PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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"It really does not matter at this point since the system is fast enough for the area it needs to scan." No, it isn't. You already admitted that it's a bottleneck. No system is fast enough that it doesn't need improving.
I said:

"Cost calculations are not cheap"

"Raycasts and block analysis are the biggest overhead."

Did I compare it to other systems or provide absolutes? No. I would say the same thing about every system I work on, since they all have some bottleneck. If the bottleneck is .001% of CPU, do I care? No.

Every game is full of systems that are fast enough, because they obviously shipped them and they work. Sure everything can be improved, but it is called diminishing returns.

 
Gaarrreat. A pissing contest.
Cheers
Since when is a discussion on efficient use of system resources a pissing contest?

I think fataal is doing fantastic with technology that was new when Austin Powers was frozen. I also happen to know fataal was against pbr textures for exactly the same reasons I am. The whole "lower the resolution to improve frame-rate" debacle at the release of A17e was a kludge to get around the expense of pbr.

Don't get me wrong, A* has its place. I've implemented myself pretty recently (and will have to do so again to use the new job system) but it really shouldn't be used where the player can see it otherwise you end up with chess-board movement.

 
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52% positive reviews for 7 days to die over the past 30 days.. That's.. Worrying?
Most negative reviews I've read seem to share the same point, which is the fact that the only actual way of leveling up is by killing zombies, and nothing else, which forces the more builder type of players (among other non-offensive types) to change their gameplay style to another they don't enjoy as much.

Yes, you do get some xp by doing other things, but the amount you get is so very little that it literally makes no difference at all.

On top of that, the fact that no matter what you do, everything is capped at very specific levels is indeed a bit disappointing. It feels like no matter what you do, no matter how lucky you are, or no matter what you find, you'll never get certain stuff sooner up until you reach a very specific level and spend all your points on it.

This means that every new game I play, the overall pace at which I progress is basically the same, and it doesn't feel very natural either, since it's all due to the level gating.

I believe that those are the two major things in this update that people disliked the most.

 
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Started a new game yesterday with a friend.

We moved into a town when we heard something collapse. It was a pretty big building that in the end collapsed half way, because that part (with 1 or 2 layers of dirt) was floating above the ground.

Seen the floating happening before in my other save, but not that half of a building started collapsed when I got near it.

Was fun in a way, but ofc totally a bug.

 
I have to say once I have Steel and T6 stuff the game is a lot of fun, I can get back to creative building.

don't get me wrong getting to 70s was also a lot of fun although the Tiered quest from trader I think are messed up, getting Radiated on T1 at level 40 is just wrong.

also, I would like to see something that is only for level 100, 150, 200,250, 300. like a Badge or clothing or something crazy that allows you to stand out and also keep you challenged.

 
Don't get me wrong, A* has its place. I've implemented myself pretty recently (and will have to do so again to use the new job system) but it really shouldn't be used where the player can see it otherwise you end up with chess-board movement.
Chessboard movement has nothing to do with A*. It has everything to do with the fact that the "graph" is a bunch of cubes. Other pathfinding algorithms would mostly use the same graph. You could mitigate the chessboard effect by connecting the diagonals for example, but there are obvious issues with that: resource usage being the big one. You've mentioned before switching to direct pathing once they get close which may be a good idea but I think there may be some no-trivial and non-obvious problems in practice.

This is all a step beyond where fatal is currently tho. He is necessarily fixing higher level issues (bullet proof glass, looping, etc) before adding refinements.

One thing I think might be worth a try is to add more cost to nodes that lead away from the player. Zombies on the other side of your wall of iron bars should prefer a direct route though the bars to a long jog around the corner to your open door IMO. Similarly pruning (or adding cost) paths that go out of sight would be awesome. Its a bit silly that the zombies "realize" that they can bash though the door behind them and go up the stairs and down a ladder to get at me. Good start on Bandit AI tho :)

 
^^

In my current testgame, yes. In this game i use all parts of my mod

In my next serious game.... maybe after i have a anyway hordesafe base.

Well, earlyer for a ramp to my garage i guess.

(Intention for the unbreakable block was really the possibility to offer players on a server a griefersafe minibunker/stash )

 
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