PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Imho this was a bad knee jerk reaction to Jax's post about the stone age.
That's an illusion.

The reaction was to internal testers getting forge and anvil on day 2 or 3 and internal dev conversations about how useless the anvil is unless there is a degree of separation and a tougher cost to craft it. Anvil is pointless as it has been conceived in the past because it was just automatically crafted immediately upon getting the forge. Now there is a tier 1 forge and a tier 2 forge with anvil that comes a little later.

Devs conversed, stuff changed, you test, experimental continues. Your feedback about it is well received. There could be further tweaks if more play testing bears out your experience.

 
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...
You are by no means obligated to play Experimental builds. You are given the option to do so if you want to try things out and (hopefully) report bugs you encounter to help the official release be shiny. If you don't like it - don't play it. And definitely don't whine about it.

Summary: False ground tile graphics (looks like grassy ground on one side, but transparent from underneath) hiding pitfalls into caverns/ravinesVersion: B233

Platform: PC

OS/Version: Windows

Game mode: MP both host and client had same issue

Did you wipe old saves? Yes

Did you start a new game? Yes

Did you validate your files? Yes

Are you using any mods? No

EAC on or off ? Off

Status: NEW

Bug Description: False ground present over caverns and ravines.

Reproduce steps: Travel to various underground POIs until you find one with false ground graphics from biome ground tiles then fall through into the recessed ground - from the bottom you can look up and see the hole, from the top it looks like the normal ground tile.

1) https://ibb.co/16Wrqfc

2) https://ibb.co/xG3jJf7

3) https://ibb.co/FbcYgrP

4) http://batman.gyptis.org/zerobin/?97cac639fecbffa7#+MuyHN0nzrE8UJOFL2wflnW/sie4XLvlpFE8dZTk+30=

Actual result: Walking through a field then falling into pits that visually are not there from the top.

Expected result: Be able to see pitfalls before falling into the crevice?
This is a long standing issue with alt-tabbing when playing full screen. I think it's a memory leak issue. Not all games are alt-tab friendly, and some are quite hostile about it.

Not a bug, but new balance tweak issues.
You can find a forge, but cant make an anvil for it until you invest 2 days digging and mining, and 4 total days old heavy zombie hunting trying to level up to unlock the perks needed.

Investing points across the board as normal, our last playthrough unlocked the forge (which is what's needed for the anvil now) on day 26. Found forges are now pretty worthless except for making cement if you find a working cement mixer, or making forged iron to repair found tools.

That means the player will now be trying to fight ferals and irradiated on horde nights with only stone arrows and found guns and ammo, probably up to the 4th horde night!

Worse, you can't do a quest poi crawl with guns because you wake them all, and now you cant even get enough damage with a bow unless you are lucky enough to find a high level composite and several mods for it.

Sadly we'll have to cheat an anvil in on the latest experimental to have a fighting chance.

I REALLY hate doing that, but the requirements for an anvil and thus the iron arrows are forcing us.
With the switch back to not level-restricting ability ranks, it is possible to get forges at level 7, by ignoring all other skill paths. Not that I think that's a wise move, but it's there. If you're not level 7 before your first horde night... you're probably doing something wrong.

 
The way I see it, the biggest problem in the new B231/233 system is: heavily in favor of multiplayer; single player gets an unnecessary punishment. Progression from a sp standpoint is very slow now and I dare to say some people will leave the game if changes are not implemented. I always thought grinding in A17 is harder than A16, but still challenge accepted. However, the new skill system will hit the sp game very hard. By lvl 70 just to keep my favorites perks and ranks, I need at least 21 extra skill points. TFP needs to implement a middle ground solution or new system may kill sp game.
I only play SP. Pretty sure Joel and some of the testers play SP. We are not trying to make MP easier or harder than SP, but it will take time get both balanced, since changes for one usually effect the other play style and sometimes not equally.

 
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Minibike headlight works again and motorcycle and 4x4 have them now too. Bicycle and gyrocopter are not getting headlights (for now, maybe someday with mods).

A17.0_2018-12-19_23-53-34.jpg

 
I only play SP. Pretty sure Joel and some of the testers play SP. We are not trying to make MP easier or harder than SP, but it will take time get both balanced, since changes for one usually effect the other play style and sometimes not equally.
Yes. And just so everyone knows, faatal is balancing zombie speeds to his own preferences based on his SP experience. Don't get ANY ideas he's listening to anyone on the forum about zombie speeds. That is his indulgent self payback for a job well done on vehicles and zombies. ;)

(jogging is still too slow, imo)

 
Hitboxes have been very frustrating lately. Would it be a feasible idea to implement a targeting reticle that turns red to indicate whenever zombies are within range of whatever weapon the player is using?

 
I only play SP. Pretty sure Joel and some of the testers play SP. We are not trying to make MP easier or harder than SP, but it will take time get both balanced, since changes for one usually effect the other play style and sometimes not equally.
Since every SP game can instantly become a MP game, making such a distinction would be difficult...

 
Since every SP game can instantly become a MP game, making such a distinction would be difficult...
What problems make different configuration files for both modes?

And why have combined in one?

 
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@Kin

since you do the rwg and you dont have time to fix it fully yet. would you be willing to give us some clues as to what these sections do individually so that we can make some changes on our own?

<biome_generator name="vanillaMedium">

<module name="voronoi" type="Voronoi">

<property name="frequency" value="0.0006"/>

<property name="displacement" value="0.5"/>

</module>

<module name="biasOutput" type="BiasOutput">

<property name="sourceModule" value="voronoi"/>

<property name="bias" value="0.45"/>

</module>

<module name="scaleOutput" type="ScaleOutput">

<property name="sourceModule" value="biasOutput"/>

<property name="scale" value="1.1"/>

</module>

<module name="dithering" type="FastTurbulence">

<property name="sourceModule" value="scaleOutput"/>

<property name="frequency" value="0.25"/>

<property name="power" value="40"/>

<property name="roughness" value="3"/>

</module>

<module name="jiggle" type="FastTurbulence">

<property name="sourceModule" value="dithering"/>

<property name="frequency" value="0.25"/>

<property name="power" value="50"/>

<property name="roughness" value="5"/>

</module>

<module name="clampOutput" type="ClampOutput">

<property name="sourceModule" value="jiggle"/>

<property name="bounds" value="0,1"/>

</module>

<output module="biomeOutput"/>

</biome_generator>

 
I only play SP. Pretty sure Joel and some of the testers play SP. We are not trying to make MP easier or harder than SP, but it will take time get both balanced, since changes for one usually effect the other play style and sometimes not equally.
Yay! Gj they look sick. And to the hitboxes, I noticed lumberjack's head hitbox is insanely bad lately. My arrows wiff through their shoulders/neck.

 
sheep. come. backs.
must

resist

gnnnnnn

[deep breath]

sheesh. i must be growing up.

realising that means this week just turned to ♥♥♥♥e
I had to wait till I stopped laughing to respond.

I sincerely apologise for provoking old age, hopefully you'll recover. :)

 
I really hope the road placement in RGW will be looked at. Since it's really, really wonky. It's even worse than in A16.4.

 
TFP, I am here just to say WOW! Guys you did a really nice performance fixing. I didn't played for 10 days so maybe i skipped 2 builds but now a got 160fps instead 70fps! Thats a huge improvement!

Finally i can play game with really nice graphics settings and it feels gooood... A17 is awesome!

 
Anyone else having NRE-errors popping up after finished the tutorial quests? I've had this happen now 3 times in a row in 3 new maps. It's literally game-breaking.

 
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