PC V3.0 Sandbox Siege Sneak Peek

OK, I am still misunderstanding the reason, for it being an option, in Vanilla standard
I would understand that.

Are you strictly speaking for PVP? Because if that is the case, is it the thought of
getting sniped while in the menu? If so wouldn't the same person be able to snipe
another person on the way to the trader, or coming out?

Does the server remove invulnerability, by default on trader outposts?
 
OK, I am still misunderstanding the reason, for it being an option, in Vanilla standard
I would understand that.

Are you strictly speaking for PVP? Because if that is the case, is it the thought of
getting sniped while in the menu? If so wouldn't the same person be able to snipe
another person on the way to the trader, or coming out?

Does the server remove invulnerability, by default on trader outposts?
The main reason comes down to zombies, and it's simpler than you might expect:

The trader can actually be killed. Traders seem invulnerable to players, but they're not fully protected from zombies. One of the primary reasons leaving the trader door open causes problems is that zombies can wander in and kill the trader. Once the trader is dead, that post is permanently closed. Steam Community

Vultures in particular are a noted threat — they can fly directly into open trader compounds (like Trader Joel's raised wooden platform) and attack the trader fairly frequently. Steam Community

There's also a secondary issue that's more of a pure game bug: the "closed trader" bug — where the trader teleports you out and becomes inaccessible even during business hours — can be triggered by a bugged world generation, not just a dead trader. But leaving the door open and letting zombies in is one of the preventable causes. Steam CommunitySteam Community

The fix/prevention: Always close the trader's door behind you when you leave. Birds (vultures) in particular have been known to kill traders in older patches as well, so keeping the door shut is the safest practice. Steam Community

claude ai
 
You might want to actually check the bs you have AI generate for you. I can't imagine a vulture ever killing a trader, I'm not even sure how they'd get in the door (and doubt they would unless someone intentionally lured them in.)

As for regular zombies doing it, it's of course possible (though traders have an absurd amount of health), but even when I accidentally leave the traders doors open occasionally, zombies pretty much never wander inside, and they certainly never wander into the trader's actual building.
 
When was the last time that it happened to you? What version?
The reason for asking is, I read the ai references, and back then it
would have been quite possible. But the references that the ai used
were from Alpha 20 and before. I am refering to the date posted stamp
on steam.

So I checked to see if there are any references within the passed year
none that I can find, other than when a person is playing a modded game.

I have never had it happen to me personally, knock wood.

But just to check and see if I will need to make adjustments I checked Google AI.
Results

  • Vanilla Gameplay: Traders are invulnerable, and their bases cannot be destroyed by zombies.
  • Modded Gameplay (e.g., Darkness Falls): Traders can absolutely be killed by zombies.
  • Google AI
 
@faatal

I've seen that zombie digging will be a toggle. Is it possible to add an option to disable zombie crouching, or to otherwise revert their behavior from first attacking the bottom block to the second block (from the ground) like it was pre-2.0?

Many POI's require zombies to be in a 1 meter crouch nowadays. I had a mod installed that removed the crouching and it broke a lot of spawns.
 
I hope this get seen. It would be nice to turn off zombies climbing ladders , and add falling damage. There is a mod so I know it can be done. Thanks 😊
You know what would be cool and nuanced? Progressive intelligence...just like in the George Romero movies and the Walking Dead. So in the beginning, zombies would be super dumb. No climbing. No intelligent pathing at all. But as the players progress, so does the zombie's intelligence.

That could open up a whole new approach to balancing difficultly and making the game more interesting past the 20th or so day where it usually starts to feel like it's time to start a new save.

It would be pretty cool if the approach to this game was wrapping a game around zombies instead of wrapping zombies around a game, if that makes any sense.
 
I hope this get seen. It would be nice to turn off zombies climbing ladders , and add falling damage. There is a mod so I know it can be done. Thanks 😊

Just to be safe: You know they can't climb ladders where the two lowest rungs are missing? While the player can jump on that ladder and use it that way?

