PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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@JCrook, get where you're coming from & 90m away seems kinda far. But maybe not, considering the size of the largest POIs?

I think Shared XP was introduced, partially?, to support MMs clear preference that players could specialize their toons. Consider classic MMORPGs, where there are dedicated support classes. In the ones I've played those support classes were incredibly important to a successful group, but often were basically helpless if they tried to lvl by themselves. So in that kind of set up 'party xp' is pretty much a must have. While I doubt that 7dtd will go that far, they've got their feet wet, so to speak; leading to supporting mechanic/s.

Far distance shared xp is certainly exploitable, if folks choose to do so. But that's likely to be a pretty subjective thing. Say you're clearing a POI, almost done, incoming horde. Could send out the Healer to kite the horde up & down the street while the Sniper takes them out & the Tanks finish clearing the POI. Not sure how to fairly divy that up... I mean, we all -know- Healers are prone to panicing & running off, waving their hands & screaming for help, heck they seem incapable of -not- getting into even -more- trouble than they're already fleeing -from- fer cryin out loud. So, anyway, how far? No idea.

(totally kidding about the Healers :D I used to play one sometimes and would do the goof described above whenever a stranger joined our team. Buddys would play along, yelling at me to get my a66 back, etc. Meanwhile I'm making a circuit and dragging a huge train of baddies behind me back to the group :D Good times!)

 
Sorry. I know I said “graphics” but that was an over simplification. They saw that there would be performance gains by updating to Unity 2018 and then again most recently to 2018.2.
The performance gains is what they were primarily after with the side benefit being that the visuals would also get a bump.
Kinda curious if this still holds true? So far I've seen performance loss, connection issues from new maps ( eac and non eac), ghost trees, horde nights making systems cry( radiated and vomit spit seems to be the bigger culprits) and over all anything not in close view looking like paper cutouts.

All the new features and textures are nice but they useless if people cant connect unless you run a small map, or if your fps drops to nothing fighting hordes.

 
As the person who suggested sharing of all xp, I was in fact meaning that xp should be shared - not that people should be getting extra xp if there are multiple players partied-up in the area.

So for example a zombie worth 500xp would give 125xp to each of four players, not the full 500xp to the killer and additionally a portion of that to the other three.

The point isn't to make sure multiplayer groups get more xp than single player groups to offset gamestage differences - any balancing of that should be done in the gamestage calculation itself. The point is that if people are co-operating and taking on different specialist roles within the group (builder, farmer, trader, scavenger, defender, etc.) these roles don't have to take into account the different xp gain rates that the different activities have. They can be split purely based on who enjoys which activities without worrying that some gain xp quicker or slower than others.

 
I can't wait to try MM's new Perk/specialize system. lots of frustrations ATM as players are just Power levelling to 60 .

60 is the new level 1. Why you ask? because atm in order to try and be a farmer or try and be a hunter or try and be a miner you still need to get to a level like 60 in order to get the tools or skill needed to be a good Farmer/hunter/miner or looter.

the game is headed in the right direction, just need some tweaks :)

 
I hope they fix RWG before stable to, but I have severe doubts.
Getting RWG back to an A16 level is probably going to take two or three alpha's at least. The current state is very primitive compared to what it has been.

 
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