^I wish zombies would just go beserk on loop bases..When the AI realizes that it can't reach you and always loops it should start hitting the blocks. Thats what Night of the Dead does and it's a good idea for 7dtd too![]()
Yes, but as far as I can remember, "destroy mode" was mainly (if not always) activated when the AI pathing couldn't reach you.If they do stop to destroy a block once in a while that makes it less easy to cheese the AI with an infinite loop horde base. =P
They are not necessarily stuck. Sight checks and pathing calculations have delays for performance reasons. They could be destroying area and not seeing you since they are not facing you. Destroy area locks them in for a bit or you could just yo-yo them back and forth by moving. I actually have a MF I'm looking at now of that happening in a warehouse and the player on shelves.
If they do stop to destroy a block once in a while that makes it less easy to cheese the AI with an infinite loop horde base. =P
Well if i good remember sometimes if someone were highter they didn't know what to do and watched surviors. Btw damn i wish to see mod which allow players to make wood blocks doors traps and work stations and zombie can only destroy doors traps and wood trapsYeah, but that behaviour makes it easier for the player to engage in 1vs X combat at any other situation . They should immediately wake up from that focused behaviour once the player is 3-5 blocks away. It wouldn't make performace cry at all and right now the "what the hell" situation is that you can lick, tap and caress their heads while they hit the wall and they only start seing you after a very noticeable moment, so forcing a check at 3m distance is neither hard on the system nor bad for gameplay. What if you are 5m away? Benefit of the doubt. But I've never seen a TWD zombie turn away from a human that's nearby and stay that way if not attacked.
Night of the Dead does that? I have never observed it. In fact, aside from jerk infected which intentionally attack base structures, their destruction mode seems pretty similar to 7d2d: if they attack base structures if they take damage that wasn't inflicted by the player.I wish zombies would just go beserk on loop bases..When the AI realizes that it can't reach you and always loops it should start hitting the blocks. Thats what Night of the Dead does and it's a good idea for 7dtd too![]()
Yeah, there are very weird cases when a zombie is coming in your direction -- or pathing to you -- and suddenly reverse direction and go attack some block. There was a striking example of it on Kage848's current playthrough, on the first horde night with demolishers. One of the demolishers walking down the path to him just turned 180 at one point and started going back (link at the bottom).Yes, but as far as I can remember, "destroy mode" was mainly (if not always) activated when the AI pathing couldn't reach you.
I'm talking about the case when they can clearly reach you and you're literally a few paces away.
Of course people who really like to cheese things might not like it so much. But I think many would like an increase in challenge.
I believe it can happen whenever a zombie takes damage, though maybe it's just fall damage.Yes, but as far as I can remember, "destroy mode" was mainly (if not always) activated when the AI pathing couldn't reach you.
I'm talking about the case when they can clearly reach you and you're literally a few paces away.
Yes. You are correct that when you hit them or when they receive damage they can snap out of it, but that "deaf and blind" behaviour shouldn't happen in the first place. If the player is very close they should immediatly notice it, not a few seconds later if the stars align. Destroy mode needs to be able to disengage if the player gets close, and not by actively punching the entity.I believe it can happen whenever a zombie takes damage, though maybe it's just fall damage.
That's a good thing in my book. I can's stand games with spells and potions etc.loot is good but it lacks flavor in the form of "enchantments"
I meant the other way around. When they take damage from an unknown source (that is, not a player) they can go into destruction mode. AFAIK, not guaranteeing it.Yes. You are correct that when you hit them or when they receive damage they can snap out of it, but that "deaf and blind" behaviour shouldn't happen in the first place. If the player is very close they should immediatly notice it, not a few seconds later if the stars align. Destroy mode needs to be able to disengage if the player gets close, and not by actively punching the entity.
By enchantments I meant "buffs" which really are "enchantments" of a sort in videogames. Unless there was a joke somewhere that passed me by.That's a good thing in my book. I can's stand games with spells and potions etc.
Dear hardworking Developers, How many MFB is left to fix before hitting Experimental release?
Do we know that next Wednesday is going to be a Gameplay Stream for sure? Maybe I missed the words at the twitch stream, but I haven't seen the announcement yet, and they usually tell us 24 hours after. Also, the last stream is also already up on Youtube.It was 32 yesterday and we know there is at least one more dev stream next Wednesday... so November in general, is I would say just as good as a guess as "December" - again, in general![]()
I always try to design my bases so the zombies have a fighting chance to get to me. Not that I give them much of one, but at least it is better than thinking they had a change and not having oneI'm usually frustrated at people who complain about their cheese bases not working anymore. Like people who want to make an underground base where zombies just won't reach them during horde night -- that one is a pet peeve of mine because on alpha 15, before I knew zombies would not dig, I used pillar 50s on the roof of tunnels so I could defend them.
9) Weapons
- Pipe Rifle
- Pipe Pistol
- Pipe Baton
- Pipe Shotgun
- Pipe Machine Gun
- Pipe weapons craftable from backpack without need for schematic
- Lever Action Rifle Tier between Bolt and Sniper
- Many weapons reskinned to apocalyptic art style
I think all the pipe weapons but the Pipe Pistol have been seen in action in the A20 streams. Don't think I saw the Pipe Pistol and they haven't progressed far enough in those playthroughs to get the Lever Action rifleHey,
is there a update or current status on which of the pipe weapons are being released in A20?
I think it was mentioned in a playthrough that some of the pipe weapons will not be released in this A20 version.
Thanks!
I think all the pipe weapons but the Pipe Pistol have been seen in action in the A20 streams. Don't think I saw the Pipe Pistol and they haven't progressed far enough in those playthroughs to get the Lever Action rifle
Hey,
is there a update or current status on which of the pipe weapons are being released in A20?
I think it was mentioned in a playthrough that some of the pipe weapons will not be released in this A20 version.
Thanks!