Since that advantage is built in I somewhat doubt they feel it necessary to add such an option. Especially since some POIs like the vaults get very easy if ladders can't be used by zombies. For example the vaults.

Falling damage should still be in the game, or did I miss something? It is just capped at 1/3rd (?) of zombie max health. It means making pits helps but doesn't suffice to kill them. Making that percentage tuneable could be useful to some players I guess.
 
@meganoth

Any idea if it's possible to revert the zombie behavior where they attack the bottom block when they're trying to get into an area? I'd like if they couldn't duck anymore, but someone else mentioned how that would screw up the new spawning setups in newer POIs (where they spawn in already in a crouched/ducking position).

For the purposes of keeping zombies out of areas, block health has effectively been halved now that zombies target the lowest block first and then crouch to get through the hole they create. Before, they would attack the second block (from the ground), and once that was broken, they'd target the bottom block so they could walk through. I don't know if it's possible to keep crouching, or at least keep it for those spawning situations, but remove their abilities to crouch otherwise, and for them to attack the second block like they used to.
 
You know what would be cool and nuanced? Progressive intelligence...just like in the George Romero movies and the Walking Dead. So in the beginning, zombies would be super dumb. No climbing. No intelligent pathing at all. But as the players progress, so does the zombie's intelligence.

That could open up a whole new approach to balancing difficultly and making the game more interesting past the 20th or so day where it usually starts to feel like it's time to start a new save.

It would be pretty cool if the approach to this game was wrapping a game around zombies instead of wrapping zombies around a game, if that makes any sense.
I agree more options the better for sure. I personally don’t care for the idea of zombies learning though. I have seen them using machine guns in movies, and falling in love… I do hope the options for the game are always options to be able to change, so for example “ zombies can’t climb ladders at start, but after the first or second blood moon, player decides make it so they can climb ladders. It would be up to the players to decide how “smart” the zombies become, If that makes sense. Thanks
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Just to be safe: You know they can't climb ladders where the two lowest rungs are missing? While the player can jump on that ladder and use it that way?

Since that advantage is built in I somewhat doubt they feel it necessary to add such an option. Especially since some POIs like the vaults get very easy if ladders can't be used by zombies. For example the vaults.

Falling damage should still be in the game, or did I miss something? It is just capped at 1/3rd (?) of zombie max health. It means making pits helps but doesn't suffice to kill them. Making that percentage tuneable could be useful to some players I guess.
Sure I know I can jump on the ladder ect. I don’t want that to have to be the option. Thanks 😊
 
Now that I am thinking about can we add zombies not jumping also?yes I want very dumb zombies haha. Yes there is a mod for that too. I just want to put more options out there Incase someone hasn’t thought about it. Thanks.
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@meganoth

Any idea if it's possible to revert the zombie behavior where they attack the bottom block when they're trying to get into an area? I'd like if they couldn't duck anymore, but someone else mentioned how that would screw up the new spawning setups in newer POIs (where they spawn in already in a crouched/ducking position).

For the purposes of keeping zombies out of areas, block health has effectively been halved now that zombies target the lowest block first and then crouch to get through the hole they create. Before, they would attack the second block (from the ground), and once that was broken, they'd target the bottom block so they could walk through. I don't know if it's possible to keep crouching, or at least keep it for those spawning situations, but remove their abilities to crouch otherwise, and for them to attack the second block like they used to.
I agree stopping the crouching is a good idea too. But yea, I used a mod to stop zombies from crouching and it would messed up the spawns so I had to take it out.
 
Zombies cant kill traders the last time I checked. At least in vanilla.
Nope they target them but doesnt deal damage
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Anything new popped up on the forums
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There's an option to turn off trader protection and with that the doors would eventually disappear-- as well as a few wall sections...
Trader protection so billable traders?
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Any chance there will be a sandbox setting to disable traders and/or quests?
From what Roland said. Yes
 
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