PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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I lost Vehicles Too

Has anyone else been losing their vehicles during gameplay? I'm not sure if it's a bug or what. Running a dedicated MP server. Server has had 0 mods, completely wiped game folder with fresh install every build, and no saves since we have to start over at level 1 from the server wipe. Since B198 all player vehicles (bikes, minibikes, 4x4, motorcycles, gyro's) disappear. Sometimes showing up on the compass, then disappearing altogether upon log out and back in. Other times, just flat disappearing. LE will show the coordinates when it's still on the compass. Usually at some extremely high 1k number ****, 1026, **** for example.
I had a minibike up and vanish.

 
Thats the hypocrisy im talking about. You should at least have the balls to admit that you did try to directly offend me there and take the reaction you got. But instead you make a drama out of how mean i were to you.I know im getting called a ♥♥♥♥♥ for that again but it is what it is.
BECAUSE I WAS NOT TRYING TO DIRECTLY OFFEND YOU. Good lord boy, the world does not revolve around beating up on you despite what you seem to think.

 
To be fair to TFP, they're designing the game for players would MIGHT spend 50 hours on it...
This is true. Especially once they get their story line and all in, maybe up to 100 hours. I only have 200 hours in the game (avg is actually like what, 36 or something based on steam?). Only games I've played more hours in is MMOs (WoW, Guild Wars 1 and 2, Rift, etc.), Legends of Dragoon, and Final Fantasy 7.

 
This is true. Especially once they get their story line and all in, maybe up to 100 hours. I only have 200 hours in the game (avg is actually like what, 36 or something based on steam?). Only games I've played more hours in is MMOs (WoW, Guild Wars 1 and 2, Rift, etc.), Legends of Dragoon, and Final Fantasy 7.
Yeh and the thing is, it's a smart business decision. <shrug>

 
Yeh and the thing is, it's a smart business decision. <shrug>
Yepp, make the game last some 50 hours, and the RWG just gives it replay-ability more or less. Though with how it's being designed, I know modders can more or less make it into a completely different game. Most people won't know that. So that also increases replay ability.

 
So can we get our plains biome back please?
I actually miss it and the pine forest as well. Typically at higher elevations you only see pines and scrub trees, and if a elevation biome was added that would mirror a lot of real world biomes.

I don't miss the never ending miles upon miles long biomes, but I do miss having more biome diversity. The latest build with the smorgasborg biome mix reminds me a bit the old combinations and the contrast between them.

FWIW, I'm not a fan of the north/south temperature biome placement, because if there are pois or resources I need from them, its far too easy to just head in one direction looking for them. I remember spending a day or two just trying to find a desert for aloe and yucca.

Small mile slices of our own real world biomes don't have polar north/south temperature diversity, and from a gaming aspect, I think it encourages more explanation not knowing where you'll find what you are looking for.

Observations on this build:

Anvilgate has been a PITA in the first 4 game days. I found a working one at my trader on day 1, spent two days mining and digging resources for an anvil, (as well as food and water hunting (more about that after this) and when I finally get enough loaded into it, I find I don't have a required perk for it. 8/ I know its a running exp change, and forged iron does me no good except repairing tools, but I DO miss my iron arrowheads. At this point I'll be lucky to have them on the first horde night.

As far as food and water are concerned, water seems a lot more scarce in this rgw mix. Its been a struggle to have enough. and water seems to burn through pretty fast now. Food wise, I haven't seen ONE animal at all in 4 days... that could be a random chance thing, but I went from yesterday's build killing 6 boars on day one to not seeing any at all in 4 days. Were they nerfed?

I've found scattered small buildings, but I haven't seen one of the puzzle pois, a store, or anything remotely like a city at all. (I don't preview the generator map, as that feels inorganic to play testing to me.)

I think there needs to be a stronger road smoothing algorithm.. I'm seeing a lot of jankiness elevation wise along roads, especially where two join and the elevation difference between them doesn't blend well.

Coming around a bend and seeing some of the desert biome on the side of a tall hill was great... it looked like an exposed outcropping of a mineral variant, and I DO love the ground texture and the color contrast between the desert and forest biomes.

For some reason it seems like the point of view while standing was lowered.. crouching feels like it makes less different, and zombies all seem taller than they were before. That might just be me though.

Early game so far is a struggle to survive just finding food and water, but there's been little time to do anything else but keep up on food and water. If not for my day 3 drop (mostly canned food with a 10% chance of food poisoning) I would have used up all my eggs as boiled eggs, and bacon and eggs are a pipedream since there are no animals to be found anywhere.

 
Attacking people, even in retaliation, is pointless. It's also pointless to claim "victim". It's pointless to use strawman arguments. A lot of peoples behavior is pointless and non-productive, yet people still do it.
People need thicker skins. Damn thin-skins are ruining it for everybody! =)
Im offended by the fact, that you are saying I am offended and my skin is thin. I'll have you know that I have big bones which stretches my skin thin.

 
No matter what changes I do to rwgmixer, I can't get any more than 4 sky scrapers to spawn per map, and all the best city/towns are spawn in either Burnt forest or wasteland. I have no agency over the map I play on. None of the settings work. I don't want to waste my time playing if I can't play the way I want to. also, when am I going to be able to name the cities and build the map I want? I'm from Arizona. I'd love to make my own map to include Phoenix, black canyon, prescott, payson and sedona. When will I be able to make the map I want to play on?

