PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Sorry thats simply not true25% loot means that 50% of all nests are empty and the other half has one feather
Sure, there may be a bug in the scaling of loot amount (the steam discussion page you posted seems to indicate it). I'm contesting what wardronex wrote

 
Here's something to consider while wielding the math-hammer.

Open cupboards in POI's aren't deterministic. As far as I know the state of the cupboard, open or closed, is only set when the POI is generated.

100% of cupboards may have loot but if only 25% are generated as containers then you may have the missing numbers. Same goes with bird nests, only placing 25% of nests will account for the fact that 100% of those that are placed have resources.

I've no idea if this is actually the case but it may be something to test against.

The steam page is a bad example, as one of the last posts points out the sample size is too small to account for the range of variance.

 
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Here's something to consider while wielding the math-hammer.
Open cupboards in POI's aren't deterministic. As far as I know the state of the cupboard, open or closed, is only set when the POI is generated.

100% of cupboards may have loot but if only 25% are generated as containers then you may have the missing numbers. Same goes with bird nests, only placing 25% of nests will account for the fact that 100% of those that are placed have resources.

I've no idea if this is actually the case but it may be something to test against.

The steam page is a bad example, as one of the last posts points out the sample size is too small to account for the range of variance.
You need approximately 100 of the same POI with cupboards to make a check on the math for open v closed.

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I don’t know why loot tables are so hard to understand. Seriously. They either have a 100% chance to have something (bird nests) or <100% chance to have something (cupboards).

How is this hard to understand?

Loot percent could and may adjust that range but it can’t make it 100% all the time loot if the loot table is <100%

 
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i would have thought the loot abundance 100% or 200% whatever wasnt an absolute but a scaling of some set figure.

for example if the set figure was 1 in 4 containers have loot, then at 200% then 2 in 4 would have stuff

saying that though, there seems to be a lot in the containers when you do get some loot at 200%

easiest example is like the mags and treasure maps where on 200% normally id get 2. maybe the 200% doubles the amount AND the base chance...

i have definitely had cupboards stoves trashbags with nothing at 200% loot. got about 50 today, so meganoth sorry - no. no samples required other than the fact not all containers have loot, period.

i have a feeling the roll goes;

base chance x loot abundance setting = loot or not

loot quantity type etc x loot abundance = what ya get

loot quality perk increase applied.

in a simplistic manner thats how i would do it

agree nests seem to be pretty much 100% populated. will be watching from now on to see though

could a tfp staff member pretty please explain the process?

and Gazz, i dont mean "open container and see whats in it". just getting in first mr sarcasm :-)

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If I actually cared I'd just read the raw code and see what it's trying to do :-)
how does one crack that open? can read it once its in front of me, just get fed up with the half a billion ways to get to that point...

 
i have definitely had cupboards stoves trashbags with nothing at 200% loot. got about 50 today, so meganoth sorry - no. no samples required other than the fact not all containers have loot, period.
Are you saying 50 empty cupboards and stoves? Sorry, I don't believe you there. Did you understand that I was talking about CLOSED looking (and also still unlooted) cupboards, not cupboards with a graphic depicting an open cupboard ?

 
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Are you saying 50 empty cupboards and stoves? Sorry, I don't believe you there. Did you understand that I was talking about CLOSED looking (and also still unlooted) cupboards, not cupboards with a graphic depicting an open cupboard ?
yes. spent way too long on a summers day playing a game. they were closed and they were empty. ok maybe 40. still, lots.

'ive told you a million times - do not exaggerate' - rick from the young ones

 
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yes. spent way too long on a summers day playing a game. they were closed and they were empty. ok maybe 40. still, lots.
'ive told you a million times - do not exaggerate' - rick from the young ones
Then our experiences don't match. Since my last post I fired up a test game (again) and (with loot abundance at default) opened exactly 40 cupboards (went to a hotel for that), NOT ONE was empty.

EDIT: I set loot abundancy to 200 now and looted another 9 cupboards, all of them NOT empty. Ok, 9 is really far from any number that could provide some statistical certainty. But I just wanted to make another test with that setting too.

I don't know, maybe you are playing ARK and not noticing :fat: .

Or maybe, are you playing on a long-running multiplayer server? Maybe those cupboards were looted at some time dozens of days ago and the loot respawned. Maybe in that case not every cupboard is filled?

 
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I hope that when RWG gets looked at again, trader spawn is increased. Only having 4 - 5 traders max on 4K and 8K world is somewhat disheartening. I remember back in A16.4 exploring the world and finding a trader, made me happy. Also, because I now exclusively play on a multiplayer server only having 4 traders within base radius means that ammo is bought up quickly even with me going out on looting runs.
Kinyajuu is working on RWG whenever he does not have other bugs or features that need work.

