PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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So, you died mining tunnels in sand? 5 times right? (That is the xyz that went wrong)
What did you do different "next time"? Cause it sounds like you did the exact same thing (5 times) expecting different results.

That is the definition of insanity, or maybe your char got a concussion and can't remember what went wrong? ;)

Suggestions:

1. Don't tunnel mine in the sand (or gravel) - mine an open pit

2. Build supports - simple frames will work

3. Wear better armor?

4. Wait til you have more health

5. Don't dig so deep - less blocks to fall on your head

6. Accept the game has changed and adapt.
With other words, forget all build projects you maybe plan for A17

 
Seriously Its a game and not a damn job

And no i dont want to spend 200 Hours in A17 Stable by this ridiculous extra step.

And yes, 200 is no exxageration
Since you play dead is dead, would u rather start over?

5 times.

lol

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Self-flaggelation.


Speaking about hard; how were the patchnotes?
No random gen improvements or optimizations. Instant erection killer.

 
No random gen improvements or optimizations. Instant erection killer.
hmm , I managed to start RWG for first time ( I skipped first experimental cuz curiousity reasons to play navez, second patch was broken ).

I love it and it goes pretty well. Even found one small town that I looted 15% of it and I am on day 8. It looks I can say amazing , the leveling of roads, buildings, looks fine and challenging in a good way. Landscape looks good if someone needs screenshots I can share.

On second thought the reason for that might be that I named the seed "OCD" and I wonder if the game tries to take care of me in some way, anyway . :)

 
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hmm , I managed to start RWG for first time ( I skipped first experimental cuz curiousity reasons to play navez, second patch was broken ).
I love it and it goes pretty well. Even found one small town that I looted 15% of it and I am on day 8. It looks I can say amazing , the leveling of roads, buildings, looks fine and challenging in a good way. Landscape looks good if someone needs screenshots I can share.
The issues in my opinion with RWG are:

1) No mountains / Large hills

2) Tiny Maps

3) No Rivers

4) Biomes are not random

5) no skyscrapers and i think some other buildings are missing to.

6) Buildings collapsing for no reason

7) weird ground outlines around some POI.. (either sunken or raised terrain)

8) Disapearing POI's when I get close...might just be me for this one i dunno.

 
Seriously Its a game and not a damn job

And no i dont want to spend 200 Hours in A17 Stable by this ridiculous extra step.
You just stated the Fun Pimp Benchmark for Dumbing Stuff Down-- verbatim!

Amazing!!!

 
1), 3), 4), 5), 6) - it is RWG 2.0 , brand new one , lets give it a chance.

2) performance in alpha version is an issue indeed, I experience it a lot.

7) to be honest I`ve seen some of the features in real life , but I can`t accept an underground POI that think its a skyscraper, too.

8) I have this but only for a few seconds maybe when the textures are changing with higher ones between the time I see them from far distance and I am close to them to read the signs.

 
Yh so as I mentioned before, random worlds in a17 seem to only give me like 2 max 3 cities/towns and only 5 or 6 of the new POI’s. I start with the map at full size and have not edited anything to do with the world creation. If I’m correct the fun pimps said there is well over 100 new POI’s in the game now. Why am I never seeing them ? Any help appreciated thanks

 
1), 3), 4), 5), 6) - it is RWG 2.0 , brand new one , lets give it a chance.
The use of geotiles is doing me a significant concern.

They're okay in a dungeon environment where you can limit the amount of shared space between the tiles, often just having the end of the tunnels roughly the same size with a bit of a flair at the end is enough to hide the join. Bethesda use a hand-placed variation of this system in most of their underground and interiors.

Geotiles on open terrain is a different beast entirely. Unless you have pretty flat areas at the edge of the tile or a global perlin noise which largely renders the use of geotiles useless it's going to be very difficult have a smooth terrain change between tiles. You might even end up with "islands" of mountains with valley's mapping out the edges of each tile, RNG will gleefully point out any hint of a pattern you may let slip through.

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Yh so as I mentioned before, random worlds in a17 seem to only give me like 2 max 3 cities/towns and only 5 or 6 of the new POI’s. I start with the map at full size and have not edited anything to do with the world creation. If I’m correct the fun pimps said there is well over 100 new POI’s in the game now. Why am I never seeing them ? Any help appreciated thanks
Get a quest from a trader, wherever they send you is very likely not to have been in A16.