Also, why can't you use real Arizona county names? Maricopa, Coconino, Yavapai... etc. Why use the none-sense names at all? There are plenty of county, town and city names in Arizona to use... I'd be happy to send you a list of names, if you would use them instead of the non-sense names...

 
Simple Solution:

Force snow to be at the north, dessert to be in the south, AND add snow at high elevations, dessert at low elevations, so that it not only makes sense, but also enables BOTH systems... you can have your sure fired way to find a desert and can come across one "randomly".

/solving tfp's woes since 1971

 
I think if I tear down the reasoning behind why I don't like the widely sporadic biomes, it boils down to the cold/burning issue between a short distance. There, in ours, or in 99% of most fictional worlds, you wouldn't see burning sand and desert beside one another. The North/South thing is a valid thing, but everyone truly wants a spattering of biomes there may be a compromise.
Perhaps they could set it so snow doesn't generate beside desert? Treat biome assignment like a "hot spot" generation, where areas are randomly selected for desert, and as you get further away from that area you get green forest areas.. even further from that hot spot you get snowy areas. Then, once the initial areas are selected, disperse random spots of burning/wasteland areas throughout the forest. Depending on the scale of the map, or the procedural rolls of the dice, you could get several hot spots in various sizes that would create a less drastic landscape. See below for quick visualization

View attachment 26435

Anyway, that was you get a more diverse mix without the temperature gripes.

For comparison, here is one I generated today with the current build:

View attachment 26436
I would hope eventually we would see something along these lines, instead of the random scatter approach. Elevation could possibly be used with larger biomes, with lowest points being desert and highest being snow. a second "fake" elevation map could be generated and overlayed to break up the biomes for diversity and to add the water, wasteland and burning land biomes, and then road and city generation could take place.

3D environment graphic generators like Vue can do something like this.

- - - Updated - - -

Simple Solution:
Force snow to be at the north, dessert to be in the south, AND add snow at high elevations, dessert at low elevations, so that it not only makes sense, but also enables BOTH systems... you can have your sure fired way to find a desert and can come across one "randomly".

/solving tfp's woes since 1971
This would also be an acceptable trade off, mixing both preferences. As I've mentioned, if we didn't start far north or south, I never even saw the snow or desert biomes.. I first really saw the desert two days ago irl, and that ended up being an invisible radiation zone. Fun times.

 
As long as TFP applies Fibonacci sequences to a Geometric set of objects based on Fractal math for RWG I will be happy.

I spent the morning running around a map and finding a city in the badlands that was desolate and broken and about 1km further a town with a mix of desert and forest and mountains that was peaceful and beautiful.

Fix the roads and all will be good!

- - - Updated - - -

if one of you have a B233 seed with 3+ Trader nearby would be nice if he can write that in the seed thread
I think the seed you are looking for is "Snowflake" :)

 
To those going on about RWG right now, have patience. I work on gameplay systems too so I can't just spend hours upon hours on RWG right now. It's functional, the biome generator is running from xml again, now I need the time to clean it up. It's not a matter of not knowing what to do or what would look best. It never is. It's a matter of having the time to do it.

With the way RWG was created this release I'll be able to work on it without breaking worlds that players already have. With that though do realize, if there is a crafting bug, I have to work on it, not RWG. If there is a problem with buffs or effects or animations or progression, I have to work on those, not RWG. See where I'm going here? My time is at a premium and RWG will get it's love, just not right at this exact moment. There are bigger fish to fry than tweaking RWG to "perfection" right now.

When it comes to RWG, have faith. I have things in the fire, I just don't have time to finish them up prior to the holidays so I put in what I had ready to go and put the biome stuff back to the old a16 version until I get the new cellular automata (self sorting) biome code in place. Then snow and desert will never touch

and it's output looks very similar to that blobby image above that someone posted (already tested in a test project).

 
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To those going on about RWG right now, have patience. I work on gameplay systems too so I can't just spend hours upon hours on RWG right now. It's functional, the biome generator is running from xml again, now I need the time to clean it up. It's not a matter of not knowing what to do or what would look best. It never is. It's a matter of having the time to do it.
With the way RWG was created this release I'll be able to work on it without breaking worlds that players already have. With that though do realize, if there is a crafting bug, I have to work on it, not RWG. If there is a problem with buffs or effects or animations or progression, I have to work on those, not RWG. See where I'm going here? My time is at a premium and RWG will get it's love, just not right at this exact moment. There are bigger fish to fry than tweaking RWG to "perfection" right now.
Mozart spoke. Banjo players feel uncomfortable.

TFP: Welcome to the TFP kitchen. Today we are going to make French Toast.
I would like to see that...

 
I have been ok with A17 being so different from A16, I really did expect to be. But what's now wearing on is the huge swings of things in this experimental with what feels like less and less end goal. Are we looking at a perpetual experimental? RWG just feels like its having little hope of getting functional. Roads don't work (Moses parting the water, vertical climbs and towering mound overpasses.) City's are not generating properly ( Trees inside POI's, missing city POI's & floating POI's ). The ever swinging nerf hammer (food and water consumption, skill point increases, stamina drain.) And the worst, the back to the future A16 RWG biome map. I've gone from excited to try all the new stuff to wondering if a few months break to see if it can get back to functional.

 
:rapture: my future base

1545243244-20181219190657-1.jpg


 
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