 
Why do zombies go up the stairs at all if they don't see a path across a gap at the top ? Shouldn't they go into destroy mode in such a case?
Because partial paths end where they end, which is as close as the path making code can get. That could be at the side or below or a diagonal (both). Once at the end of a path that is unreachable from the side a jump can often succeed at getting to a pathable location, but it does not know it until it jumps and lands on something, then tries a new path.

 
Then our experiences don't match. Since my last post I fired up a test game (again) and (with loot abundance at default) opened exactly 40 cupboards (went to a hotel for that), NOT ONE was empty.
EDIT: I set loot abundancy to 200 now and looted another 9 cupboards, all of them NOT empty. Ok, 9 is really far from any number that could provide some statistical certainty. But I just wanted to make another test with that setting too.

I don't know, maybe you are playing ARK and not noticing :fat: .

Or maybe, are you playing on a long-running multiplayer server? Maybe those cupboards were looted at some time dozens of days ago and the loot respawned. Maybe in that case not every cupboard is filled?
ark??? nooooooooo!!!

dont know what to say man. lots of empty containers.

sp. new rwg game today....

?

 
MM was talking about aliens being the cause of the Zed's... He was trying to explain the behometh at the time, and the fact that it looked like crap.
There it is, a chance for one of many late game plots! Possibly not until the late game will the player start seeing the tells of it being one of the many (mods and DLC's included) late games!

***Late game content should be a strong challenge to a MAXED OUT SP with MP added difficulty options.

There's infinite content right there. TFP, stop stretching out the game when you can add an abundance of content for a limitless amount of replay.

***Optional MID GAME plethora of plots (Stating when the player reaches level 50 say.) only 10 mid-game plots are available per play through with potentially thousands that the game will select ether at game start or when the first player reachs level 50. This is when new maps become available.

Limitless. Packed down and overflowing. Not stretched out.

:D

 
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We barely tweaked it. BARELY. Its a placebo effect more than anything. You guys are just getting better at the game and most complaints were invalid in the first place due to lack of communicating how the system worked. They like it because we said we adjusted it, you don't like it because we said we adjusted it. The actual adjustment was very small. Its all in everyones head. There was no battle to lose or win. Just time is all that changed. You guys got better and now its too easy, they got better and now its acceptable.

seems to be buggy too. the wife noticed sometimes she can hack down a whole tree and her stamina would sort of flutter between 90 and 95, never lowering. she put her axe away to kill a zombie, took it back out and chopped another tree and the stamina actually went down normally the 2nd time time without changing anything else.

not enough evidence yet to submit a bug ticket but if we notice it happening more and can reproduce we'll get one submitted.

just keep in mind just because you didn't intentionally change it doesn't mean it's not changed..

 
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I disagree. I think with the upcoming options for blood moon frequency, player, zombie and blood moon zombie block damage, xp slider combined with the new run/walk settings we'll be able to attract the minecraft builder casual and the hardcore survival gurus. PVP will be more viable than ever too.
i agree with this idea. the more options you can cram into the pre-game the better. For example, to this day I still don't understand why 'drop nothing on death' was ever removed from the pre-game list. I know how to get around that but still, how is 'no zombie spawns' a vanillla option but 'drop nothing on death' isn't? i fully understand that's not how YOU would play but that shouldn't matter.

 
seems to be buggy too. the wife noticed sometimes she can hack down a whole tree and her stamina would sort of flutter between 90 and 95, never lowering. she put her axe away to kill a zombie, took it back out and chopped another tree and the stamina actually went down normally the 2nd time time without changing anything else.
not enough evidence yet to submit a bug ticket but if we notice it happening more and can reproduce we'll get one submitted.

just keep in mind just because you didn't intentionally change it doesn't mean it's not changed..
I've noticed this when playing on our co-op server but in single player it seems to work fine. It seems like like stamina regeneration is occasionally abnormally fast.

 
how does one crack that open? can read it once its in front of me, just get fed up with the half a billion ways to get to that point...
Have a look at modding with SDX, that should point you in the right direction.

 
Kinyajuu is working on RWG whenever he does not have other bugs or features that need work.
Personally I consider the current form of RWG to be bugged and I think it would be great if it was fixed before the release of 17.2. I know it isn't a top priority right now but each time you all release a new version there are new bugs to fix which basically creates a Catch 22 situation. He can't fix RWG because of the bugs, bugs get fixed release next alpha, Oh wait now we have more bugs no time to fix RWG.

I think you are doing a great job so far my only complaints are the fact that forge houses seem to be gone , level gating and the RWG issues. I look forward to what is to come in the future thanks for listening.

 
Then post a bug report. Your first post is in no way helps anyone. Not you, not TFP.
People read it, people talk about, why do I need to post a bug report? This has plagued many people since the minibike came out 2 years ago. There is no log file to reproduce losing a motorcycle. How does not discussing what happened to me not help anyone? It definitely helped me to vent. Rather it helped TFP or not, neither you or I can make that determination, right?

 
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