PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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@tfp
Any thoughts on doing something with the rad zombies so that their glowy emissions don't kill fps as much? I made a mod that removed it and just turned the eyes to a green emission, but what would be cooler is if you did it kinda like the lines in the burnt zombie... kind of a middle ground.
I was not aware of it being much of a FPS hit. I've started contemplating how I would replace the Unity character controller, which hopefully would allow more zombies active in the world, which would make other areas become the bottleneck, like particles/bones/mesh complexity, so it may get addressed at some point.

 
@Fataal1. Are you planing some work on vehicles? Idk why but i find physic still weird on bicycle. On motorbike is pretty good.

2. Are you able make vehicles changing color like weapons do by using dye? We are playing 6 people together and sometimes it is confusing find own motorbike. :D
1. Bicycle feels fine to me, so was not planning changes other than maybe reducing all vehicle wheel friction.

2. It is not setup for that. I think it has been mentioned. Maybe A18.

 
My point about secret stash was simple, If you dont want to go up INT you wont be crafting, nor will you get good deals at traders that leaves only 1/3'rd of the main ways in the game to obtain these items . You can literally only loot, and would be only tying your own hands or at least limiting severely how much content you can take atvantage of throughout your playthrough. I was attempting to get the point across that vehicles and crafting quality are not the main reasons that INT is a no-brainer.
You're also omitting quests completely.

Quests get you gear and cash so the trader perk is optional because you don't necessarily need the best deals if you have extra cash.

That makes 3/4 ways if you don't heavily go for Int, not 1/3.

 
Is there a way to change zombie pathing/behavior in relation to gamestage?

As in, they become more destructive at higher gamestages.

 
Every day on this forum someone declares some bug or imbalance the central issue that needs to be fixed. Look one page back and there's a post about the missing FOV-Slider not getting the attention it deserves.

People are **quitting** every day because the game is too slow on their machines, too easy, too difficult, no builder type possible, zombies destroy their bases, zombies don't destroy their bases, no learning-by-doing, crafters get everything, crafters get nothing else, all quality guns are the same, people on servers can't log in, their bikes vanish, their stuff vanishes, they can't move .....
I was just trying to show a problem from another view. If you don’t understand what I was trying to show and to point out I don’t know what to do... Iam feeling bad because I started this short story and different view about it.

Edit: So gamestage-sleeper-spawn works as intended? If yes -> I was wrong,sorry.

 
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Would be great if server positioning for passenger in 4x4 was smoother. ;x

Also there's a huge bug with it.. sometimes leaving the 4x4, you are stuck bare handed, and cannot scroll the toolbelt to equip something.

If you relog, your whole toolbelt (all the items on it) is deleted. Sometimes, you can even be stuck and not able to move.. and again will need to relog to fix this, and lose your toolbelt as well.

 
Morning/Evening all Survivalist. Is the LandClaimOfflineDurabilityModifier Fixed? We had our settings set on 0 for infinate no damage made but seems to me its still not working. Tried Googling and searching the forums and said it was a bug (i think) but is there a way to properly fix it?

According to this settings, the damage you do on lets say a wooden block is like little. BUT NEEDS TO BE COMPLETELY "NO DAMAGE"

We want the offline landclaim block working similar to the Trader Joel claim block (taking no damage) when player is offline

So the server can be set according to offline raiding - not possible

and online raiding - possible

Current settings:

<property name="LandClaimSize" value="41"/>

<property name="LandClaimDeadZone" value="30"/>

<property name="LandClaimExpiryTime" value="30"/>

<property name="LandClaimDecayMode" value="2"/>

<property name="LandClaimOnlineDurabilityModifier" value="4"/>

<property name="LandClaimOfflineDurabilityModifier" value="0"/>

Is there a way to fix it? I don't know where to Post this type of error but im hoping to get feedback. This is important as we have a PVP server and we have created the server so that the survivors are able to raid when the person is online. People who are streaming are getting stream sniped by this as soon as the streamer goes offline in the game, they start attacking the streamer base. This is somehow unfair as this have happened least 3times a row.

Any help would be greatly appreciated :)

Thank you

 
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Yes. This beautiful voxel interactive game you made certainly needs more static blocks.
Jesus.
There are already empty cupboards in the game. Maybe he was referring to a feature that reduced the amount of loot able containers in a POI.

 
There are already empty cupboards in the game. Maybe he was referring to a feature that reduced the amount of loot able containers in a POI.
Yeah, I think those static containers are lazy too.

 
Can a Pimp translate this for me? It sounds very similar to translated chinese electronics instructions, LOL

"AI will do destroy area 60% on a fall after unreachable side path" ("all your base are belong to us!")

 
Can a Pimp translate this for me? It sounds very similar to translated chinese electronics instructions, LOL
"AI will do destroy area 60% on a fall after unreachable side path" ("all your base are belong to us!")
Good idea to read the thread starting about 6 pages back. Several patch notes have been discussed by the developers.

That particular one means: Zombie tries to reach block X, fails to reach X and falls (off a ledge for example) in the process, zombie has chance to Hulk out and start tearing your ♥♥♥♥ up. It's a counter to the Escher drawing base defenses where zombies just keep walking up stairs/ramps trying to get to you, fall down (because they can't jump a gap to get to you, or something similar), go around and try again. Now homey don't play dat.

 
@Faatal, @MM, @Roland, @Gazz

any chance of removing the biome from rubble ground? It is a very annoying biome, it is practically 70% of the whole map, you can not do anything productive in it, it was great when they removed it, some way of removing it again please!

 
Hey, so I just logged into our game and my characters water won't go up? I drank 9 bottles and the water % won't improve but it does go down and I got dehydrated but drinking doesn't shift it. I basically can't play because it kills me and I can't drink. Is that a known bug? any way of fixing it? I saw there was a mini-patch maybe something was changed?

 
I was just trying to show a problem from another view. If you don’t understand what I was trying to show and to point out I don’t know what to do... Iam feeling bad because I started this short story and different view about it.
I understand, but there are hundreds with similar stories but a different issue that's making them quit. Lots of issues even if acknowledged by the developers might stay in the game for months or years because something else seems more important to them. It is a game in EA. It is like watching the rehearsals of a theater play, if the director needs an actor to do the same sequence 20 times to get it right he will not stop at 10 because the watchers get bored.

Edit: So gamestage-sleeper-spawn works as intended? If yes -> I was wrong,sorry.
I don't know if it works as intended, but ALL zombies spawns everywhere in the game use gamestage. If you want the developers to notice your problem you have to do more than just calling "the sleeper spawn depending on your gamestage" a problem. You have to explain why exactly this is a problem not only for your friend alone but for many people playing 7d2d.

 
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Still looping when using centred poles.

Different problem. They are not at the end of the path, but are failing to jump on the pole and then fall. The b9 destroy area changes would probably trigger for that path for the dumber zombies. Landing on the pole (but they would probably still fall off) or not allowing poles as paths would fix it.

 
Different problem. They are not at the end of the path, but are failing to jump on the pole and then fall. The b9 destroy area changes would probably trigger for that path for the dumber zombies. Landing on the pole (but they would probably still fall off) or not allowing poles as paths would fix it.
Same system but with Bars

(not tested in A17.1 but i guess still working)(90% of fast zombies fall and arround 25% of slow zombies, can be >50% if block below is a half block)

21176D4A43AD241246A5B322A26CC3D3748E4AF8


 
We are working on random gen, Robert is exposing the xml to a node editor so our lead artist can make it beautiful, and we already have a new biome generation.
This makes me happy. Sounds like it should be done for 17.2 hopefully.

 
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