I've not seen that bug or heard anything about it. If testers can repro, they will make a ticket.
I've not seen that bug or heard anything about it. If testers can repro, they will make a ticket.
We have talked about similar features. Don't know when or if we would do that.
I've not heard anyone mention utility vehicles.
They don't and may never. I like and use that player advantage.
These should be all the ladder related changed:
Fixed AI could not jump while on a ladder.
Fixed AI obstacle check was disabled on ladder if not climbing.
Improved AI ladder use (Use direct motion. Slow animation. Don't face if up or down motion. GetMoveToLocation, FindSupportingBlockPos, CanNavigatePath and zombie fall anims handle elevators).
Added path navigate can advance if near line of travel.
Changed ladder type blocks to only be climbable when vertical.
Fixed AI pathing not making horizontal ladder connections.
Fixed AI pathing making unneeded inside drop connections.
Fixed AI jumping from the top of ladders when blocked but no head room.
Fixed player jumping to a ladder block after having used a ladder would not attach unless jump was still pressed after entering the ladder block.
Fixed player or AI moving down from air to a ladder would fall 1m.
Fixed player moving down...
DLSS would be interesting to try. We are planning a Unity update soon, but Unity does not support it yet.
Love a new video card! I am hoping to get a 3070 or 3080 by end of year. Possibly AMD has cool new tech coming soon.
Yes, an alert zombie by any source can not be sneak attacked.
Exactly.
A primary point of the system is to reduce the active zombie count. I specifically put spawned sleepers in a passive state, so they can't hear or see and run very little code. Player touches volume and they go active, so then they can hear/see.
A better choice might be stealth provides you some resistance to the targeting, so based on distance and randomness, you may only get a partial amount targeting you while the rest just look around.
I don't even try to get melee stealth kills. I basically just use the bow when I can. Enemy in field or sleeper laying there? Free damage. Head shot even better.
Except you are talking about a good case. I'm talking about all the cases. A group of players running around the walls and through POIs. Near all manner of sleeper volumes. We would be spawning tons of zombies and FPS declining. Someday having cheap bare bones non animated versions appear or just plain cheaper zeds allowing more volume padding, would be improvements, but not in A19.x.
Sleeper volume spawning tries to pick spawn blocks you can't see, but given limited choices that are visible it spawns far to near. Designers don't like it when you don't spawn their zombies. If they place 1 block in a volume, it will always spawn there regardless of how you busted into the volume, since there are no other choices.
Sleeper volumes are independent of each other unless grouped. Having a party in one, does nothing to the rest.
Bone knife has a 2m range against entities. 2.5m against blocks.
Stealth is a play style for having fun. In its current form, like other things in the game, it may not be the best for min/maxer play styles.
Cosmetic items also do nothing for succeeding in the game, but some play styles like them for having fun. I generally don't touch cosmetic items and often play stealth. Why? That is my combination of fun.
Your version of fun is not mine.
1 - Pretty sure the noise originates at the player, so that would be a bug.
2 - Your sneak meter is based on your light level, not what any specific zombie can or can't see. It the zombie facing you? AI does not see light on walls. It sees you or not.
3 - When you get near a volume it spawns, so you may see things appear. Just like a lot of other stuff appears out of nothing in games. Low FPS really breaks 'immersion'.
4 - Yep
People underestimate zombie hearing. They detect you more by hearing than seeing. We do not have audio occlusion, so walls do not block sounds.
With zero light and maximum stealth perks, they will always see/hear at some minimum distance like 1m.
I would not call stealth broken. It has rules and they work. Now the player understanding those rules is another thing.
Like:
No you can't run around in daylight or with a light and be stealthy. That is what the meter is for. More light, higher meter. Stay in the shadows.
No you can't make a lot of noise and be stealthy. That is what the meter is for. More noise, higher meter.
The higher the meter, the longer the range they may see or hear you. It is a threshold.
No you can't stand outside a sleeper volume and make a bunch of noise and expect them to react, because we don't want the whole POI awake because you shot your gun. For performance reasons, the sleepers are not even spawned in volumes you are not close to.
Trash on the ground may make noise when you step on it, so don't or destroy it, which also may make some noise.
There are no magic spots on sl...
Read moreUh, did you miss me calling it "Excessive" already?
I would not call it massive. Excessive would be a better word. Then again the player reach is also long. A lot of it comes down to latency. Playing on slow connections makes for a worse experience.
Resolution has a large impact on 7dtd. Many people use resolutions above what their GPU can handle well, leading to poor FPS. Hopefully on Monday we shall see what nVidia has coming in the RTX 30x0 series for even better game play. I'll play at 4k on my 2070, but will use Dynamic Res at 66% to get FPS near 60. Hope to get a 3070 by the end of year and see if it can do pure 4k at 60.
Just because I say something is not a big deal, does not mean it won't be improved. It just means I don't think it is important compared to dozens of the 207 tickets currently assigned to me. How destroy area targets blocks is probably going to change anyway, due to me not liking how some of it works.
1 - AI may just be stuck not generating a path for an unknown reason. Just like ladder blocks did not make proper paths to adjacent ladders or climb in a controlled manner, which I fixed recently.
2 - They have a timer with destroying blocks, which tends to override other things. I don't consider it a big deal, since zombies are stupid. If bandits did it, then would be more of an issue.
Arrow slits will get fixed when I get to it. Pathing is cheap, but grid generation is not, which is where the fix would live. The fix would not just be for that, since cube casting will cause extra colliders to be hit, which will change paths and possibly make more problems to deal with, beyond just being slower.
Drone AI is special case, just like vulture AI is. Bandits will probably use AI pieces like the normal AI does. A melee bandit is not much different than a wolf, but with more circling (wolv...
Read moreMost games are not going to be using 100% of your CPU in general gameplay, because 100% in Windows means every core is maxed out. Games don't use every core most of the time, because a lot of code can't be run in parallel.
Yes, they were speed up by like 25%.
I have not seen that bug nor have I seen a bug report from testers. We would need a reproduction case to fix.
Nothing with directions of sounds should have changed.