You're playing an Alpha. Remember that. This isn't a finished product.
Originally posted by Tahnval:Read moreOriginally posted by Mithrandir: I understand their save strategy must be little by little and that power outage can then hurt.
Considering that vulnerability, I wonder if they could eventually add a periodic backup system of our save to allow for a rollback if the current save is corrupted ? If not while playing, maybe when we correctly leave the game (then a rollback would lose only one play session) instead of the entire game.
I run the game th...
Originally posted by Mithrandir:Read moreOriginally posted by OzHawkeye:I understand their save strategy must be little by little and that power outage can then hurt.
No worries. I can understand the rage. As it happens, I have a UPS on my machine (and the screen as well), so in the event of a power outage I've still got a good 15 minutes to do a graceful shutdown of the game.
It's an option as well if you were really keen.
Considering that vulnerability, I wonder if they co...
Originally posted by ZombieMaster: thanks for the explanation. In my rage i deleted the game but since it backed up my save game in a folder i still have i will go back to it eventually
Originally posted by Honorable_D: Are all these updates and redos gonna apply to the Navezgane map?Generally speaking, yes, they try to work new POIs into Navezgane.
Originally posted by Tahnval:It was a default Unity system asset that was only in place temporarily until TFP designed t... Read moreOriginally posted by SylenThunder: Agreed. I do really miss that system as well. It added a lot of style to crafting your weapons, and the added variances were a nice layer. Now it's just craft 1-5, and an amount of materials per level.
That system was before my time but now I want it back. It sounds better than the current system. Why was it changed? .
Originally posted by RasaNova: I don't care at all about how they represent the 6 quality levels, it's functionally the same. I do miss the old modular parts system though, and being able to take our favorite gun and raise its quality and stats by finding and swapping out the stock, chamber, barrel etc.Agreed. I do really miss that system as well. It added a lot of style to crafting your weapons, and the added variances were a nice layer. Now it's just craft 1-5, and an amount of materials per level.
It is a game and the number one rule of professional games, is to make it fun, so people will buy it and play it enough to tell their friends and repeat the cycle or you won't be making games for long because you will go broke. Most games, including 7dtd, are far from a real simulation of anything, and I'm OK with that. Where we can make it more realistic, sure, we try, but if it takes too much dev time or ruins the fun, or is overly complicated where many players would be turned off, then we skip it.
That would require some serious engine changes, short of we just load the RWG map and drop you into it.
The processing I was referring to is our c# code converting data from say xml into bytes in memory, which a GPU is not going to help with. Reading of xml also causes a lot of secondary data to be read like loading of prefabs, which loads components, meshes, materials, shaders and textures. All of that being done by Unity.
Asking Unity for features generally have 6 months to years of lag time before you would see it in an LTS, which is the only versions we use these days.
Well I was optimistic too, but all it takes is one dev working on a core required feature who thinks they will be done in a month and then unforeseen problems or design changes happen and it becomes 4 or 6 months.
Originally posted by One Punch Man: Since when is having a game in alpha for 10 or 11 years considered "standard industry practice"? So please, that is the real excuse here. Sure games dev cycles can last that long, or longer, but surely with the income the game has generated, which is far beyond even some the most expensive AAA games dev costs, you understand why people shouldn't take that silly response at face value? $500k kickstarter + 15 million in copies sold (even at $5 per sale this would equate to $75million gross) = enough money and resources to get it done, without having to rely on the "community" for optimzation and bug fixes to make it "playable" or to a playable standard.Read more
I just want to happily play a great game, I pai...
Originally posted by One Punch Man: We've been hearing this alpha excuse forever for the lack of optimisation and bug squashing,