PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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If you do not clear the entire building then as soon as you are more than 30m away for more than 60 seconds they will respawn. You have to clear it ALL for the days long respawn timer to be a thing, otherwise it's almost instant.
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Have you actually ever fired/heard a "silenced" pistol in RL? Damn sure isn't that movie scene little pop.......
lol thats true

there is no such thing as a silencer.

there is however a sound suppressor.

it reduces the noise

...... a bit

lol

 
faatal's reply is the only dev comment I recall about this. But there's likely others in other threads I haven't read; maybe someone else can add more info?

Fire spike was never vanilla..... that's a mod thing.
sorry my bad, last play was on valmod =) anyways still fever options :D with no steel, and or scrap iron ones :D only wood and forged make a big gap in between and after.

 
Now that gun parts have been removed it's harder to make money at the trader. Would be nice if the trader bought more than 3 gun types before it refreshes.
You can look for more traders or sell a lot of other things than guns. I'm day 30 and don't know what to do with all my cash ^^. I use it to buy ammos so I don't have to craft them - ammo craft should be removed anyway :)

 
Can we do something about the wolf tracking? Just started playing the experimental build and the wolves are by far the biggest problem.

First incident was at a Working Stiffs location, wolf was super aggressively hunting me down. Running in and out and around the store to try and get to me. Side note, shouldn't wolves and zombies fight each other? Seems weird that they team up to kill me. Why would they?

Second and much more worrying incident was that I was INSIDE of a house, I woke a bunch of sleepers and they came after me. Then while fighting them in the basement, a Dire Wolf who I'm assuming was "triggered" when the sleepers woke up, broke through some walls outside and found his way into the basement and upstairs into the house to hunt me down. Which for a zombie is already impressive (nice pathing improvements, by the way, A+) but for a wolf is just stupid, especially considering how he even knew I was in the house. I don't like zombies on the other side of walls being able to perfectly locate and track me and it's absolutely bonkers that a wolf is able to do it or would even want to do it.

 
Can we do something about the wolf tracking? Just started playing the experimental build and the wolves are by far the biggest problem.
First incident was at a Working Stiffs location, wolf was super aggressively hunting me down. Running in and out and around the store to try and get to me. Side note, shouldn't wolves and zombies fight each other? Seems weird that they team up to kill me. Why would they?

Second and much more worrying incident was that I was INSIDE of a house, I woke a bunch of sleepers and they came after me. Then while fighting them in the basement, a Dire Wolf who I'm assuming was "triggered" when the sleepers woke up, broke through some walls outside and found his way into the basement and upstairs into the house to hunt me down. Which for a zombie is already impressive (nice pathing improvements, by the way, A+) but for a wolf is just stupid, especially considering how he even knew I was in the house. I don't like zombies on the other side of walls being able to perfectly locate and track me and it's absolutely bonkers that a wolf is able to do it or would even want to do it.
wolves are very smart and they can detect pray far far away. regular wolf is easy to kill, you can put at least 2 arrows in before he reaches you. if you stand higher ground, you are safe.

 
So ... I humbly ask if it would be possible to recover this good darkened screen that would prevent me from bludgeoning my keyboard under the effect of a slight rage.If the devs think that the yellow bar is enough, I'll manage with that, but I wonder if I'm the only one to live this kind of sad experience.
Stealth meter needs to be incorporated into the reticle, like it used to be. Doesn't need to be (and shouldn't be, imo) the eye symbol, but maybe something like the coloring of the stealth bar, but transferred to the reticle. If reticle is white, you aren't sneaking. If it is green-yellow-red, you are sneaking well-not so well-quite poorly.

 
On the suppressor/silencer noise bit.

Any decent can will lower sound pressure to below ~125 dbs; considered 'safe' without using hearing protection.

(let's ignore the extremes like a .50 BMG & stick to 'regular' stuff)

There is a significant difference in the sound of a sub-sonic vs. a super-sonic round being fired from the same firearm&can.

The super-sonic 'crack' is a sharp & noticable sound compared to the 'chuff' of the gases expanding.

RL I could fire a suppressed, sub-sonic .22lr in my house and someone a couple rooms away would be unlikely to notice.