 
Yh so as I mentioned before, random worlds in a17 seem to only give me like 2 max 3 cities/towns and only 5 or 6 of the new POI’s. I start with the map at full size and have not edited anything to do with the world creation. If I’m correct the fun pimps said there is well over 100 new POI’s in the game now. Why am I never seeing them ? Any help appreciated thanks
I think you've just been unlucky with the seeds you've chosen so far. The ones I've played have had the new POIs all over. But I am seeing the float then collapse buildings, and since I was close enough to trigger sleeper spawn, I had a whole swarm of them come out of the wreckage. 😁

 
With other words, forget all build projects you maybe plan for A17
No, they'll just have to be 3x smaller or use weaker blocks by your "mining takes 3x longer" benchmark.

The SI makes mining much more fun. Otherwise, it's basically just "hold down left click for 3 hours straight". Can you explain how that ISN'T tedious? Sure, adding supports takes longer, but tedium and length are totally separate things, and mixing them up is causing miscommunication issues in your debate. If you don't like mining, then reducing mining time is as simple as increasing the drop rate of underground blocks.

 
...I see they still haven't fixed blood moon horde from stopping after a set number of zombies has been reached :( Have they even acknowledge the problem? I don't remember seeing it in the "known issues" list.

 
Can anyone confirm that the Wrench doesn't have the queue up next swing issue?

Still have the issue on Stone Axe, S Shovel & Machete where it seems to queue up next swing.

Just finally made a Wrench and it doesn't seem afflicted. In case this helps isolate things.

Edit: just posted this in bug thread, Joe commented;

(edit added comment by QA Tester-unholyjoe)

 


known issue and has been reopened for further investigations.


Edit2: Joe just added that the wrench still has issues when harvesting a boulder. Which I hadn't tested. Was only wrenching cars & got excited that it wasn't double swinging... (sigh)

 
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...I see they still haven't fixed blood moon horde from stopping after a set number of zombies has been reached :( Have they even acknowledge the problem? I don't remember seeing it in the "known issues" list.
That's a feature, not a bug. The number of zombies you get depends on several factors including (but not limited to) the max zombies setting at game setup, how many times you have died, and your current level.

 
...I see they still haven't fixed blood moon horde from stopping after a set number of zombies has been reached :( Have they even acknowledge the problem? I don't remember seeing it in the "known issues" list.
Eliminating the trickle zombies at the end of the main hordes was intentional. The devs though that the trickle zombies were suboptimal (I agree). If you want more hectic blood moons I’m pretty sure guppy has a mod for this in the mods section. Though with the new ai don’t bite off more than you can chew.

 
@The Gronk

Indeed, RWG`s biggest flaw is that, some SI problems, too. As we think, its really complicated structure as a code, that is supposed to give us the real experience that pimps (Kin) wants, you know.

I accept it as a feature , not a bug, it just makes us give efford and survive right.

 
Eliminating the trickle zombies at the end of the main hordes was intentional. The devs though that the trickle zombies were suboptimal (I agree). If you want more hectic blood moons I’m pretty sure guppy has a mod for this in the mods section. Though with the new ai don’t bite off more than you can chew.
I don't want more hectic per say, I just want it to last all night. Stopping at midnight is stupid and boring. I play super short nights and I still have a 4 hours until sunrise.

That's a feature, not a bug. The number of zombies you get depends on several factors including (but not limited to) the max zombies setting at game setup, how many times you have died, and your current level.
Wait what? The blood moon horde is suppose to stop at midnight? I want the challenge of being assaulted all night, but I can't handle more than 4 at a time. So what factors can I manipulate without getting inundated?

 
Cant say anything about 4 zombies at a time, but for all who think Bloodmoon is not enough.

Set Day lenght to 10 Minutes and ingnite 20 Forges.

Have fun

 
Very bummed to see the invincible tree issue seems to remain in b221. For the group I play on a dedicated server with, this has been the single most game breaking bug.

 
I don't want more hectic per say, I just want it to last all night. Stopping at midnight is stupid and boring. I play super short nights and I still have a 4 hours until sunrise.
<clears throat>

"That's what _she_ said!"

Wait what? The blood moon horde is suppose to stop at midnight? I want the challenge of being assaulted all night, but I can't handle more than 4 at a time. So what factors can I manipulate without getting inundated?
Mess around in the xml's, I'm pretty sure it can be done. Set the maximum zombies spawned to high but the maximum number of zombies alive at one time to low. You _should_ then get the zombies spawning as a trickle all night.

 
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