PC A20 Developer Diary Discussions

Exactly. The behaviour is as expected (they hit a random block if they can't reach you).
Did you guys even watch most of the video??

At some point he (the player) jumps down and goes right behind some zeds, and they keep ignoring him and hitting the wall.

Blake_ gave the best explanation IMO, but you guys ignoring the fact that the AI is not working very well doesn't help the game or faatal.  :nono:

 
Hi Fun Pimps,

I like to lock inventory slots how it is in the Subquakes mod Undead Legacy 2.2.84 for A19.3(b6).







Is anything like this planned for Alpha20?
Would love if you could right click a slot and lock it as I like to have my items in certain ones all around my inventory...not just certain number starting from the first slot.

 
Zombies don't need to change targets every few seconds. Their chances to destroy your structure increase anyway if they continue to hit blocks until destroyed (and only retarget if they actually have a path to you.

If you have more real estate than the zombies can destroy in one horde night you haven't anything to fear anyway.


Would be cool if they get to the point where they can make 32+ max alive zombies the default.  Zombie ai would probably be easier to balance if you can just throw more at the player, heh.

Been having a lot of fun with 64 max alive. 

 
Did you guys even watch most of the video??


No. 7 minutes is not a short video in my book.

At some point he (the player) jumps down and goes right behind some zeds, and they keep ignoring him and hitting the wall.

Blake_ gave the best explanation IMO, but you guys ignoring the fact that the AI is not working very well doesn't help the game or faatal.  :nono:


Which is why I said "and only retarget if they actually have a path to you"

 
You can already do that in A19 vanilla as well. So glad Subquake finally got around to including it also.

You can already do that in A19 vanilla as well. So glad Subquake finally got around to including it also.


Lockable slots are not in vanilla. All the sort buttons are, but not the lockable slots.

 
Lockable slots are not in vanilla. All the sort buttons are, but not the lockable slots.


The lockable slots are in vanilla, just not enabled. The relevant part of the xml is commented out. The lockable slot mod I use just adds back the code that's already there.

 
Which is why I said "and only retarget if they actually have a path to you". Love  is my only path when I argue.


Which they didn't do... need a pair of glasses?? I miss you.


Obviously, since I was talking about a way to improve the AI. ... I would also like your clothes and your motorcycle.
Children plz. Imma call Roland and he ' gonna com a knockin' with the full power of algebra. And we' gonna end in odd numbers and with an X .

 
Did you guys even watch most of the video??

At some point he (the player) jumps down and goes right behind some zeds, and they keep ignoring him and hitting the wall.

Blake_ gave the best explanation IMO, but you guys ignoring the fact that the AI is not working very well doesn't help the game or faatal.  :nono:


This happens to me very often. Wandering hordes, regular zombies, even screamers sometimes. It's as if the AI calculates that the player is still in their former position.

 
This is crazy....this is not a bug reporting thread. If you believe there to be a bug with zombie AI, test it, reproduce it, and post it to the bug thread. Faatal doesn’t need us to hand him A19 bugs to work on. That is the job of the QA team.

 
This is crazy....this is not a bug reporting thread. If you believe there to be a bug with zombie AI, test it, reproduce it, and post it to the bug thread. Faatal doesn’t need us to hand him A19 bugs to work on. That is the job of the QA team.


I don't believe our intention was to submit a bug. I'd like to think we were merely... sharing observations.

Add-on: Besides, this hiccup of an AI fluke is a very minor issue; certainly nothing to look into in the games' current development. So let us all forget about it and move on.

 
Last edited by a moderator:
The lockable slots are in vanilla, just not enabled. The relevant part of the xml is commented out. The lockable slot mod I use just adds back the code that's already there.
By not in vanilla, i meant not enabled in vanilla. I'm aware that they are in the code but not enabled, and that the mods that have lockable slots are using tfp code.

 
By not in vanilla, i meant not enabled in vanilla. I'm aware that they are in the code but not enabled, and that the mods that have lockable slots are using tfp code.


Do you think such a feature could benefit the player somehow or is it just another excuse to be lazy?; the latter is what the human mind gravitates towards. It's important to ask these sorts of questions before proceeding forward. It's just a minor inconvenience. Accidentally deposited your shotgun shells away? Just grab them back out, or alternatively have a separate dump chest where you deposit all of your typical gear that you keep in your backpack before you start to organize what you have collected out in the world, then collect your items back from the dump chest and carry on.

 
Many features (vehicles, larger storage, etc) benefit the player, while you could say also is an excuse to be "lazy". I do like quality of life improvements, although personally i can enjoy the game without them.

The lockable slots are a nice addition in the overhaul mods i play, but i don't use modlets to add them to my vanilla games, although i certainly could. 

From what i recall, they haven't been added to the vanilla game because they haven't been completely bug tested and such. 

I hope they are added into vanilla game play at some point, but i am quite content to wait for it.

 
Do you think such a feature could benefit the player somehow or is it just another excuse to be lazy?; the latter is what the human mind gravitates towards. It's important to ask these sorts of questions before proceeding forward. It's just a minor inconvenience. Accidentally deposited your shotgun shells away? Just grab them back out, or alternatively have a separate dump chest where you deposit all of your typical gear that you keep in your backpack before you start to organize what you have collected out in the world, then collect your items back from the dump chest and carry on.


You didn't ask me, but I think lockable slots makes it more realistic. We have pocket mods for the clothes and the armor, but if we dump out our backpack, it's dumping everything, our entire inventory (well, except the toolbelt). In other games that have some similarity to 7DtD, the backpack, pockets on clothes, pants, etc. are separate so if you drop the backpack you still have all the other stuff. I'm not suggesting 7DtD go that route, but lockable slots is a compromise between that and the current vanilla implementation.

 
This is crazy....this is not a bug reporting thread. If you believe there to be a bug with zombie AI, test it, reproduce it, and post it to the bug thread. Faatal doesn’t need us to hand him A19 bugs to work on. That is the job of the QA team.
My bad, shouldn't have brought up the issue here...  :yield:

 
Back
Top