PC V2.0 Storms Brewing Dev Diary

logically it wouldnt make sense for them to totally ignore thousands of players who bought their game to play on big servers.


Logically it makes sense to support the gameplay of the majority of players. The few thousand you, and other admins like you, have is only a drop in the bucket. Most players are playing as the game was intended. Even more so now with the addition of cross-play on console.  That number is only going to get larger when dedicated servers are enabled for consoles, and that will make the numbers of players on your servers dwindle even more.

 
For example, the final encounter in the Shamway Factory originally had roughly 22 maximum zombies active at the same time (non infested).  Using this new feature, that number has been reduced roughly to around 15 maximum zombies active at the same time without sacrificing the overall number of zombies for the entire battle.  In addition to this performance gain, I was able to inject some stealth kill opportunities as part of the encounter for players who enjoy that play style.  I look forward to seeing what you all think when you get your hands on 2.0. 😎


That is pretty interesting, it should add some pacing to the fights. Is it possible to destroy the "nest" they spawn out of? I'm picturing throwing a stick of dynamite into the crevice they're crawling out of and blowing it all up before everything spawns.

 
Great that we just got news...not great that now TFP are saying: fingers crossed console gets dedicated servers. seriously...wtf?


Exactly...  was told end of Q1  and in earlier feedback here, said it already dedicated server build is completed and waiting on approval from Microsoft and Sony. It was brought to my attention that it would be a smaller patch basically turning on the dedicated server icon when your searching for a game or something.
But now hearing that's next month in april?.. never new they'd need a month or more to get it approved... seems like they just want to blend it with another patch update further down the road in Q2 .. usually an approval can take a couple days or a week at most..
I took the week of 17th thru 21 off  - just gambling with hope maybe that week, or the very least 24th to 28th...but now hearing it's wwwaayy longer
This whole forcing folk to use their xbox as a host when the xbox wasn't designed to be a server in itself - with the Drone's getting glitched and disappearing and xbox crashing, etc,  the era of xbox hosting on our own consoles was to come to an end.... but... delays now i hear?? Arpil 15th?  gosh...
 

 
@Roland so im clear on this...

if its going be biom progression does that mean when a new seed starts for a server everyone is going be stuck in the pine forrest untill they get their kit to move on?

if thats the case i just dont see how that will work cramming hundreds of players in the starter zone for a extended period of time? or am i missing something here?
For large servers of PvP your best bet is to just turn off the feature. I agree with you that it doesn’t really fit with the way your server operates. It’s literally an environmental hazard for PvE gameplay. Just switch it off and let your players continue to spawn and travel wherever they want. Players on your server aren’t as interested in surviving vs environment hazards anyway. They want to power up fast and dominate other people. 

 
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 that will make the numbers of players on your servers dwindle even more.
ummm not even sure why you think that at all cause its not true...

every seed 1.0 we have had our number of players doubled from the previous seed...

in our discord i have a 2.0 registration channel for players who plan on playing on big servers and that number keeps growing daily the list just goes on and on...

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ummm not even sure why you think that at all cause its not true...

every seed 1.0 we have had our number of players doubled from the previous seed...

in our discord i have a 2.0 registration channel for players who plan on playing on big servers and that number keeps growing daily the list just goes on and on...

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Wow.. 6.. impressive...

 
Exactly...  was told end of Q1  and in earlier feedback here, said it already dedicated server build is completed and waiting on approval from Microsoft and Sony. It was brought to my attention that it would be a smaller patch basically turning on the dedicated server icon when your searching for a game or something.
But now hearing that's next month in april?.. never new they'd need a month or more to get it approved... seems like they just want to blend it with another patch update further down the road in Q2 .. usually an approval can take a couple days or a week at most..
I took the week of 17th thru 21 off  - just gambling with hope maybe that week, or the very least 24th to 28th...but now hearing it's wwwaayy longer
This whole forcing folk to use their xbox as a host when the xbox wasn't designed to be a server in itself - with the Drone's getting glitched and disappearing and xbox crashing, etc,  the era of xbox hosting on our own consoles was to come to an end.... but... delays now i hear?? Arpil 15th?  gosh...
Approval rarely happens with the first attempt.  It's a back and forth, where Sony and Microsoft say that it's not good enough for one reason or another, then they have to make changes and resubmit.  This usually will happen multiple times until approval is given.  Just because the dedicated servers work doesn't mean anything regarding the approval process.  Considering they already made crossplay available separate from 2.0, there's no reason to think they're holding off dedicated server crossplay for 2.0.  They might do that if 2.0 is close, but with it still a a month away for experimental and couple months away for stable, if they already had approval, they'd most likely release that part for people.  They would obviously want to get more people playing the game.

And don't forget that it took more than a week to get approval just to release the game to consoles.  Dedicated server approval will be even more strict.

 
Question regarding AI pathing, in v2, does the AI path on voxels like they do currently, zig zagging all over the place, or path directly to their target?

EDIT: also, is it intentional or a bug where sometimes a zombie won't react at all when hit in the head, they instead sometimes do a brief pause or start an attack animation instead. (This is with their pain resist under 100%)
Pathing systems are the same. Mine are system tweaks, not waste of time rewrites to already working systems.

One thing i used to find amusing, the first handful of times is when a Zed is hit and they do that crazy breakdancing move, like almost a "roly poly" move, but ever since then it pretty much always doesn't look right and is jarring, hope that one is eventually fixed; not the end of the world but would make things more realistic;

And i love Zeds being a little bit dumb (not too much), it feels more realistic
Some of those anims are old legacy and I don't care for them. Someday be nice to remove or trigger better.

 
What about having zombies crawl out of the ground?
I have thought about is, but it is not currently a requirement.

So sometimes during hoard nights, I will see zombies just standing around not doing anything.  Is this something that is being addressed?  Or do I have too many zombies active for my rig?
That is intentional AI throttling based on distance for performance.

 
Sounds like a framerate nightmare, not to mention how overloaded the server would be. How people play in those conditions boggles my mind.
will the goal is once the brainz multithread optimizer is complete is to have 10 players put on each core | our server has 16 cores and 32 dual so running 100 wont be nothing. 

 
ikr and whats even more impressive is when he had 77 players on at one time. Im hoping with all the new optimizations 2.0 we will be able to get 100 players on a 10k map at same time.

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The Fun Pimps always said that the game supports a max of 8 players. Anything more is on you buddy. If people complain about low performance and such on your server, then look in the mirror for the person to blame... Just saying. 😁

 
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I can't wait to see the perks on this one.
I'd be interested in seeing all the perks.  They said 10 perks per tree (less for general).  That's a lot more than we have now.  I'm curious what all the new ones are more than I care about where they are located.  Not that I don't think some perks belong in general (the armor ones mainly), but I already know the perks and it really doesn't affect me where they are located as I'll just unlock them as I have enough points anyhow.  But new perks interest me.

And having 5 levels for every perk means a number of perks are going to require more points to max out (Living of the Land, for example).  I wonder if that means the extra levels will be better than we have now, or if they'll insert some levels between the current minimum and maximum levels and we'll still have the same max level bonus.

 
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