PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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max gamma setting for A17 should be 100%, most people use 200% and they dont need to use torches or any light
It really depends on your monitor and how good your eyes are too. Yes, 200% is a joke on most setups, but why are you looking to disable an option you don't want to use? Just keep your own game maxed at 100%. I'm not sure where you got the statistics for what "most people" do. Is that most of the 5 people that you asked, or did you legitimately audit a large number of players' graphics settings?

I can see why 200% would be an issue on a PvP server, and maybe there's some legitimate claim to limiting that setting for online play, maybe in the serverconfig file. I think for a single player game, or even a PvE game, it's not helpful to limit what players can do with their own graphics settings. Personally, I play at 100% because it looks ridiculous during the day at higher settings.

 
Watch an Empyrion let’s play and you’ll see something like what is planned.
Can you link us to the one lol as there are heaps and unsure which you are describing

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I also remember MM staying they are looking at making block ids non existent witha system he was talking bout.

 
The plan might change, but the plan is to just plop it down after crafting it. So instead of a chassis you will have a full bike. This saves slots used now for "parts" and opens that data up for "mods". It's all pending the new legendary gun system, which is influx so its all an educated guess right now.
Joel (Madmole), can we disassemble the minibike and get back the same details that we used to create it.

Maybe it will be a special command?

If we can not disassemble the minibike, then how can we update it?

 
Joel (Madmole), can we disassemble the minibike and get back the same details that we used to create it.
Maybe it will be a special command?

If we can not disassemble the minibike, then how can we update it?
Like a Hunting Knife, build a new one and combine, ... i guess

 
Hah. You make it sound as if this was turning into a console game.That's why you couldn't possible get new vehicles and stuff, right?

Game development is complex and you have to think ahead. Maybe that thing will never happen on consoles but it would be stupid to not even consider the possibility.
But it does beg the simple question then. How will 7 Days to Die handle Workshop. We all but assume it is planned, maybe not though? We know it has been discussed as being an option down the road. How do you prevent a player connecting to workshop from downloading 300 single mods into the game?

People will be designing everything from overhauls to basic shapes and blocks and textures. Unturned has this issue if 2 mods use the same id number, but in Unturned there is almost an unlimited number to choose from. Some ids go into the 3000's. That will NEVER be possible here I assume.

You are asking me to think ahead. I am. Will there be a limit that at some point you want to download a mod and a pop up appears saying "You have reached the mod limit". Because THAT will surely be a Workshop killer for a lot of folks.

 
But it does beg the simple question then. How will 7 Days to Die handle Workshop. We all but assume it is planned, maybe not though? We know it has been discussed as being an option down the road. How do you prevent a player connecting to workshop from downloading 300 single mods into the game?
People will be designing everything from overhauls to basic shapes and blocks and textures. Unturned has this issue if 2 mods use the same id number, but in Unturned there is almost an unlimited number to choose from. Some ids go into the 3000's. That will NEVER be possible here I assume.

You are asking me to think ahead. I am. Will there be a limit that at some point you want to download a mod and a pop up appears saying "You have reached the mod limit". Because THAT will surely be a Workshop killer for a lot of folks.
Let's assume that the developers don't want to over promise but also do understand the problem.

I don't think there is need for concern. They WANT this game to be a dream to mod and coming from modding roots themselves they know the frustrations that too few block ids will pose. But it would be a bad thing to promise lots of new block ids before they've optimized the game. They will want the most possible block ids they can get but that will need to wait until they have the game optimized well enough to handle it. Not only that but in the beta phase when they shift from putting the bare bones in for each system to really fleshing things out and adding variety you can bet THEY will rapidly run out of block ids and need to add more for themselves out of necessity.

So they won't SAY there will be more block ids but most likely there will be more block ids.

 
More block id's confirmed, thanks Roland.

Kidding aside with only 2 alphas maybe 3 left before content lock, I hope they're starting to plan their mod support at this point. I assume they are; this is actually something I'm fairly confident in.

 
I'm a simple man who is representing a simple community with a simple question........ Is there anyway we can have the lights that are in the dev blocks window for creative mode be able to be turned off and on without electrical hookups? Just like the old lights these lights say they can be turned on and off when designing prefabs. But when you spawn them into the game they can't be turned on and off.

So I'm assuming these lights can only be turned on and off in prefab editor.

Simple question is that can it be possible to allow at least in creative menu for us admins to design stuff with the old lights that don't require electricity available to us? Pretty pretty please?

 
I'd love to get some glass, plastic/metal and elec parts from a flashlight instead of melting the whole thing into "iron" in a forge
Especially since most flashlights are made of metal but rather plastic.

 
Guns n' ammo & Sound

Hi Fun Pimps, hope you're doing well.

I have two questions:

1) Maybe with the guns overhaul will come more ammo? Example: 5,56x45mm, .308, .45acp, .50 cal, etc. (maybe hollow point and FMJ)

2) Do you have a sound overhaul planned or at least discussed? (the zombie distance doesn't match with the sound effects some times)

Thanks for your time!

Sorry for bad english. :upset:

 
I hope they monetize modders like Fallout 4 is doing. I would be happy to pay a few bucks for a great mod or three.

Its good for everyone.

Edit: Well, maybe not exactly like Bethesda is doing, but paying a good modder just makes sense.

 
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"hype" is sometimes just a synonym for "word of mouth". People buy X because their friends play it and recommend it. And these people recommend it to other friends ...
Many of the games mentioned above probably sold really well only after reaching a level where you got enough fun out of them for the money they cost.

PubG probably is such a case, AFAIK it was in a pretty good shape already when the hype started. And when a friend recommended 7D2D to me, it was at version A15 and I really can't complain about having payed too much (I did back it on kickstarter but until A15 never tried it out).

Factorio is a case where I know (from an interview with the developers) that their sales in the first year of EA were negligible. Only after some improvements (one was just redoing the graphics of trees after a friend told them how terrible they looked) did word of mouth multiply the userbase. And it needed further versions with major improvements to make it into the a bestseller.

I really doubt your "80% buy it in the first 4 weeks" is generally true. EA works (mostly for PvP games though) and it is an interesting development model if you want to make a game without any big money behind you. If you produce a bad game, your cash reserves will soon dry out as there is no word-of-mouth generated for it. If you produce an excellent game word-of-mouth will provide a steady income to finance the development.
You're basically right in saying all of the aforementioned games had reached a sellable state of development leading to the sales figures, yes. That nonwithstanding I would be interested in the timing of cash flow, since, if most people are early adopters, financial incentive for late development is rather low (there are other incentives like company reputation and such or developing engines for future games like in DayZ Enfusion, but that's not a reproducable incentive). I GUESS that the 80% figure might be close to the truth, but yeah, it was some hip firing, since I have no proof (as you have no proof for the opposite) and as long as companies dont publish a timeline of their sales we can only speculate.

Thanks for the thoughtful post, though.

 
Wouldn't make construction slower because you have to select the shape (and orientation maybe) when you place the block? It would mean that it would be pointless carrying around a wet cement block, may as well carry cement mix and a trowel.
You would need to choose orientation and shape only once and then you could place a thousand blocks.

Currently you have to craft the different shapes that you need (using inventory slots) and then pick the rotation, which is less practical.

Yes, you would probably carry the material or a generic block that can be turned in any shape.

C'mon guys! Let's agree that shape selection is the best way ;)

 
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