Regarding the new sounds: it's a hit & miss. Some are improvements, some feel like they are about the same but unfamiliar, but some are absolutely awful, unsatisfying and unsuited to the action. I think the importance of being "satisfying" cannot be understated. Repetitive actions such as mining are satisfying in 7 Days to Die in no small part because the sound effect is satisfying, and it would be a terrible shame to lose that.
the wrenching sound, to me, fits but when that same sound is heard when mining, it just doesn't make sense because it's so "off". i would love to go back to the old sounds or have something more...metallic.
There have been no changes to spawn in distances. Sleeper volume positions/sizes and sleeper locations do vary by POI and are up to each designer to place. Vertical separation is strict to keep performance up, so climbing into a ceiling combined with nowhere to hide the spawn may be what you saw in that case.
i have 2 questions. 1st when will alpha20 be out of experimental? 2nd) how come it seems like me (and a couple others i talked to) have broken rwg no matter what names we put in the 6k, 8k, and 10k maps stay the same (6k is juvupe valley, 8k is west Xuyofu territory)
I know random world gen is and should be random, however since b231/b233 came out I have generated a high number of worlds and it "FEELS" like a change has been made to the forest city spawning in what I would consider a negative way. I am using non default settings in an attempt to get larger/more cities using the logic that mountains and hills will interrupt to spread cities out. To limit my expectations, I know that there can't be a "whole map city", that is NOT what I am expecting, hoping, or looking for. Base on my results, 13 is the most cities that can be generated on a single map and those by necessity must be spread out somewhat.
Loot got tweaked and rebalanced. And I hope that acid being super rare is just an unintentional consequence of all the changes and that it is something worth looking into and adjusting before stable. It takes acid to make chem benches for example, so shouldn't wrenching destroyed benches atleast yield acid? Or have a chance to have acid on then
Also acid seemed to be in a pretty good spot in A19, so it's odd that a nerf to its drop rate has never been mentioned or conveyed, and never has anyone from TFP said acid is too common or OP. So I suspect that this isn't intended unless a Dev says so.
One thing to also note is that the new loot system is a work in progress.i feel TFP have got 95% of the new system nailed down pretty well. There however seems to be a few hits and misses that need observation,data and feedback so that it can be fine tuned.
TIL! But that doesn't prevent spawning if the sleeper region actually extends further down (or further up), does it? Or if there's a linked region on the place you are coming from to activate the region you are going to?
That would actually be a pretty cool mechanic. I find it so sad that wood doesn't catch fire in 7 Days to Die... But you probably doesn't even have to make it so you'd die if you remained -- I know a lot of people who hate the burnt forest biome above all others, with that constant smoke fog and dreary looks.
They spawn as you get near the volume. Size does not matter. Distance to an edge is what it uses. Vertical is much closer than horizontal. Grouped volumes should spawn them together and trigger together.
Edit:
And network latency is important. You move, server receives, server spawns, server tells you, you spawn, then it gets rendered. That is 2x your latency plus the instantiate and rendering delays.
Just checking in, loving A20 so far. I saw a big performance jump when I disabled Dynamic Mesh all together. Until then, it was really bumming me out how bad the game was running. My CPU is older (AMD FX-6300), I suspect that is why it was hurting me so bad.
And since I am coming in after a full line of complaints and suggestions, I have a couple small ones. Does anyone find it weird that you walk around with one hand in view when you aren't carrying anything? Like imagine a regular person walking around with one hand up? And on the same note, could you add a little movement to whatever you are holding? It feels very stiff, like if I was walking with an axe up, it would be swaying a little bit.
Performance demands vary greatly in the game from in a forest looking up at the sky (a good best case test) to in a dense city surrounded by buildings and zombies (a good worse case test), blood moons even more extreme. Since we spawn you in a forest, people may think that is the typical FPS they will be getting for the options they chose, which is not the average or worse cases.
Edit: Just to be clear, it isn't the starch from those "veggies" that is acidic. It is the waste product produced by the bacteria who are having a feast on the carbs in the mix that is. We have in game 3 of the starchiest "vegetables" in existence, being corn, potatoes and mushrooms, which means with a bit of a bacterial seeder, some rotten flesh might work as an in game simile, a "mash" of the 3 heated then left to sit and filtered a bit afterwards could net some acid.
There has been more than enough simplification over the years. They are new players, things are supposed to be confusing. Hell, we already have glowing symbols floating over rocks and nests. Why not just have the game autocraft what it thinks you need at that time as soon as you have the resources in your inventory. Why even have different resources? Just have everything scrap to "scrap material" and you can craft everything from frames to vehicles with this same resource. The game already progresses too fast as it is. If you don't even have to wait for things to smelt anymore, it just gets that much faster. I do not think that is a good thing.
Complex game mechanics can, and should, be presented so that novice players can understand them. For example, hover tooltips - when you hover over an area in the forge window, something pops up that says "add fuel here" or "add items to smelt here," and the output window could say "here are the raw materials smelted into the forge, use these to craft items" or similar. The game mechanics would be exactly the same, but new players would be less likely to look at the forge window and not know what the hell they're supposed to do.
this is my ultra safe base area with like a wall of steel then another layer of it to ensure safety its costly but really good also the light casting on metal seems noticeably better than a19 am i crazy or has that been improved?
Just my own, basic XML edits. When your rig takes 2 seconds does that feel good to you? Would more regular calls of that "unload unused resources" be better maybe? I don't know but it doesn't seem good to me how it is performing right now. The game is otherwise smooth and over 100fps in most cases and then you push E and get lagged out. Or talk to a shop owner and get lagged out.
I'll also add that I did add 4 other traders to the same trader just so I have some variety at the one trader I typically visit (f6 -> static spawn). Maybe that is causing an issue not sure. My base is somewhat close to them. Also most of the hitches are like .5 to 1 second like you mention. It is just every 30-60 minutes I get one of the long ones like the game is about to crash.
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