Close a couple doors and the same would be true for a suppressed, sub-sonic 45ACP or 9mm.

The super-sonic crack for a small slow round (.22lr) is -very- different compared to something like 7.62x51

A suppressed 7.62's noise is quite different/odd compared to a non-suppressed shot.

The super sonic 'crack' is still quite loud and sharp, but it's point of origin is very fuzzy.

If you were a 100 yds away out in a field and someone fired a non-suppressed 7.62 you could easily point to within a couple degrees of where it was fired. Not so if it were suppressed; best you could do would be ~50-60 degree arc.

So yes, suppressed large bore pistols aren't as 'silent' as protrayed in the movies. But you certainly could fire a sub-sonic one inside an apartment without the apartment next door calling 911. Even with thin walls it would sound to the neighbor like you'd dropped something.

Basically, swinging a pickaxe at a piece of metal would be quite a bit louder. & yes, all the above from rw experiance. err.. except the shooting indoors bit, that's generally illegal so I most certainly didn't do that :D

 
wolves are very smart and they can detect pray far far away. regular wolf is easy to kill, you can put at least 2 arrows in before he reaches you. if you stand higher ground, you are safe.
Hi yes I was inside of a house fighting zombies and it broke a door, ran down some stairs and ran up through the basement. Wolves are not that smart. Also how did it spot me? Because a zombie woke up it sent the wolf a text? If I'm outside in the forest it's one thing, but I am in a house with fully formed walls.

 
Side note, shouldn't wolves and zombies fight each other? Seems weird that they team up to kill me. Why would they?
They do fight each other, but the one thing they have in common is their desire to knaw on you. :-)

 
as i understand from TFP staff posts. if you leave POI for an hour, sleepers can respawn
With all the respect in the world to the staffer who proposed this... This is the STUPIDEST idea I've ever seen implemented in an "RPG". (Even more than the "9000 IQ zombies", stamina simulator 2018 or the level gating)

 
With all the respect in the world to the staffer who proposed this... This is the STUPIDEST idea I've ever seen implemented in an "RPG". (Even more than the "9000 IQ zombies", stamina simulator 2018 or the level gating)
Welcome to the world of programming where there are trade offs for every decision. If the game remembered the state of every POI the performance would be abysmal. Next time clear the POI before leaving.

 
Welcome to the world of programming where there are trade offs for every decision. If the game remembered the state of every POI the performance would be abysmal. Next time clear the POI before leaving.
A bool per POI and a check when the POI is loaded is not going to be an 'abysmal' performance hit. "Oh, no, an extra byte per POI and an 'if' statement on the 'spawn stuff in POI' function. This will make the game run at 1 FPS!"

 
I have to say...even with all the shortcomings of A16 .......I had a lot more fun with it. A17 seems to be more of a grind... just not having as much fun with it. By level 30 you maybe have your bow with iron arrows, 50-100 9mm and an orange pistol that does nothing against the relentless ferals and greenies. I always prided myself on not dying "alot" in game.....well both games i started i have died at least 8 -10 times each one. Thats not the complaint i have...its almost impossible to survive and enter POIs now. I dont want to even go in them because i know i will be tearing ass right out the same door i just entered. Every one has 5 or 6 Zs with half being feral and greeenies.

The use of the 30 minute magazines is useless and a waste of time unless you want to craft something and you havent leveled up. Your hands are so tied with the flow of the game and everything being tied to leveling and perks. You either are spending perks on trying to stay alive or saying screw it and going for something you want like a bike.

Try making concrete...it takes 45 minutes in game per 3000 made. Thats 90 minutes for 6000 concrete mix. Meanwhile, the overpowered Zs are tearing your base apart and you cant fix it fast enough.

Weather is still a joke too.

The food and drink system is annoying waiting for the timers to catch up to whatever you just ate or drank.

You can barely move away from a basic base that you have built, because the higher level Zeds just destroy everything while I am shooting them with my bow. The game is just to hard at the start to survive.....The only balanced area you have is when you are exploring and you meet a small horde that is manageable.....but dont enter a poi that looks interesting, because you are sure to be kicked out by its occupants. There arent even bosses in game yet.

