PC v1.x Developer Diary

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One feature mentioned in the latest dev stream is that tougher zombies later in the game have had their HP scaled to provide more of a challenge. Has their health been rebalanced outright, for both singleplayer and multiplayer, or does this mean that zombie health will scale for multiplayer? Can anyone comment on this? :)

So if stream weekend is targeting june 21, any dev stream planned for this week?

If not, I wonder if TFP are trying to not show too much of 1.0 to keep us pleasant surprises... 😎


I believe the next dev stream is going to feature gameplay from The Fun Pimps directly. :)

 
So if stream weekend is targeting june 21, any dev stream planned for this week?

If not, I wonder if TFP are trying to not show too much of 1.0 to keep us pleasant surprises... 😎
Friday June 14 should be the last dev stream.

Lathan, Joel and Richard will be playing the game. Should be fun to watch.

 
The icons only show on missions. And I'm used to play with my ears a lot.
But I'll pay attention.
Ah... yeah, if you aren't in a mission, you don't get that.  But you don't usually need to know where it is otherwise unless you're trying to clear a POI for a base or if you have a horde base that has options for zombies to end up above you and below you without being able to see them, which would be an unusual base layout, though not "wrong".

Question for the dev stream, though I don't mind if you answer it right now too. With the traders being nerfed, will the bicycle still be a quest reward for tier 1 completion?
The way they talked about it in the dev stream, I don't think that will change.  But they didn't address it directly.  They just mentioned rushing the tier 1 quests to get it, IIRC.

where did you get the june 21 info??
Here's the full release info from dev diary 2 (Note that it's also added to the "Alpha 22/1.0 dev stream stuff" thread in Discussions):
 

Tentative schedule for 1.0::: June 21 streamer weekend starts, June 24 experimental, July 25 stable PC/console release.

Note that those dates may change and are not promises or guarantees.

 
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"TFP continues the Developer Streams on Friday, June 14th at 9 PM CT.

Join Co-Founders Richard Huenink, Joel 'Madmole' Huenink & Senior Developer Lathan (

@fubar_prime) as they show off gameplay of 1.0! Tune in for Free Keys"
rwGydCc.jpeg

 
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Highest and High are 3, 26, which are the ones we are trying to fix before experimental. Those numbers generally go up at first as it usually takes less time to find bugs, than fix them.

In some cases you fix a bug, but then it comes back to you. Like I fixed the mountain lions rear end jittering when turning, but then they found a case where it does it when sliding around cars, so have to figure that one out. Cue funny remarks...
Personally, I would find it funnier if you referred to mountain lions as cougars; they are the same after all. Then maybe replace jittering with shaking or perhaps even twerking.

Now think how much more interesting the comments would be if you had mentioned the bug of "seeing the cougars rear end twerking." I would guess that quite a few people might even want you to leave it in there and not fix it at all; as they would prefer to see cougars twerking.

 
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Have the variable stats between item quality levels been adjusted for 1.0? Currently, a purple item (example shown above) is always marginally better than a blue version, but the difference is entirely negligible, and I wouldn't imagine anyone caring about being able to craft a purple item if the increase in stats is only 2-5%. :)

 


Have the variable stats between item quality levels been adjusted for 1.0? Currently, a purple item (example shown above) is always marginally better than a blue version, but the difference is entirely negligible, and I wouldn't imagine anyone caring about being able to craft a purple item if the increase in stats is only 2-5%. :)
It should be like 3.5% or something 

 
It should be like 3.5% or something 


Well, currently, the scaling between tiers is completely uniform. (The difference between 33.4 and 33.6 damage is negligible, so I question the point of random stats. Hopefully this too is addressed for the new version.) So let's say an orange baseball bat has 5% better stats than a brown, and the yellow has 5% better stats than the orange, and it keeps on going into level 6.

Here's me hoping we get more meaningful differences both in hard stats and variable stats in 1.0. For example, the difference in damage and durability in a brown vs an orange baseball bat (and speaking for all quality levels here, just giving an example) could be more like ~10%, with purple providing ~20-25% greater stats than blue. To compensate, the average stats of lower quality level items could be lowered.

 


Have the variable stats between item quality levels been adjusted for 1.0? Currently, a purple item (example shown above) is always marginally better than a blue version, but the difference is entirely negligible, and I wouldn't imagine anyone caring about being able to craft a purple item if the increase in stats is only 2-5%. :)


and an extra mod slot or no?

 
@faatal What’s your estimate as to how many zombies let’s say a current day mid range machine will be able to handle with the various improvements that a coming with 1.0.

Also what about a normal server with the improvement can we go higher with the spawned zombies and keep the frame rates decent (decent means 30-ish frames per second)

ALL TROLLS THIS IS JUST AN ESTIMATE NO BEING BUTT HURT IF ITS NOT 100% ACCURATE!!!!

 
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