16km square map size: Snow and desert biome will still be located in the north and south end of the map respectively. Gonna suck if you want some stuff from one biome and are in the other... You'd have to cross the entire 16x16km map.

Hence smaller is better in this regard.

Source:


" In general, it looks like the maps have been somewhat normalized to have snowy biomes in the north and desert biomes in the south so that there is no more weird instances of getting snow next to desert."


https://steamcommunity.com/app/251570/discussions/0/1734343065614146604/?ctp=1#c1734343065614191407

 
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