I am waiting to see what the next patch brings but I play with alot of seasoned players who are not enjoying the game since a17. They are waiting for a stable version , because FPS drops are ridiculous especially around bases and are hoping that the modders go to work and change alot of these new systems.

I really think that the testers spent most of their time in GOD mode or flying around bypassing alot of the Zs or just loaded up on the DEV tools in game to give them super powers.

Regards

Ouch

 
Curious if the new dungeon POI's reset if Respawn is set to Never? Anyone tested this or heard a dev comment?

Besides when a trader quest would/could reset one.

***************************************

 


(edit added comment by QA Tester-unholyjoe)


 


on my current test build we can not see a quest that involves npcs if turned off..
:)

 


thanks
:)




 
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I really think that the testers spent most of their time in GOD mode or flying around bypassing alot of the Zs or just loaded up on the DEV tools in game to give them super powers.

Ouch
youre certainly entitled to your opinion. :)

 
Can we please get pipe bombs fixed. They should at least wake up the Zombies.

O2vJFyg.gif


 
Being a Server Owner ( The Secrets Servers, Grandpa's, Grandma's, Mama's, Daddy's, Zombie's ) I was thinking that I was gonna be more disappointed with the weapons. Getting FULL Weapons I thought would make things too easy instead of finding weapon parts and building the weapons you needed.

Well now instead of that being the thing that was going to Disappoint me the most it ends up being the MAP SIZE for our servers. Also how the map is laid out is very disappointing, Snow being north, Forest in the center and Desert South instead of random areas in RANDOM MAP Seed. Also on our map it is ONLY TWO Main Roads Not even A Cross Road. One Road leading North and South and a road in center of Map leading off main road that is North and South this one goes East from it. Not even a road heading West from that one.

Then Off of those roads are the towns. Players are complaining there is no loot cause the towns get looted too fast and we have loot generated at every 3 days. We know how to enlarge the map, ours is at 10,000 size. BUT... with this size you can only go from 0,0 out to 5,000 on the map.

In A16 we had a 20,000 map size meaning you can go from 0,0 to 20,000 anywhere on the map. This is only 1/4 of our original map size in A16.

Sure we tried making it 12,000 which we did do but still that is only o,0 to 6,000 on the map.

BUT, we had players tell us they cannot join it because they get a message saying they have run out of memory when the map is downloading.

Also after the map downloads it takes a VERY long time to actually get into the map after the 100% has been reached and they see our message welcoming them to the server that they have to click on to get into the game.

Why does it take sooo long to get from 100% to getting into the game? There SHOULD BE SOMETHING after the 100% of downloading the map showing that the game is still doing something so players do not think that their game is locked up and to be patient and please wait to get into the game.

We have a large amount of players that come on our servers. We need a way of making the map larger where players do not have to wait forever to get on the game like in A16.

We have players complaining on our 10,000 sized map that they are running into players base areas, not enough loot due to not enough towns to find, Not enough space to travel and explore, and so on....

Map exploration is a huge deal in Random Gen Maps. It makes things interesting, It makes things more fun,

Map size makes it so players do not have to build so close to other players, A 10,000 size map is TINY....

You are making even your map 1/2 the size it used to be. You had 10,000 set in your RWGMixer.xml file which would be from 0,0 to 10,000 on the map. But now with that same setting it is only 1/2 that.

Please, Please, Please do something to make enlarging the map better and less painful. Your Dedicated Server Owners are not gonna be happy and I feel in the long run you are going to end up having us leave because player count on servers will be a issue with this new set up.

I hope you take this into consideration, We have been server owners for your game now for 2 1/2 years and do want to continue to host our servers for your game.

Keeping players happy is one thing we strive for. Please help us in keeping the peace...

Thank You,

SeabeeMan.

 
c'mon Ouch Quit It, it is not so bad. it is difficult but not as bad as you describe. lower your difficulty level. i have second easiest and i do ok. surviving, not thriving, but i'm fine. i do not like everything gated by lvl eiter, but i can adapt. enter POI clever way, break 1 block and shoot through. find other ways. can't run through POI any more. must be creative and careful.. base is safe while you are away. z does not spawn and destroy anything, if you are not close by.

 
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