PC V1.2 b22 EXP (updated to b24)

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Leave it in experimental as it doesn’t make sense and, see how players react to it in experimental before putting it out as a stable version for both pc and console. That’s what I meant. Because from what I’ve seem here no one likes the change, or at least agrees with how they went about it. Again, they should have left it alone and let players decide how they want to manage their performance


The difference of performance on console can ONLY be observed on console (including any reaction, either ecstatic or "meeh"). On PC they can only measure the amount of players who notice the change (that those will not be happy is a given)

 
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Bloodmoon parties (which is now players within 80m of any other player added to the party) now cap the amount of enemies spawned at one time to 30 (subject to change) to improve FPS. An 8 player group with the default setting of 8 per player, would have gotten 64 active enemies. To compensate for less enemies, the game stage increases based on the ratio. The game has global enemy caps and game stage maxAlive caps, but this helps with the specific case of FPS tanking during blood moons for a BM party.


I expect nobody of the funpimp stuff had thought that through to the end...

What you do by multiplying the gamestage, is multiplying a factor of strength that consists of

1.) the multiplyer of the attack-value of the stronger enemies

2.) the multiplyer of the defense value of the stronger enemies (which, in turn, consists of life points multiplied by resistance)

3.) the multiplier of the count of the stronger enemies (which goes in both the attacks and the defenses, thus quadratically into the difficulty value)

Thus, IF the three different strength factors of the enemies would just linearly go up with gamestage (what it is not, but instead surpassing that linearity),

WHEN someone had set the number of maxalive to "64" for example, you spare them the whole 64 knocking side-by-side, but you smash them with a difficulty surplus by a factor of about 20 (!)

Do you realize what devastating effect that has?

Just look for yourself: https://youtu.be/1f7BF2WecoQ?t=3875
 

Could you, please, make that @%$# undone?! ASAP.
It COMPLETELY throws off the balance of the game.
It has become harder than darkness falls - on average settings (!)

To ride the horse a little longer: What we got in our coop on day 14, when a horde of GS 97 was expected, was a horde of GS 271.
The hordes in vanilla 7 Days do scale just up to about GS 371, where they run into a cap.
Thus, we were confronted with a horde slightly beneath the absolute maximum vanilla difficulty on day 14.
Are you completely mad? Really?

 
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meganoth said:
The difference of performance on console can ONLY be observed on console (including any reaction, either ecstatic or "meeh").
As a fairly new console player that mostly plays solo: I see more performance issues in a cluster of POI's than in my horde base at horde night, I play melee based in an elevated (>11 blocks) horde/craft base.
To be fair, the difference between horde night 10+ and horde night 5 is just adding the demo zeds wich do not realy impress me but the total number of kills is still around 350 per horde night. The screamer hordes are becoming more of a challence, so I'm not sure if I'm in the "meeh"- or ecstatic camp yet.

 
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